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Contextual Design: Design for Life 2nd edition [Pehme köide]

(InContext Enterprises, Inc., Concord, MA, USA), (InContext Enterprises, Inc., Concord, MA, USA)
  • Formaat: Paperback / softback, 530 pages, kõrgus x laius: 235x191 mm, kaal: 1070 g
  • Sari: Interactive Technologies
  • Ilmumisaeg: 15-Dec-2016
  • Kirjastus: Morgan Kaufmann Publishers In
  • ISBN-10: 0128008946
  • ISBN-13: 9780128008942
  • Formaat: Paperback / softback, 530 pages, kõrgus x laius: 235x191 mm, kaal: 1070 g
  • Sari: Interactive Technologies
  • Ilmumisaeg: 15-Dec-2016
  • Kirjastus: Morgan Kaufmann Publishers In
  • ISBN-10: 0128008946
  • ISBN-13: 9780128008942

This second edition of the classic Contextual Design describes the core techniques needed to produce a compelling user experience deliberately. Contextual Design was first invented in 1988 to drive a deep understanding of the user into the design process. It has been used in a wide variety of industries and taught in universities all over the world. Until now the basic CD approach has needed little revision. But with the wide adoption of handheld devices, especially smartphones, the way technology is integrated into people’s lives has fundamentally changed. Contextual Design V2.0 introduces both the classic CD techniques and the new techniques needed to design for life, fulfilling core human motives while supporting activities.

Contextual Design is a user-centered design process that uses in-depth field research to drive innovative design. It is a complete front-end design process rooted in Contextual Inquiry, the widespread, industry-standard field data gathering technique. Contextual Design adds techniques to analyze and present user data, drive ideation from data, design specific product solutions, and iterate those solutions with customers. Given the changes in technology and user expectations of product experience, Contextual Design V2.0 describes each technique, how, why, and when to use it, along with examples to help teams design for the way technology now fits into peoples’ lives .

This completely updated and revised edition is written in a clear, informal style without excessive jargon - this is the must-have book for any UX Design library. You’ll find that it contains coverage of mobile devices and consumer and business products, all illustrated with new examples, case studies, and discussion of how to use CD with agile development and other project requirements methods.

  • Gather detailed data about how people live, work, and use products
  • Develop a coherent picture of a whole user population
  • Use the seven Cool Concepts to support core human motives
  • Generate new product concepts guided by user data, ideation techniques, and principles key to producing a compelling user experience
  • Structure the system and user interface to best support the user across place, time, and platform
  • Validate and iterate your design to hone it for success

