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Discover a practical, streamlined, updated approach to information systems development that covers both traditional and emerging technologies and approaches to systems analysis and design. SYSTEMS ANALYSIS AND DESIGN, 11E offers a well-organized, streamlined approach. Chapter objectives are keyed directly to chapter headings, making content easy to comprehend and convenient to study. Numerous real-world examples and screenshots ensure content is current and relevant. In addition, key terms at the end of the chapter now include definitions so you don't have to flip back and forth to a glossary. Exercises throughout this edition emphasize critical thinking and IT skills in a dynamic, business-related environment. This new edition offers everything you need to prepare for success in today's intensely competitive and rapidly changing business world.
Now in its third edition, Principles of Business Information Systems has been fully updated with new cases, new questions and assignments and the latest technologies, whilst also retaining its comprehensive coverage of Information Systems issues.
This new international edition also boasts a wealth of real world examples from a broad range of countries and updated coverage of IT and technological issues, making it perfect for courses that prepare students for the modern corporate world.
A new edition of the #1 text in the Human Computer Interaction field! Hugely popular with students and professionals alike, Interaction Design is an ideal resource for learning the interdisciplinary skills needed for interaction design, human computer interaction, information design, web design and ubiquitous computing. This text offers a cross-disciplinary, practical and process-oriented introduction to the field, showing not just what principles ought to apply to interaction design, but crucially how they can be applied. An accompanying website contains extensive additional teaching and learning material including slides for each chapter, comments on chapter activities and a number of in-depth case studies written by researchers and designers.
We think we know bullshit when we hear it, but do we?
Two science professors give us the tools to dismantle misinformation and think clearly in a world of fake news and bad data
Politicians are unconstrained by facts. Science is conducted by press release. Start-up culture elevates hype to high art. The world is awash in bullshit, and we're drowning in it.
Based on a popular course at the University of Washington, this book gives us the tools to see through the obfuscations, deliberate and careless, that dominate every realm of our lives. In this lively, provocative guide, biologist Carl Bergstrom and data scientist Jevin West show that calling out nonsense is crucial to a properly functioning social group, whether it be a circle of friends, a community of researchers, or the citizens of a nation.
Through six rules of thumb, they help us to recognize when numbers are being manipulated, to cut through the crap wherever we encounter it - even within ourselves - and learn how to give the real facts to a crystal-loving friend or climate change denier uncle.
Calling Bullshit is an indispensable handbook to the art of scepticism.
Hello. I am a book. But I'm also a portal to the universe. I have 112 pages, measuring 20cm high and wide. I weigh 450g. And I have the power to show you the wonders of the world. Lift me up to the sky, rest me on your lap, drop me from a height, wear me as a hat. Together, through data, we'll uncover the stories hidden in the everyday. How long is an anteater's tongue? How tiny is the DNA in your cells? How fast is gold mined? How loud is the sun? And how many stars have been born and exploded in the time you've taken to read this sentence? Hold me in your hands and let me show you what I'm made of - and what waits for you in the corners of our awe-inspiring universe.
‘Kocienda reveals the real secret of Steve Jobs's leadership and Apple's magic’ – Kim Scott, bestselling author of Radical Candor
A Wall Street Journal bestseller.
An inside account of Apple's creative process during the golden years of Steve Jobs.
'If you’ve ever wondered what it’s like to work in a hotbed of innovation, you’ll enjoy this inside view of life at Apple. Ken Kocienda pioneered the iPhone keyboard, and this book gives a play-by-play of their creative process – from generating ideas to doing a demo for Steve Jobs.' Adam Grant, bestselling author of Originals
Hundreds of millions of people use Apple products every day; several thousand work on Apple's campus in Cupertino, California; but only a handful sit at the drawing board. Creative Selection recounts the life of one of the few who worked behind the scenes, a highly-respected software engineer who worked in the final years of the Steve Jobs era, the Golden Age of Apple.
Ken Kocienda offers an inside look at Apple’s creative process. For fifteen years, he was on the ground floor of the company as a specialist, directly responsible for experimenting with novel user interface concepts and writing powerful, easy-to-use software for products including the iPhone, the iPad and the Safari web browser. His stories explain the symbiotic relationship between software and product development for those who have never dreamed of programming a computer, and reveal what it was like to work on the cutting edge of technology at one of the world's most admired companies.
