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A Guide to UX Design and Development

ISBN-13: 9781484295755 / Miękka / 2023 / 246 str.

Joseph Labrecque
A Guide to UX Design and Development Joseph Labrecque 9781484295755 APress - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

A Guide to UX Design and Development

ISBN-13: 9781484295755 / Miękka / 2023 / 246 str.

Joseph Labrecque
cena 242,07
(netto: 230,54 VAT:  5%)

Najniższa cena z 30 dni: 231,29
Termin realizacji zamówienia:
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Darmowa dostawa!
Kategorie:
Informatyka, Programowanie
Kategorie BISAC:
Computers > Internet - Web Programming
Wydawca:
APress
Seria wydawnicza:
Design Thinking
ISBN-13:
9781484295755
Rok wydania:
2023
Ilość stron:
246
Wymiary:
23.5 x 15.5
Oprawa:
Miękka
Dodatkowe informacje:
Wydanie ilustrowane

Chapter 1: The UX Project process

Goals:

·         Develop an understanding the User Experience Design is broken into two parts- Mission and Process- and where Mission and Process intersect is where collaboration occurs.

·         Develop an understanding the User Experience Design is broken into two parts- Mission and Process- and where Mission and Process intersect is where collaboration occurs.

·         Present a Five-Step process involved in The UX project Process.

·         Understand the deliverables and documentation required for each phase of the UX Process.

Sub topic

  • The UX Mission
  • Why UX projects fail
  • The Collaborative UX Process
  • A brief review of the UX Process
  • UX Process Deep Dive
  • Conclusion

 Chapter 2: Defining the Problem

Goals:

·         Learn the importance of research to define the problem or the potential market and users.

·         Discover the role of the developer in the research process.

·         Learn research is a continuous process in an Agile workflow.

·         Understand the deliverables and documentation required for each phase of the UX Process.

Sub topic

  • Why research is important for developers
  • The research process is continuous
  • Research and systems impact
  • Artifacts and deliverables
  • The Developer’s role in the research phase
  • Conclusion

Chapter 3: Determining the Scope and MVP

Goals:

·         Learn How to think big start small

·         Discover the raison d'etre of your product

·         Learn and prioritize high impact high urgency features

·         Understand how feature creep sets into a product’s Ethos

·         Understand and build a feedback loop after launch

 Sub topic

  • Why scaling our view matters
  • How to define your product purpose and reason to exist
  • Diagram the prioritization matrix
  • Mind the customer gap
  • Generate new ideas grounded in user behaviours
  • Conclusion

Chapter 4: The Prototyping Process

Goals:

·         Understand the purpose of a prototype and its many uses.

·         Present an overview of the various prototyping tools and processes.

·         Discover the role of the developer in the prototyping process.

·         Learn prototypes are both a deliverable and are disposable.

Sub topic

  • What is a prototype?
  • The prototyping tools
  • Prototyping and collaboration
  • User Testing the prototype.
  • Conclusion

Chapter 5: A visit to the Library: Design Systems/Code Library

Goals:

·         Learn why a Design System is the “single source of truth.”

·         Learn what is contained in a Design System.

·         Discover the role of the developer in the construction of a design system.

·         Understand the importance of getting the support of the organization.

Sub topic

  • What is a Design System?
  • Create an inventory of the elements for the design system
  • Establish the key rules and principles
  • Building the team.
  • Build the elements contained in the Design System
  • The Developer’s role in the development of the Pattern Library
  • Conclusion

Chapter 6: UX Design

Goals:

·         Provide the developer with an understanding of the role of UX Design in the UX process.

·         Understand the skills and habits of UX Designers.

·         Discover how to proactively work with a UX Designer.

·         Learn how User Testing is a continuing process in the UX Design process.

 Sub topic

  • What is UX Design.
  • The UX Designer’s dance between data and design
  • UX Design is a team-based sport.
  • Artifacts and deliverables
  • User Testing is an iterative process.
  • Conclusion.

Chapter 7: UI Design

Goals:

·         Understand UI Design is both visual and interaction design.

·         Discover the collaborative role of the developer in the UI Design process.

·         Understand how visual hierarchy and UI patterns are determined and created.

·         Learn the variety of UI design  documents created that lead to the final design

 Sub topic

  • UI Design is a process that supports the UX Mission
  • Understanding Users and their needs.
  • Developing a visual hierarchy and UI patterns
  • Developing and testing UI elements
  • The visual element principles of UI Design
  • UI Design is a Team Sport.
  • Conclusion.

Chapter 8: Development

Goals:

·         Learn the importance of structuring data

·         Discover the interplay Designers and Developers riff product interaction ideas with every ideation

·         Understand software sketching in an agile workflow

·         Understand and chose your process flow wisely (Basic, Agile, Scrum, and CMMI)

Sub topic

  • Opportunity for discovery of new interactions with data structure understanding
  • Co creation of Interactions with designers and developers
  • Software sketching is digital doodling in agile process
  • Agile process flow on the road to Getting the right design and the design right
  • Conclusion

Chapter 9: Dealing with User Testing

Goals:

·         Learn why User Testing is important.

