LEADER 03779nam 22006615 450 001 9910741192703321 005 20251009082147.0 010 $a3-031-39683-9 024 7 $a10.1007/978-3-031-39683-0 035 $a(MiAaPQ)EBC30706863 035 $a(CKB)27994398700041 035 $a(Au-PeEL)EBL30706863 035 $a(DE-He213)978-3-031-39683-0 035 $a(PPN)272263389 035 $a(EXLCZ)9927994398700041 100 $a20230817d2023 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aPrototyping User eXperience in eXtended Reality /$fby Monica Bordegoni, Marina Carulli, Elena Spadoni 205 $a1st ed. 2023. 210 1$aCham :$cSpringer Nature Switzerland :$cImprint: Springer,$d2023. 215 $a1 online resource (139 pages) 225 1 $aPoliMI SpringerBriefs,$x2282-2585 311 08$a9783031396823 320 $aIncludes bibliographical references. 327 $aIntroduction -- User Experience and User Experience Design -- Prototyping: practices and techniques -- Multisensory Interaction in eXtended Reality -- Case Studies -- Augmented Reality applications that aid in promoting sustainability -- Applications of multisensory experiences in eXtended Reality -- Connecting Reality and Virtuality -- Conclusions. 330 $aThis book examines two topics in the context of product design and enabling technologies: User eXperience (UX) and eXtended Reality (XR). UX regards the ways in which people interact with the environment and with objects and is considered of primary importance in many contexts. When developing new products, UX must be carefully designed and evaluated directly with the users. Prototyping is a well-known, effective, and widely used practice for design evaluation. The book describes how prototyping based on XR technologies, including Virtual, Augmented and Mixed Reality, is a suitable approach for testing ideas and products without fully physically building them. The major benefits, which are well explained and demonstrated in this book, consist in allowing users to experience products, including their appearance, functions, and usability, in a digital context that can be easily modified and customized according to the users? feedback and the context of use. The audience of the book includes graduate students who wish to learn more about prototyping methods and technologies and product and digital application designers who can deepen their knowledge on advanced digital technologies for evaluating the designs of products and experiences. 410 0$aPoliMI SpringerBriefs,$x2282-2585 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aComputer-aided engineering 606 $aVirtual reality 606 $aAugmented reality 606 $aUser Interfaces and Human Computer Interaction 606 $aComputer-Aided Engineering (CAD, CAE) and Design 606 $aVirtual and Augmented Reality 615 0$aUser interfaces (Computer systems) 615 0$aHuman-computer interaction. 615 0$aComputer-aided engineering. 615 0$aVirtual reality. 615 0$aAugmented reality. 615 14$aUser Interfaces and Human Computer Interaction. 615 24$aComputer-Aided Engineering (CAD, CAE) and Design. 615 24$aVirtual and Augmented Reality. 676 $a004.21 700 $aBordegoni$b Monica$01423755 702 $aCarulli$b Marina 702 $aSpadoni$b Elena 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910741192703321 996 $aPrototyping User EXperience in EXtended Reality$93552188 997 $aUNINA