LEADER 03955nam 22007575 450 001 9910299237303321 005 20250609110728.0 010 $a3-319-14304-2 024 7 $a10.1007/978-3-319-14304-0 035 $a(CKB)3710000000378004 035 $a(EBL)2096953 035 $a(SSID)ssj0001465267 035 $a(PQKBManifestationID)11833312 035 $a(PQKBTitleCode)TC0001465267 035 $a(PQKBWorkID)11470761 035 $a(PQKB)11688305 035 $a(DE-He213)978-3-319-14304-0 035 $a(MiAaPQ)EBC2096953 035 $a(PPN)184895766 035 $a(MiAaPQ)EBC3108598 035 $a(EXLCZ)993710000000378004 100 $a20150317d2015 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aDesign for Experience $eWhere Technology Meets Design and Strategy /$fby Jinwoo Kim 205 $a1st ed. 2015. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2015. 215 $a1 online resource (223 p.) 225 1 $aHuman?Computer Interaction Series,$x2524-4477 300 $aDescription based upon print version of record. 311 08$a3-319-14303-4 320 $aIncludes bibliographical references at the end of each chapters. 327 $aPreface -- Acknowledgements.- A Real Experience -- The Three Threads of Experience --  Fundamentals for Achieving the Balance of Experience -- Creative Conflicts and Dynamic Balancing -- Design for Senseful Experience -- Design for Valuable Experience -- Design for Harmonious Experience -- Design for the Next Experience -- Epilogue. 330 $aPresents a strategic perspective and design methodology that guide the process of developing digital products and services that provide ?real experience? to users. Only when the material experienced runs its course to fulfilment is it then regarded as ?real experience? that is distinctively senseful, evaluated as valuable, and harmoniously related to others. Based on the theoretical background of human experience, the book focuses on these three questions: How can we understand the current dominant designs of digital products and services? What are the user experience factors that are critical to provide the real experience? What are the important HCI design elements that can effectively support the various UX factors that are critical to real experience? Design for Experience is intended for people who are interested in the experiences behind the way we use our products and services, for example designers and students interested in interaction, visual graphics and information design or practitioners and entrepreneurs in pursuit of new products or service-based start-ups. 410 0$aHuman?Computer Interaction Series,$x2524-4477 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aInteractive multimedia 606 $aMultimedia systems 606 $aImage processing$xDigital techniques 606 $aComputer vision 606 $aUser Interfaces and Human Computer Interaction 606 $aMedia Design 606 $aComputer Imaging, Vision, Pattern Recognition and Graphics 615 0$aUser interfaces (Computer systems) 615 0$aHuman-computer interaction. 615 0$aInteractive multimedia. 615 0$aMultimedia systems. 615 0$aImage processing$xDigital techniques. 615 0$aComputer vision. 615 14$aUser Interfaces and Human Computer Interaction. 615 24$aMedia Design. 615 24$aComputer Imaging, Vision, Pattern Recognition and Graphics. 676 $a004 676 $a005.437 676 $a006.6 676 $a006.7 676 $a4019 700 $aKim$b Jinwoo$4aut$4http://id.loc.gov/vocabulary/relators/aut$01059826 906 $aBOOK 912 $a9910299237303321 996 $aDesign for Experience$92508546 997 $aUNINA