·         Learn how to set usability testing goals.

·         Discover the variety of User Testing approaches.

·         Understand how what should be tested and when is decided.

Sub topic

  • Why research and testing is important.
  • User Testing goals and metrics
  • Choosing a test and who will participate.
  • The scripted test
  • Card Sorting Test
  • A/B Testing
  • How to test Mobile and Web projects.
  • Conclusion.

Chapter 10: Handoff to the Developer

Goals:

·         Learn what UI elements are handed off to the developer.

·         Discover the importance of the designer/developer relationship in the process.

·         Learn why properly preparing content for platforms accelerates the development process.

·         Understand the role of the prototype in an efficient development process.

Sub topic

  • Preparing for handoff.
  • All platforms are not created equally.
  • How the Design System and the UI elements come together
  • The front end and back end come together.
  • Consistent feedback and iteration are critical.
  • Conclusion

Chapter 11: Release into the wild and beyond

Goals:

·         Learn the importance user feedback once product launches.

·         Sculpt Analytics to make invisible insights visible.

·         Learn that products initially ship “good enough”.

·         Understand the Roadmap to future features

Sub topic

  • Early Adopters will help our understanding of product pivot
  • Visualizing with data insights crystalizes blind spots
  • Be agnostic different methodologies optimize for different goals
  • Ecosystems and scaling future features
  • Conclusion

Tom Green is a retired Professor of Interactive Multimedia through the School of Media Studies and IT at the Humber Institute of Technology and Advanced Education in Toronto, Canada. He has created over a dozen UX-based courses for LinkedIn Learning. One course--UX Design for Non-Designers, released 2 years ago--has been completed by over 35,000 learners throughout the world. Tom has written numerous books on UX design software for, among others, Apress, Que, Pearson Education, friendsofED, and New Riders. Along with his work with LinkedIn Learning, Tom has developed video-based training courses for Infinite Skills, Envato, Video2Brain, and others. He was the Graphics Software expert with the former About.com and has written hundreds of articles and tutorials for a variety of magazines and websites over the past 20 years. He has spoken and lectured at more than 50 international conferences and over a dozen universities throughout China and the U.S., including the University of Wisconsin, the Central Academy of Fine Arts in Beijing, WuHan Institute of Technology, and Shenzhen Polytechnic. In his spare time, you can catch him hiking a local trail or paddling across a lake in Northern Ontario.

 

Joseph Labrecque is a creative developer, designer, and educator with nearly two decades of experience creating expressive web, desktop, and mobile solutions. He joined the University of Colorado Boulder College of Media, Communication, and Information as faculty with the Department of Advertising, Public Relations and Media Design in Autumn 2019. His teaching focuses on creative software, digital workflows, user interaction, and design principles and concepts. Before joining the faculty at CU Boulder, he was associated with the University of Denver as adjunct faculty and as a senior interactive software engineer, user interface developer, and digital media designer.

Labrecque has authored a number of books and video course publications on design and development technologies, tools, and concepts through publishers which include LinkedIn Learning, Apress, Peachpit, Packt, and Adobe. He has spoken at large design and technology conferences such as Adobe MAX and for a variety of smaller creative communities. He is also the founder of Fractured Vision Media, LLC, a digital media production studio and distribution vehicle for a variety of creative works.

Joseph is an Adobe Education Leader, Adobe Community Expert, and member of Adobe Partners by Design. He holds a bachelor’s degree in communication from Worcester State University and a master’s degree in digital media studies from the University of Denver. 


Gain a thorough understanding of the two pillars of any User Experience project: the mission and the process. The mission is to keep the user in mind at each step or milestone as the developer progresses through the project. The process is how that mission is accomplished through collaboration and the use of research, design and development technologies. This book walks you through a developer's journey through the UX process, from start to finish. 

A Guide to UX Design and Development concentrates on the intersection of what is called “DesignOps” and “DevOps.” That intersection is where collaboration between all members of the team, including stakeholders and clients, occurs and neither DesignOps nor DevOps can go beyond being considered just buzzwords if they instead silo design and development. To highlight the UX Mission and illustrate the responsibility developers also hold for the user experience, authors Tom Green and Joseph Labrecque take you through a hypothetical project involving the development of a parking app for a municipal parking authority. As the book progresses, they concentrate on the developer's journey through the whole project from discovery to product release. In this journey, you will see how developers can make an impact and contribute to the user experience.

This will include such topics as why there is a need for both a user journey map and a technical journey map. The authors explain why prototyping is not as complicated as it is made out to be because it is simply an early low-cost and disposable minimal viable product that gives the developer a deep understanding of the project's intent in support of the UX Mission. You will also explore the creation and use of design systems and why the developer's role is just as important as the people who create the design system. The role and responsibility of the developer in user testing is discussed in the context of a variety of testing and assessment methods conducted to achieve the UX mission.

Finally, you’ll gain an understanding of how design and development deliverables are negotiated, prepared and sent out for research at each step of the process, and how the developer is involved.



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