This book teaches readers about the three basic interview methods: structured interviews, semi-structured interviews, and unstructured interviews. The author discusses the various strengths, weaknesses, issues with each type of interview, and includes best practices and procedures for conducing effective and efficient interviews. The book dives into the detailed information about interviews that haven’t been discussed before – readers learn how and when to ask the "how" and "why" questions to get a deeper understanding of problems, concepts, and processes, as well as discussions on laddering and critical incident techniques.
Because so much of what UX practitioners do involves good interviewing skills, this is your one-stop resource with the definitions, processes, procedures and best practices on the basic approaches.
As more UX and web professionals need to justify their design decisions with solid, reliable data, Measuring the User Experience provides the quantitative analysis training that these professionals need. The second edition presents new metrics such as emotional engagement, personas, keystroke analysis, and net promoter score. It also examines how new technologies coming from neuro-marketing and online market research can refine user experience measurement, helping usability and user experience practitioners make business cases to stakeholders. The book also contains new research and updated examples, including tips on writing online survey questions, six new case studies, and examples using the most recent version of Excel.Learn which metrics to select for every case, including behavioral, physiological, emotional, aesthetic, gestural, verbal, and physical, as well as more specialized metrics such as eye-tracking and clickstream dataFind a vendor-neutral examination of how to measure the user experience with web sites, digital products, and virtually any other type of product or systemDiscover in-depth global case studies showing how organizations have successfully used metrics and the information they revealedCompanion site, www.measuringux.com, includes articles, tools, spreadsheets, presentations, and other resources to help you effectively measure the user experience
The book is organized into three parts. Part I discusses the benefits of end-user research and the ways it fits into the development of useful, desirable, and successful products. Part II presents techniques for understanding people’s needs, desires, and abilities. Part III explains the communication and application of research results. It suggests ways to sell companies and explains how user-centered design can make companies more efficient and profitable. This book is meant for people involved with their products’ user experience, including program managers, designers, marketing managers, information architects, programmers, consultants, and investors.Explains how to create usable products that are still original, creative, and uniqueA valuable resource for designers, developers, project managers - anyone in a position where their work comes in direct contact with the end userProvides a real-world perspective on research and provides advice about how user research can be done cheaply, quickly and how results can be presented persuasivelyGives readers the tools and confidence to perform user research on their own designs and tune their software user experience to the unique needs of their product and its users
Each method presented provides different information about the users and their requirements (e.g., functional requirements, information architecture). The techniques can be used together to form a complete picture of the users' needs or they can be used separately throughout the product development lifecycle to address specific product questions. These techniques have helped product teams understand the value of user experience research by providing insight into how users behave and what they need to be successful. You will find brand new case studies from leaders in industry and academia that demonstrate each method in action.
This book has something to offer whether you are new to user experience or a seasoned UX professional. After reading this book, you'll be able to choose the right user research method for your research question and conduct a user research study. Then, you will be able to apply your findings to your own products.Completely new and revised edition includes 30+% new content!Discover the foundation you need to prepare for any user research activity and ensure that the results are incorporated into your products Includes all new case studies for each method from leaders in industry and academia
In the second chapter, questionnaires and surveys are discussed. Asking questions sounds simple, but the hard truth is that asking questions (and designing questionnaires) is a difficult task. This chapter discusses being mindful of the choice of words, order of questions and how early questions influence later questions, answer scales and how they impact the user response, questionnaire design, and much more.
The final chapter provides examples of some common questionnaires (both free and fee-based) for assessing the usability of products.
After reading this book, readers will be able to use these user design tools with greater confidence and certainty.
The book provides an iterative and evaluation-centered UX lifecycle template, called the Wheel, for interaction design. Key concepts discussed include contextual inquiry and analysis; extracting interaction design requirements; constructing design-informing models; design production; UX goals, metrics, and targets; prototyping; UX evaluation; the interaction cycle and the user action framework; and UX design guidelines.
This book will be useful to anyone interested in learning more about creating interaction designs to ensure a quality user experience. These include interaction designers, graphic designers, usability analysts, software engineers, programmers, systems analysts, software quality-assurance specialists, human factors engineers, cognitive psychologists, cosmic psychics, trainers, technical writers, documentation specialists, marketing personnel, and project managers.A very broad approach to user experience through its components—usability, usefulness, and emotional impact with special attention to lightweight methods such as rapid UX evaluation techniques and an agile UX development processUniversal applicability of processes, principles, and guidelines—not just for GUIs and the Web, but for all kinds of interaction and devices: embodied interaction, mobile devices, ATMs, refrigerators, and elevator controls, and even highway signageExtensive design guidelines applied in the context of the various kinds of affordances necessary to support all aspects of interactionReal-world stories and contributions from accomplished UX practitionersA practical guide to best practices and established principles in UXA lifecycle template that can be instantiated and tailored to a given project, for a given type of system development, on a given budget
Heuristic evaluation is perhaps the best-known inspection method, requiring a group of evaluators to review a product against a set of general principles. The perspective-based user interface inspection is based on the principle that different perspectives will find different problems in a user interface. In the related persona-based inspection, colleagues assume the roles of personas and review the product based on the needs, background, tasks, and pain points of the different personas. The cognitive walkthrough focuses on ease of learning.
