Sketching User Experiences

书名:Sketching User ExperiencesGettingtheDesignRightandtheRightDesign
作者:BillBuxton
译者:
ISBN:9780123740373
出版社:MorganKaufmann
出版时间:2007-4-11
格式:epub/mobi/azw3/pdf
页数:448
豆瓣评分: 8.1

书籍简介:

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 (www.mkp.com/sketching) that demonstrate the principles and methods. About the Author Trained as a musician, Bill Buxton began using computers over thirty years ago in his art. This early experience, both in the studio an on stage, helped develop a deep appreciation of both the positive and negative aspects of technology and its impact. This increasingly drew him into both design and research, with a very strong emphasis on interaction and the human aspects of technology. He first came to prominence for his work at the University of Toronto on digital musical instruments and the novel interfaces that they employed. This work in the late 70s gained the attention of Xerox PARC, where Buxton participated in pioneering work in collaborative work, interaction techniques and ubiquitous computing. He then went on to become Chief Scientist of SGI and Alias|Wavefront, where he had the opportunity to work with some of the top film makers and industrial designers in the world. He is now a principal researcher at Microsoft Corp., where he splits his time between research and helping make design a fundamental pillar of the corporate culture. * 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.

作者简介:

比尔·巴克斯顿本是音乐家出身,早在三十多年前便在他的艺术工作中应用计算机,这些早期经验,使他对科学技术的方方面面有了深刻的理解。后来他开始投身设计与研究,重点探讨人机交互以及科技的用户层面。 巴克斯顿曾于20世纪70年代末在多伦多大学从事研究,开发数字乐器,并大胆采用种种新颖的界面,自此一举成名,业界无人不晓。不久,施乐帕克研究中心留意到他的创新设计,让他参与一些前瞻性研究,如协同工作、交互技术以及普式计算等。后来,巴克斯顿又相继在SGI公司和Alias I Wavefront公司担任首席科学家。在此期间,他接触到了许多世界上一流的电影制片人和工业设计师。 目前,比尔·巴克斯顿在微软任职,成为研究的中坚为量。按照比尔·盖茨的介绍,巴克斯顿的主要工作有两方面:一是研究,二是致力将设计融叁公司文化核心。

书友短评:

@ james 前半部分讲什么是交互,后半部分介绍具体的方法 @ 起舞风露间 好几个老师推荐过,但是我个人读的也没什么感受。。可能水平不到吧 @ 周榛子 稍微有点冗长,但是很清晰 @ 朴小熊 The first book requested from M lib system~~ @ Sier 得练 @ 周榛子 稍微有点冗长,但是很清晰 @ Charlsy 如今来看既是 analog 时代的赞歌也是 analog 时代的挽歌。A lot of people can do the job of product designers, but not all of them are designers. @ 香蒲 项目表和参考书 @ 米亓 现在看来书有些老,尤其第二部分的例子,但一些用户体验的研究方法现在仍然适用,就是初级了些。目前用户体验概念和基本方法深入人心,所以本书内容显得拖沓和老生常谈了。前半部分将理论后半部分讲实际操作。可能自己过了那个时期了吧,读得不来电,更适合初学者,对概念和方法扫盲有作用。 @ 起舞风露间 好几个老师推荐过,但是我个人读的也没什么感受。。可能水平不到吧

书籍目录

  • 他特别强调公司要重归原有轨道,却迎合客户的核心需求;同时指出,正是由于片面追求大而全,忽视了客户的真正需求,才导致苹果公司在市场竞争中败北。他还表明,公司已有新的突破,推出了原创的苹果操作系统和硬件设计,并且他将把工业设计置于苹果开拓策略的核心位置。
    —— 引自章节:个案研究:苹果公司、设计及商业操作
  • 彼时,苹果公司资金运转问题严重,这就意味着他所作出的每个决策都必须要坚定可靠,而且要能立竿见影。1.是产品设计拯救了苹果;2.现有团队造就了设计创新;3.管理层眼光决定成败;4.保持势头,强劲发展;5.失败在所难免;6.失败乃成功之匙;7.产品外观式样、风格的设计非常成功;8.工业设计和用户交互设计两者几乎没有关联;产品版本发布次数越多,累计成本就会越高。首先,不断推出新版本,那么系统就趋向复杂,产品可塑性就会降低,增值或修改成本相应提高。第二,产品一旦成熟,现有用户达到一定数量。此时,开发商对产品的改进将受到用户群体的制约。第三,当产品日益成熟,基本功能业已完善,客户群体也相应稳定。如果产品运行良好,达到预期,则市场会趋于饱和。很难劝服客户购买新版本。第四,当产品成熟后,功能会增多到可观的规模,众多功能中,为你所用的寥寥无几,而且难以找到。总之,这一切的后果是,产品成熟后期,新版本的研发费用激增,而与此同时,目标市场却在萎缩。
    —— 引自章节:个案研究:苹果公司、设计及商业操作
  • 添加微信公众号:好书天下获取

    添加微信公众号:“好书天下”获取书籍好书天下 » Sketching User Experiences
    分享到: 更多 (0)

    评论 抢沙发

    评论前必须登录!

     

    添加微信公众号:“好书天下”获取书籍

    添加微信公众号:“好书天下”获取书籍添加微信公众号:“好书天下”获取书籍