*The first guide for conducting large-scale user experience research using the internet *Presents how-to conduct online tests with 1000s of participants – from start to finish *Outlines essential tips for online studies to ensure cost-efficient and reliable results
Bill Albert is Director of the Design and Usability Center at Bentley University. Prior to joining Bentley, Bill was Director of User Experience at Fidelity Investments, Senior User Interface Researcher at Lycos, and Post-Doctoral Research Scientist at Nissan Cambridge Basic Research. Bill is an Adjunct Professor in Human Factors in Information Design at Bentley University and a frequent instructor at the International Usability Professional’s Association Annual Conference. Bill has published and presented his research at more than thirty national and international conferences. He is coauthor (with Tom Tullis) of Measuring the User Experience and Beyond the Usability Lab. He is on the editorial board for the Journal of Usability Studies.
Tom Tullis is Vice President of Usability and User Insight at Fidelity Investments and Adjunct Professor at Bentley University in the Human Factors in Information Design program. He joined Fidelity in 1993 and was instrumental in the development of the company’s usability department, including a state-of-the-art Usability Lab. Prior to joining Fidelity, he held positions at Canon Information Systems, McDonnell Douglas, Unisys Corporation, and Bell Laboratories. He and Fidelity’s usability team have been featured in a number of publications, including Newsweek , Business 2.0 , Money , The Boston Globe , The Wall Street Journal , and The New York Times.
Donna Tedesco is a Senior User Experience Specialist with over ten years of user research experience. She has published and presented at local, national and international conferences, and is co-author with Bill Albert and Tom Tullis of the book, "Beyond the Usability Lab: Conducting Large-Scale Online User Experience Studies." Donna received a BS in Engineering Psychology/Human Factors from Tufts University School of Engineering and a MS in Human Factors in Information Design from Bentley University.
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
Artificial Intelligence helps choose what books you buy, what movies you see, and even who you date. It puts the "smart" in your smartphone and soon it will drive your car. It makes most of the trades on Wall Street, and controls vital energy, water, and transportation infrastructure. But Artificial Intelligence can also threaten our existence.
In as little as a decade, AI could match and then surpass human intelligence. Corporations and government agencies are pouring billions into achieving AI's Holy Grail—human-level intelligence. Once AI has attained it, scientists argue, it will have survival drives much like our own. We may be forced to compete with a rival more cunning, more powerful, and more alien than we can imagine.
Through profiles of tech visionaries, industry watchdogs, and groundbreaking AI systems, Our Final Invention explores the perils of the heedless pursuit of advanced AI. Until now, human intelligence has had no rival. Can we coexist with beings whose intelligence dwarfs our own? And will they allow us to?
Authors Tullis and Albert organize dozens of metrics into six categories: performance, issues-based, self-reported, web navigation, derived, and behavioral/physiological. They explore each metric, considering best methods for collecting, analyzing, and presenting the data. They provide step-by-step guidance for measuring the usability of any type of product using any type of technology.
This book is recommended for usability professionals, developers, programmers, information architects, interaction designers, market researchers, and students in an HCI or HFE program.• Presents criteria for selecting the most appropriate metric for every case
Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further.
You’ll discover that:Games play into our innate ability to seek patterns and solve puzzlesMost successful games are built upon the same elementsSlightly more females than males now play gamesMany games still teach primitive survival skillsFictional dressing for modern games is more developed than the conceptual elementsTruly creative designers seldom use other games for inspirationGames are beginning to evolve beyond their prehistoric origins