Most of the inspection methods do not require users; the main exception is the pluralistic walkthrough, in which a user is invited to provide feedback while members of a product team listen, observe the user, and ask questions.
After reading this book, you will be able to use these UI inspection methods with confidence and certainty.
In this book, the reader is asked to analyze dozens of UCD work situations and propose solutions for the problem set. The problems posed in the cases cover a wide variety of key tasks and issues faced by practitioners, including those related to organizational/managerial topics, UCD methods and processes, and technical/ project issues.
The benefit of the casebook and its organization is that it offers new practitioners (as well as experienced practitioners working in new settings) valuable practice in decision-making that cannot be obtained by simply reading a book or attending a seminar.The first User-Centered Design Casebook, with cases covering the key tasks and issues facing UCD practitioners today.Each chapter based on real world cases with complex problems, giving readers as close to a real-world experience as possible.Offers "the things you don't learn in school," such as innovative and hybrid solutions that were actually used on the problems discussed.
From the Trade Paperback edition.
Part I provides background in the history and concepts of social media and social networks. Also included here is social network analysis, which flows from measuring, to mapping, and modeling collections of connections. The next part focuses on the detailed operation of the free and open-source NodeXL extension of Microsoft Excel, which is used in all exercises throughout this book. In the final part, each chapter presents one form of social media, such as e-mail, Twitter, Facebook, Flickr, and Youtube. In addition, there are descriptions of each system, the nature of networks when people interact, and types of analysis for identifying people, documents, groups, and events.Walks you through NodeXL, while explaining the theory and development behind each step, providing takeaways that can apply to any SNADemonstrates how visual analytics research can be applied to SNA tools for the mass marketIncludes case studies from researchers who use NodeXL on popular networks like email, Facebook, Twitter, and wikisDownload companion materials and resources at https://nodexl.codeplex.com/documentation
In this book, Colin Ware takes what we now know about perception, cognition, and attention and transforms it into concrete advice that designers can directly apply. He demonstrates how designs can be considered as tools for cognition – extensions of the viewer’s brain in much the same way that a hammer is an extension of the user’s hand. The book includes hundreds of examples, many in the form of integrated text and full-color diagrams.
Experienced professional designers and students alike will learn how to maximize the power of the information tools they design for the people who use them.Presents visual thinking as a complex process that can be supported in every stage using specific design techniquesProvides practical, task-oriented information for designers and software developers charged with design responsibilitiesIncludes hundreds of examples, many in the form of integrated text and full-color diagramsSteeped in the principles of “active vision, which views graphic designs as cognitive tools
The book discusses the differences between the normal ways to sketch and sketching used by user-experience designers. It also describes some motivation on why a person should sketch and introduces the sketchbook. The book reviews the different sketching methods and the modules that contain a particular sketching method. It also explains how the sketching methods are used.
Readers who are interested in learning, understanding, practicing, and teaching experience design, information design, interface design, and information architecture will find this book relevant.Features standalone modules detailing methods and exercises for practitioners who want to learn and develop their sketching skills
Extremely practical, with illustrated examples detailing all steps on how to do a method
Excellent for individual learning, for classrooms, and for a team that wants to develop a culture of design practice
Perfect complement to Buxton’s Sketching User Experience or any UX textAuthor-maintained companion website at
This book looks at the consequences of machine-to-machine transactions using the blockchain socially, technologically, economically and politically. Blockchain Enabled Applications provides you with a clear perspective of the ecosystem that has developed around the blockchain and the various industries it has penetrated.
What You’ll LearnImplement the code-base from Fabric and Sawtooth, two open source blockchain-efforts being developed under the Hyperledger Project
Evaluate the benefits of integrating blockchain with emerging technologies, such as machine learning and artificial intelligence in the cloudUse the practical insights provided by the case studies to your own projects or start-up ideasSet up a development environment to compile and manage projects
Who This Book Is For
Developers who are interested in learning about the blockchain as a data-structure, the recent advancements being made and how to implement the code-base.
Decision makers within large corporations (product managers, directors or CIO level executives) interested in implementing the blockchain who need more practical insights and not just theory.
