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Viser: Designing Connected Products - UX for the Consumer Internet of Things

Designing Connected Products, 1. udgave
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Designing Connected Products Vital Source e-bog

Claire Rowland, Elizabeth Goodman, Martin Charlier, Ann Light og Alfred Lui
(2015)
O'Reilly Media, Inc
428,00 kr.
Leveres umiddelbart efter køb
Designing Connected Products, 1. udgave
Søgbar e-bog

Designing Connected Products Vital Source e-bog

Claire Rowland, Elizabeth Goodman, Martin Charlier, Ann Light og Alfred Lui
(2015)
O'Reilly Media, Inc
485,00 kr.
Leveres umiddelbart efter køb
Designing Connected Products - UX for the Consumer Internet of Things

Designing Connected Products

UX for the Consumer Internet of Things
Claire Rowland, Elizabeth Goodman, Martin Charlier, Ann Light og Alfred Lui
(2015)
Sprog: Engelsk
O'Reilly Media, Incorporated
437,00 kr.
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Detaljer om varen

  • 1. Udgave
  • Vital Source searchable e-book (Fixed pages): 726 sider
  • Udgiver: O'Reilly Media, Inc (Maj 2015)
  • Forfattere: Claire Rowland, Elizabeth Goodman, Martin Charlier, Ann Light og Alfred Lui
  • ISBN: 9781449372729
Networked thermostats, fitness monitors, and door locks show that the Internet of Things can (and will) enable new ways for people to interact with the world around them. But designing connected products for consumers brings new challenges beyond conventional software UI and interaction design. This book provides experienced UX designers and technologists with a clear and practical roadmap for approaching consumer product strategy and design in this novel market. By drawing on the best of current design practice and academic research, Designing Connected Products delivers sound advice for working with cross-device interactions and the complex ecosystems inherent in IoT technology.
Licens varighed:
Bookshelf online: 5 år fra købsdato.
Bookshelf appen: ubegrænset dage fra købsdato.

Udgiveren oplyser at følgende begrænsninger er gældende for dette produkt:
Print: 10 sider kan printes ad gangen
Copy: højest 10 sider i alt kan kopieres (copy/paste)

Detaljer om varen

  • 1. Udgave
  • Vital Source searchable e-book (Reflowable pages): 726 sider
  • Udgiver: O'Reilly Media, Inc (Maj 2015)
  • Forfattere: Claire Rowland, Elizabeth Goodman, Martin Charlier, Ann Light og Alfred Lui
  • ISBN: 9781449372712
Networked thermostats, fitness monitors, and door locks show that the Internet of Things can (and will) enable new ways for people to interact with the world around them. But designing connected products for consumers brings new challenges beyond conventional software UI and interaction design. This book provides experienced UX designers and technologists with a clear and practical roadmap for approaching consumer product strategy and design in this novel market. By drawing on the best of current design practice and academic research, Designing Connected Products delivers sound advice for working with cross-device interactions and the complex ecosystems inherent in IoT technology.
Licens varighed:
Bookshelf online: 5 år fra købsdato.
Bookshelf appen: ubegrænset dage fra købsdato.

Udgiveren oplyser at følgende begrænsninger er gældende for dette produkt:
Print: -1 sider kan printes ad gangen
Copy: højest -1 sider i alt kan kopieres (copy/paste)

Detaljer om varen

  • Paperback: 726 sider
  • Udgiver: O'Reilly Media, Incorporated (Maj 2015)
  • Forfattere: Claire Rowland, Elizabeth Goodman, Martin Charlier, Ann Light og Alfred Lui
  • ISBN: 9781449372569

Networked thermostats, fitness monitors, and door locks show that the Internet of Things can (and will) enable new ways for people to interact with the world around them. But designing connected products for consumers brings new challenges beyond conventional software UI and interaction design.

This book provides experienced UX designers and technologists with a clear and practical roadmap for approaching consumer product strategy and design in this novel market. By drawing on the best of current design practice and academic research, Designing Connected Products delivers sound advice for working with cross-device interactions and the complex ecosystems inherent in IoT technology.

