Designing the User Experience of Game Development Tools.
The Big Green Button My Story Who Should Read this Book? Companion Website and Twitter Account Before we BeginWelcome to Designing the User Experience of Game Development ToolsWhat Will We Learn in This Chapter?What Is This Book About?Defining User ExperienceThe Value of Improving the User Experienc...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
CRC Press,
2015.
Ã2015 |
Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
MARC
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100 | 1 | |a Lightbown, David. | |
245 | 1 | 0 | |a Designing the User Experience of Game Development Tools. |
260 | |b CRC Press, |c 2015. | ||
264 | 4 | |c Ã2015 | |
300 | |a 1 online resource | ||
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588 | 0 | |a Print version record. | |
504 | |a Includes bibliographical references (pages 153-154). | ||
520 | |a The Big Green Button My Story Who Should Read this Book? Companion Website and Twitter Account Before we BeginWelcome to Designing the User Experience of Game Development ToolsWhat Will We Learn in This Chapter?What Is This Book About?Defining User ExperienceThe Value of Improving the User Experience of Our ToolsParallels Between User Experience and Game DesignHow Do People Benefit From an Improved User Experience?Finding the Right BalanceWrapping UpThe User-Centered Design ProcessWhat Will We Learn in This Chapter?What Is the User-Centered Design Process?The Phases of the User-Centered Design ProcessThe Power of Pre-VisualizationGetting to a Better User Experience FasterIntegrating the User-Centered Design Process into AgileWho Has the Time to Do All of This?Wrapping UpWhat Does It Mean to Be User-Centered?What Will We Learn in This Chapter?Start With the UsersFocus on the Right UsersFeatures Versus GoalsDo One Thing Really WellChoose the Right FeaturesWrapping UpAnalysisWhat Will We Learn in This Chapter?The Importance of Watching Users WorkIntroduction to Human-Computer InteractionUnderstanding the Mental ModelInterview StakeholdersPerform Contextual AnalysesCreate Task FlowsDiscover the Users Mental ModelEstablish MeasurementsAdvanced TechniquesWrapping UpDesignWhat Will We Learn in This Chapter?How the Brain and the Eyes Work TogetherVisual LanguageInteraction PatternsHierarchyConstraintsNatural MappingRepresentationFeedbackFeed-ForwardGroupingChunkingExciseProgressive DisclosureWrapping UpEvaluationWhat Will We Learn in This Chapter?How Do We Evaluate the Design?Choosing Between Code or Pre-VisualizationPre-Visualize the InterfacePerform a Heuristic EvaluationDo User TestsWrapping UpBack to AnalysisDeja VuComparing MeasurementsReal-World User-Centered DesignIntroductionThe Process in ActionCalculating the Return on. | ||
520 | 8 | |a InvestmentConclusionSummaryClosing wordWorks Cited & Recommended ReadingTrademarks. | |
505 | 0 | |a Chapter 1 Welcome to Designing the User Experience of Game Development Tools -- chapter 2 The User- Centered Design Process -- chapter 3 What Does It Mean to Be "User- Centered"? -- chapter 4 Analysis -- chapter 5 Design -- chapter 6 Evaluation -- chapter 7 Back to Analysis -- chapter 8 Real- World User- Centered Design. | |
590 | |a O'Reilly |b O'Reilly Online Learning: Academic/Public Library Edition | ||
650 | 0 | |a Video games |x Design. | |
650 | 0 | |a Computer games |x Evaluation. | |
650 | 0 | |a Computer games |x Psychological aspects. | |
650 | 0 | |a Human-computer interaction. | |
650 | 6 | |a Jeux d'ordinateur |x Conception. | |
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650 | 7 | |a Computer games |x Design. |2 fast |0 (OCoLC)fst00872112 | |
650 | 7 | |a Computer games |x Psychological aspects. |2 fast |0 (OCoLC)fst00872117 | |
650 | 7 | |a Human-computer interaction. |2 fast |0 (OCoLC)fst00963494 | |
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