Kocienda shares moments of struggle and success, crisis and collaboration, illuminating each with lessons learned over his Apple career. He introduces the essential elements of innovation, inspiration, collaboration, craft, diligence, decisiveness, taste, and empathy, and uses these as a lens through which to understand productive work culture.
An insider's tale of creativity and innovation at Apple, Creative Selection shows readers how a small group of people developed an evolutionary design model, and how they used this methodology to make groundbreaking and intuitive software which countless millions use every day.
Continuing the tradition of the best-selling Getting to Know series, Getting to Know ArcGIS Pro 2.6 teaches new and existing GIS users how to get started solving problems using ArcGIS Pro. Using ArcGIS Pro for these tasks allows you to understand complex data with the leading GIS software that many businesses and organizations use every day. Getting to Know ArcGIS Pro 2.6 introduces the basic tools and capabilities of ArcGIS Pro through practical project workflows that demonstrate best practices for productivity. Explore spatial relationships, building a geodatabase, 3D GIS, project presentation, and more. Learn how to navigate ArcGIS Pro and ArcGIS Online by visualizing, querying, creating, editing, analyzing, and presenting geospatial data in both 2D and 3D environments. Using figures to show each step, Getting to Know ArcGIS Pro 2.6 demystifies complicated process like developing a geoprocessing model, using Python to write a script tool, and the creation of space-time cubes. Cartographic techniques for both web and physical maps are included. Each chapter begins with a prompt using a real-world scenario in a different industry to help you explore how ArcGIS Pro can be applied for operational efficiency, analysis, and problem solving. A summary and glossary terms at the end of every chapter help reinforce the lessons and skills learned. Ideal for students, self-learners, and seasoned professionals looking to learn a new GIS product, Getting to Know ArcGIS Pro 2.6 is a broad textbook and desk reference designed to leave users feeling confident in using ArcGIS Pro on their own.
Experiments that require the use of human participants are time consuming and costly: it is important to get the process right the first time. Planning and preparation are key to success. This practical book takes the human-computer interaction researcher through the complete experimental process, from identifying a research question to designing and conducting an experiment, and then to analyzing and reporting the results. The advice offered in this book draws on the author's twenty years of experience running experiments. In describing general concepts of experimental design and analysis she refers to numerous worked examples that address the very real practicalities and problems of conducting an experiment, such as managing participants, getting ethical approval, preempting criticism, choosing a statistical method, and dealing with unexpected events.
This volume presents the proceedings of ECSCW 2015, the 14th European Conference on Computer Supported Cooperative Work, organized by the University of Oslo, Norway. The conference provides a venue for exploring novel, open and critical approaches to the multidisciplinary nature of social and collaborative technologies and work practices, critically reviewing new and established theories and research, forever committed to high scientific standards, both theoretical and methodological. These proceedings consist of 14 full and 3 exploratory papers, which reflect the lively debate currently ongoing within the CSCW field, focusing on work and enterprise and the challenges of involving various types of people like citizens, patients and software developers into collaborative settings. The blurring boundaries between home and work are explored and recent and emergent new technologies supporting collaborative work are introduced. With contributions from all over the world, the chapters provide interesting perspectives, helping to focus the European perspective within the CSCW community. This collection will be of interest to researchers and practitioners alike as it combines an understanding of the nature of technology within both the workplace and wider society
This book constitutes the refereed proceedings of the IFIP WG 8.2 Working Conference on Information Systems and Organizations, IS&O 2014, held in Auckland, New Zealand, in December 2014. The 14 revised full papers presented were carefully reviewed and selected from 28 submissions. The papers are organized in the following topical sections: IS/IT implementation and appropriation; ethnographic account of IS use; structures and networks; health care IS, social media; and IS design.
