Book picks similar to
Games User Research by Anders Drachen
non-fiction
design
game-design
games
The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education
Karl M. Kapp - 2012
He has put together a brilliant primer for learning professionals on how to gamify learning, packed with useful advice and examples." --Anders Gronstedt, president, Gronstedt Group"After reading this book, you'll never be able to design boring learning again." --Connie Malamed, author, Visual Language For Designers; author/creator of The eLearning Coach Blog"Engaging, informative and complete; if you need to understand anything about instructional game design, this is the book you need. It provides the right amount of academic evidence, practical advice and insightful design tips to have you creating impactful learning in no time." --Sherry Engel, associate director learning technology, Penn Medicine Center for Innovation and Learning"What Karl Kapp has done with this book is looked at games and learning from every possible angle....he provocatively asks questions that the learning community needs to answer, like 'Do our design processes still work?' and 'Are we really meeting the needs of today's learners?' This book may make you anxious, make you laugh, or make you angry. But one thing it will definitely do is make you think." --Rich Mesch, experiential learning guru, Performance Development Group
The User Is Always Right: A Practical Guide to Creating and Using Personas for the Web
Steve Mulder - 2006
This practical guide explains how to create and use personas to make your site more successful. The User Is Always Right: A Practical Guide to Creating and Using Personas takes you through each step of persona creation, including tips for conducting qualitative user research, new ways to apply quantitative research (such as surveys) to persona creation, various methods for generating persona segmentation, and proven techniques for making personas realistic. You'll also learn how to use personas effectively, from directing overall business strategy and prioritizing features and content to making detailed decisions about information architecture, content, and design.
The Kobold Guide to Board Game Design
Mike Selinker - 2011
Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.
Radical Candor: Be a Kickass Boss Without Losing Your Humanity
Kim Malone Scott - 2017
While this advice may work for everyday life, it is, as Kim Scott has seen, a disaster when adopted by managers.Scott earned her stripes as a highly successful manager at Google and then decamped to Apple, where she developed a class on optimal management. She has earned growing fame in recent years with her vital new approach to effective management, the “radical candor” method.Radical candor is the sweet spot between managers who are obnoxiously aggressive on one side and ruinously empathetic on the other. It’s about providing guidance, which involves a mix of praise as well as criticism—delivered to produce better results and help employees achieve.Great bosses have strong relationships with their employees, and Scott has identified three simple principles for building better relationships with your employees: make it personal, get (sh)it done, and understand why it matters.Radical Candor offers a guide to those bewildered or exhausted by management, written for bosses and those who manage bosses. Taken from years of the author’s experience, and distilled clearly giving actionable lessons to the reader; it shows managers how to be successful while retaining their humanity, finding meaning in their job, and creating an environment where people both love their work and their colleagues.
Unity 3.X Game Development Essentials
Will Goldstone - 2009
With no prior knowledge of game development or 3D required, you will learn from scratch, taking each concept at a time working up to a full 3D mini-game. You'll learn scripting with C# or JavaScript and master the Unity development environment with easy-to-follow stepwise tasks. If you're a designer or animator who wishes to take their first steps into game development or prototyping, or if you've simply spent many hours sitting in front of video games, with ideas bubbling away in the back of your mind, Unity and this book should be your starting point. No prior knowledge of game production is required, inviting you to simply bring with you a passion for making great games.
Storytelling For User Experience: Crafting Stories For Better Design
Whitney Quesenbery - 2010
In user experience, stories help us to understand our users, learn about their goals, explain our research, and demonstrate our design ideas. In this book, Quesenbery and Brooks teach you how to craft and tell your own unique stories to improve your designs.
Information Dashboard Design: The Effective Visual Communication of Data
Stephen Few - 2006
Although dashboards are potentially powerful, this potential is rarely realized. The greatest display technology in the world won't solve this if you fail to use effective visual design. And if a dashboard fails to tell you precisely what you need to know in an instant, you'll never use it, even if it's filled with cute gauges, meters, and traffic lights. Don't let your investment in dashboard technology go to waste.This book will teach you the visual design skills you need to create dashboards that communicate clearly, rapidly, and compellingly. Information Dashboard Design will explain how to:Avoid the thirteen mistakes common to dashboard design Provide viewers with the information they need quickly and clearly Apply what we now know about visual perception to the visual presentation of information Minimize distractions, cliches, and unnecessary embellishments that create confusion Organize business information to support meaning and usability Create an aesthetically pleasing viewing experience Maintain consistency of design to provide accurate interpretation Optimize the power of dashboard technology by pairing it with visual effectiveness Stephen Few has over 20 years of experience as an IT innovator, consultant, and educator. As Principal of the consultancy Perceptual Edge, Stephen focuses on data visualization for analyzing and communicating quantitative business information. He provides consulting and training services, speaks frequently at conferences, and teaches in the MBA program at the University of California in Berkeley. He is also the author of Show Me the Numbers: Designing Tables and Graphs to Enlighten. Visit his website at www.perceptualedge.com.
Usability Engineering
Jakob Nielsen - 1993
The book provides the tools needed to avoid usability surprises and improve product quality. Step-by-step information on which method to use at various stages during the development lifecycle are included, along with detailed information on how to run a usability test and the unique issues relating to international usability
Synthetic Worlds: The Business and Culture of Online Games
Edward Castronova - 2005
People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education
Do More Great Work: Stop the Busywork. Start the Work That Matters.
Michael Bungay Stanier - 2010
You put in the hours. Yet you feel like you are constantly treading water with "Good Work" that keeps you going but never quite moves you ahead. Or worse, you are mired in "Bad Work"—endless meetings and energy-draining bureaucratic traps.Do More Great Work gets to the heart of the problem: Even the best performers are spending less than a fraction of their time doing "Great Work"—the kind of innovative work that pushes us forward, stretches our creativity, and truly satisfies us. Michael Bungay Stanier, Canadian Coach of the Year in 2006, is a business consultant who’s found a way to move us away from bad work (and even good work), and toward more time spent doing great work.When you’re up to your eyeballs answering e-mail, returning phone calls, attending meetings and scrambling to get that project done, you can turn to this inspirational, motivating, and at times playful book for invaluable guidance. In fifteen exercises, Do More Great Work shows how you can finally do more of the work that engages and challenges you, that has a real impact, that plays to your strengths—and that matters.The exercises are "maps"—brilliantly simple visual tools that help you find, start and sustain Great Work, revealing how to:Find clues to your own Great Work—they’re all around youLocate the sweet spot between what you want to do and what your organization wants you to doGenerate new ideas and possibilities quicklyBest manage your overwhelming workloadDouble the likelihood that you’ll do what you want to doAll it takes is ten minutes a day, a pencil and a willingness to change. Do More Great Work will not only help you identify what the Great Work of your life is, it will tell you how to do it.
Leave Your Mark
Aliza Licht - 2015
A global fashion communications executive, she is the voice behind the wildly popular @DKNY PR GIRL twitter feed that now boasts over half a million followers. Known for her chatty and intimate tone, she has also become beloved for her top-notch career advice and her enthusiasm for mentoring. Thousands of online conversations have led to many a coffee, mentoring strangers. But who can have coffee with everyone who asks? LEAVE YOUR MARK is her way of grabbing that coffee.Now, in her first book, Aliza is here to tell her story, complete with The Devil Wears Prada-esque moments and insider secrets. Drawing invaluable lessons from her experience as a top fashion publicist, Licht shares advice, inspiration, and a healthy dose of real talk in LEAVE YOUR MARK. She delivers personal and professional guidance for people just starting their careers (“ ‘To Whom It May Concern’ never concerns anyone”) and for people who are well on their way (“Don’t just learn your job, learn everyone else’s”). With a particular emphasis on communicating and building your personal brand, something she knows a thing or two about, Aliza is your sassy, knowledgeable guide to the contemporary working world, where personal and professional lines are blurred and the most important thing you can have is a strong sense of self. PRAISE FOR LEAVE YOUR MARK AND ALIZA LICHT AKA @DKNY PR GIRL:"I can't think of a better mentor to help get you going at work and in life. Read it, be inspired- then go out and own your passion." – From the foreword by Donna Karan"Aliza was one of the first people in the fashion industry to embrace the potential of social media and the importance of engaging with followers and, in so doing, changed what it means to work in public relations. Any professional who wants to be powerful, yet accessible, with a voice that is authentic, unique and engaging, should follow her lead.” - Nina Garcia, Creative Director of Marie Claire and Project Runway Judge"With this book, Aliza teaches you to smoke the competition with grace and honesty, excel in your career with wit and hard work, and be an overall kinder and more thoughtful human. If you want the job of your dreams, read this book."-Stacy London, TV Personality & Style Expert“Aliza Licht is a pioneering PR maven, a powerhouse of perfection, a commander of communication, a fierce fashion woman and now an awesome author …LEAVE YOUR MARK will help you do more than that - it is an indispensable guide to success and celebration of the self. Learn the rules then go ahead and break them!!" - Kelly Cutrone, New York Times Best Selling Author of IF YOU HAVE TO CRY GO OUTSIDE"Smart, savvy and sophisticated, LEAVE YOUR MARK is the new professional must-have. No matter what industry you work in, Aliza's insider tips from career to personal branding, will help you make your mark and then leave it!"-Joe Zee, Editor in Chief of Yahoo Style“Sassy, classy, and smart, LEAVE YOUR MARK is more than just a juicy look behind the laptop of DKNY's PR genius, Aliza Licht; it's also a best friend in book form, the kind who'll tell you what you need to hear rather than just what you want to hear. –Heather Cocks and Jessica Morgan, creators of GoFugYourself.com and the authors of THE ROYAL WE
The Grasshopper: Games, Life and Utopia
Bernard Suits - 1978
"Nonsense," says the sensible Bernard Suits: "playing a game is a voluntary attempt to overcome unnecessary obstacles." The short book Suits wrote demonstrating precisely that is as playful as it is insightful, as stimulating as it is delightful. Suits not only argues that games can be meaningfully defined; he also suggests that playing games is a central part of the ideal of human existence, so games belong at the heart of any vision of Utopia. Originally published in 1978, The Grasshopper is now re-issued with a new introduction by Thomas Hurka and with additional material (much of it previously unpublished) by the author, in which he expands on the ideas put forward in The Grasshopper and answers some questions that have been raised by critics.
So Good They Can't Ignore You: Why Skills Trump Passion in the Quest for Work You Love
Cal Newport - 2012
Not only is the cliché flawed-preexisting passions are rare and have little to do with how most people end up loving their work-but it can also be dangerous, leading to anxiety and chronic job hopping.After making his case against passion, Newport sets out on a quest to discover the reality of how people end up loving what they do. Spending time with organic farmers, venture capitalists, screenwriters, freelance computer programmers, and others who admitted to deriving great satisfaction from their work, Newport uncovers the strategies they used and the pitfalls they avoided in developing their compelling careers.Matching your job to a preexisting passion does not matter, he reveals. Passion comes after you put in the hard work to become excellent at something valuable, not before. In other words, what you do for a living is much less important than how you do it.With a title taken from the comedian Steve Martin, who once said his advice for aspiring entertainers was to "be so good they can't ignore you," Cal Newport's clearly written manifesto is mandatory reading for anyone fretting about what to do with their life, or frustrated by their current job situation and eager to find a fresh new way to take control of their livelihood. He provides an evidence-based blueprint for creating work you love.So Good They Can't Ignore You will change the way we think about our careers, happiness, and the crafting of a remarkable life.
Practical Ethnography: A Guide to Doing Ethnography in the Private Sector
Sam Ladner - 2013
Sam Ladner fills the gap by advancing rigorous ethnographic practice that is tailored to corporate settings where colleagues are not steeped in social theory, research time lines may be days rather than months or years, and research sponsors expect actionable outcomes and recommendations. Ladner provides step-by-step guidance at every turn--covering core methods, research design, using the latest mobile and digital technologies, project and client management, ethics, reporting, and translating your findings into business strategies. This book is the perfect resource for private-sector researchers, designers, and managers seeking robust ethnographic tools or academic researchers hoping to conduct research in corporate settings. More information on the book is available at http://www.practicalethnography.com/.
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Janet H. Murray - 1997
In this comprehensive and readable book--already a classic statement of the aesthetics of digital media, acclaimed by practitioners and theorists alike--Janet Murray shows how the computer is reshaping the stories we live by. Murray discusses the unique properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the dramatic satisfaction of participatory stories and considers what would be necessary to move interactive fiction from the formats of childish games and confusing labyrinths into a mature and compelling art form. Through a blend of imagination and techno-wizardry, Murray provides both readers and writers with a guide to the storytelling of the future.