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Design for Sport shows how socially responsible design can contribute to make sport practice widespread in the general population including disadvantaged and hard-to-reach groups, and those that have been traditionally excluded such as the elderly, disabled people, those living in deprived areas and from lower socioeconomic strata plus certain minority ethnic and religious groups. Contributions from around the world provide compelling case studies and an international perspective. While the main benefit from expanding sports practice in developed societies would be reduction of chronic disease rates and social inclusion, in the developing world where political instability and conflict are more common, the authors look at how sport can have other functions, such as a means of post-disaster relief. They discuss how Participatory Design (PD) techniques and appropriate ethnographies can be implemented in order to better understand users' needs and requirements as in the case of Paralympic sport where the increased sophistication of equipment used has evolved to meet the demands of the athletes. Reflecting the multi-disciplinary and cross-disciplinary nature of design for sport, the book also features case studies that look at environmental design to improve sport accessibility, social wellbeing, economic development and environmental sustainability.
Design for Sport shows how socially responsible design can contribute to make sport practice widespread in the general population including disadvantaged and hard-to-reach groups, and those that have been traditionally excluded such as the elderly, disabled people, those living in deprived areas and from lower socioeconomic strata plus certain minority ethnic and religious groups. Contributions from around the world provide compelling case studies and an international perspective. While the main benefit from expanding sports practice in developed societies would be reduction of chronic disease rates and social inclusion, in the developing world where political instability and conflict are more common, the authors look at how sport can have other functions, such as a means of post-disaster relief. They discuss how Participatory Design (PD) techniques and appropriate ethnographies can be implemented in order to better understand users' needs and requirements as in the case of Paralympic sport where the increased sophistication of equipment used has evolved to meet the demands of the athletes. Reflecting the multi-disciplinary and cross-disciplinary nature of design for sport, the book also features case studies that look at environmental design to improve sport accessibility, social wellbeing, economic development and environmental sustainability.
Developing usable, useful, and appealing solutions for the customer or user experience requires customization according to specific users' needs amidst frequently changing physical and social environments. Complex design problems like these require interdisciplinary perspectives that cover software functionality, human interaction and communication experiences, and perceived value. After defining and summarizing current research and development, this book focuses on Mobile TV experience in everyday life, innovative conceptual and participatory design methods, contextual analysis methods, social context for interactive multimedia systems, advanced interaction with mobile digital content, and future trends for the wide range of products and services that will be offered in the decade to come. The Editors have carefully balanced the theoretical and empirical approaches providing a valuable insight into principles and methods, as well as actionable guidelines and recommendations for all those interested in exploring how to achieve the core objectives of usability, usefulness, and social appeal of this new mobile-video technology. The book answers many questions, and raises some new ones that only future technology development and deployment in mobile human-computer interaction and communication can answer.
This book will present significant projects and studies carried out in academia and in industry seeking to develop new mobile multimedia systems that go beyond mobile TV (in terms of purely media streaming) and are more enjoyable and relevant for the nomadic and peripatetic user. To do this, it will showcase successful methodologies and new relevant solutions that extend the field of action of people on the move, improving, at the same time, the quality of their mobile experience. The objectectives of the book are as follows:
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