Listing 1 - 10 of 17 | << page >> |
Sort by
|
Choose an application
"So you’re the one getting this gift? Lucky you!Someone who knows you has visited the museum.They searched out things they thought you would care about, and they took photos and left messages for you.”This is the welcoming message for the Gift app, designed to create a very personal museum visit. Hybrid Museum Experiences use new technologies to augment, expand or alter the physical experience of visiting the museum. They are designed to be experienced in close relation to the physical space and exhibit. In this book we discuss three forms of hybridity in museum experiences: incorporating the digital and the physical, creating social, yet personal and intimate experiences, and exploring ways to balance visitor participation and museum curation.The book reports on a three-year cross-disciplinary research project in which artists, design researchers and museum professionals have collaborated to create technology-mediated experiences that merge with the museum environment.
Choose an application
Prototypes maken is een essentiële fase in het ontwikkelen van apps voor elk platform. Het maakt het verschil tussen een succesvolle, populaire app en een gemiste kans in de app store. Het heeft gevolgen voor het aantal downloads en aankopen van de app. Wat kun je doen om een idee voor een app te proberen, te testen en iteratief te verbeteren? Met onlinetools simuleer je apps op basis van afbeeldingen die aan elkaar gelinkt worden. Afhankelijk van de tool zijn gebruikelijke overgangen en interactiemodellen beschikbaar, waarmee je een goede indruk van het eindproduct geeft. Voldoende om het prototype op potentiële eindgebruikers te testen en waardevolle feedback te verwerven.Tot de behandelde onderwerpen behoren:Wat is een prototype en waarom wil je het?Onlinetools vergeleken met andere manieren van prototypes maken.Hoe zet je een goed prototype op?Wat zijn de overlappende eigenschappen van de onlinetools?Wat zijn de specifieke eigenschappen van Invision, Marvel, Fluid.UI, Proto.io en Flinto?Wat is de beste tool voor jou?Hoe test je met je prototype?Hoe pas je de testresultaten toe?Gooi je een prototype weg als je gaat bouwen?(https://www.vanduurenmedia.nl/EAN/9789463560207/Prototyping_met_onlinetools)
Computer. Automation --- internet --- webdesign --- programmeren (informatica) --- Apps --- User experience --- Prototyping --- App --- Gebruikerservaring
Choose an application
This eBook is a collection of articles from a Frontiers Research Topic. Frontiers Research Topics are very popular trademarks of the Frontiers Journals Series: they are collections of at least ten articles, all centered on a particular subject. With their unique mix of varied contributions from Original Research to Review Articles, Frontiers Research Topics unify the most influential researchers, the latest key findings and historical advances in a hot research area! Find out more on how to host your own Frontiers Research Topic or contribute to one as an author by contacting the Frontiers Editorial Office: frontiersin.org/about/contact
Positive technology --- Positive Psychology --- virtual reality --- augmented reality --- serious gaming --- User Experience Design --- Emotion Regulation --- awe --- Empathy --- cognitive enhancement
Choose an application
2018 Outstanding Academic Title, given by Choice MagazineHow mobile devices make our in-between moments valuable to media companies while also providing a sense of control and connectionIn moments of downtime – waiting for a friend to arrive or commuting to work – we pull out our phones for a few minutes of distraction. Just as television reoriented the way we think about living rooms, mobile devices have taken over the interstitial spaces of our everyday lives. Ethan Tussey argues that these in-between moments have created a procrastination economy, an opportunity for entertainment companies to create products, apps, platforms, subscription services, micropayments, and interactive opportunities that can colonize our everyday lives.But as businesses commoditize our free time, and mobile devices become essential tools for promotion, branding and distribution, consumers are using these devices as a means of navigating public and private space. These devices are not just changing the way we spend and value our time, but also how we interact with others and transform our sense of the politics of space.By examining the four main locations of the procrastination economy—the workplace, the commute, the waiting room, and the “connected” living room—Ethan Tussey illuminates the relationship between the entertainment industry and the digitally empowered public.
Procrastination. --- Work environment. --- Recreation --- Economic aspects. --- community. --- consumer behavior. --- cultural politics. --- engagement. --- entertainment industry. --- mobile devices. --- new media. --- phone apps. --- screen time. --- smartphones. --- social connections. --- social media. --- user experience. --- wasting time.
