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This book is about how to be a design academic. In another words,
how to manage the various challenges, requirements, and processes
that come with both the everyday and extra-ordinary parts of an
academic role in design fields (from architecture, urban design,
interior design and landscape architecture, to fashion, industrial,
interaction and graphic design). The book is organised in two parts
- Part 1, Starting out and Part 2, Becoming a Leader. It includes
real-life experiences of actual academics and offers a wide range
of experiences of authors from early career researchers to full
professors and heads of schools. It contains all aspects of
academic life, including the highs and lows of teaching, research,
leadership, and managing your working life and your career. This
book is perfect for academics, aspiring academics, and research
students in a wide range of design fields.
This book explores recent research in intuitive interaction
worldwide by a range of leading academics and practitioners in the
field. It builds on past work as it ventures into new areas, such
as how users perceive intuitiveness of an interface, how people
experience intuitive interaction subjectively, and how we can use
such understanding to design more engaging experiences. The book
addresses how intuitive interaction is understood in different
academic disciplines and how it has been researched in various
parts of the world over the last 18 years. It covers how intuitive
interaction can be applied in different contexts, like large scale
urban installations, the developing world, in older populations,
and in various industry applications. Features: Presents varied
approaches to intuitive interaction research and application
Illustrates how to understand and apply intuitive interaction to
interfaces Provides a mix of academic and industry perspectives
Explores a variety of contexts for application of intuitive
interaction Encompasses design, IT, business, and psychological
approaches
This book describes empirical research undertaken into intuitive
interaction. This research is significant because it impacts on
everyday use of everyday devices by everyday people, and has the
potential to affect the ways in which products are designed and,
more importantly, the ways in which they are understood by their
users. Intuitive interaction involves the use of knowledge gained
from other products and/or experiences. It is fast and generally
non-conscious. Experimental studies revealed that prior exposure to
products employing similar features helped participants to complete
set tasks more quickly and intuitively, and that familiar features
were intuitively used more often than unfamiliar ones. Three
principles of intuitive interaction have been developed. A
conceptual tool has also been devised to guide designers in their
planning for intuitive interaction. Ongoing work involves further
refining this tool and investigating intuitive interaction for
older people.
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