Just as Dewey, in Art as Experience, argued that art is part of everyday lived experience and not isolated in a museum, McCarthy and Wright show how technology is deeply embedded in everyday life. The "zestful integration" or transcendent nature of the aesthetic experience, they say, is a model of what human experience with technology might become.
McCarthy and Wright illustrate their theoretical framework with real-world examples that range from online shopping to ambulance dispatch. Their approach to understanding human computer interaction—seeing it as creative, open, and relational, part of felt experience—is a measure of the fullness of technology's potential to be more than merely functional.
Transhumanism is a movement pushing the limits of our bodies—our capabilities, intelligence, and lifespans—in the hopes that, through technology, we can become something better than ourselves. It has found support among Silicon Valley billionaires and some of the world’s biggest businesses.
In To Be a Machine, journalist Mark O'Connell explores the staggering possibilities and moral quandaries that present themselves when you of think of your body as a device. He visits the world's foremost cryonics facility to witness how some have chosen to forestall death. He discovers an underground collective of biohackers, implanting electronics under their skin to enhance their senses. He meets a team of scientists urgently investigating how to protect mankind from artificial superintelligence.
Where is our obsession with technology leading us? What does the rise of AI mean not just for our offices and homes, but for our humanity? Could the technologies we create to help us eventually bring us to harm? Addressing these questions, O'Connell presents a profound, provocative, often laugh-out-loud-funny look at an influential movement. In investigating what it means to be a machine, he offers a surprising meditation on what it means to be human.
Design to Thrive presents tried and tested design methodologies, based on the author’s decades of research, to ensure successful and sustainable online communities -- whether a wiki for employees to share procedures and best practices or for the next Facebook. The book describes four criteria, called "RIBS," which are necessary to the design of a successful and sustainable online community. These concepts provide designers with the tools they need to generate informed creative and productive design ideas, to think proactively about the communities they are building or maintaining, and to design communities that encourage users to actively contribute.Provides essential tools to create thriving social networks, helping designers to avoid common pitfalls, avoid costly mistakes, and to ensure that communities meet client needs
Contains real world stories from popular, well known communities to illustrate how the concepts work
Features a companion online network that employs the techniques outlined in the book
Early UI practitioners were trained in cognitive psychology, and developed UI design rules based on it. But as the field has evolved since the first edition of this book, designers enter the field from many disciplines. Practitioners today have enough experience in UI design that they have been exposed to design rules, but it is essential that they understand the psychology behind the rules in order to effectively apply them.
In this new edition, you'll find new chapters on human choice and decision making, hand-eye coordination and attention, as well as new examples, figures, and explanations throughout.Provides an essential source for user interface design rules and how, when, and why to apply themArms designers with the science behind each design rule, allowing them to make informed decisions in projects, and to explain those decisions to others Equips readers with the knowledge to make educated tradeoffs between competing rules, project deadlines, and budget pressuresCompletely updated and revised, including additional coverage on human choice and decision making, hand-eye coordination and attention, and new mobile and touch-screen examples throughout
This book will introduce you to the innovators who laid the foundation for the Internet and the World Wide Web, the man who invented online chat, and the people who invented the products all of us use online every day. Learn where, when, how and why the Internet came into being, and exactly what hundreds of thousands of people were doing online before the Web. See who was behind it all, and what inspired them.
Whatever countervailing hopes the worldwide web gave rise to in its dawning years, far from restoring the “public sphere” of yore, the internet has completed its fragmentation. According to Japanese thinker Hiroki Azuma, the way forward must be sought through what network technology is actually good at: aggregating and processing the traces we leave (without always meaning to) every time we wade into the world of connectivity.
Harking back to Rousseau and his idea of the general will, dropping by Freud and his discovery of the unconscious, taking inspiration from Google and the tenor of its innovations, revisiting Christopher Alexander and his highway planning, and making curious bedfellows of Twitter, Rorty, and Nozick, General Will 2.0 is a wild ride bound to delight not just citizens who “care” but those who find doing so to be increasingly difficult and false.
Each of us exists in three-dimensional, physical space. But, as a constellation of everyday digital phenomena rewires our lives, we are increasingly coaxed from the containment of our predigital selves into a wonderful and eerie fourth dimension, a world of ceaseless communication, instant information, and global connection.
Our portals to this new world have been wedged open, and the silhouette of a figure is slowly taking shape. But what does it feel like to be four-dimensional? How do digital technologies influence the rhythms of our thoughts, the style and tilt of our consciousness? What new sensitivities and sensibilities are emerging with our exposure to the delights, sorrows, and anxieties of a networked world? And how do we live in public with these recoded private lives?