A new edition of the #1 text in the human computer Interaction field! Hugely popular with students and professionals alike, the Fifth Edition of Interaction Design is an ideal resource for learning the interdisciplinary skills needed for interaction design, human-computer interaction, information design, web design, and ubiquitous computing. New to the fifth edition: a chapter on data at scale, which covers developments in the emerging fields of 'human data interaction' and data analytics. The chapter demonstrates the many ways organizations manipulate, analyze, and act upon the masses of data being collected with regards to human digital and physical behaviors, the environment, and society at large. Revised and updated throughout, this edition offers a cross-disciplinary, practical, and process-oriented, state-of-the-art introduction to the field, showing not just what principles ought to apply to interaction design, but crucially how they can be applied. Explains how to use design and evaluation techniques for developing successful interactive technologies Demonstrates, through many examples, the cognitive, social and affective issues that underpin the design of these technologies Provides thought-provoking design dilemmas and interviews with expert designers and researchers Uses a strong pedagogical format to foster understanding and enjoyment An accompanying website contains extensive additional teaching and learning material including slides for each chapter, comments on chapter activities, and a number of in-depth case studies written by researchers and designers.
The essential interaction design guide, fully revised and updated for the mobile age About Face: The Essentials of Interaction Design, Fourth Edition is the latest update to the book that shaped and evolved the landscape of interaction design. This comprehensive guide takes the worldwide shift to smartphones and tablets into account. New information includes discussions on mobile apps, touch interfaces, screen size considerations, and more. The new full-color interior and unique layout better illustrate modern design concepts. The interaction design profession is blooming with the success of design-intensive companies, priming customers to expect "design" as a critical ingredient of marketplace success. Consumers have little tolerance for websites, apps, and devices that don't live up to their expectations, and the responding shift in business philosophy has become widespread. About Face is the book that brought interaction design out of the research labs and into the everyday lexicon, and the updated Fourth Edition continues to lead the way with ideas and methods relevant to today's design practitioners and developers. Updated information includes: * Contemporary interface, interaction, and product design methods * Design for mobile platforms and consumer electronics * State-of-the-art interface recommendations and up-to-date examples * Updated Goal-Directed Design methodology Designers and developers looking to remain relevant through the current shift in consumer technology habits will find About Face to be a comprehensive, essential resource.
Lean UX has become the preferred approach to interaction design, tailor-made for today's agile teams. In the second edition of this award winning book, leading advocates Jeff Gothelf and Josh Seiden expand on the valuable Lean UX principles, tactics, and techniques covered in the first edition to share how product teams can easily incorporate design, experimentation, iteration, and continuous learning from real users into their Agile process. Inspired by Lean and Agile development theories, Lean UX lets you focus on the actual experience being designed, rather than deliverables. This book shows you how to collaborate closely with other members of your Agile product team, and gather feedback early and often. You'll learn how to drive the design in short, iterative cycles to assess what works best for the business and the user. Lean UX shows you how to make this change-for the better. Frame a vision of the problem you're solving and focus your team on the right outcomes Bring the designers' toolkit to the rest of your product team Share your insights with your team much earlier in the process Create Minimum Viable Products to determine which ideas are valid Incorporate the voice of the customer throughout the project cycle Make your team more productive: combine Lean UX with Agile's Scrum framework Understand the organizational shifts necessary to integrate Lean UX
Data is the foundation of any current and future market transformation during this digital era. Companies are expected to adjust or to disappear. However, following assessments by Gartner and Forrester during the past two years, only a small fraction of all enterprises has adequately addressed the handling of data so far. Yet, more and more business leaders have become aware of the topic. They recognize the increasing relevance of data, and the need to act now. Those leaders will welcome this book as it guides them through the first steps in their journey towards a data-driven organisation. This book brings the topic of Data and its commercial usage to the attention of a broad range of business leaders. It encourages you to get engaged, by explaining in a non-technical way what data comprises, which opportunities wait to get discovered and, most importantly, how to prepare and launch the introduction of a Data Office in a company.
Ubiquitous computing has a vision of information and interaction being embedded in the world around us; this forms the basis of this book. Built environments are subjects of design and architects have seen digital elements incorporated into the fabric of buildings as a way of creating environments that meet the dynamic challenges of future habitation. Methods for prototyping interactive buildings are discussed and the theoretical overlaps between both domains are explored. Topics like the role of space and technology within the workplace as well as the role of embodiment in understanding how buildings and technology can influence action are discussed, as well as investigating the creation of place with new methodologies to investigate the occupation of buildings and how they can be used to understand spatial technologies. Architecture and Interaction is aimed at researchers and practitioners in the field of computing who want to gain a greater insight into the challenges of creating technologies in the built environment and those from the architectural and urban design disciplines who wish to incorporate digital information technologies in future buildings.
