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  • 1
    ISBN: 9780571337972
    Language: English
    Pages: xvii, 621 Seiten, 16 ungezählte Seiten , Illustrationen , 24 cm
    Parallel Title: Erscheint auch als
    RVK:
    Keywords: Rock music / New York (State) / New York / 2001-2010 / History and criticism ; Rock musicians / New York (State) / New York / Interviews ; Rock music ; Rock musicians ; New York (State) / New York ; 2001-2010 ; interviews ; Criticism, interpretation, etc
    Abstract: "New York, 2001. 9/11 plunges the US into a state of war and political volatility--and heralds the rebirth of the city's rock scene. As the old-guard music industry crumbles, a group of iconoclastic bands suddenly becomes the voice of a generation desperately in need of an anthem. In this fascinating and vibrant oral history, acclaimed journalist Lizzy Goodman charts New York's explosive musical transformation in the early 2000s. Drawing on over 200 original interviews, Goodman follows the meteoric rise of the artists that revolutionised the cultural landscape and made Brooklyn the hipster capital of cool--including The Strokes, Yeah Yeah Yeahs, LCD Soundsystem, Interpol, and Vampire Weekend. Joining the ranks of classics like Please Kill Me, Our Band Could Be Your Life, and Can't Stop Won't Stop, Meet Me in the Bathroom is the definitive account of an iconic era in rock-and-roll."--Page 4 of cover
    Note: Includes index
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  • 2
    ISBN: 9780123848703 , 0123848709
    Language: English
    Pages: 1 online resource (1 v.) , ill.
    Edition: 2nd ed.
    Parallel Title: Erscheint auch als
    Keywords: User-centered system design ; Observation (Scientific method) ; Human-computer interaction ; User interfaces (Computer systems) ; Electronic books ; local ; Electronic books
    Abstract: Observing the User Experience: A Practitioner's Guide to User Research aims to bridge the gap between what digital companies think they know about their users and the actual user experience. Individuals engaged in digital product and service development often fail to conduct user research. The book presents concepts and techniques to provide an understanding of how people experience products and services. The techniques are drawn from the worlds of human-computer interaction, marketing, and social sciences. The book is organized into three parts. Part I discusses the benefits of end-user research and the ways it fits into the development of useful, desirable, and successful products. Part II presents techniques for understanding people's needs, desires, and abilities. Part III explains the communication and application of research results. It suggests ways to sell companies and explains how user-centered design can make companies more efficient and profitable. This book is meant for people involved with their products' user experience, including program managers, designers, marketing managers, information architects, programmers, consultants, and investors. Explains how to create usable products that are still original, creative, and unique A valuable resource for designers, developers, project managers - anyone in a position where their work comes in direct contact with the end user Provides a real-world perspective on research and provides advice about how user research can be done cheaply, quickly and how results can be presented persuasively Gives readers the tools and confidence to perform user research on their own designs and tune their software user experience to the unique needs of their product and its users
    Note: Includes bibliographical references and index. - Description based on print version record
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  • 3
    Language: English
    Pages: 1 online resource (1 volume) , illustrations
    Edition: First edition.
    Parallel Title: Erscheint auch als
    Keywords: User interfaces (Computer systems) ; User-centered system design ; Human-computer interaction ; Ubiquitous computing ; Internet of things ; Electronic books ; Electronic books ; local
    Abstract: 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.
    Note: Includes bibliographical references and index. - Description based on print version record
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  • 4
    Language: English
    Pages: 1 online resource (20 pages)
    Edition: 1st edition
    Keywords: Electronic books ; local
    Abstract: The Internet of Things represents an enormous design challenge, as our expectations for physical-world objects are quite different than for digital-only devices. This lesson introduces how to approach UX for IoT, considerations for device interoperability, and opportunities and challenges for leveraging the data produced by those devices. Why is it important? IoT requires special design considerations, since the user experience is cross-platform and takes place across diverse physical contexts, with different devices. It’s no longer enough to think about screen-based interfaces; we have to consider the entire system of networked devices and data flows. What you’ll learn—and how you can apply it You'll learn how to reconsider the user experience (UX) in the context of IoT. Explore factors in device interoperability, and how they affect systems design and the end user. You'll learn about opportunities and challenges around the data produced by connected devices and their interactions. This lesson is for you because… You're a designer starting to work with networked devices You're a product designer or engineer interested in improving the user experience of your products Prerequisites Familiarity with basic principles of user experience design Materials or downloads needed in advance None
    Note: Online resource; Title from title page (viewed August 15, 2016)
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