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|a QA76.625
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100 |
1 |
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|a Riley, Scott
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245 |
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|a Mindful design
|b a survival guide for responsible product designers
|c Scott Riley
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250 |
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|a 2nd ed
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260 |
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|a Berkeley, CA
|b Apress L. P.
|c 2024
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300 |
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|a 355 p.
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505 |
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|a Designing for Intuition and Predictability -- Meeting Expectations -- Mental Models -- Common Mental Models -- The Storage and Retrieval of Files or Data -- Sending and Receiving Communication -- The Creation and Manipulation of Media -- Designing Learnability -- Forgive Mistakes -- Provide Positive Feedback -- Clearly Communicate State -- Maximize Cognitive Economy -- Allow for Exploration and Experimentation -- Levels of Processing -- Do Make Me Think -- Where and When We Teach -- Onboarding -- In-App Guidance -- Establishing Learnability -- Understand the Models -- Find the Gaps
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505 |
0 |
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|a Understand the Type of Gap -- Decide on the Where and When -- Design the Explainers -- Summary -- Chapter 4: Expectation and Surprise -- What Is Surprise? -- Surprise As Novelty -- Prediction and Cognitive Economy -- Surprise as Prediction Error -- Schemas -- Surprise as Schematic Violation -- Understanding Expectation Through Abstraction Models -- Domain Models -- What Are the System Objects? -- How Do Objects Relate to One Another? -- How Can the System Fail? -- Who Is Going to Be Impacted by This System? -- Mental Models -- Communicate System State -- Be Graceful in Error Handling
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505 |
0 |
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|a Design Is Attention Manifest -- Chapter 2: Vision and Perception -- The Iconic Abstraction Scale -- Iconic Abstraction in Design -- The Gestalt Principles of Visual Perception -- Proximity -- Similarity -- Continuity -- Common Fate -- Closure -- Common Region -- Putting It All Together -- Contrast -- The von Restorff Effect -- Limitations of Contrast -- Convention, Signifier, and Metaphor -- Convention -- Signifiers -- Metaphor -- Video Games As Designed Environments -- Perceptive Design -- Chapter 3: Learning and Memory -- Goals -- How We Learn -- Encoding -- Storage -- Retrieval
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505 |
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|a Use Progressive Disclosure -- Double-Edged Surprise -- Convention and Unexpected Interactions -- Summary -- Chapter 5: Reward and Motivation -- The Origin of Wanting -- Reward-Seeking Behavior -- The Pocket Slot Machine -- Habit-Forming Bullshit -- Humanistic Motivation -- The Self-Determination Theory -- Self-Determination by Design -- Competence and Mastery -- Gaming's Intrinsic Motivators -- Rewards as Feedback -- Not Everything Needs a Badge -- Relatedness and Belonging -- Autonomy and Self-Identity -- Putting It All Together -- Summary -- Part II: The Project -- Chapter 6: The Setup
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505 |
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|a Intro -- Table of Contents -- About the Author -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Part I: The Theory -- Chapter 1: Attention and Distraction -- Our Attentional System -- Sensory Distraction -- Other Distractions -- Attention in Action -- Task-Positive Mode -- The Default Mode Network -- Danger in the Default Mode -- The Cost of Distractions -- Decision-Making -- Saving Mental Energy -- Heuristics -- The Cognitive Miser Theory -- Designing Around Attention -- Design for Focus -- Distraction by Design -- Categorize and Group Appropriately
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653 |
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|a User-centered system design / http://id.loc.gov/authorities/subjects/sh2006002024
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653 |
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|a Conception participative (Conception de systèmes)
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041 |
0 |
7 |
|a eng
|2 ISO 639-2
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989 |
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|b OREILLY
|a O'Reilly
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490 |
0 |
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|a Design Thinking
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500 |
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|a Description based upon print version of record. - The Tools
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028 |
5 |
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|a 10.1007/979-8-8688-0143-3
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776 |
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|z 9798868801433
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776 |
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|z 9798868801426
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856 |
4 |
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|u https://learning.oreilly.com/library/view/~/9798868801433/?ar
|x Verlag
|3 Volltext
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082 |
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|a 004.2/1
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082 |
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|a 745.4
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520 |
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|a Learn to create seamless designs backed by a responsible understanding of the human mind. This new edition is fully updated and reworked to employ a realistic, challenging, and practical approach to interface design, presenting state of the art scientific studies in behavioral sciences, interface design and the psychology of design. All with modern, up-to-date examples and screenshots. The practical portion of this edition has been completely reworked, giving you the chance to follow along with a real, proven design process that has produced several successful products imbued with the principles of mindful, responsible design. You'll examine how human behavior can be used to integrate your product design into lifestyle, rather than interrupt it, and make decisions for the good of those that are using your product.
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520 |
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|a What You'll Learn Review how attention and distraction work and the cost of attentional switching Use Gestalt principles to communicate visual grouping Ensure your underlying models make sense to your audience Use time, progression, and transition to create a composition Carefully examine controlling behavior through reductionist and behaviorist motivation concepts Apply the theoretical knowledge to practical, mindful interface design Who This Book Is For The primary audience for this book is professional designers who wish to learn more about the human mind and how to apply that to their work. The book is also useful for design-focused product owners and startup founders who wish to apply ethical thinking to a team, or when bootstrapping their products.
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520 |
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|a The secondary audience is design students who are either studying a 'traditional' visual design course, or a UX/interaction design course who have a desire to learn how they might be able to apply mindful design to their early careers. Finally, a tertiary audience for this book would be tutors involved in teaching design, or peripheral, courses who may wish to incorporate its teachings into their lectures, workshops or seminars
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520 |
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|a You will also learn about the neurological aspects and limitations of human vision and perception; about our attachment to harmony and dissonance; and about our brain's propensity towards pattern recognition and how we perceive the world around us. In the second half of the book, you'll follow along with the key phases of a design project, implementing what you have learned in an end-to-end, practical setting. Design is a responsibility, but not enough designers understand the human mind or the process of thought. Mindful Design, Second Edition introduces the areas of brain science that matter to designers, and passionately explains how those areas affect each human's day-to-day experiences with products and interfaces, providing a battle-tested toolkit to help you make responsible design decisions.
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