Agile User Experience Design: A Practitioner’s Guide to by Diana Brown

By Diana Brown

Being capable of healthy layout into the Agile software program improvement methods is a vital ability in today’s marketplace. there are numerous methods for a UX group to prevail (and fail) at being Agile. This ebook offers you the instruments you must confirm what Agile UX capability for you. It comprises useful examples and case experiences, in addition to real-life elements to contemplate whereas navigating the Agile UX waters. You’ll find out about what contributes in your team’s luck, and which elements to think about while opting for the simplest direction for buying there. After examining this booklet, you’ll have the information to enhance your software program and product improvement with Agile methods speedy and simply.

  • Includes arms on, real-world examples to demonstrate the successes and customary pitfalls of Agile UX
  • Introduces functional ideas that may be used in your subsequent project
  • Details easy methods to contain consumer adventure layout into your company's agile software/product process

Show description

Read or Download Agile User Experience Design: A Practitioner’s Guide to Making It Work PDF

Similar human-computer interaction books

Beautiful Users: Designing for People

Contributor observe:
Forward by way of Caroline Baumann
Project measure(s) of guy through Thomas Carpentier
Glossary by way of Tiffany Lambert

In the mid-twentieth century, Henry Dreyfuss—widely thought of the daddy of commercial design—pioneered a user-centered method of layout that specializes in learning people's behaviors and attitudes as a key first step in constructing winning items. within the intervening years, user-centered layout has elevated to adopt the desires of otherwise abled clients and international populations in addition to the layout of advanced platforms and companies.

Beautiful clients explores the altering dating among designers and clients and considers a variety of layout methodologies and practices, from person examine to hacking, open resource, and the maker tradition.

Online Multiplayer Games (Synthesis Lectures on Information Concepts, Retrieval, and S)

This lecture introduces basic ideas of on-line multiplayer video games, basically hugely multiplayer on-line role-playing video games (MMORPGs), appropriate for college students and college either in designing video games and in doing learn on them. the overall concentration is human-centered computing, along with many human-computer interplay matters and emphasizes social computing, but in addition, seems to be at how the layout of socio-economic interactions extends our conventional notions of laptop programming to hide humans in addition to machines.

Rapid Contextual Design: A How-to Guide to Key Techniques for User-Centered Design (Interactive Technologies)

Is it most unlikely to time table sufficient time to incorporate clients on your layout approach? Is it tough to include intricate user-centered layout ideas into your individual common layout practices? Do the assets wanted appear overwhelming? This instruction manual introduces quick CD, a fast paced, adaptive type of Contextual layout.

Studies of Work and the Workplace in HCI: Concepts and Techniques (Synthesis Lectures on Human-Centered Informatics)

This ebook has reasons. First, to introduce the examine of labor and the place of work as a mode for informing the layout of computers for use at paintings. We basically concentrate on the main approach within which the association of labor has been approached in the box of human-computer interplay (HCI), that is from the point of view of ethnomethodology.

Additional info for Agile User Experience Design: A Practitioner’s Guide to Making It Work

Example text

50). 1 suggests that ‘design knowledge’ could be externalized and could be a matter of the intellect, but can ‘design’ be conceptually explained through language? As far as ‘design’ addresses all the natural dimensions of our experiences, including our sensual perception, it is not easy to externalize. So ‘design’ is not merely a matter of language, nor just a matter of the intellect. Here, a question arises: What is scientific knowledge in design research actually? Jurgen Habermas (1998, 33) discussed a distinction between know-how and know-that.

The entre-deux can be understood as a space that comprises the gap between self and world, and allows for the continuity between them (Varela et al. 1993). Historians, ethnologists, anthropologists and linguists have, from diverse sources, identified various champions to serve the role of unifying oppositions through their role as a mediator, and this can be seen as paralleling the role of the designer. For example Yamaguchi (2007), a cultural anthropologist, investigated mythological creatures and identified the role of ‘trickster’ as a catalyst that unifies two separate realities.

Fauconnier and Turner 2003) and its application to software design (as proposed by Imaz and Benyon 2007). We then describe and explain how these views, combined with an understanding of the phenomena of mediated presence, can be used within design to help bridge the contextual reality gap that lies between different uses and users of everyday technological devices and systems. Chapter 3 The Foundations of Human-Experiential Design Abstract The main aim of this chapter is to set the scene for a new way of bridging the dichotomy between technological and human concerns.

Download PDF sample

Rated 4.48 of 5 – based on 47 votes