Interaction Design
Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." While interaction design has an interest in form (similar to other design fields), its main area of focus rests on behavior. Rather than analyzing how things are, interaction design synthesizes and imagines things as they could be. This element of interaction design is what characterizes IxD as a design field, as opposed to a science or engineering field. Interaction design borrows from a wide range of fields like psychology, Human–computer interaction, human-computer interaction, information architecture, and user research to create designs that are tailored to the needs and preferences of users. This involves understanding the context in which the product will be used, identifying user goals and behaviors, and developing design solutions that are responsive to user needs and expectations. While disciplines such as software engineering ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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John Wiley & Sons
John Wiley & Sons, Inc., commonly known as Wiley (), is an American Multinational corporation, multinational Publishing, publishing company that focuses on academic publishing and instructional materials. The company was founded in 1807 and produces books, Academic journal, journals, and encyclopedias, in print and electronically, as well as online products and services, training materials, and educational materials for undergraduate, graduate, and continuing education students. History The company was established in 1807 when Charles Wiley opened a print shop in Manhattan. The company was the publisher of 19th century American literary figures like James Fenimore Cooper, Washington Irving, Herman Melville, and Edgar Allan Poe, as well as of legal, religious, and other non-fiction titles. The firm took its current name in 1865. Wiley later shifted its focus to scientific, Technology, technical, and engineering subject areas, abandoning its literary interests. Wiley's son Joh ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Ca' Foscari University Of Venice
Ca' Foscari University of Venice (), or simply Ca' Foscari, is a public research university and business school in Venice, Italy. Since its foundation in 1868, it has been housed in the Venetian Gothic palace of Ca' Foscari, from which it takes its name. The palace stands on the Grand Canal, between the Rialto and San Marco, in the sestiere of Dorsoduro, while the rest of the University is scattered around the historical centre. In addition to the historical centre of Venice, Ca' Foscari also has campuses in Mestre and Treviso. Ca' Foscari was founded in 1868 after the annexation of the Veneto region in the Kingdom of Italy as the ''Regia Scuola Superiore di Commercio'' (Royal College of Commerce)''.'' As such, it is the second oldest business school in the world, after the Institut Supérieur de Commerce d'Anvers, founded in 1853. Ca' Foscari expanded throughout the 1900s and became a full-fledged university in 1968. It currently has eight departments and almost 21,000 stude ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Usability
Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use. The object of use can be a software application, website, book, tool, machine, process, vehicle, or anything a human interacts with. A usability study may be conducted as a primary job function by a ''usability analyst'' or as a secondary job function by designers, technical writers, marketing personnel, and others. It is widely used in consumer electronics, communication, and knowledge transfer objects (such as a cookbook, a document or online help) and mechanical objects such as a door handle or a hammer. Usability includes methods of measuring usability, such as needs analysis and ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Perception
Perception () is the organization, identification, and interpretation of sensory information in order to represent and understand the presented information or environment. All perception involves signals that go through the nervous system, which in turn result from physical or chemical stimulation of the sensory system.Goldstein (2009) pp. 5–7 Vision involves light striking the retina of the eye; smell is mediated by odor molecules; and hearing involves pressure waves. Perception is not only the passive receipt of these signals, but it is also shaped by the recipient's learning, memory, expectation, and attention. Gregory, Richard. "Perception" in Gregory, Zangwill (1987) pp. 598–601. Sensory input is a process that transforms this low-level information to higher-level information (e.g., extracts shapes for object recognition). The following process connects a person's concepts and expectations (or knowledge) with restorative and selective mechanisms, ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Aesthetics
Aesthetics (also spelled esthetics) is the branch of philosophy concerned with the nature of beauty and taste (sociology), taste, which in a broad sense incorporates the philosophy of art.Slater, B. H.Aesthetics ''Internet Encyclopedia of Philosophy,'' , accessed on 15 September 2024. Aesthetics examines values about, and Critical thinking, critical judgments of, artistic taste and preference. It thus studies how Artist, artists imagine, create, and perform works of art, as well as how people use, enjoy, and criticize art. Aesthetics considers why people consider certain things beautiful and not others, as well as how objects of beauty and art can affect our moods and our beliefs. Aesthetics tries to find answers to what exactly is art and what makes good art. It considers what happens in our minds when we view Visual arts, visual art, listen to music, read poetry, enjoy delicious food, and engage in large artistic projects like creating and experiencing plays, fashion shows ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Shape
