Designing Bots: Creating Conversational Experiences


Amir Shevat - 2017
    In this practical guide, author Amir Shevat shows you how to design and build great conversational experiences and delightful bots that makes people s life more fun and productive.You ll explore several real-world bot examples to understand what works and what doesn t, and learn practical design patterns for your own bot-building toolbox. This book is ideal for beginners and intermediate designers, as well as senior professionals exploring the conversational user experience paradigm. No coding experience or prior knowledge of conversational UI is required.Learn what bots are, and understand bot types and major components that compose a botExplore different use-cases of bots and best practices around these use casesExamine real-life examples and learn from their experienceUnderstand the bot anatomy (Onboarding, Notifications, Conversations, Advance UI controls) and their associated design patternsPrototype your own first bot and experiment with user feedback"

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"

Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics


Thomas Tullis - 2008
    They explore each metric, considering best methods for collecting, analyzing, and presenting the data. They provide step-by-step guidance for measuring the usability of any type of product using any type of technology.This book is recommended for usability professionals, developers, programmers, information architects, interaction designers, market researchers, and students in an HCI or HFE program.

Atomic Design


Brad Frost - 2016
    That's a daunting task indeed. Thankfully, design systems are here to help.Atomic Design details all that goes into creating and maintaining robust design systems, allowing you to roll out higher quality, more consistent UIs faster than ever before. This book introduces a methodology for thinking of our UIs as thoughtful hierarchies, discusses the qualities of effective pattern libraries, and showcases techniques to transform your team's design and development workflow.

Designing Interactions


Bill Moggridge - 2006
    Designers of digital technology products no longer regard their job as designing a physical object--beautiful or utilitarian--but as designing our interactions with it. In Designing Interactions, award-winning designer Bill Moggridge introduces us to forty influential designers who have shaped our interaction with technology. Moggridge, designer of the first laptop computer (the GRiD Compass, 1981) and a founder of the design firm IDEO, tells us these stories from an industry insider's viewpoint, tracing the evolution of ideas from inspiration to outcome. The innovators he interviews--including Will Wright, creator of The Sims, Larry Page and Sergey Brin, the founders of Google, and Doug Engelbart, Bill Atkinson, and others involved in the invention and development of the mouse and the desktop--have been instrumental in making a difference in the design of interactions. Their stories chart the history of entrepreneurial design development for technology.Moggridge and his interviewees discuss such questions as why a personal computer has a window in a desktop, what made Palm's handheld organizers so successful, what turns a game into a hobby, why Google is the search engine of choice, and why 30 million people in Japan choose the i-mode service for their cell phones. And Moggridge tells the story of his own design process and explains the focus on people and prototypes that has been successful at IDEO--how the needs and desires of people can inspire innovative designs and how prototyping methods are evolving for the design of digital technology.Designing Interactions is illustrated with more than 700 images, with color throughout. Accompanying the book is a DVD that contains segments from all the interviews intercut with examples of the interactions under discussion.Interviews with: Bill Atkinson - Durrell Bishop - Brendan Boyle - Dennis Boyle - Paul Bradley - Duane Bray - Sergey Brin - Stu Card - Gillian Crampton Smith - Chris Downs- Tony Dunne - John Ellenby - Doug Englebart - Jane Fulton Suri - Bill Gaver - Bing Gordon - Rob Haitani - Jeff Hawkins - Matt Hunter - Hiroshi Ishii - Bert Keely - David Kelley - Rikako Kojima - Brenda Laurel - David Liddle - Lavrans L?vlie - John Maeda - Paul Mercer - Tim Mott - Joy Mountford - Takeshi Natsuno - Larry Page - Mark Podlaseck - Fiona Raby - Cordell Ratzlaff - Ben Reason - Jun Rekimoto - Steve Rogers - Fran Samalionis - Larry Tesler - Bill Verplank - Terry Winograd - Will Wright

Service Design: From Insight to Implementation


Andy Polaine - 2013
    They don't make us feel happier or richer. Why are they not designed as well as the products we love to use such as an Apple iPod or a BMW? The 'developed' world has moved beyond the industrial mindset of products and the majority of 'products' that we encounter are actually parts of a larger service network. These services comprise people, technology, places, time and objects that form the entire service experience. In most cases some of the touchpoints are designed, but in many situations the service as a complete ecology just "happens" and is not consciously designed at all, which is why they don't feel like iPods or BMWs. One of the goals of service design is to redress this imbalance and to design services that have the same appeal and experience as the products we love, whether it is buying insurance, going on holiday, filling in a tax return, or having a heart transplant. Another important aspect of service design is its potential for design innovation and intervention in the big issues facing us, such as transport, sustainability, government, finance, communications and healthcare. Given that we live in a service and information age, a practical, thoughtful book about how to design better services is urgently needed.