Laurence Scott—hailed as a “New Generation Thinker” by the Arts and Humanities Research Council and the BBC—shows how this four-dimensional life is dramatically changing us by redefining our social lives and extending the limits of our presence in the world. Blending tech-philosophy with insights on everything from Seinfeld to the fall of Gaddafi, Scott stands with a rising generation of social critics hoping to understand our new reality. His virtuosic debut is a revelatory and original exploration of life in the digital age.
Pro Web Project Management is written for both the full-time project manager and the aspiring project manager who might have a role that blends client support, web development, and project management. The project budget sweet spot for this book is $50,000 to $500,000. If you manage a project in this space, reading this book will make you a better project manager.Learn how to manage a modern web project with a budget of $50,000 to $500,000 Get actionable tips on dealing with real project management challenges Learn the simple, defined process—refined over the years—to take simple and complex projects from proposal to successful launch
* Emphasizes cost-effective methods that developers can implement immediately
* Instructs readers about which methods to use when, throughout the development lifecycle, which ultimately helps in cost-benefit analysis.
* Shows readers how to avoid the four most frequently listed reasons for delay in software projects.
* Includes detailed information on how to run a usability test.
* Covers unique issues of international usability.
* Features an extensive bibliography allowing readers to find additional information.
* Written by an internationally renowned expert in the field and the author of the best-selling HyperText & HyperMedia.
What Readers Will LearnWhat the concept of a social machine is and how the activities of non-programmers are contributing to machine intelligence
How modern artificial intelligence technologies, such as Watson, are evolving and how they process knowledge from both carefully produced information (such as Wikipedia and journal articles) and from big data collections
The fundamentals of neuromorphic computing, knowledge graph search, and linked data, as well as the basic technology concepts that underlie networking applications such as Facebook and Twitter
How the change in attitudes towards cooperative work on the Web, especially in the younger demographic, is critical to the future of Web applications
Who This Book Is ForGeneral readers and technically engaged developers, entrepreneurs, and technologists interested in the threats and promises of the accelerating convergence of artificial intelligence with social networks and mobile web technologies.
Data Scientists at Work is a collection of interviews with sixteen of the world's most influential and innovative data scientists from across the spectrum of this hot new profession. "Data scientist is the sexiest job in the 21st century," according to the Harvard Business Review. By 2018, the United States will experience a shortage of 190,000 skilled data scientists, according to a McKinsey report.
Through incisive in-depth interviews, this book mines the what, how, and why of the practice of data science from the stories, ideas, shop talk, and forecasts of its preeminent practitioners across diverse industries: social network (Yann LeCun, Facebook); professional network (Daniel Tunkelang, LinkedIn); venture capital (Roger Ehrenberg, IA Ventures); enterprise cloud computing and neuroscience (Eric Jonas, formerly Salesforce.com); newspaper and media (Chris Wiggins, The New York Times); streaming television (Caitlin Smallwood, Netflix); music forecast (Victor Hu, Next Big Sound); strategic intelligence (Amy Heineike, Quid); environmental big data (André Karpištšenko, Planet OS); geospatial marketing intelligence (Jonathan Lenaghan, PlaceIQ); advertising (Claudia Perlich, Dstillery); fashion e-commerce (Anna Smith, Rent the Runway); specialty retail (Erin Shellman, Nordstrom); email marketing (John Foreman, MailChimp); predictive sales intelligence (Kira Radinsky, SalesPredict); and humanitarian nonprofit (Jake Porway, DataKind). The book features a stimulating foreword by Google's Director of Research, Peter Norvig.Each of these data scientists shares how he or she tailors the torrent-taming techniques of big data, data visualization, search, and statistics to specific jobs by dint of ingenuity, imagination, patience, and passion. Data Scientists at Work parts the curtain on the interviewees’ earliest data projects, how they became data scientists, their discoveries and surprises in working with data, their thoughts on the past, present, and future of the profession, their experiences of team collaboration within their organizations, and the insights they have gained as they get their hands dirty refining mountains of raw data into objects of commercial, scientific, and educational value for their organizations and clients.
This edition explores how changes in the economic climate, increased connectivity, and international adoption of technology affect designing for behavior and the nature of design itself. Ultimately, the text exists to provide a definition that encompasses the intellectual facets of the field, the conceptual underpinnings of interaction design as a legitimate human-centered field, and the particular methods used by practitioners in their day-to-day experiences.