How can you establish a customer-centric culture in an organization? This is the first comprehensive book on how to actually do service design to improve the quality and the interaction between service providers and customers. You'll learn specific facilitation guidelines on how to run workshops, perform all of the main service design methods, implement concepts in reality, and embed service design successfully in an organization. Great customer experience needs a common language across disciplines to break down silos within an organization. This book provides a consistent model for accomplishing this and offers hands-on descriptions of every single step, tool, and method used.You'll be able to focus on your customers and iteratively improve their experience. Move from theory to practice and build sustainable business success.
Updated for use with ArcGIS (R) Pro 2.6 GIS Tutorial for ArcGIS Pro 2.6 is the introductory workbook for learning geographic information systems with ArcGIS Pro, the premier professional desktop geographic information system (GIS) application from Esri. Rooted in the science of geography, GIS is a framework for gathering, managing, and analyzing data using map visualizations and location intelligence. Using ArcGIS Pro for these tasks allows you to understand complex data with the leading GIS software that many businesses, organizations, and institutions use every day. Designed for use in classrooms or for self-learners, GIS Tutorial for ArcGIS Pro 2.6 delves into GIS concepts and hands-on lessons in every chapter for an easy-to-follow guide for learning GIS and ArcGIS Pro. Using proven teaching methods, this book shows you how to make maps, create and analyze spatial data, and manage operational systems with GIS. Step-by-step exercises use ArcGIS Pro along with ArcGIS Online, ArcGIS StoryMaps, ArcGIS Dashboards, and ArcGIS Collector, plus "Your Turn" sections where you reinforce what you learned using real-world data. Free downloadable video lectures and lecture slides covering the entire book are also available for everyone. Written by the authors of the top-selling GIS Tutorial 1: Basic Workbook, GIS Tutorial for Health, and GIS Tutorial for Crime Analysis books, GIS Tutorial for ArcGIS Pro 2.6 serves as a complete resource for learning and teaching ArcGIS Pro in GIS projects.
This book contains a selection of higher quality and reviewed papers of the 14th Portuguese Conference on Artificial Intelligence, EPIA 2009, held in Aveiro, Portugal, in October 2009.
The 55 revised full papers presented were carefully reviewed and selected from a total of 163 submissions.
The papers are organized in topical sections on artificial intelligence in transportation and urban mobility (AITUM), artificial life and evolutionary algorithms (ALEA), computational methods in bioinformatics and systems biology (CMBSB), computational logic with applications (COLA), emotional and affective computing (EAC), general artificial intelligence (GAI), intelligent robotics (IROBOT), knowledge discovery and business intelligence (KDBI), muli-agent systems (MASTA) social simulation and modelling (SSM), text mining and application (TEMA) as well as web and network intelligence (WNI).
This book presents a framework for converting multitudes of data streams available today including weather patterns, stock prices, social media, traffic information, and disease incidents into actionable insights based on situation recognition. It computationally defines the notion of situations as an abstraction of millions of data points into actionable insights, describes a computational framework to model and evaluate such situations and presents an open-source web-based system called EventShop to implement them without necessitating programming expertise. The book is useful for both practitioners and researchers working in the field of situation-aware computing. It acts as a primer for data-enthusiasts and information professionals interested in harnessing the value of heterogeneous big data for building diverse situation-based applications. It also can be used as a reference text by researchers working in areas as varied as database design, multimodel concept recognition, and middle-ware and ubiquitous computing to design and develop frameworks that allow users to create their own situation recognition frameworks.
