000 03668nam a22004335i 4500
999 _c386858
_d386858
001 386858
003 ES-MaUEC
005 20230130165052.0
006 a||||fo|||| 00| 0
007 cr nn 008mamaa
008 220601s2010 sz | s |||| 0|eng d
020 _a9783031021916
024 7 _a10.1007/978-3-031-02191-6
_2doi
040 _aES-MaUEC
_bspa
_cES-MaUEC
_dES-MaUEC
050 4 _aQA76.9.H85
_b2010 EB
100 1 _aHassenzahl, Marc
_eautor
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_9686344
245 1 0 _aExperience Design :
_bTechnology for All the Right Reasons
_cby Marc Hassenzahl
250 _a1st edition 2010
264 1 _aCham
_bSpringer International Publishing
_c2010
300 _a1 recurso en línea (X, 134 páginas)
336 _atexto
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
490 0 _aSynthesis Lectures on Human-Centered Informatics
_x1946-7699
505 0 _aFollow me! -- Crucial Properties of Experience -- Three Good Reasons to Consider Experience -- A Model of Experience -- Reflections on Experience Design.
520 _aIn his In the blink of an eye, Walter Murch, the Oscar-awarded editor of The English Patient, Apocalypse Now, and many other outstanding movies, devises the Rule of Six -- six criteria for what makes a good cut. On top of his list is "to be true to the emotion of the moment," a quality more important than advancing the story or being rhythmically interesting. The cut has to deliver a meaningful, compelling, and emotion-rich "experience" to the audience. Because, "what they finally remember is not the editing, not the camerawork, not the performances, not even the story---it's how they felt." Technology for all the right reasons applies this insight to the design of interactive products and technologies -- the domain of Human-Computer Interaction, Usability Engineering, and Interaction Design. It takes an experiential approach, putting experience before functionality and leaving behind oversimplified calls for ease, efficiency, and automation or shallow beautification. Instead, it explores what really matters to humans and what it needs to make technology more meaningful. The book clarifies what experience is, and highlights five crucial aspects and their implications for the design of interactive products. It provides reasons why we should bother with an experiential approach, and presents a detailed working model of experience useful for practitioners and academics alike. It closes with the particular challenges of an experiential approach for design. The book presents its view as a comprehensive, yet entertaining blend of scientific findings, design examples, and personal anecdotes. Table of Contents: Follow me! / Crucial Properties of Experience / Three Good Reasons to Consider Experience / A Model of Experience / Reflections on Experience Design.
988 _aSynthesis Collection of Technology_2010
650 7 _2embne
_9328472
_aPáginas Web
_xDesarrollo
650 7 _2embne
_9299186
_aPáginas Web
_xDiseño
650 7 _2embne
_9678144
_aDiseño de sistemas centrado en el usuario
776 0 8 _iPrinted edition:
_z9783031001956
776 0 8 _iPrinted edition:
_z9783031010637
776 0 8 _iPrinted edition:
_z9783031033193
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-031-02191-6
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
942 _2lcc
_cLE
998 _b01/2023
_dz
_esc
_zSI