Choose an application
Stem uw product of dienst maximaal af op maat van de gebruiker want er is een groot verschil tussen wat hij zegt en effectief kiest. Observeer de consument, ontdek wat hij nodig heeft en stem uw product of service daarop af. Dit vormt de basis van Human Centred Design (HCD) en laat u toe diepe inzichten te verwerven in het gedrag van uw gebruiker. Cecilia is een mogelijke gebruiker die ontwerpers voor ogen hebben wanneer ze een product of dienst ontwerpen. Daarom moeten ze haar eerst leren kennen. Een praktisch handboek met tal van Vlaamse en Europese voorbeelden. Bron : http://www.boekenbank.be
Applied marketing --- productontwikkeling --- ontwerpen --- Product strategy --- consumentengedrag --- consumentenmarketing --- marktgerichtheid --- Human engineering --- User-centered system design --- industrieel ontwerp --- design --- 625.2 Grafische vormgeving --- 749.01 --- Produktontwikkeling ; inzicht in het gedrag van de gebruiker --- Product Design ; handboeken ; 21ste eeuw --- Ontwerpproces --- Design ; ontwerptheorie ; handboeken --- Meubelkunst en design ; theorie, filosofie, esthetica --- Productstrategie --- Toegepaste marketing --- Consumentengedrag --- Psychologie van de consument --- Gedrag --- Productontwikkeling --- Productinnovatie --- Human Centered Design --- User experience --- Consumentenpsychologie --- Human-centered design --- Gebruikerservaring --- #SBIB:309H1720 --- Informatiekunde, informatie management
Choose an application
This Open Access book offers an original interdisciplinary overview of the role of haptic feedback in musical interaction. Divided into two parts, part I examines the tactile aspects of music performance and perception, discussing how they affect user experience and performance in terms of usability, functionality and perceived quality of musical instruments. Part II presents engineering, computational, and design approaches and guidelines that have been applied to render and exploit haptic feedback in digital musical interfaces. Musical Haptics introduces an emerging field that brings together engineering, human-computer interaction, applied psychology, musical aesthetics, and music performance. The latter, defined as the complex system of sensory-motor interactions between musicians and their instruments, presents a well-defined framework in which to study basic psychophysical, perceptual, and biomechanical aspects of touch, all of which will inform the design of haptic musical interfaces. Tactile and proprioceptive cues enable embodied interaction and inform sophisticated control strategies that allow skilled musicians to achieve high performance and expressivity. The use of haptic feedback in digital musical interfaces is expected to enhance user experience and performance, improve accessibility for disabled persons, and provide an effective means for musical tuition and guidance.
Computer science. --- Music. --- User interfaces (Computer systems). --- Cognitive psychology. --- Computer Science. --- User Interfaces and Human Computer Interaction. --- Cognitive Psychology. --- Psychology, Cognitive --- Cognitive science --- Psychology --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Art music --- Art music, Western --- Classical music --- Musical compositions --- Musical works --- Serious music --- Western art music --- Western music (Western countries) --- Informatics --- Science --- Consciousness. --- Apperception --- Mind and body --- Perception --- Philosophy --- Spirit --- Self --- Haptic Musical Instruments --- User Experience --- Musical Performance --- Interface Design and Evaluation --- Haptic Psychophysics
Choose an application
Smart Cities seek to optimize their systems by increasing integration through approaches such as increased interoperability, seamless system integration, and automation. Thus, they have the potential to deliver substantial efficiency gains and eliminate redundancy. To add to the complexity of the problem, the integration of systems for efficiency gains may compromise the resilience of an urban system. This all needs to be taken into consideration when thinking about Smart Cities. The transportation field must also apply the principles and concepts mentioned above. This cannot be understood without considering its links and effects on the other components of an urban system. New technologies allow for new means of travel to be built, and new business models allow for existing ones to be utilized. This Special Issue puts together papers with different focuses, but all of them tackle the topic of smart mobility.
