000 | 03213nam a22004455i 4500 | ||
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_c200434453 _d52665 |
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003 | DE-He213 | ||
005 | 20231104114412.0 | ||
007 | cr nn 008mamaa | ||
008 | 150317s2015 gw | s |||| 0|eng d | ||
020 |
_a9783319143040 _z978-3-319-14304-0 |
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024 | 7 |
_a10.1007/978-3-319-14304-0 _2doi |
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040 |
_aTR-AnTOB _beng _cTR-AnTOB _erda |
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050 | 4 | _aQA76.9.U83 | |
050 | 4 | _aQA76.9.H85 | |
072 | 7 |
_aUYZG _2bicssc |
|
072 | 7 |
_aCOM070000 _2bisacsh |
|
072 | 7 |
_aUYZG _2thema005.437 _2234.019 _223 |
|
100 | 1 |
_aKim, Jinwoo. _eauthor. _4aut _4http://id.loc.gov/vocabulary/relators/aut |
|
245 | 1 | 0 |
_aDesign for Experience : _bWhere Technology Meets Design and Strategy / _cby Jinwoo Kim. |
264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2015. |
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300 | _a1 online resource | ||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_atext file _bPDF _2rda |
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490 | 0 |
_aHuman–Computer Interaction Series, _x1571-5035 |
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505 | 0 | _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. | |
520 | _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. | ||
650 | 0 | _aComputer science. | |
650 | 0 | _aComputer vision. | |
650 | 1 | 4 |
_aUser Interfaces and Human Computer Interaction. _0http://scigraph.springernature.com/things/product-market-codes/I18067 |
650 | 2 | 4 |
_aMedia Design. _0http://scigraph.springernature.com/things/product-market-codes/I25004 |
650 | 2 | 4 |
_aComputer Imaging, Vision, Pattern Recognition and Graphics. _0http://scigraph.springernature.com/things/product-market-codes/I22005 |
710 | 2 | _aSpringerLink (Online service) | |
856 | 4 | 0 |
_3Springer eBooks _zOnline access link to the resource _uhttps://doi.org/10.1007/978-3-319-14304-0 |
942 |
_2lcc _cEBK |
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041 | _aeng |