Instant download UX on the Go A Flexible Guide to User Experience Design pdf, docx, kindle format all chapters after payment.
Product details:
- ISBN 10: 1000164012
- ISBN 13: 9781000164015
- Author: Andrew Mara
Designed with flexibility and readers’ needs in mind, this purpose driven book offers new UX practitioners succinct and complete intructions on how to conduct user research and rapidly design interfaces and products in the classroom or the office. With 16 challenges to learn from, this comprehensive guide outlines the process of a User Experience project cycle from assembling a team to researching user needs to creating and veryifying a prototype. Practice developing a prototype in as little as a week or build your skills in two-, four-, eight-, or sixteen-week stretches. Gain insight into individual motivations, connections, and interactions; learn the three guiding principles of the design system; and discover how to shape a user’s experience to achieve goals and improve overall immediate experience, satisfaction, and well-being. Written for professionals looking to learn or expand their skills in user experience design and students studying technical communication, information technology, web and product design, business, or engingeering alike, this accessible book provides a foundational knowledge of this diverse and evolving field. A companion website will include examples of contemporary UX projects, material to illustrate key techniques, and other resources for students and instructors. Access the material at uxonthego.com.
Table contents:
Part 1. Take an Active User Experience Stance
Part 2. Build Your Temporary Team
Part 3. Map Your Best UX Cycle
Part 4. Find and Understand Your Users
Part 5. Ask, Observe, and Involve Users
Part 6. Design with Users
Part 7. Test and Begin to Sift through the Data
Part 8. Collect and Analyze the Data
Part 9. Find the Story in Your Data
Part 10. Present Data to Users, Team Members, and Stakeholders
Part 11. Persuade with Personas
Part 12. Manifest Your Idea in Sketches
Part 13. Wireframes and Mockups
Part 14. Create a Prototype or Minimum Viable Product, and Test It
Part 15. Capture the Lessons and Disassemble the Team
Part 16. Prepare to Do It Again
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