Author(s): Gavin Allanwood
By putting people at the centre of interactive design, user experience (UX) techniques are now right at the heart of digital media design and development. As a designer, you need to create work that will impact positively on everyone who is exposed to it. Whether it's passive and immutable or interactive and dynamic, the success of your design will depend largely on how well the user experience is constructed. User Experience Design shows how researching and understanding users' expectations and motivations can help you develop effective, targeted designs. The authors explore the use of scenarios, personas and prototyping in idea development, and will help you get the most out of the latest tools and techniques to produce interactive designs that users will love. With practical projects to get you started, and stunning examples from some of today's most innovative studios, this is an essential introduction to modern UXD.
A practical approach to graphic design that puts human experience at the forefront of the design process.
An accessible, visually compelling introduction to UXD, this book offers that big picture which will help motivate students to learn more about the field and its methods. Jeffrey Bardzell, Indiana University
Gavin Allanwood is a practitioner in digital media design, course leader and course developer at the University of Central Lancashire, UK. Peter Beare is an expert in multidisciplinary approaches to digital media design and course leader at the University of Central Lancashire, UK.
Introduction Chapter 1: What is User Experience Design? Roles in UXD Today's multidisciplinary team Case Study: A UXD approach Exercise: A user centred development cycle Chapter 2: Users User context Researching the user's world Brands Case Study: User profiling Emotional responses Memory Fallibility Expectation Motivation Exercise: Designing a memorable experience Chapter 3: Experience Design Personas Scenario development Case Study: User Involvement Fun Usability Simplicity Discovery Challenge 360 degree view Life cycle Exercise: Intuitive Design Semiotics Chapter 4: Design Process User involvement User vs. client requirements Constraints Design specification Planning tools Case Study: Planning Exercise: Plan a memorable experience Chapter 5: Design Methods Platforms and technologies Semantic design Interoperability Design tools Wireframing Prototyping Design Patterns Layout Type Image Iteration Exercise: Build a prototype End matter: Standards and checklist; Conclusion; Glossary; Index