A shape is a graphics, graphical representation of an object's form or its external boundary, outline, or external Surface (mathematics), surface. It is distinct from other object properties, such as color, Surface texture, texture, or material type. In geometry, ''shape'' excludes information about the object's Position (geometry), position, size, Orientation (geometry), orientation and chirality. A ''figure'' is a representation including both shape and size (as in, e.g., figure of the Earth). A plane shape or plane figure is constrained to lie on a ''plane (geometry), plane'', in contrast to ''solid figure, solid'' 3D shapes. A two-dimensional shape or two-dimensional figure (also: 2D shape or 2D figure) may lie on a more general curved ''surface (mathematics), surface'' (a two-dimensional space). Classification of simple shapes Some simple shapes can be put into broad categories. For instance, polygons are classified according to their number of edges as triangles, qua ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Industrial Design
Industrial design is a process of design applied to physical Product (business), products that are to be manufactured by mass production. It is the creative act of determining and defining a product's form and features, which takes place in advance of the manufacture or production of the product. Industrial manufacture consists of predetermined, standardized and repeated, often automated, acts of replication, while craft-based design is a process or approach in which the form of the product is determined personally by the product's creator largely concurrent with the act of its production. All manufactured products are the result of a design process, but the nature of this process can vary. It can be conducted by an individual or a team, and such a team could include people with varied expertise (e.g. designers, engineers, business experts, etc.). It can emphasize intuitive creativity or calculated Evidence-based design, scientific decision-making, and often emphasizes a mix of b ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Don Norman
Donald Arthur Norman (born December 25, 1935) is an American researcher, professor, and author. Norman is the director of The Design Lab at University of California, San Diego. He is best known for his books on design, especially '' The Design of Everyday Things''. He is widely regarded for his expertise in the fields of design, usability engineering, and cognitive science, and has shaped the development of the field of cognitive systems engineering. He is a co-founder of the Nielsen Norman Group, along with Jakob Nielsen. He is also an IDEO fellow and a member of the Board of Trustees of IIT Institute of Design in Chicago. He also holds the title of Professor Emeritus of Cognitive Science at the University of California, San Diego. Norman is an active Distinguished Visiting Professor at the Korea Advanced Institute of Science and Technology (KAIST), where he spends two months a year teaching. Much of Norman's work involves the advocacy of user-centered design. His books a ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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User Interface
In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and Unit operation, process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology. Generally, the goal of user interface design is to produce a user interface that makes it easy, efficient, and enjoyable (user-friendly) to operate a machine in the way which produces the desired result (i.e. maximum usability). This generally means that the operator needs to provide mi ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Cognitive Dimensions
Cognitive dimensions or cognitive dimensions of notations are design principles for notations, user interfaces and programming languages, described by researcher Thomas R.G. Green and further researched with Marian Petre. The dimensions can be used to evaluate the usability of an existing ''information artifact'', or as heuristics to guide the design of a new one, and are useful in Human-Computer Interaction design. Cognitive dimensions are designed to provide a lightweight approach to analyse the quality of a design, rather than an in-depth, detailed description. They provide a common vocabulary for discussing many factors in notation, UI or programming language design. Also, cognitive dimensions help in exploring the space of possible designs through ''design maneuvers'', changes intended to improve the design along one dimension. List of the cognitive dimensions Thomas Green originally defined 14 cognitive dimensions: ; Abstraction gradient : What are the minimum and maxi ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Persona (user Experience)
A persona (also user persona, user personality, customer persona, buyer persona) in user-centered design and marketing is a semi-fictional characterization or representation of a typical customer segment or end user. Personas help marketers and designers focus their efforts by humanizing data into relatable profiles. Personas are one of the outcomes of market segmentation, where marketers use the results of statistical analysis and qualitative observations to draw profiles, giving them names and personalities to paint a picture of a person that could exist in real life. The term persona is used widely in online and technology applications as well as in advertising, where other terms such as ''pen portraits'' may also be used. Personas are useful in considering the goals, desires, and limitations of brand buyers and users in order to help to guide decisions about a service, product or interaction space such as features, interactions, and visual design of a website. Personas may b ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |