Book picks similar to
Games User Research by Anders Drachen
non-fiction
design
game-design
gaming
Building a StoryBrand: Clarify Your Message So Customers Will Listen
Donald Miller - 2017
This revolutionary method for connecting with customers provides readers with the ultimate competitive advantage, revealing the secret for helping their customers understand the compelling benefits of using their products, ideas, or services. Building a StoryBrand does this by teaching readers the seven universal story points all humans respond to; the real reason customers make purchases; how to simplify a brand message so people understand it; and how to create the most effective messaging for websites, brochures, and social media. Whether you are the marketing director of a multibillion dollar company, the owner of a small business, a politician running for office, or the lead singer of a rock band, Building a StoryBrand will forever transform the way you talk about who you are, what you do, and the unique value you bring to your customers.
The Elements of User Experience: User-Centered Design for the Web
Jesse James Garrett - 2002
This book aims to minimize the complexity of user-centered design for the Web with explanations and illustrations that focus on ideas rather than tools or techniques.
Linchpin: Are You Indispensable?
Seth Godin - 2010
But this book is about you—your choices, your future, and your potential to make a huge difference in whatever field you choose.There used to be two teams in every workplace: management and labor. Now there's a third team: the linchpins. These people figure out what to do when there's no rule book. They delight and challenge their customers and peers. They love their work, pour their best selves into it, and turn each day into a kind of art.Linchpins are the essential building blocks of great organizations. They may not be famous but they're indispensable. And in today's world, they get the best jobs and the most freedom.As Godin writes, "Every day I meet people who have so much to give but have been bullied enough or frightened enough to hold it back. It's time to stop complying with the system and draw your own map. You have brilliance in you, your contribution is essential, and the art you create is precious. Only you can do it, and you must."
Switch: How to Change Things When Change Is Hard
Chip Heath - 2010
Psychologists have discovered that our minds are ruled by two different systems - the rational mind and the emotional mind - that compete for control. The rational mind wants a great beach body; the emotional mind wants that Oreo cookie. The rational mind wants to change something at work; the emotional mind loves the comfort of the existing routine. This tension can doom a change effort - but if it is overcome, change can come quickly.In Switch, the Heaths show how everyday people - employees and managers, parents and nurses - have united both minds and, as a result, achieved dramatic results:- The lowly medical interns who managed to defeat an entrenched, decades-old medical practice that was endangering patients (see page 242)- The home-organizing guru who developed a simple technique for overcoming the dread of housekeeping (see page 130)- The manager who transformed a lackadaisical customer-support team into service zealots by removing a standard tool of customer service (see page 199)In a compelling, story-driven narrative, the Heaths bring together decades of counterintuitive research in psychology, sociology, and other fields to shed new light on how we can effect transformative change. Switch shows that successful changes follow a pattern, a pattern you can use to make the changes that matter to you, whether your interest is in changing the world or changing your waistline.
Information Architecture for the World Wide Web: Designing Large-Scale Web Sites
Peter Morville - 1998
How do you present large volumes of information to people who need to find what they're looking for quickly? This classic primer shows information architects, designers, and web site developers how to build large-scale and maintainable web sites that are appealing and easy to navigate. The new edition is thoroughly updated to address emerging technologies -- with recent examples, new scenarios, and information on best practices -- while maintaining its focus on fundamentals. With topics that range from aesthetics to mechanics, Information Architecture for the World Wide Web explains how to create interfaces that users can understand right away. Inside, you'll find:* An overview of information architecture for both newcomers and experienced practitioners* The fundamental components of an architecture, illustrating the interconnected nature of these systems. Updated, with updates for tagging, folksonomies, social classification, and guided navigation* Tools, techniques, and methods that take you from research to strategy and design to implementation. This edition discusses blueprints, wireframes and the role of diagrams in the design phase* A series of short essays that provide practical tips and philosophical advice for those who work on information architecture* The business context of practicing and promoting information architecture, including recent lessons on how to handle enterprise architecture* Case studies on the evolution of two large and very different information architectures, illustrating best practices along the way* How do you document the rich interfaces of web applications? How do you design for multiple platforms and mobile devices? With emphasis on goals and approaches over tactics or technologies, this enormously popular book gives you knowledge about information architecture with a framework that allows you to learn new approaches -- and unlearn outmoded ones.
Start with Why: How Great Leaders Inspire Everyone to Take Action
Simon Sinek - 2009
It was their natural ability to start with why that enabled them to inspire those around them and to achieve remarkable things.In studying the leaders who've had the greatest influence in the world, Simon Sinek discovered that they all think, act, and communicate in the exact same way—and it's the complete opposite of what everyone else does. Sinek calls this powerful idea The Golden Circle, and it provides a framework upon which organizations can be built, movements can be lead, and people can be inspired. And it all starts with WHY.Any organization can explain what it does; some can explain how they do it; but very few can clearly articulate why. WHY is not money or profit—those are always results. WHY does your organization exist? WHY does it do the things it does? WHY do customers really buy from one company or another? WHY are people loyal to some leaders, but not others?Starting with WHY works in big business and small business, in the nonprofit world and in politics. Those who start with WHY never manipulate, they inspire. And the people who follow them don't do so because they have to; they follow because they want to.Drawing on a wide range of real-life stories, Sinek weaves together a clear vision of what it truly takes to lead and inspire. This book is for anyone who wants to inspire others or who wants to find someone to inspire them.
Friction: Passion Brands in the Age of Distruption
Jeff Rosenblum - 2017
Stalwart brands are losing market share to upstarts that capture our collective consciousness. Trillions of dollars are at stake. Brands know a new approach is needed. But most don’t realize the strategic underpinnings need to change. Great brands are no longer built through interruptive advertisements.
Friction
argues that brands don't simply need clever messages or new, shiny technologies. They need a fundamental change in strategy. Friction provides a system for embracing transparency, engaging audiences, creating evangelists, and unleashing unprecedented growth. The authors of
Friction
have worked on some of the industry's most innovative assignments for the world’s most successful brands. This groundbreaking book reveals how corporations can divorce themselves from legacy business models to create a passion brand. A brand that breaks its addiction to traditional advertising. A brand that empowers its customers. A brand that dominates the competition.
Mapping Experiences: A Complete Guide to Creating Value Through Journeys, Blueprints, and Diagrams
James Kalbach - 2015
But it's worse when people inside these companies can't pinpoint the problem because they're too focused on business processes. This practical book shows your company how to use alignment diagrams to turn valuable customer observations into actionable insight. With this unique tool, you can visually map your existing customer experience and envision future solutions.Product and brand managers, marketing specialists, and business owners will learn how experience diagramming can help determine where business goals and customer perspectives intersect. Once you're armed with this data, you can provide users with real value.Mapping Experiences is divided into three parts:Understand the underlying principles of diagramming, and discover how these diagrams can inform strategyLearn how to create diagrams with the four iterative modes in the mapping process: setting up a mapping initiative, investigating the evidence, visualizing the process, and using diagrams in workshops and experimentsSee key diagrams in action, including service blueprints, customer journey maps, experience maps, mental models, and spatial maps and ecosystem models
You Mean I'm Not Lazy, Stupid or Crazy?!: A Self-Help Book for Adults with Attention Deficit Disorder
Kate Kelly - 1993
This work focuses on the experience of adults with the disorder, combining practical information and moral support. It explains the diagnostic process and distinguishes ADD symptions from normal lapses in memory, lack of concentrations, and impulse behaviour, and addresses: how to achieve balance by analyzing one's strengths and weaknesses; how to get along in groups, at work, and intimate and family relationships - including how to decrease discord and chaos; mechanical aides and methods for getting organized and improving memory; and professional help, including medication and therapy.
Ambiguity of Play (Revised)
Brian Sutton-Smith - 1998
Is it a kind of adaptation, teaching us skills, inducting us into certain communities? Is it power, pursued in games of prowess? Fate, deployed in games of chance? Daydreaming, enacted in art? Or is it just frivolity? Brian Sutton-Smith, a leading proponent of play theory, considers each possibility as it has been proposed, elaborated, and debated in disciplines from biology, psychology, and education to metaphysics, mathematics, and sociology.Sutton-Smith focuses on play theories rooted in seven distinct "rhetorics"--the ancient discourses of Fate, Power, Communal Identity, and Frivolity and the modern discourses of Progress, the Imaginary, and the Self. In a sweeping analysis that moves from the question of play in child development to the implications of play for the Western work ethic, he explores the values, historical sources, and interests that have dictated the terms and forms of play put forth in each discourse's "objective" theory.This work reveals more distinctions and disjunctions than affinities, with one striking exception: however different their descriptions and interpretations of play, each rhetoric reveals a quirkiness, redundancy, and flexibility. In light of this, Sutton-Smith suggests that play might provide a model of the variability that allows for "natural" selection. As a form of mental feedback, play might nullify the rigidity that sets in after successful adaption, thus reinforcing animal and human variability. Further, he shows how these discourses, despite their differences, might offer the components for a new social science of play.
The Game Believes in You: How Digital Play Can Make Our Kids Smarter
Greg Toppo - 2015
Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book:*A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond.*A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities.*A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft.Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again-right away-and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.
Interaction Design: Beyond Human-Computer Interaction
Yvonne Rogers - 2001
It should be labelled 'start here'." --Pieter Jan Stappers, ID-StudioLab, Delft University of Technology
The 9 Ways of Working: How to Use the Enneagram to Discover Your Natural Strengths and Work More Effectively
Michael J. Goldberg - 1999
Each of the Enneagram's nine types has a distinct worldview which determines how they think, what they want, and why they act the way they do. You'll recognize the personality types of the people you work with---colleagues, clients, bosses---as well as your own. And you'll discover the most effective ways to work with these people: The Perfectionist gets things done right---regardless of the consequences. The Helper nurtures others' careers---and demands to be appreciated for it. The Producer works hard to succeed---but can burn out in overwork. The Connoisseur explores his or her creativity and deep feelings---but may get lost in them. The Sage craves data, theories and insight---but may forget the human element The Troubleshooter knows the secrets and who can be trusted---but can get mighty paranoid. The Visionary inspires with brilliant, fun, imaginative ideas---but leaves closure to others. The Top Dog exercises leadership---but may end up as a vengeful bully. The Mediator wants everybody working as a conflict-free team---but may forget his or her own goals.Drawing on twenty-five years of teaching and consulting, Michael Goldberg's rich descriptions catch the "aha!" of each style with insightful anecdotes and real-life stories. He shows how each style is likely to connect with or miss the others, what kind of leadership is right for certain situations, and how each style makes important decisions and gets work done. You'll see the special gifts and talents of each style, their limits and blind spots, and when they will shine and when they will wilt. The 9 Ways of Working is packed with practical tips and cautions for each style and for working with each style.
Universal Methods of Design: 100 Ways to Research Complex Problems, Develop Innovative Ideas, and Design Effective Solutions
Bella Martin - 2012
Universal Methods of Design serves as an invaluable compendium of methods that can be easily referenced and used by cross-disciplinary teams in nearly any design project. Methods and techniques are organized alphabetically for ongoing, quick reference. Each method is presented in a two-page format. The left-hand page contains a concise description of the method, accompanied by references for further reading. On the right-hand page, images and cases studies for each method are presented visually. The relevant phases for design application are highlighted as numbered icons along the right side of the page, from phases 1 (planning) through 5 (launch and monitor).Build more meaningful products with these methods and more: A/B Testing, Affinity Diagramming, Behavioral Mapping, Bodystorming, Contextual Design, Critical Incident Technique, Directed Storytelling, Flexible Modeling, Image Boards, Graffiti Walls, Heuristic Evaluation, Parallel Prototyping, Simulation Exercises, Touchstone Tours, and Weighted Matrix. This essential guide:Dismantles the myth that user research methods are complicated, expensive, and time-consumingCreates a shared meaning for cross-disciplinary design teamsIllustrates methods with compelling visualizations and case studiesCharacterizes each method at a glanceIndicates when methods are best employed to help prioritize appropriate design research strategiesUniversal Methods of Design is an essential resource for designers of all levels and specializations.
Sketching User Experiences: Getting the Design Right and the Right Design
Bill Buxton - 2007
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 dreamsThorough coverage of the design sketching method which helps easily build experience prototypes-without the effort of engineering prototypes which are difficult to abandonReaches out to a range of designers, including user interface designers, industrial designers, software engineers, usability engineers, product managers, and othersFull of case studies, examples, exercises, and projects, and access to video clips that demonstrate the principles and methods"