This text is recommended for practicing designers: interaction designers, industrial designers, UX practitioners, graphic designers, interface designers, and managers.Provides new and fresh insights on designing for behavior in a world of increased connectivity and mobility and how design education has evolved over the decadesMaintains the informal-yet-informative voice that made the first edition so popular
Some say our devices will lead us to ruin: isolating us from our neighbors, warping communication, delivering an unregulated flood of information that will destroy our humanity. Some say they will be our salvation: enabling global communication and social engagement, putting all the world’s facts at our fingertips, and erasing the barriers that divide us, bringing out the best qualities of humanity. In The Blind Giant, novelist and blogger Nick Harkaway takes us on a lucid, insightful and personal tour of how we live our lives in our technology-obsessed culture. A self-described “missing link” between the pre-Internet generation and the “digital natives” who have grown up with technology, Nick is an enthusiastic guide to digital culture who weaves together examples from literature, psychology, neurology, sociology, history, and his own life while exploring the hazards and joys of the human-machine relationship. In the final analysis, whether we meaningfully engage with the machines we have created, or risk living in a world which is designed to serve computers and corporations rather than people, this book is a must-read for anyone concerned with our digital future.
This book is the resource for new and experienced moderators to learn about the rules and practices for interacting. Authors Dumas and Loring draw on their combined 40 years of usability testing experience to develop and present the most effective principles and practices – both practical and ethical – for moderating successful usability tests. The videos are available from the publisher's companion web site.Presents the ten “golden rules that maximize every session’s valueOffers targeted advice on how to maintain objectivityDiscusses the ethical considerations that apply in all usability testingExplains how to reduce the stress that participants often feelConsiders the special requirements of remote usability testingDemonstrates good and bad moderating techniques with laboratory videos accessible from the publisher’s companion web site
The book discusses the five phases of persona lifecycle:Family planning — Basic ideas and a few tools that will help one get organizedConception and gestation — Step-by-step instructions to move from assumptions to completed personasBirth and maturation — Strategic techniques to get the right information about ones personas out to ones your teammates at the right timeAdulthood — Specific tools that will ensure that ones personas are used by the right people at the right times and in the right ways during the product development cycleLifetime achievement and retirement — Basic ideas and a few tools to you measure the success of the persona effort and prepare for the next onePractical and immediately applicable how-to reference guide for building and using personas – from planning, creating, launching, evaluating, and determining ROIInvaluable guide that gives you a quick reference for incorporating personas into a product development processFeatures all the essential how-to material from its parent book, The Persona Lifecycle, as a quick, at your fingertips companion
Artificial “machine” intelligence is playing an ever-greater role in our society. We are already using cruise control in our cars, automatic checkout at the drugstore, and are unable to live without our smartphones. The discussion around AI is polarized; people think either machines will solve all problems for everyone, or they will lead us down a dark, dystopian path into total human irrelevance. Regardless of what you believe, the idea that we might bring forth intelligent creation can be intrinsically frightening. But what if our greatest role as humans so far is that of creators?
Amir Husain, a brilliant inventor and computer scientist, argues that we are on the cusp of writing our next, and greatest, creation myth. It is the dawn of a new form of intellectual diversity, one that we need to embrace in order to advance the state of the art in many critical fields, including security, resource management, finance, and energy. “In The Sentient Machine, Husain prepares us for a brighter future; not with hyperbole about right and wrong, but with serious arguments about risk and potential” (Dr. Greg Hyslop, Chief Technology Officer, The Boeing Company). He addresses broad existential questions surrounding the coming of AI: Why are we valuable? What can we create in this world? How are we intelligent? What constitutes progress for us? And how might we fail to progress? Husain boils down complex computer science and AI concepts into clear, plainspoken language and draws from a wide variety of cultural and historical references to illustrate his points. Ultimately, Husain challenges many of our societal norms and upends assumptions we hold about “the good life.”
Today designers often focus on making technology easy to use, sexy, and consumable. In Speculative Everything, Anthony Dunne and Fiona Raby propose a kind of design that is used as a tool to create not only things but ideas. For them, design is a means of speculating about how things could be—to imagine possible futures. This is not the usual sort of predicting or forecasting, spotting trends and extrapolating; these kinds of predictions have been proven wrong, again and again. Instead, Dunne and Raby pose “what if” questions that are intended to open debate and discussion about the kind of future people want (and do not want).
Speculative Everything offers a tour through an emerging cultural landscape of design ideas, ideals, and approaches. Dunne and Raby cite examples from their own design and teaching and from other projects from fine art, design, architecture, cinema, and photography. They also draw on futurology, political theory, the philosophy of technology, and literary fiction. They show us, for example, ideas for a solar kitchen restaurant; a flypaper robotic clock; a menstruation machine; a cloud-seeding truck; a phantom-limb sensation recorder; and devices for food foraging that use the tools of synthetic biology. Dunne and Raby contend that if we speculate more—about everything—reality will become more malleable. The ideas freed by speculative design increase the odds of achieving desirable futures.