;Praise for Designing Connected Products;Foreword;Preface; From "Internet of Things" to "Connected Products"; The Design Challenge; Why Did I Write This Book?; Why Is It About Consumers?; Who Is It For?; About the Authors; How This Book Is Organized; Acknowledgments;
Chapter 1: What's Different About User Experience Design for the Internet of Things?;
1.1 How Is UX for IoT Different?;
1.2 A Design Model for IoT;
1.3 Summary;
Chapter 2: Things: The Technology of Connected Devices;
2.1 Types of Connected Device;
2.2 Multipurpose Computers;
2.3 Bridging Physical and Digital: Sensors and Actuators;
2.4 The Challenge of Powering Devices;
2.5 Conserving Battery Life;
2.6 Summary;
Chapter 3: Networks: The Technology of Connectivity;
3.1 Why is Networking Relevant to IoT UX?;
3.2 Networking Issues That Cause UX Challenges for IoT;
3.3 The Architecture of the Internet of Things;
3.4 Types of Network;
3.5 Network Communication Patterns;
3.6 Internet Service;
3.7 Summary;
3.8 Case Study
1: Proteus Digital Health: The Connected Pill;
Chapter 4: Product/Service Definition and Strategy;
4.1 Making Good Products;
4.2 From Innovation to Mass Market;
4.3 Tools Versus Products;
4.4 What Makes a Good Product?;
4.5 Services in IoT;
4.6 Business Models;
4.7 Summary;
Chapter 5: Understanding People and Context;
5.1 The Role of Research in Connected Product Design;
5.2 Initial Questions and Concepts;
5.3 Techniques: From Asking to Watching to Making;
5.4 Summary;
Chapter 6: Translating Research into Product Definitions;
6.1 Generating the Elevator Pitch;
6.2 Why Does Your Product Matter?;
6.3 What Is Your Product?;
6.4 What Does the Product Do?;
6.5 Recurring Questions for Product Strategy;
6.6 Summary;
6.7 Case Study
2: Little Kelham: Connected Home;
Chapter 7: Embedded Device Design;
7.1 An Introduction to Thinking About Physical Objects in IoT;
7.2 Making Stuff: Differences to UX;
7.3 Essentials of the Design Process;
7.4 Three Faces of a Physical Product;
7.5 Summary;
Chapter 8: Interface and Interaction Design;
8.1 Types of Interaction;
8.2 IoT-Specific Challenges and Opportunities;
8.3 Universal Design and Accessibility;
8.4 Summary;
8.5 Case Study
3: Ford SYNC
3: Connected Car;
Chapter 9: Cross-Device Interactions and Interusability;
9.1 Cross-Platform UX and Usability;
9.2 What Is Interusability?;
9.3 Conceptual Models and Composition;
9.4 Consistency;
9.5 Continuity;
9.6 Summary;
Chapter 10: Interoperability;
10.1 The CompuServe of Things;
10.2 What Is Interoperability and Why Is It a Problem?;
10.3 How Can Devices Interoperate?;
10.4 How Can We Improve Interoperability?;
10.5 The UX of Interoperability;
10.6 Summary;
10.7 Case Study
4: LOOP: Connected Pelvic Floor Exerciser;
Chapter 11: Responsible IoT Design;
11.1 Security;
11.2 Privacy;
11.3 Social Engineering;
11.4 Environment;
11.5 Summary;
Chapter 12: Supporting Key Interactions;
12.1 Setup;
12.2 In-Life Housekeeping;
12.3 Discovery;
12.4 Control Experiences;
12.5 Platforms;
12.6 The Technology of Getting Things Connected;
12.7 Summary;
12.8 Case Study
5: BRCK: Rugged Portable WiFi Hotspot;
Chapter 13: Designing with Data;
13.1 Introduction;
13.2 Data in IoT;
13.3 Types of Data-Driven Product;
13.4 What This Means for Design;
13.5 Summary;
Chapter 14: Iterative Design: Prototyping and Learning;
14.1 The Necessity of Working Iteratively;
14.2 Using Prototypes to Answer Questions;
14.3 How Do You Decide What to Prototype?;
14.4 Evaluation: Success Demands Failure;
14.5 Summary;
Chapter 15: Designing Complex, Interconnected Products and Services;
15.1 It's Complicated...;
15.2 Scaling the UX;
15.3 Control;
15.4 Approaches to Managing Complexity;
15.5 Summary;Companies, Products, and Links;About the Authors;
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