Designing for the digital age how to create human-centered products and services

Whether you're designing consumer electronics, medical devices, enterprise Web apps, or new ways to check out at the supermarket, today's digitally-enabled products and services provide both great opportunities to deliver compelling user experiences and great risks of driving your customer...

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Detalles Bibliográficos
Otros Autores: Goodwin, Kim, 1971- author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Indianapolis, Indiana : Wiley Publishing 2009.
Edición:1st edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627786806719
Tabla de Contenidos:
  • Foreword; Introduction; CHAPTER 1: Goal-Directed Product and Service Design; Digital Product and Service Design; Goal-Directed Design; Origins of Goal-Directed Design; Components of Goal-Directed Design; Summary; CHAPTER 2: Assembling the Team; The Design Team; Interaction designers; Interaction designer (generator); Interaction designer (synthesizer); Visual interface designer; Industrial designer; Design team lead; Close Collaborators; Project owner; Design engineer; Business or systems analyst; Subject matter expert; Usability tester; Other Product Team Members
  • When You Don't Have the Ideal TeamUnderstaffed design team; No design engineers or subject matter experts; No clear project owner; Too many people in working meetings; Summary; CHAPTER 3: Project Planning; The Ideal Project Starting Point; Determining Your Project's Parameters; Revenue or cost focus; Desire to innovate; Length of time horizon; Understanding the problem before solving it; Willingness to invest; Risk factors; Developing the Project Plan; Research; Modeling and requirements definition; Framework definition; Detailed design; Ongoing support; Summary
  • CHAPTER 4: Research FundamentalsBenefits of Doing Research; Barriers to Doing Design Research; "It will cost too much and take too long."; "We already did market research."; "Our subject matter experts know the users."; Components of Design Research; User Research Methods; Usability testing; Focus groups; Individual interviews; Direct observation; Combining observation and interviews; The Research Team; Essential Research Skills; Active listening; Capturing the data; Summary; CHAPTER 5: Understanding the Business; Identifying Stakeholders and Scheduling Interviews
  • Officially "Kicking Off" the ProjectConducting Stakeholder Interviews; Getting started; Things to watch out for; Topics applicable to most stakeholders; Marketing stakeholders; Engineering stakeholders; Sales stakeholders; Senior executives; Subject matter experts; Other product team members; Project Management for Stakeholder Interviews; When You Can't Interview Stakeholders; Summary; CHAPTER 6: Planning User Research; Identifying the Number and Type of Interviewees; Step 1: Identify likely roles; Step 2: Determine the base number of interviewees per role
  • Step 3: Multiply for important factorsStep 4: Trim the sample and incorporate other factors; Step 5: Adjust for no-shows and poor interviews; Introducing the Practice Design Problems; Consumer device and service: LocalGuide; Business application: Room Finder; Recruiting and Scheduling; Enterprise site visits; Recruiting individuals; The interview schedule; Dealing with Challenges; Summary; CHAPTER 7: Understanding Potential Users and Customers; Interviewing Customers in a Business Environment; Useful questions for customers; What not to do when interviewing customers
  • Interviewing and Observing Prospective Users