Quantifying the User Experience: Practical Statistics for User Research, Second Edition,provides practitioners and researchers with the information they need to confidently quantify, qualify, and justify their data. The book presents a practical guide on how to use statistics to solve common quantitative problems that arise in user research. It addresses questions users face every day, including, Is the current product more usable than our competition? Can we be sure at least 70% of users can complete the task on their first attempt? How long will it take users to purchase products on the website?
This book provides a foundation for statistical theories and the best practices needed to apply them. The authors draw on decades of statistical literature from human factors, industrial engineering, and psychology, as well as their own published research, providing both concrete solutions (Excel formulas and links to their own web-calculators), along with an engaging discussion on the statistical reasons why tests work and how to effectively communicate results. Throughout this new edition, users will find updates on standardized usability questionnaires, a new chapter on general linear modeling (correlation, regression, and analysis of variance), with updated examples and case studies throughout.Completely updated to provide practical guidance on solving usability testing problems with statistics for any project, including those using Six Sigma practicesIncludes new and revised information on standardized usability questionnairesIncludes a completely new chapter introducing correlation, regression, and analysis of varianceShows practitioners which test to use, why they work, and best practices for application, along with easy-to-use Excel formulas and web-calculators for analyzing dataRecommends ways for researchers and practitioners to communicate results to stakeholders in plain English
People keep track. In the eighteenth century, Benjamin Franklin kept charts of time spent and virtues lived up to. Today, people use technology to self-track: hours slept, steps taken, calories consumed, medications administered. Ninety million wearable sensors were shipped in 2014 to help us gather data about our lives. This book examines how people record, analyze, and reflect on this data, looking at the tools they use and the communities they become part of. Gina Neff and Dawn Nafus describe what happens when people turn their everyday experience—in particular, health and wellness-related experience—into data, and offer an introduction to the essential ideas and key challenges of using these technologies. They consider self-tracking as a social and cultural phenomenon, describing not only the use of data as a kind of mirror of the self but also how this enables people to connect to, and learn from, others.
Neff and Nafus consider what's at stake: who wants our data and why; the practices of serious self-tracking enthusiasts; the design of commercial self-tracking technology; and how self-tracking can fill gaps in the healthcare system. Today, no one can lead an entirely untracked life. Neff and Nafus show us how to use data in a way that empowers and educates.
Soundly anchored in HCI, cognitive psychology, linguistics, and social psychology, this supremely practical book is loaded with examples, how-to advice, and design templates. Drawing widely on decades of research—in lexicography, conversation analysis, computational linguistics, and social psychology—author Randy Allen Harris outlines the principles of how people use language interactively, and illustrates every aspect of design work.
In the first part of the book, Harris provides a thorough conceptual basis of language in all its relevant aspects, from speech sounds to conversational principles. The second part takes you patiently through the entire process of designing an interactive speech system: from team building to user profiles, to agent design, scripting, and evaluation. This book provides interaction designers with the knowledge and strategies to craft language-based applications the way users will expect them to behave.
*Loaded with examples and practical synopses of the best practice.
*An ideal combination of conceptual base, practical illustrations, and "how-to" advice—for design and for the entire design process.
*Will bring novice voice designers fully up to speed, and give experienced designers a new understanding of the principles underlying human speech interaction, principles from which to improve voice interaction design.
This Research Methods in HCI revision contains updates throughout, including more detail on statistical tests, coding qualitative data, and data collection via mobile devices and sensors. Other new material covers performing research with children, older adults, and people with cognitive impairments.Comprehensive and updated guide to the latest research methodologies and approaches, and now available in EPUB3 format (choose any of the ePub or Mobi formats after purchase of the eBook)Expanded discussions of online datasets, crowdsourcing, statistical tests, coding qualitative data, laws and regulations relating to the use of human participants, and data collection via mobile devices and sensorsNew material on performing research with children, older adults, and people with cognitive impairments, two new case studies from Google and Yahoo!, and techniques for expanding the influence of your research to reach non-researcher audiences, including software developers and policymakers
Artificial Intelligence in Behavioral and Mental Health Caresummarizes recent advances in artificial intelligence as it applies to mental health clinical practice. Each chapter provides a technical description of the advance, review of application in clinical practice, and empirical data on clinical efficacy.
In addition, each chapter includes a discussion of practical issues in clinical settings, ethical considerations, and limitations of use. The book encompasses AI based advances in decision-making, in assessment and treatment, in providing education to clients, robot assisted task completion, and the use of AI for research and data gathering.
This book will be of use to mental health practitioners interested in learning about, or incorporating AI advances into their practice and for researchers interested in a comprehensive review of these advances in one source.Summarizes AI advances for use in mental health practiceIncludes advances in AI based decision-making and consultationDescribes AI applications for assessment and treatmentDetails AI advances in robots for clinical settingsProvides empirical data on clinical efficacyExplores practical issues of use in clinical settings
Key features include:
Practical advise on choosing the right data analysis technique for each project.
