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| 003 | ES-MaUEC | ||
| 005 | 20230130165052.0 | ||
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| 007 | cr nn 008mamaa | ||
| 008 | 220601s2010 sz | s |||| 0|eng d | ||
| 020 | _a9783031021916 | ||
| 024 | 7 |
_a10.1007/978-3-031-02191-6 _2doi |
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| 040 |
_aES-MaUEC _bspa _cES-MaUEC _dES-MaUEC |
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| 050 | 4 |
_aQA76.9.H85 _b2010 EB |
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| 100 | 1 |
_aHassenzahl, Marc _eautor _4aut _4http://id.loc.gov/vocabulary/relators/aut _9686344 |
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| 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 |
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| 300 | _a1 recurso en línea (X, 134 páginas) | ||
| 336 |
_atexto _btxt _2rdacontent |
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| 337 |
_aelectrónico _bc _2rdamedia |
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| 338 |
_arecurso electrónico _bcr _2rdacarrier |
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| 347 |
_aarchivo de texto _bPDF |
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_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 |
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| 650 | 7 |
_2embne _9299186 _aPáginas Web _xDiseño |
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| 650 | 7 |
_2embne _9678144 _aDiseño de sistemas centrado en el usuario |
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| 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) |
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| 998 |
_b01/2023 _dz _esc _zSI |
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