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020 _a9783031021916
_9978-3-031-02191-6
024 7 _a10.1007/978-3-031-02191-6
_2doi
050 4 _aQA76.9.U83
050 4 _aQA76.9.H85
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_2bicssc
072 7 _aCOM079010
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082 0 4 _a005.437
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082 0 4 _a004.019
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100 1 _aHassenzahl, Marc.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_978681
245 1 0 _aExperience Design
_h[electronic resource] :
_bTechnology for All the Right Reasons /
_cby Marc Hassenzahl.
250 _a1st ed. 2010.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2010.
300 _aX, 134 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _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.
650 0 _aUser interfaces (Computer systems).
_911681
650 0 _aHuman-computer interaction.
_96196
650 1 4 _aUser Interfaces and Human Computer Interaction.
_931632
710 2 _aSpringerLink (Online service)
_978682
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783031001956
776 0 8 _iPrinted edition:
_z9783031010637
776 0 8 _iPrinted edition:
_z9783031033193
830 0 _aSynthesis Lectures on Human-Centered Informatics,
_x1946-7699
_978683
856 4 0 _uhttps://doi.org/10.1007/978-3-031-02191-6
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942 _cEBK
999 _c84634
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