Sketching User Experiences: Getting the Design Right and the Right Design
暫譯: 勾勒使用者體驗:設計正確與正確的設計
Bill Buxton
- 出版商: Morgan Kaufmann
- 出版日期: 2007-04-01
- 售價: $2,030
- 貴賓價: 9.5 折 $1,929
- 語言: 英文
- 頁數: 448
- 裝訂: Paperback
- ISBN: 0123740371
- ISBN-13: 9780123740373
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相關分類:
使用者經驗 UX
海外代購書籍(需單獨結帳)
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相關主題
商品描述
Description
Bill Buxton and I share a common belief that design leadership together with technical leadership drives innovation. Sketching, prototyping, and design are essential parts of the process we use to create new products. Bill Buxton brings design leadership and creativity to Microsoft. Through his thought-provoking personal examples he is inspiring others to better understand the role of design in their own companies--Bill Gates, Chairman, Microsoft
“Informed design is essential.” While it might seem that Bill Buxton is exaggerating or kidding with this bold assertion, neither is the case. In an impeccably argued and sumptuously illustrated book, design star Buxton convinces us that design simply must be integrated into the heart of business--Roger Martin, Dean, Rotman School of Management, University of Toronto
Design is explained, with the means and manner for successes and failures illuminated by engaging stories, true examples and personal anecdotes. In Sketching User Experiences, Bill Buxton clarifies the processes and skills of design from sketching to experience modeling, in a lively and informative style that is rich with stories and full of his own heart and enthusiasm. At the start we are lost in mountain snows and northern seas, but by the end we are equipped with a deep understanding of the tools of creative design.--Bill Moggridge, Cofounder of IDEO and author of Designing Interactions
“Like any secret society, the design community has its strange rituals and initiation procedures. Bill opens up the mysteries of the magical process of design, taking us through a land in which story-telling, orange squeezers, the Wizard of Oz, I-pods, avalanche avoidance, bicycle suspension sketching, and faking it are all points on the design pilgrim’s journey. There are lots of ideas and techniques in this book to feed good design and transform the way we think about creating useful stuff". –Peter Gabriel
I love this book. There are very few resources available that see across and through all of the disciplines involved in developing great experiences. This is complex stuff and Buxton's work is both informed and insightful. He shares the work in an intimate manner that engages the reader and you will find yourself nodding with agreement, and smiling at the poignant relevance of his examples.--Alistair Hamilton, Symbol Technologies, NY
Books that have proposed bringing design into HCI are aplenty, though books that propose bringing software in to Design less common. Nevertheless, Bill manages to skilfully steer a course between the excesses of the two approaches and offers something truly in-between. It could be a real boon to the innovation business by bringing the best of both worlds: design and HCI. --Richard Harper, Microsoft Research, Cambridge
There is almost a fervor in the way that new products, with their rich and dynamic interfaces, are being released to the public—typically promising to make lives easier, solve the most difficult of problems, and maybe even make the world a better place. The reality is that few survive, much less deliver on their promise. The folly? An absence of design, and an over-reliance on technology alone as the solution.
We need design. But design as described here depends on different skillsets—each essential, but on their own, none sufficient. In this rich ecology, designers are faced with new challenges—challenges that build on, rather than replace, existing skills and practice.
Sketching User Experiences approaches design and design thinking as something distinct that needs to be better understood—by both designers and the people with whom they need to work— in order to achieve success with new products and systems. So while the focus is on design, the approach is holistic. Hence, the book speaks to designers, usability specialists, the HCI community, product managers, and business executives. There is an emphasis on balancing the back-end concern with usability and engineering excellence (getting the design right) with an up-front investment in sketching and ideation (getting the right design). Overall, the objective is to build the notion of informed design: molding emerging technology into a form that serves our society and reflects its values.
Grounded in both practice and scientific research, Bill Buxton’s engaging work aims to spark the imagination while encouraging the use of new techniques, breathing new life into user experience design.
• Covers sketching and early prototyping design methods suitable for dynamic product capabilities: cell phones that communicate with each other and other embedded systems, “smart” appliances, and things you only imagine in your dreams;
• Thorough coverage of the design sketching method which helps easily build experience prototypes—without the effort of engineering prototypes which are difficult to abandon;
• Reaches out to a range of designers, including user interface designers, industrial designers, software engineers, usability engineers, product managers, and others;
• Full of case studies, examples, exercises, and projects, and access to video clips that demonstrate the principles and methods.
Table of contents
Author?s Note
Preface
PART I: DESIGN AS DREAMCATCHER
Introduction
Case Study: Apple, Design and Business
The Bossy Rule
A Snapshot of Today
The Role of Design
A Sketch of the Process
The Cycle of Innovation
The Question of ?Design?
The Anatomy of Sketching
Clarity is not always the Path to Enlightenment
The Larger Family of Renderings
Experience Design vs. Interface Design
Sketching Interaction
Sketches are not Prototypes
Where is the User in all of this?
You make that Sound like a Negative Thing
If Someone Made a Sketch in the Forest and Nobody Saw it?
The Object of Sharing
Annotation: Sketching on Sketches
Design Thinking & Ecology
The Second Worst Thing that Can Happen
A River Runs Through It
PART II: STORIES OF METHODS AND MADNESS
Introduction
The Wonderful Wizard of Oz
Chameleon: From Wizardry to Smoke-and-Mirrors
Le Bricolage: Cobbling Things Together
It was a Dark and Stormy Night?
Visual Story Telling
Simple Animation
Shoot the Mime
Sketch-a-Move
Extending Interaction: Real and Illusion
The Bifocal Display
Video Invisionment
Interacting with Paper
Are you Talking to me?
