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What UX is Really About: Introducing a Mindset for Great Experiences [Pehme köide]

(Epic Games, Cary, North Carolina, USA)
  • Formaat: Paperback / softback, 114 pages, kõrgus x laius: 229x152 mm, kaal: 185 g, 1 Line drawings, black and white; 12 Halftones, black and white; 13 Illustrations, black and white
  • Ilmumisaeg: 15-Dec-2021
  • Kirjastus: CRC Press
  • ISBN-10: 1032104449
  • ISBN-13: 9781032104447
  • Formaat: Paperback / softback, 114 pages, kõrgus x laius: 229x152 mm, kaal: 185 g, 1 Line drawings, black and white; 12 Halftones, black and white; 13 Illustrations, black and white
  • Ilmumisaeg: 15-Dec-2021
  • Kirjastus: CRC Press
  • ISBN-10: 1032104449
  • ISBN-13: 9781032104447
"In this not-too-long and easy-to-read book, author Celia Hodent presents a clear overview of the challenges, demands, and rewards of becoming a user experience professional. If this field interests you, theres no better place to start than with the volume you now hold in your hand."

Alan Cooper, Ancestry Thinker, Software Alchemist, Regenerative Rancher, Author of The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity

The main objective of What UX is Really About: Introducing a Mindset for Great Experiences is to provide a quick introduction to user experience (UX 101) for students, professionals, or simply curious readers who want to understand this trendy yet commonly misunderstood practice better. Readers will learn that UX is much more than a set of techniques, guidelines, and tools. It is a mindset; a philosophy that takes the perspective of the humans that will use a product. It is about solving their problems, offering them a pleasurable experience, and building a win-win, long-lasting relationship between them and the company developing the product. Above all, it is about improving peoples lives with technology. What UX is Really About is informative, concise, and provides readers with a high-level overview of the science, design, and methodologies of UX.

KEY FEATURES:

The most approachable and concise introduction book about UX.

Easy to read and aims to popularize the UX mindset while debunking its main misconceptions.

Small format size makes it easy to carry around.

Includes content relatable and meaningful to the readers by taking many examples from everyday life with a conversational and light writing style.

Tackles the psychology, design, research, process, strategy, and ethics behind offering the best experience with products, systems, or services.

Includes a glossary.

Celia Hodent holds a PhD in psychology, and is a leading expert in the application of cognitive science and psychology to product development, with over 13 years of experience in the development of UX strategy in video game studios, such as Ubisoft, LucasArts, and Epic Games (Fortnite). She currently leads an independent UX consultancy, working with a wide range of international media and enterprise companies to help ensure their products are engaging, successful, and respectful of users. Celia conducts workshops and provides guidance on the topics of game-based UX, playful learning ("gamification"), ethics, implicit biases, and inclusion in tech. Celia is the author of The Gamers Brain: How Neuroscience and UX Can Impact Video Game Design and The Psychology of Video Games.

Arvustused

"In this not-too-long and easy-to-read book, author Celia Hodent presents a clear overview of the challenges, demands, and rewards of becoming a user experience professional. If this field interests you, theres no better place to start than with the volume you now hold in your hand." Alan Cooper, Ancestry Thinker, Software Alchemist, Regenerative Rancher, Author of The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity

"This is a clear and compelling introduction to a topic that affects us all--UX and how it shapes the technology experiences we have every day. I can see using this in my general education HCI introduction course--it covers key aspects of the field and also raises important questions of ethics and of inclusion." Katherine Isbister, Professor of Computational Media, Jack Baskin School of Engineering, University of California Santa Cruz, Author of How Games Move Us: Emotion by Design

In this approachable book, Celia Hodent distills her decades of knowledge and experience into a practical guide. She gives her voice to typical topics, such as the importance of understanding human capability and limitations, but also to rare ones, such as ethics in design. Light on jargon and heavy on practical questions, this is an ideal book for anyone exploring the possibility of a career in UX. Anne Collins McLaughlin, PhD Professor, North Carolina State University Co-author of Aging, Technology and Health