How do we create new ways of looking at the world? Join award-winning data storyteller RJ Andrews as he pushes beyond the usual how-to, and takes you on an adventure into the rich art of informing. Creating Info We Trust is a craft that puts the world into forms that are strong and true. It begins with maps, diagrams, and charts -- but must push further than dry defaults to be truly effective. How do we attract attention? How can we offer audiences valuable experiences worth their time? How can we help people access complexity? Dark and mysterious, but full of potential, data is the raw material from which new understanding can emerge. Become a hero of the information age as you learn how to dip into the chaos of data and emerge with new understanding that can entertain, improve, and inspire. Whether you call the craft data storytelling, data visualization, data journalism, dashboard design, or infographic creation -- what matters is that you are courageously confronting the chaos of it all in order to improve how people see the world. Info We Trust is written for everyone who straddles the domains of data and people: data visualization professionals, analysts, and all who are enthusiastic for seeing the world in new ways. This book draws from the entirety of human experience, quantitative and poetic. It teaches advanced techniques, such as visual metaphor and data transformations, in order to create more human presentations of data. It also shows how we can learn from print advertising, engineering, museum curation, and mythology archetypes. This human-centered approach works with machines to design information for people. Advance your understanding beyond by learning from a broad tradition of putting things "in formation" to create new and wonderful ways of opening our eyes to the world. Info We Trust takes a thoroughly original point of attack on the art of informing. It builds on decades of best practices and adds the creative enthusiasm of a world-class data storyteller. Info We Trust is lavishly illustrated with hundreds of original compositions designed to illuminate the craft, delight the reader, and inspire a generation of data storytellers.
This book constitutes the thoroughly refereed post-conference proceedings of the 4th IFIP WG 13.6 Working Conference on Human Work Interaction Design, HWID 2015, held in London, UK, in June 2015. The 15 revised full papers presented were carefully selected for inclusion in this volume. The papers reflect many different areas and address many complex and diverse work domains, focusing on the integration of work analysis and interaction design methods for pervasive and smart workplaces. They are organized in the following sections: methodologies; environment, and specific contexts.
The information infrastructure - comprising computers, embedded devices, networks and software systems - is vital to day-to-day operations in every sector: information and telecommunications, banking and finance, energy, chemicals and hazardous materials, agriculture, food, water, public health, emergency services, transportation, postal and shipping, government and defense. Global business and industry, governments, indeed society itself, cannot function effectively if major components of the critical information infrastructure are degraded, disabled or destroyed. Critical Infrastructure Protection VIII describes original research results and innovative applications in the interdisciplinary field of critical infrastructure protection. Also, it highlights the importance of weaving science, technology and policy in crafting sophisticated, yet practical, solutions that will help secure information, computer and network assets in the various critical infrastructure sectors. Areas of coverage include: control systems security, infrastructure security, infrastructure modeling and simulation, risk and impact assessment, and advanced techniques. This book is the eighth volume in the annual series produced by the International Federation for Information Processing (IFIP) Working Group 11.10 on Critical Infrastructure Protection, an international community of scientists, engineers, practitioners and policy makers dedicated to advancing research, development and implementation efforts focused on infrastructure protection. The book contains a selection of seventeen edited papers from the 8th Annual IFIP WG 11.10 International Conference on Critical Infrastructure Protection, held at SRI International, Arlington, Virginia, DC, USA in the spring of 2014. Critical Infrastructure Protection VIII is an important resource for researchers, faculty members and graduate students, as well as for policy makers, practitioners and other individuals with interests in homeland security.
"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." -Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human-computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human-computer interaction between the player and the game.
Each chapter of this book covers specific topics in statistical analysis, such as robust alternatives to t-tests or how to develop a questionnaire. They also address particular questions on these topics, which are commonly asked by human-computer interaction (HCI) researchers when planning or completing the analysis of their data. The book presents the current best practice in statistics, drawing on the state-of-the-art literature that is rarely presented in HCI. This is achieved by providing strong arguments that support good statistical analysis without relying on mathematical explanations. It additionally offers some philosophical underpinnings for statistics, so that readers can see how statistics fit with experimental design and the fundamental goal of discovering new HCI knowledge.
As technology becomes deeply integrated into every aspect of our lives, we've begun to expect more emotionally intelligent interactions. But smartphones don't know if we're having a bad day, and cars couldn't care less about compassion. Technology is developing more IQ, but it still lacks EQ. In this book, Pamela Pavliscak-design researcher and advisor to Fortune 500 companies-explores new research about emotion, new technology that engages emotion, and new emotional design practices. Drawing on her own research and the latest thinking in psychology, neuroscience, and behavioral economics, Pamela shows you how design can help promote emotional well-being. You'll learn: How design has transformed emotion and how tech is transforming it again New principles for merging emotional intelligence and design thinking How to use a relationship model for framing product interactions and personality Methods for blending well-being interventions with design patterns How emotional resonance can guide designers toward ethical futures Implications of emotionally intelligent technology as it scales from micro- to mega-emotional spheres
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