Designing Experiences

Designing Experiences
Author: J. Robert Rossman,Mathew D. Duerden
Publsiher: Columbia University Press
Total Pages: 257
Release: 2019-07-23
Genre: Business & Economics
ISBN: 9780231549516

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In an increasingly experience-driven economy, companies that deliver great experiences thrive, and those that do not die. Yet many organizations face difficulties implementing a vision of delivering experiences beyond the provision of goods and services. Because experience design concepts and approaches are spread across multiple, often disconnected disciplines, there is no book that succinctly explains to students and aspiring professionals how to design them. J. Robert Rossman and Mathew D. Duerden present a comprehensive and accessible introduction to experience design. They synthesize the fundamental theories and methods from multiple disciplines and lay out a process for designing experiences from start to finish. Rossman and Duerden challenge us to reflect on what makes a great experience from the user’s perspective. They provide a framework of experience types, explaining people’s engagement with products and services and what makes experiences personal and fulfilling. The book presents interdisciplinary research underlying key concepts such as memory, intentionality, and dramatic structure in a down-to-earth style, drawing attention to both the macro and micro levels. Designing Experiences features detailed instructions and numerous real-world examples that clarify theoretical principles, making it useful for students and professionals. An invaluable overview of a growing field, the book provides readers with the tools they need to design innovative and indelible experiences and to move their organizations into the experience economy. Designing Experiences features a foreword by B. Joseph Pine II.

Designing Games

Designing Games
Author: Tynan Sylvester
Publsiher: "O'Reilly Media, Inc."
Total Pages: 416
Release: 2013-01-03
Genre: Computers
ISBN: 9781449338022

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Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of today’s hit video games. You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each other’s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your game’s market positioning will affect your design

Designing Multi Device Experiences

Designing Multi Device Experiences
Author: Michal Levin
Publsiher: "O'Reilly Media, Inc."
Total Pages: 322
Release: 2014-02-13
Genre: Computers
ISBN: 9781449340438

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Welcome to our multi-device world, a world where a user’s experience with one application can span many devices—a smartphone, a tablet, a computer, the TV, and beyond. This practical book demonstrates the variety of ways devices relate to each other, combining to create powerful ensembles that deliver superior, integrated experiences to your users. Learn a practical framework for designing multi-device experiences, based on the 3Cs—Consistent, Complementary, and Continuous approaches Graduate from offering everything on all devices, to delivering the right thing, at the right time, on the best (available) device Apply the 3Cs framework to the broader realm of the Internet of Things, and design multi-device experiences that anticipate a fully connected world Learn how to measure your multi-device ecosystem performance Get ahead of the curve by designing for a more connected future

Designing the Digital Experience

Designing the Digital Experience
Author: David Lee King
Publsiher: Information Today, Inc.
Total Pages: 204
Release: 2008
Genre: Computers
ISBN: 0910965838

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Written for creative, tech-savvy, and business-minded individuals who want to increase the accessibility of their websites, this sensible guidebook explains the concepts behind designing experiences on the internet. From helping customers quickly find information and make their purchases to clearly communicating needs and interests, this resource will not only develop consumer loyalty but will encourage them to spread the word about the sites they frequent. Focusing on the three key areas of structure, community, and customers, designers will enable clients to focus on their own goals rather than on difficulties in navigating. Also included are tips on how to generate conversations with blogs, wikis, and podcasting to create a personal touch.

The Practical Guide to Experience Design A Guidebook for Passionate Curious and Intentional People who Enjoy Designing for Humans

The Practical Guide to Experience Design  A Guidebook for Passionate  Curious  and Intentional People who Enjoy Designing for Humans
Author: Shannon E. Thomas
Publsiher: Artificial Publishing
Total Pages: 428
Release: 2020-04-30
Genre: Business & Economics
ISBN: 9083041409

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Designing experiences for humans requires balancing many needs, including business, behavior, technology, and aesthetics. The Practical Guide to Experience Design focuses on the entire process of design, from research and discovery to actual production and choreography of an experience. Design and strategy consultant Shannon E. Thomas leads the reader through the process in four phases: discovering, defining, refining, and building. Each chapter covers a single methodology, providing insight via detailed descriptions, step-by-step guidance, and high-fidelity examples. The book can either be read front to back or by following along with one of the sample designs. With an emphasis on empowering the reader to find the most appropriate method based on context and desired outcome, goal-oriented descriptions help readers understand the big picture of how design processes work together and inform each other. Whether you're well versed in the field of experience design or just getting started, this book will support you in your practice as you make decisions, influence stakeholders, and bring experiences to life.

Designing Digital Experiences for Positive Youth Development

Designing Digital Experiences for Positive Youth Development
Author: Marina Umaschi Bers Ph.D.
Publsiher: Oxford University Press
Total Pages: 210
Release: 2012-03-01
Genre: Psychology
ISBN: 9780199921287

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Based on over a decade and a half of research, Designing Digital Experiences for Positive Youth Development aims to guide readers in the design of digital technologies to promote positive behaviors in children and teenagers.

Events Design and Experience

Events Design and Experience
Author: Graham Berridge
Publsiher: Routledge
Total Pages: 320
Release: 2007-02-07
Genre: Business & Economics
ISBN: 9781136404726

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For the first time Events Design and Experience draws together the relationship between event design and the experience of consumers and participants. It explores and analyses the event experience of the individual and how this can be ‘controlled’ by design. By drawing upon ongoing research conducted over several years into the experiences of groups and individuals who attend events this text will ask questions such as: What was the rationale behind a particular event being designed in a certain way? What was the actual experience of consumers? How was the event materially delivered and did the experience created provide a satisfactory outcome? How can experiences be understood (via semiotics) especially the physical elements of an event? Structured in four sections, Events Design and Experience discusses: * What are events? An overall view of the industry, its definitions and market demand. It also covers an analysis of previous literature, and draws upon real life events such as Wembley plc, Leapfrog Corporate events and the British Cycling federation * What is an event experience? An explanation of the nature and stages of experience, and the emergence of the experience industry itself. Cases such as the Proms, London Fashion week ands the Nike Fun run are used to illustrate. * Designing Experiences. Considers how design itself can impact upon the experience, in some cases fundamentally changing the nature of experience. It asks the question of how experiences are designed and what do they signify to the customer once complete. * Analysing Event Experiences. Considers how experiences can be analysed and evaluated looking at the artificiality of the event and how this reflects in the experience of consumers. Also includes a review of the psychological processes of perception and interpretation and how meaning and experience can be analysed, and how we may begin to unravel the meanings attributed to certain events. With international case studies throughout, Events Design and Experience has a coherent user-friendly structure including chapter summaries, review exercises and topics for discussion to consolidate understanding.

Writing Is Designing

Writing Is Designing
Author: Michael J. Metts,Andy Welfle
Publsiher: Rosenfeld Media
Total Pages: 202
Release: 2020-01-14
Genre: Computers
ISBN: 9781933820606

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Without words, apps would be an unusable jumble of shapes and icons, while voice interfaces and chatbots wouldn't even exist. Words make software human–centered, and require just as much thought as the branding and code. This book will show you how to give your users clarity, test your words, and collaborate with your team. You'll see that writing is designing.