A step-by-step methodology for applying each technique, including examples and scenarios drawn from the UX field.
Detailed screen shots and instructions for performing the techniques using Excel (both for PC and Mac) and SPSS.
Clear and concise guidance on interpreting the data output.
Exercises to practice the techniquesPractical guidance on choosing the right data analysis technique for each project.Real-world examples to build a theoretical and practical understanding of key concepts from consumer and financial verticals.A step-by-step methodology for applying each predictive technique, including detailed examples.A detailed guide to interpreting the data output and examples of how to effectively present the findings in a report.Exercises to learn the techniques
See What’s New in the Second Edition:
Developments in working memory, degrees of freedom in cognitive processes, subjective workload, decision-making, and situation awareness Updated information on cognitive workload and fatigue Additional principles for HFE, networks, multiple person-machine systems, and human-robot swarms Accident analysis and prevention includes resilience, new developments in safety climate, and an update to the inventory of accident prevention techniques and their relative effectiveness Problems in "big data" mining Psychomotor control and its relevance to human-robot systems Navigation in real-world environment Trust in automation and augmented cognition
Computer technology permeates every aspect of the human–machine system, and has only become more ubiquitous since the previous edition. The systems are becoming more complex, so it should stand to reason that theories need to evolve to cope with the new sources of complexity. While many books cover traditional topics and theory, they to not focus on the practical problems students will face in the future. With broad coverage that ranges from physical ergonomics to cognitive aspects of human-machine interaction and includes dynamic approaches to system failure, this book increases the number of methods and analytical tools that are available for the human factors researcher.
Mining User Generated Content is the first focused effort to compile state-of-the-art research and address future directions of UGC. It explains how to collect, index, and analyze UGC to uncover social trends and user habits.
Divided into four parts, the book focuses on the mining and applications of UGC. The first part presents an introduction to this new and exciting topic. Covering the mining of UGC of different medium types, the second part discusses the social annotation of UGC, social network graph construction and community mining, mining of UGC to assist in music retrieval, and the popular but difficult topic of UGC sentiment analysis. The third part describes the mining and searching of various types of UGC, including knowledge extraction, search techniques for UGC content, and a specific study on the analysis and annotation of Japanese blogs. The fourth part on applications explores the use of UGC to support question-answering, information summarization, and recommendations.
This book takes UX acceptance as a point of departure, and builds on it with actionable steps and case studies to develop a complete strategy, from the big picture of product design, development and commercialization, to how UX can help create stronger products. This is a must-have book for your complete UX library.Uses strategic models that focus product design and development Teaches how to decipher what tool or methodology is right for a given moment, project, or a specific teamPresents tactics on how to understand how to connect the dots between tools, data, and design Provides actionable steps and case studies that help users develop a complete strategy, from the big picture of product design, development, and commercialization, to how UX can help create stronger productsCase studies in each chapter to aid learning
For centuries, people have dreamed of creating a machine that thinks like a human. Scientists have made progress: computers can now beat chess grandmasters and help prevent terrorist attacks. Yet we still await a machine that exhibits the rich complexity of human thought—one that doesn’t just crunch numbers, or take us to a relevant web page, but understands and communicates with us. With the creation of Watson, IBM’s Jeopardy!-playing computer, we are one step closer to that goal.
In Final Jeopardy, Stephen Baker traces the arc of Watson’s “life,” from its birth in the IBM labs to its big night on the podium. We meet Hollywood moguls and Jeopardy! masters, genius computer programmers and ambitious scientists, including Watson’s eccentric creator, David Ferrucci. We see how Watson’s breakthroughs and the future of artificial intelligence could transform medicine, law, marketing, and even science itself, as machines process huge amounts of data at lightning speed, answer our questions, and possibly come up with new hypotheses. As fast and fun as the game itself, Final Jeopardy shows how smart machines will fit into our world—and how they’ll disrupt it.
“The place to go if you’re really interested in this version of the quest for creating Artificial Intelligence.” —The Seattle Times
“Like Tracy Kidder’s Soul of a New Machine, Baker’s book finds us at the dawn of a singularity. It’s an excellent case study, and does good double duty as a Philip K. Dick scenario, too.” —Kirkus Reviews
“Like a cross between Born Yesterday and 2001: A Space Odyssey, Baker’s narrative is both . . . an entertaining romp through the field of artificial intelligence—and a sobering glimpse of things to come.” —Publishers Weekly, starred review
Because even if content strategy isn’t your job, content’s probably your problem—and probably more than you think. You or your business has a message you want to deliver, right? You can deliver that message through various channels and content types, from Tweets to testimonials and photo galleries galore, and your audience has just as many ways of engaging with it. So many ways, so much content... so where’s the problem? That is the problem. And you can measure it in time, creativity, money, lost opportunity, and the sobs you hear equally from creative directors, project managers, and search engine marketing specialists.