PART III: RECAPITULATION & CODA
Some Final Thoughts
PART IV: REFERENCES/BIBLIOGRAPHY
商品描述(中文翻譯)
**描述**
比爾·巴克斯頓(Bill Buxton)和我共同相信,設計領導力與技術領導力相結合能推動創新。草圖繪製、原型設計和設計是我們用來創造新產品的過程中不可或缺的部分。比爾·巴克斯頓為微軟帶來了設計領導力和創造力。通過他引人深思的個人範例,他激勵其他人更好地理解設計在他們自己公司的角色——比爾·蓋茲(Bill Gates),微軟董事長
“知情設計是必不可少的。”雖然比爾·巴克斯頓這一大膽的主張似乎有些誇張或開玩笑,但事實並非如此。在一本論證無可挑剔且插圖華麗的書中,設計明星巴克斯頓說服我們,設計必須融入商業的核心——羅傑·馬丁(Roger Martin),多倫多大學羅特曼管理學院院長
設計的解釋,成功與失敗的手段和方式通過引人入勝的故事、真實的範例和個人軼事得以闡明。在《草圖用戶體驗》中,比爾·巴克斯頓以生動且富有信息的風格,清晰地闡明了從草圖到體驗建模的設計過程和技能,充滿了故事和他自己的熱情。在開始時,我們迷失在山雪和北海之中,但到最後,我們對創意設計的工具有了深刻的理解。——比爾·莫格里奇(Bill Moggridge),IDEO聯合創始人及《設計互動》(Designing Interactions)一書的作者
“就像任何秘密社會一樣,設計社群有其奇怪的儀式和入會程序。比爾揭開了設計這一神奇過程的奧秘,帶我們穿越一片故事講述、橙汁擠壓器、《綠野仙蹤》、iPod、雪崩避免、自行車懸吊草圖和假裝的設計朝聖之旅。這本書中有許多想法和技術,可以滋養良好的設計,改變我們對創造有用事物的思考方式。”——彼得·加布里埃爾(Peter Gabriel)
我喜愛這本書。很少有資源能夠跨越並透視開發出卓越體驗所涉及的所有學科。這是複雜的內容,而巴克斯頓的作品既有見地又具啟發性。他以親密的方式分享這些工作,讓讀者感到投入,你會發現自己點頭同意,並對他範例的深刻相關性感到微笑。——阿利斯泰爾·漢密爾頓(Alistair Hamilton),Symbol Technologies,紐約
提議將設計引入人機互動(HCI)的書籍不在少數,但提議將軟體引入設計的書籍則較為罕見。儘管如此,比爾巧妙地在這兩種方法的過度之間引導出一條真正的中間道路。這可能對創新業務是一個真正的福音,因為它將設計和HCI的最佳元素結合在一起。——理查德·哈珀(Richard Harper),微軟研究,劍橋
新產品以其豐富而動態的介面向公眾發布的方式幾乎充滿熱情——通常承諾使生活更輕鬆、解決最棘手的問題,甚至可能讓世界變得更美好。現實是,能夠生存下來的產品寥寥無幾,更不用說實現它們的承諾。這種愚蠢的原因?缺乏設計,過度依賴技術作為解決方案。
我們需要設計。但這裡所描述的設計依賴於不同的技能組——每一種都是必不可少的,但單獨來看,卻都不夠。在這個豐富的生態系統中,設計師面臨著新的挑戰——這些挑戰是建立在現有技能和實踐之上的,而不是取而代之。
《草圖用戶體驗》將設計和設計思維視為需要更好理解的獨特事物——無論是設計師還是他們需要合作的人——以便在新產品和系統中取得成功。因此,雖然重點在於設計,但方法是整體的。因此,這本書針對設計師、可用性專家、人機互動社群、產品經理和商業高管。強調在可用性和工程卓越(確保設計正確)與草圖和構思的前期投資(確保設計正確)之間取得平衡。總體目標是建立知情設計的概念:將新興技術塑造成服務於我們社會並反映其價值的形式。
比爾·巴克斯頓的引人入勝的作品根植於實踐和科學研究,旨在激發想像力,同時鼓勵使用新技術,為用戶體驗設計注入新活力。
• 涵蓋適合動態產品能力的草圖和早期原型設計方法:能相互通信的手機和其他嵌入式系統、“智慧”家電,以及你在夢中才能想像的事物;
• 徹底介紹設計草圖方法,幫助輕鬆構建體驗原型——無需承擔難以放棄的工程原型的努力;
• 向各類設計師伸出援手,包括用戶介面設計師、工業設計師、軟體工程師、可用性工程師、產品經理等;
• 充滿案例研究、範例、練習和項目,並提供展示原則和方法的視頻片段。
**目錄**
作者的註解
前言
第一部分:設計作為夢捕手
介紹
案例研究:蘋果、設計與商業
霸道規則
當今快照
設計的角色
過程的草圖
創新循環
“設計”的問題
草圖的解剖
清晰並不總是通往啟蒙的道路
更大範圍的渲染家族
體驗設計與介面設計
草圖互動
草圖不是原型
用戶在這一切中在哪裡?
你讓這聽起來像是負面的事情
如果有人在森林裡畫了一幅草圖,卻沒有人看到呢?
分享的對象
註解:在草圖上進行草圖
設計思維與生態學
第二糟糕的事情
一條河流穿過它
第二部分:方法與瘋狂的故事
介紹
神奇的奧茲巫師
變色龍:從魔法到煙霧與鏡子
Le Bricolage:拼湊事物
那是一個黑暗而暴風雨的夜晚?
視覺故事講述
簡單動畫
拍攝默劇演員
草圖移動
擴展互動:真實與幻影
雙焦顯示
視頻想像
與紙互動
你在跟我說話嗎?
第三部分:回顧與尾聲
一些最後的想法
第四部分:參考文獻/書目