Muu info

A completely updated, hands-on guide that describes the core techniques needed to deliberately produce a compelling user experience
Acknowledgments xv
Part 1 Gathering User Data
1(106)
Chapter 1 Introduction
3(28)
Design for life: the Cool Project
8(7)
Immersion: tuning intuition and design thinking
15(4)
Design in teams
19(2)
Contextual Design V2
21(10)
Chapter 2 User Data Drives Design
31(12)
The challenge of design data
32(2)
You can't just ask for design data
34(3)
Deep insight comes from the field
37(3)
Dealing with the data as a team
40(3)
Chapter 3 Principles of Contextual Inquiry
43(38)
The master/apprentice model
45(4)
The four principles of Contextual Inquiry
49(21)
The Contextual Interview structure
70(11)
Chapter 4 The Interpretation Session
81(26)
Building a shared understanding
82(2)
The structure of an Interpretation Session
84(11)
Working in teams
95(12)
Part 2 Revealing the World
107(124)
Chapter 5 From Data to Insight: Contextual Design Models
109(18)
Models reveal what matters
110(5)
Graphical representations give the big picture
115(2)
Consolidation thinking: induction
117(5)
Design communication: using data to drive design
122(3)
Putting models into action
125(2)
Chapter 6 The Affinity Diagram
127(20)
Building the Affinity Diagram
129(9)
Building the Affinity as a team
138(5)
Design communication and the Affinity Diagram
143(4)
Chapter 7 Building Experience Models
147(60)
The Day-in-the-Life Model
149(17)
Collecting the data in the field
149(5)
Capturing during the Interpretation Session
154(1)
Consolidating the Day-in-the-Life Model
155(11)
Working in teams
166(1)
The Identity Model
167(14)
Collecting the data
170(2)
Capturing during the Interpretation Session
172(3)
Consolidating the Identity Model
175(6)
Modeling Connection
181(2)
The Relationship Model
183(6)
Collecting the data
183(2)
Capturing during the Interpretation Session
185(1)
Consolidating the Relationship Model
185(4)
The Collaboration Model
189(13)
Collecting the data
189(2)
Capturing during the Interpretation Session
191(1)
Consolidating the Collaboration Model
192(10)
Sensation Boards
202(4)
Collecting, interpreting, and using the data in the Affinity
202(1)
Creating the Sensation Board
203(3)
Conclusion
206(1)
Chapter 8 Traditional Contextual Design Models
207(24)
The Sequence Model
209(8)
Decision Point Models
217(4)
The Physical Model
221(4)
Personas
225(4)
The Power of Models
229(2)
Part 3 Reinventing Life: Ideation with User Data
231(70)
Chapter 9 Inventing the Next Product Concept
233(20)
Practical innovation
235(6)
User data drives innovation
241(3)
People are part of the secret sauce
244(3)
The challenge of design for life
247(2)
A Design Process for Invention
249(4)
Chapter 10 The Bridge From Data to Design: The Wall Walk
253(24)
Walking the Affinity
256(3)
Making lists: creating a focus for creativity
259(3)
Walking the Experience Models
262(10)
Walking the Traditional Contextual Design Models
272(5)
Chapter 11 Ideation: Visioning and the Cool Drilldown
277(24)
Visioning
279(16)
The Cool Drilldown
295(6)
Part 4 Defining the Product
301(88)
Chapter 12 The Challenge of Product Design
303(12)
Keeping life coherent
305(3)
Scenario versus structural reasoning
308(4)
Design in teams
312(3)
Chapter 13 Storyboards
315(16)
Building a storyboard
320(5)
The storyboard review
325(6)
Chapter 14 The User Environment Design
331(34)
The User Environment Design elements
337(6)
Building the User Environment Design from storyboards
343(8)
The user interface and product structure
351(1)
Seeing Product Structure
352(6)
User Environment Design Walk-throughs
358(7)
Chapter 15 Interaction Patterns
365(24)
The right team
365(3)
Seeing interaction patterns
368(10)
Innovation and interaction patterns
378(5)
Building interaction patterns from the user environment design
383(6)
Part 5 Making It Real
389(114)
Chapter 16 Making It Real
391(24)
Validating with users
393(12)
Product planning and strategy
405(5)
Project planning and execution
410(5)
Chapter 17 Validating the Design
415(28)
Building a paper prototype
419(4)
Running a prototype interview
423(5)
The structure of an interview
428(7)
The Interpretation Session
435(2)
Design iteration
437(2)
Completing the design
439(4)
Chapter 18 Prioritization and Rollout
443(22)
Planning a series of releases
445(10)
Partitioning a release for implementation
455(4)
Driving concurrent implementation
459(6)
Chapter 19 Project Planning and Execution
465(30)
Forming the cross-functional team
466(3)
Setting project scope
469(3)
Setting project focus
472(3)
Determine the interviewing situation
475(3)
Deciding who to interview
478(4)
Setting the interview focus
482(1)
Planning the schedule
483(5)
Managing the team
488(2)
Cognitive style and working teams
490(5)
Chapter 20 Conclusion
495(8)
Index 503
Karen Holtzblatt is a co-founder of InContext Enterprises, Inc., a firm that works with companies, coaching teams to design products, product strategies, and information systems from customer data. Karen Holtzblatt developed the Contextual Inquiry field data gathering technique that forms the core of Contextual Design and is now taught and used world-wide. Hugh Beyer is a co-founder of InContext Enterprises, Inc., a firm that works with companies, coaching teams to design products, product strategies, and information systems from customer data. Hugh Beyer has pioneered the link between the customer-centered front end and object-oriented design.