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Multiscreen UX Design : Developing for a Multitude of Devices

By: Nagel, Wolfram.
Material type: TextTextSeries: eBooks on Demand.Publisher: San Diego : Elsevier Science, 2015Description: 1 online resource (333 p.).ISBN: 9780128027509.Genre/Form: Electronic books.Additional physical formats: Print version:: Multiscreen UX Design : Developing for a Multitude of DevicesDDC classification: 005.1 LOC classification: QA76.76.A65Online resources:
Contents:
Front Cover -- Multiscreen UX Design: Developing for a Multitude of Devices -- Copyright Page -- Contents -- Foreword -- Guest Commentary from the Publisher of the German book -- Preface -- Acknowledgments -- 1 Introduction -- 1.1 Multiscreen -- 1.2 Important Terms -- 1.3 The Book and its Usage -- 1.3.1 Correlations -- 1.4 Orientation AIDS and Central Themes -- 2 Four Screens -- 2.1 Overview -- 2.2 Categorization of Devices -- 2.3 Device Classes -- 2.3.1 Mobile Device -- Differentiation and classification -- Mobile applications -- Potential of mobile devices -- What is a mobile device?
Do not just think mobile -- 2.4 Device Differences -- 2.4.1 Conceptual Considerations -- Holistic user experience -- Device type and service -- Overall package more important than details -- Intention and interaction -- 2.4.2 Device Experience -- The device in focus -- Usage purpose of the device -- Relationship between the device and the user -- Device awareness -- 2.5 Device Prototypes -- 2.5.1 Smartphone -- Strengths: Communication, networking, and availability -- Smartphone usage -- Typical features -- 2.5.2 Tablet -- Strengths: entertainment and relaxation -- Tablet usage
2.5.3 Laptop or Desktop PC -- Strengths: Working and obtaining information -- PC usage -- 2.5.4 Smart TV -- Strengths: Entertainment and parallel usage -- TV usage -- 2.5.5 Smartwatch -- Strengths: Instant and glanceable information -- Smartwatch usage -- Designing and developing for wearables on the wrist -- 2.6 Multiscreen Ecosystems -- 2.6.1 Ecosystems -- 2.6.2 Ecosystem and Experience Categories -- Consistent experience -- Complementary experience -- Continuous/fluid experience -- 2.7 Conclusion and Tips -- 3 Users and Their Typification -- 3.1 Understanding Users -- 3.1.1 Device Usage
Sequential usage -- Simultaneous usage -- 3.1.2 Prototypical Users -- Digital society -- 3.2 DAILY ROUTINE -- 3.2.1 Touchpoint Matrix -- Obtaining knowledge -- Eight time frames -- 3.2.2 Multiscreen Day Flow -- Multiscreen day flow (blank) -- Psychology and user experience design -- Building blocks of a good user experience -- 3.3 Motives and Needs -- 3.3.1 Emotion Map -- Neuropsychology: different scientific approaches and findings -- Need-driver -- 3.3.2 Application of the Emotion Map -- How to apply the emotion map? -- Understanding, determining, and facilitating -- Personas
Real and realistic personas -- User prototypes (of the digital society) -- Use of the user prototypes -- 3.4 Typification and Segmentation -- 3.5 User Prototypes -- 3.5.1 Overview of User Prototypes -- 3.5.2 Margaret Brown -- 3.5.3 Barbara Stewart -- 3.5.4 Kelly Adams -- 3.5.5 Melissa Anderson -- 3.5.6 Andrew Collins -- 3.5.7 Mark Hudson -- 3.5.8 Robert Sullivan -- 3.5.9 Larry Newton -- 3.5.10 Typical DAILY ROUTINE of Larry Newton -- 3.5.11 Touchpoint Matrix of Larry Newton -- 3.5.12 Multiscreen Day Flow of Larry Newton -- 3.5.13 Emotion Map of Larry Newton
3.5.14 Pioneers of the Digital Society Analyzed in Detail
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Item type Current location Call number URL Status Date due Barcode
Electronic Book UT Tyler Online
Online
QA76.76.A65 (Browse shelf) http://uttyler.eblib.com/patron/FullRecord.aspx?p=4202723 Available EBL4202723