city logistics --- cargo bike --- cargo cycle --- simulation --- geometrical model --- shopping mall --- concentrated sets of delivery locations --- bike delivery --- big data --- flow clustering --- intelligent transportation systems --- multi-source data analyses --- spatio-temporal data analyses --- user experience --- multi-criteria decision-making --- AHP/TOPSIS hybrid approach --- optimal site selection --- GeoSpatial data --- smart cities --- fire rescue service --- housing estates --- swept paths --- digital model --- cooperative systems --- evaluation methodology --- telematics --- functional evaluation --- impact assessment --- user acceptance --- traffic control --- urban tunnel --- integration --- n/a
Choose an application
user experience --- user centred --- ux design --- urban design --- urban creativity --- built environment --- City planning --- Public spaces --- Sociology, Urban --- Street art --- Art, Street --- Art, Wall --- Wall art --- Art and society --- Mural painting and decoration --- Performance art --- Politics in art --- Graffiti --- Public places --- Social areas --- Urban public spaces --- Urban spaces --- Cities and towns --- Espaces publics --- Sociologie urbaine --- Art dans la rue --- Street art. --- Sociology, Urban. --- Public spaces. --- City planning. --- Civic planning --- Land use, Urban --- Model cities --- Redevelopment, Urban --- Slum clearance --- Town planning --- Urban design --- Urban development --- Urban planning --- Land use --- Planning --- Art, Municipal --- Civic improvement --- Regional planning --- Urban policy --- Urban renewal --- Urban sociology --- Government policy --- Management
Choose an application
World Wide Web --- Web sites --- Web site development industry --- Internet industry --- History. --- 24 Hours in Cyberspace. --- Flahs. --- Flash. --- IPO. --- Macromedia. --- Netscape. --- New Economy. --- UX. --- Virtual Reality (VR). --- Web 1.0. --- Web 2.0. --- World Wide Web. --- authoring software. --- commercial internet. --- commercial web. --- commercial websites. --- conjunctural analysis. --- cool site of day. --- critical design. --- cultural industry. --- cyberspace. --- displacement. --- dot-com boom. --- dot-com bubble. --- dot-com. --- e-commerce. --- information superhighway. --- interactive web. --- internet industry. --- media industries. --- media studies. --- mergers and acquisitions. --- new media. --- platform. --- production studies. --- rich internet applications. --- social media. --- user experience. --- user-generated content. --- web design. --- web history. --- website.
Choose an application
This book conveyed the visual elements of artwork to the visually impaired through various sensory elements to open a new perspective for appreciating visual artwork. In addition, the technique of expressing a color code by integrating patterns, temperatures, scents, music, and vibrations was explored, and future research topics were presented. A holistic experience using multi-sensory interaction acquired by people with visual impairment was provided to convey the meaning and contents of the work through rich multi-sensory appreciation. A method that allows people with visual impairments to engage in artwork using a variety of senses, including touch, temperature, tactile pattern, and sound, helps them to appreciate artwork at a deeper level than can be achieved with hearing or touch alone. The development of such art appreciation aids for the visually impaired will ultimately improve their cultural enjoyment and strengthen their access to culture and the arts. The development of this new concept aids ultimately expands opportunities for the non-visually impaired as well as the visually impaired to enjoy works of art and breaks down the boundaries between the disabled and the non-disabled in the field of culture and arts through continuous efforts to enhance accessibility. In addition, the developed multi-sensory expression and delivery tool can be used as an educational tool to increase product and artwork accessibility and usability through multi-modal interaction. Training the multi-sensory experiences introduced in this book may lead to more vivid visual imageries or seeing with the mind’s eye.
visually impaired people --- accessibility --- art appreciation --- color --- temperature-depth coding --- thermal interaction --- user experience --- visually impaired --- color sound coding --- accessibility technology --- multimodal interaction --- auditory interface --- touch interface --- vision impairment --- visual impairment --- aesthetics --- multi-sensory --- museum exhibits --- color identification --- tactile perception --- cross modular association --- universal design --- people with visual impairment --- assistive technology --- auralization --- image accessibility --- touchscreen --- nonvisual feedback --- blind --- systematic review --- music recommendation system --- multimedia data processing --- weakly supervised learning --- soundscape music --- media art --- exhibition environments --- multi-sensory interaction --- multi-sensory interface --- scent interface --- n/a
Listing 1 - 10 of 17 | << page >> |
Sort by
|