Designed with flexibility and readersâ needs in mind, this purpose driven book offers new UX practitioners succinct and complete intructions on how to conduct user research and rapidly design interfaces and products in the classroom or the office.
Designed with flexibility and readersâ needs in mind, this purpose driven book offers new UX practitioners succinct and complete intructions on how to conduct user research and rapidly design interfaces and products in the classroom or the office.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Andrew Mara is an Associate Professor and Faculty Head of Interdisciplinary Humanities and Communication in the College of Integrative Arts and Humanities at Arizona State University. He has been teaching user experience, innovation rhetoric, and technical writing for 16 years. In addition, he has created an interactive arts app, built a digital dissertation studio, edited a special issue of Technical Communication Quarterly, performed a social media gameshow, and published over 20 journal articles, book chapters, and conference proceedings on writing innovation and communities of practice.
Inhaltsangabe
1. Introduction 2. Take an Active User Stance 3. Build Your Temporary Team 4. Map Your Best UX Cycle 5. Find and Understand Your Users 6. Ask, Observe, and Involve Users 7. Design with Users 8. Test and Begin to Sift Through the Data 9. Collect and Analyze the Data 10. Find the Story in Your Data 11. Present Data to Users, Team Members, and Stakeholders 12. Persuade with Personas 13. Manifest Your Idea in Sketches 14. Wireframes and Mockups 15. Create a Prototype or Minimum Viable Product, and Test It 16. Capture the Lessons and Disassemble the Team 17. Prepare to Do It Again
1. Introduction 2. Take an Active User Stance 3. Build Your Temporary Team 4. Map Your Best UX Cycle 5. Find and Understand Your Users 6. Ask, Observe, and Involve Users 7. Design with Users 8. Test and Begin to Sift Through the Data 9. Collect and Analyze the Data 10. Find the Story in Your Data 11. Present Data to Users, Team Members, and Stakeholders 12. Persuade with Personas 13. Manifest Your Idea in Sketches 14. Wireframes and Mockups 15. Create a Prototype or Minimum Viable Product, and Test It 16. Capture the Lessons and Disassemble the Team 17. Prepare to Do It Again
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