Front Cover -- Multiscreen UX Design: Developing for a Multitude of Devices -- Copyright Page -- Contents -- Foreword -- Guest Commentary from the Publisher of the German book -- Preface -- Acknowledgments -- 1 Introduction -- 1.1 Multiscreen -- 1.2 Important Terms -- 1.3 The Book and its Usage -- 1.3.1 Correlations -- 1.4 Orientation AIDS and Central Themes -- 2 Four Screens -- 2.1 Overview -- 2.2 Categorization of Devices -- 2.3 Device Classes -- 2.3.1 Mobile Device -- Differentiation and classification -- Mobile applications -- Potential of mobile devices -- What is a mobile device?

Do not just think mobile -- 2.4 Device Differences -- 2.4.1 Conceptual Considerations -- Holistic user experience -- Device type and service -- Overall package more important than details -- Intention and interaction -- 2.4.2 Device Experience -- The device in focus -- Usage purpose of the device -- Relationship between the device and the user -- Device awareness -- 2.5 Device Prototypes -- 2.5.1 Smartphone -- Strengths: Communication, networking, and availability -- Smartphone usage -- Typical features -- 2.5.2 Tablet -- Strengths: entertainment and relaxation -- Tablet usage

2.5.3 Laptop or Desktop PC -- Strengths: Working and obtaining information -- PC usage -- 2.5.4 Smart TV -- Strengths: Entertainment and parallel usage -- TV usage -- 2.5.5 Smartwatch -- Strengths: Instant and glanceable information -- Smartwatch usage -- Designing and developing for wearables on the wrist -- 2.6 Multiscreen Ecosystems -- 2.6.1 Ecosystems -- 2.6.2 Ecosystem and Experience Categories -- Consistent experience -- Complementary experience -- Continuous/fluid experience -- 2.7 Conclusion and Tips -- 3 Users and Their Typification -- 3.1 Understanding Users -- 3.1.1 Device Usage

Sequential usage -- Simultaneous usage -- 3.1.2 Prototypical Users -- Digital society -- 3.2 DAILY ROUTINE -- 3.2.1 Touchpoint Matrix -- Obtaining knowledge -- Eight time frames -- 3.2.2 Multiscreen Day Flow -- Multiscreen day flow (blank) -- Psychology and user experience design -- Building blocks of a good user experience -- 3.3 Motives and Needs -- 3.3.1 Emotion Map -- Neuropsychology: different scientific approaches and findings -- Need-driver -- 3.3.2 Application of the Emotion Map -- How to apply the emotion map? -- Understanding, determining, and facilitating -- Personas

Real and realistic personas -- User prototypes (of the digital society) -- Use of the user prototypes -- 3.4 Typification and Segmentation -- 3.5 User Prototypes -- 3.5.1 Overview of User Prototypes -- 3.5.2 Margaret Brown -- 3.5.3 Barbara Stewart -- 3.5.4 Kelly Adams -- 3.5.5 Melissa Anderson -- 3.5.6 Andrew Collins -- 3.5.7 Mark Hudson -- 3.5.8 Robert Sullivan -- 3.5.9 Larry Newton -- 3.5.10 Typical DAILY ROUTINE of Larry Newton -- 3.5.11 Touchpoint Matrix of Larry Newton -- 3.5.12 Multiscreen Day Flow of Larry Newton -- 3.5.13 Emotion Map of Larry Newton

3.5.14 Pioneers of the Digital Society Analyzed in Detail

Description based upon print version of record.

Author notes provided by Syndetics

Wolfram Nagel is a UX and Conceptual Designer at digiparden GmbH. He is an expert in interface, interaction and user experience design. Since 2011, he has lectured and hosted talks & workshops about Multiscreen Experience Design at conferences such as IxDA Berlin, Usability Professionals Germany and the German IA Summit and at and for universities, academies and agencies.

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