The solution is content strategy, and this book offers real-world examples and approaches you can adopt, no matter your role on the team. Put content strategy to work for you by gathering this book into your little hands and gobbling up never-before seen case studies from teams at Johns Hopkins Medicine, MINI, Icebreaker, and more. Content Strategy at Work is a book for designers, information architects, copywriters, project managers, and anyone who works with visual or verbal content. It discusses how you can communicate and forge a plan that will enable you, your company, or your client get that message across and foster better user experiences.Presents a content strategy framework and ways to implement in both in-house marketing departments and consultanciesIncludes case studies, interviews, and lessons learned from retail, apparel, network television, business-to-business, automotive, non-profit, and higher ed brandsDetails practical sales techniques to sell content strategy and use content strategy processes to sell other services and larger projects
Complete with case studies and experience drawn directly from global content projects, you are invited to observe the inner workings of successful content engagements. You’ll learn how to juggle the demands of IT, design, and content teams, while acquiring all the practical tools you need to devise a roadmap for connecting and engaging with your customers.
This is your next step on the journey to creating and managing winning content to engage your audience and keep them coming back for more.Discover easy-to-follow, simple breakdowns of the major ideas behind engaging with your customerLearn both the theoretical and practical applications of content and communication on-lineMaximize on the case studies and real-world examples, enabling you to find the best fit for your own business
This book provides a holistic approach that will help UX professionals to offer a hands-on guide for UX design across multiple screens. It presents an opportunity to learn how to cater designs for customers. Readers will find patterns, strategies, examples and case studies, methodologies, and insights to help inspire them to develop a viable strategy for their own digital products and services. UX professionals will walk through important elements of multiscreen UX:
Investigating the devices and their capabilitiesUnderstanding the users and their capabilitiesConsidering the context in which users use these devicesNavigating next generation information experiences and the future of content management Designing content and UI architecture for multiscreen projectsA hands-on, practical guide to UX design for how users approach content – across more than one screen at a timeDiscusses devices, users, and their practicesIncludes best practices, real-world examples, and tips and tricksA preface written by Scott Jenson
The book begins by presenting the essentials of usability testing, which include focusing on the user and not the product; knowing when to conduct small or large studies; and thinking of usability as hill climbing. It then reviews testing options and places usability testing into the context of a user-centered design (UCD). It goes on to discuss the planning, preparation, and implementation of a usability test. The remaining chapters cover the analysis and reporting of usability test findings, and the unique aspects of international usability testing.
This book will be useful to anyone else involved in the development or support of any type of product, such as software or web developers, engineers, interaction designers, information architects, technical communicators, visual or graphic designers, trainers, user-assistance specialists, and instructional technologists.Provides a comprehensive, step-by-step guide to usability testing, a crucial part of every product’s developmentThe fully updated four-color edition now features important usability issues such as international testing, persona creation, remote testing, and accessibilityFollow-up to Usability Testing and Research (9780205315192, Longman, 2001), winner of the highest-level award from the Society for Technical Communication
Whether you’re a UX professional looking to master mobility or a designer looking to incorporate the best UX practices into your website, after reading this book, you’ll be better equipped to maneuver this emerging specialty.Addresses the gap between theoretical concepts and the practical application of mobile user experience designIllustrates concepts and examples through an abundance of diagrams, flows, and patternsExplains the differences in touch gestures, user interface elements, and usage patterns across the most common mobile platformsIncludes real-world examples and case studies for this rapidly growing field
Analyzing the Social Webprovides a framework for the analysis of public data currently available and being generated by social networks and social media, like Facebook, Twitter, and Foursquare. Access and analysis of this public data about people and their connections to one another allows for new applications of traditional social network analysis techniques that let us identify things like who are the most important or influential people in a network, how things will spread through the network, and the nature of peoples' relationships. Analyzing the Social Web introduces you to these techniques, shows you their application to many different types of social media, and discusses how social media can be used as a tool for interacting with the online public. Presents interactive social applications on the web, and the types of analysis that are currently conducted in the study of social media. Covers the basics of network structures for beginners, including measuring methods for describing nodes, edges, and parts of the network. Discusses the major categories of social media applications or phenomena and shows how the techniques presented can be applied to analyze and understand the underlying data. Provides an introduction to information visualization, particularly network visualization techniques, and methods for using them to identify interesting features in a network, generate hypotheses for analysis, and recognize patterns of behavior. Includes a supporting website with lecture slides, exercises, and downloadable social network data sets that can be used can be used to apply the techniques presented in the book.