About the Author ix
Introduction: Why Should You Care about UX and This Book? 1(2)
1 What Is UX?
3(12)
1.1 What Is a "user"?
3(1)
1.2 What Is an "experience"?
4(1)
1.3 What Is a "product"?
5(1)
1.4 Who Are the "UX professionals"?
6(5)
1.4.1 UX Designers
7(2)
1.4.2 UX Researchers (or User Researchers)
9(2)
1.4.3 Directors of UX (or UX Strategists)
11(1)
1.5 A Definition of UX
11(4)
2 What UX Is Not
15(8)
2.1 UX Is Not about Manipulating Users at Their Expense to Make a Product More Profitable
15(1)
2.2 UX Is Not Just "common sense"
16(1)
2.3 UX Is Not a Synonym of "UI," or about Making Things Beautiful
17(2)
2.4 UX Is Not Just One Step in the Process
19(1)
2.5 UX Is Not "too expensive"
19(1)
2.6 UX Does Not Hamper Creativity
20(1)
2.7 UX Is Not Pointless If the Product Is Already Selling Well
21(1)
2.8 UX Is Not Just the Responsibility of a Few Experts
21(2)
3 The Science Behind UX
23(26)
3.1 A Short History
23(3)
3.2 Human Factors and Cognitive Science
26(12)
3.2.1 Perception
28(2)
3.2.2 Memory
30(3)
3.2.3 Attention
33(1)
3.2.4 Motivation
34(2)
3.2.5 Emotion
36(1)
3.2.6 To summarize: main limitations of our mental processes
37(1)
3.3 HCI Principles
38(6)
3.3.1 Gestalt principles of perception
38(1)
3.3.2 Fitts's law, Hick-Hyman law, Pareto principle, and Von Restorff effect
39(2)
3.3.3 Mental models
41(1)
3.3.4 Affordance
42(2)
3.4 Usability Heuristics
44(2)
3.5 Emotional Design and Engagement
46(3)
4 The Process and Methodologies of UX
49(26)
4.1 Design Thinking
50(2)
4.2 The UX Design Toolbox
52(9)
4.2.1 Personas
52(2)
4.2.2 Content strategy and elements of UX
54(2)
4.2.3 User journey
56(1)
4.2.4 Flow diagram (or flowchart)
56(3)
4.2.5 Wireframe
59(1)
4.2.6 Prototype
59(2)
4.3 UX Research (User Research)
61(7)
4.3.1 Field study (or field research)
62(1)
4.3.2 Usability testing
62(2)
4.3.3 Rapid Iterative Testing and Evaluation (RITE)
64(1)
4.3.4 Think aloud (or cognitive walkthrough)
64(1)
4.3.5 Heuristic evaluation
65(1)
4.3.6 Survey
65(1)
4.3.7 Focus group
65(1)
4.3.8 Analytics
66(2)
4.4 UX Strategy and Maturity
68(7)
4.4.1 Lean UX
69(2)
4.4.2 UX maturity stages
71(4)
5 Ethics and the UX Mindset
75(16)
5.1 Influence in Design: Good UX, Bad UX, Nudges, and Dark Patterns
77(2)
5.2 Dark Patterns: A Malevolent and Anti-UX Influence
79(2)
5.3 Shady Practices and the Rise of the "attention economy"
81(3)
5.4 Of "addiction" and "dopamine shots"
84(2)
5.5 Inclusion and Accessibility
86(3)
5.6 The Ethics of UX
89(2)
Conclusion 91(2)
Acknowledgments 93(2)
Glossary 95(8)
Some Recommended Readings 103(2)
Some Recommended Websites 105(2)
References 107(4)
Index 111
Celia Hodent is an expert in the application of cognitive science and psychology to improve products, systems, services, and video games. She currently leads an independent UX consultancy, working with a wide range of international media and enterprise companies.

She works in-depth with companies to help ensure their products are both engaging and successful by considering the entire user experience they will provide to their audience. Celia conducts workshops and provides guidance on the topics of playful learning ("gamification"), ethics, implicit biases, and inclusion in tech and video games.

Celia holds a PhD in psychology and has over twelve years experience in the development of user experience (UX) strategy in the entertainment industry, and more specifically with videogame studios through her work at Ubisoft, LucasArts, and as Director of UX at Epic Games (Fortnite). Celia is the author of The Gamers Brain: How Neuroscience and UX can Impact Video Game Design and The Psychology of Video Games.