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User Experience Research and Usability of Health Information Technology
Health information technology (HIT) is a critical component of the modern healthcare system.Yet to be effective and safely implemented in healthcare organizations and physicians and patients’ lives, it must be usable and useful.User Experience (UX) research is required throughout the full system design lifecycle of HIT products, which involve a user-centered and human- centered approach.This book discusses UX research frameworks, study designs, methods, data-analysis techniques, and a variety of data collection instruments and tools that can be used to conduct UX research in the healthcare space, all of which involve HIT and digital health.This book is for academics and scholars to be used to design studies for graduate dissertation work, in independent research, or as a textbook for UX/usability courses in health informatics or related health information and communication courses.This book is also useful for UX practitioners because it provides guidance on how to design a user research or usability study and focuses on leveraging a mixed- methods approach, including step-by-step by instructions and best practices for conducting:Field studiesInterviewsFocus groupsDiary studiesSurveysHeuristic evaluation Cognitive walkthrough Think aloudA plethora of standardized surveys and retrospective questionnaires (SUS, Post-study System Usability Questionnaire (PSSUQ)) are also included.UX researchers and healthcare professionals will gain an understanding of how to design a rigorous, yet feasible study that generates useful insights to inform the design of usable HIT.Everything from consent forms to how many participants to include in a usability study has been covered in this book.The author encourages user-centered design (UCD), mixed-methods, and collaboration amongst interdisciplinary teams.Knowledge from many inter-related disciplines, like psychology, technical communication (TC), and human-computer interaction (HCI), together with experiential knowledge from experts is offered throughout the text.
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Gooey Media : Screen Entertainment and the Graphic User Interface
Explores the influence of the graphic user interface on contemporary screen mediaArgues for a critical reading of screen media which centres the GUI in the production and reception of this mediaOffers an innovatively interdisciplinary exploration of digital screen media, employing film studies, new media studies, videogame studies, urban theory, and morePlaces interfaces, videogames, films, television, apps, VR, and other media on equal footing Analyses a wide variety of case studies from various contemporary mainstream media to show their connections and influencesUpdates ideas of media convergence and remediation for today's overlapping media environmentThe Graphic User Interface, or GUI, is the adhesive centre of today's screen entertainment web.From films and television to apps and videogames, it holds together a multitude of media and shapes the way they are accessed, organised, created, consumed, and manipulated.However, it does not do so without leaving viscous traces, and Gooey Media: Screen Entertainment and the Graphic User Interface examines this residue and its consequences, revealing how the GUI exerts a powerful influence on contemporary media. Focusing on aesthetics and adopting a media agnostic approach, Jones explores cinema, streaming platforms, television, user-generated content, videogames, apps, virtual reality, VFX, design software, and more in order to show how they cross-pollinate with one another and with our desktop interfaces.The result is a new approach for analysing convergent media in the digital era.
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Quantifying the User Experience : Practical Statistics for User Research
Quantifying the User Experience: Practical Statistics for User Research, Second Edition, provides practitioners and researchers with the information they need to confidently quantify, qualify, and justify their data.The book presents a practical guide on how to use statistics to solve common quantitative problems that arise in user research.It addresses questions users face every day, including, Is the current product more usable than our competition?Can we be sure at least 70% of users can complete the task on their first attempt?How long will it take users to purchase products on the website? This book provides a foundation for statistical theories and the best practices needed to apply them.The authors draw on decades of statistical literature from human factors, industrial engineering, and psychology, as well as their own published research, providing both concrete solutions (Excel formulas and links to their own web-calculators), along with an engaging discussion on the statistical reasons why tests work and how to effectively communicate results.Throughout this new edition, users will find updates on standardized usability questionnaires, a new chapter on general linear modeling (correlation, regression, and analysis of variance), with updated examples and case studies throughout.
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Observing the User Experience : A Practitioner's Guide to User Research
Observing the User Experience: A Practitioner’s Guide to User Research aims to bridge the gap between what digital companies think they know about their users and the actual user experience.Individuals engaged in digital product and service development often fail to conduct user research.The book presents concepts and techniques to provide an understanding of how people experience products and services.The techniques are drawn from the worlds of human-computer interaction, marketing, and social sciences. The book is organized into three parts. Part I discusses the benefits of end-user research and the ways it fits into the development of useful, desirable, and successful products.Part II presents techniques for understanding people’s needs, desires, and abilities.Part III explains the communication and application of research results.It suggests ways to sell companies and explains how user-centered design can make companies more efficient and profitable.This book is meant for people involved with their products’ user experience, including program managers, designers, marketing managers, information architects, programmers, consultants, and investors.
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Towards Game Translation User Research
This Element takes the initiative to highlight the nascent state of audiovisual translation research centring on users of video games.It proposes ways of advancing the research by integrating numerous related perspectives from relevant fields to guide studies in translated game reception into further fruition.The Element offers an accessible overview of possible relationships between translation and its experiencers, showcasing ways to design game reception studies.Examples, methods, tools, and practical concerns are discussed to ultimately develop a blueprint for game translation user research which aims to consolidate scientific user-centric inquiry into video game translation.To that end, the blueprint captures the three-pronged interplay between the parameters of localisation-reception research in facets of user experience, facets of translated games, and facets of game users.
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Voice User Interface Design : Moving from GUI to Mixed Modal Interaction
Design and implement voice user interfaces. This guide to VUI helps you make decisions as you deal with the challenges of moving from a GUI world to mixed-modal interactions with GUI and VUI.The way we interact with devices is changing rapidly and this book gives you a close view across major companies via real-world applications and case studies. Voice User Interface Design provides an explanation of the principles of VUI design.The book covers the design phase, with clear explanations and demonstrations of each design principle through examples of multi-modal interactions (GUI plus VUI) and how they differ from pure VUI.The book also differentiates principles of VUI related to chat-based bot interaction models.By the end of the book you will have a vision of the future, imagining new user-oriented scenarios and new avenues, which until now were untouched. What You'llLearnImplement and adhere to each design principleUnderstand how VUI differs from other interaction modelsWork in the current VUI landscapeWho This Book Is ForInteraction designers, entrepreneurs, tech enthusiasts, thought leaders, and AI enthusiasts interested in the future of user experience/interaction, designing high-quality VUI, and product decision making
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Bosch Pcb User Interface
Bosch Pcb User Interface
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Hostile User Interface Steam CD Key
Your basic get through the maze game with a twist, your controls have been designed in a way to trip you up by triggering different Windows Hotkeys such as Alt + F4 or Ctrl Alt Del. Learn all the hotkey combinations you'll never use! Between 1 to ∞ hours of endless enjoyment and/or pain. Note: You may have to disable hotkeys for other programs or certain toggles for Windows which can interfere with gameplay, such as hotkeys to switch between keyboard languages or sticky keys.
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