Design a Better Business: New Tools, Skills, and Mindset for Strategy and Innovation


Patrick van der Pijl - 2016
    You'll learn personal insights from thought leaders such as Steve Blank on innovation, Alex Osterwalder on business models, Nancy Duarte on storytelling, and Rob Fitzpatrick on questioning, among others.With detailed visual guides to over 20 strategic tools and 48 case studies and real life examples from large corporations such as ING Bank, Audi, Autodesk, and Toyota Financial Services, to small startups, incubators, and social impact organizations, Design a Better Business is the most comprehensive and practical guide on how to launch and sustain innovation as a discipline in your organization.http://www.designabetterbusiness.comFILLED WITH PERSONAL STORIES AND EXPERIENCES FROM 30 DESIGN PRACTITIONERS AND THOUGHT LEADERS8 CHAPTERS48 CASE STUDIES20 TOOLS24 DOWNLOADS7 CORE SKILLS30 DESIGNERS36 HACKS>150 VISUALS

Communicating Design: Developing Web Site Documentation for Design and Planning


Dan M. Brown - 2006
    Consultant Brown describes the ten basic deliverables as belonging to three basic types, thereby making it much easier to sort out who gets what and when. He wo

Why We Fail: Learning From Experience Design Failures


Victor Lombardi - 2013
    But this book offers more. It provides important insights into both what can go right and what can go wrong in a product offering. To make great products, we need to understand what makes some fail and others succeed. To all the aspiring, young entrepreneurs who are reading this: take heed. Embrace failure to learn from failure. Learn from failure to avoid failure." —Don Norman Co-founder, Nielsen Norman Group Author of The Design of Everyday Things (Revised and Expanded) Just as pilots and doctors improve by studying crash reports and postmortems, experience designers can improve by learning how customer experience failures cause products to fail in the marketplace. Rather than proselytizing a particular approach to design, Why We Fail holistically explores what teams actually built, why the products failed, and how we can learn from the past to avoid failure ourselves.Why We Fail will help you:1. Understand the key mistakes other teams have made so you don't repeat them2. Turn unavoidable failures into building blocks to be successful3. Create a team environment where failures are controlled and valuable

User Friendly: How the Hidden Rules of Design Are Changing the Way We Live, Work, and Play


Cliff Kuang - 2019
    Spanning over a century of sweeping changes, from women's rights to the Great Depression to World War II to the rise of the digital era, this book unpacks the ways in which the world has been--and continues to be--remade according to the principles of the once-obscure discipline of user-experience design.In this essential text, Kuang and Fabricant map the hidden rules of the designed world and shed light on how those rules have caused our world to change--an underappreciated but essential history that's pieced together for the first time. Combining the expertise and insight of a leading journalist and a pioneering designer, User Friendly provides a definitive, thoughtful, and practical perspective on a topic that has rapidly gone from arcane to urgent to inescapable. In User Friendly, Kuang and Fabricant tell the whole story for the first time--and you'll never interact with technology the same way again.

The Mobile Frontier: A Guide for Designing Mobile Experiences


Rachel Hinman - 2012
    Untethered from a keyboard and mouse, this rich design space is ripe with opportunities to invent new and more human ways for people to interact with information. The Mobile Frontier will help you navigate this unfamiliar and fast-changing landscape, and inspire you to explore the possibilities that mobile technology presents.

Dont Make Me Think (Blinkist Summaries)


Blinkist
    Witty, commonsensical, and eminently practical, it’s one of the best-loved and most recommended books on the subject.In this 3rd edition, Steve returns with fresh perspective to reexamine the principles that made Don’t Make Me Think a classic-–with updated examples and a new chapter on mobile usability. And it’s still short, profusely illustrated…and best of all–fun to read.If you’ve read it before, you’ll rediscover what made Don’t Make Me Think so essential to Web designers and developers around the world. If you’ve never read it, you’ll see why so many people have said it should be required reading for anyone working on Web sites.

The Battle of $9.99: How Apple, Amazon, and the Big Six Publishers Changed the E-Book Business Overnight


Andrew Richard Albanese - 2013
    This blow-by-blow account charts how five of America’s six largest publishers, afraid that bookselling powerhouse Amazon's $9.99 price for Kindle e-books would undermine the industry, spent a few frantic weeks in early 2010 deep in negotiations with Apple to introduce a new business model for e-books, just in time for the launch of the iPad and the iBookstore. The catch is, it all may have been illegal.From Publishers Weekly senior writer Andrew Richard Albanese comes the story of how the e-book business changed in a heartbeat. Based on voluminous evidence gathered for Apple's trial, it is the story of how corporate titans fought it out behind the scenes and why the case matters to anyone who has ever bought an e-book.

The User's Journey: Storymapping Products That People Love


Donna Lichaw - 2016
    The User’s Journey will show you how, when, and why to use narrative structure, technique, and principles to ideate, craft, and test a cohesive vision for an engaging outcome. See how a “story first” approach can transform your product, feature, landing page, flow, campaign, content, or product strategy.

Creative Confidence: Unleashing the Creative Potential Within Us All


Tom Kelley - 2013
     In an incredibly entertaining and inspiring narrative that draws on countless stories from their work at IDEO, the Stanford d.school, and with many of the world's top companies, David and Tom Kelley identify the principles and strategies that will allow us to tap into our creative potential in our work lives, and in our personal lives, and allow us to innovate in terms of how we approach and solve problems.  It is a book that will help each of us be more productive and successful in our lives and in our careers.