Building Mobile Experiences | maliwahyca.cf
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Chapter 1. Chapter 2. Process of User-Centered Design pg. Evaluating the Results of All Methods pg. Chapter 3.
The Process of Generative Research pg. Logging and Conversation Analysis pg. Chapter 4. Build the Experience, Not the Technology pg. Build It Sturdy Enough pg. Chapter 5.
- Our Summer Warehouse Sale?
- Higher Education in the Asia-Pacific: Strategic Responses to Globalization: 36 (Higher Education Dynamics).
- About the author.
- Frank Bentley - Google Scholar Citations.
- Jethro Tull - A New Day Magazine #88.
Chapter 6. Designing the Screen: Interface Design Principles pg. By Frank Bentley and Edward Barrett. Methods for new mobile experiences, from concept creation to prototyping to commercialization. The mobile device is changing the ways we interact with each other and with the world. The mobile experience is distinct from the desktop or laptop experience; mobile apps require a significantly different design philosophy as well as design methods that reflect the unique experience of computing in the world.
This book presents an approach to designing mobile media that takes advantage of the Internet-connected, context-aware, and media-sharing capabilities of mobile devices. It introduces tools that can be used at every stage of building a mobile application, from concept creation to commercialization, as well as real-world examples from industry and academia. The methods outlined apply user-centered design processes to mobile devices in a way that makes these methods relevant to the mobile experience—which involves the use of systems in the complex spatial and social world rather than at a desk.
The book shows how each project begins with generative research into the practices and desires of a diverse set of potential users, which grounds research and design in the real world. It then describes methods for rapid prototyping, usability evaluation, field testing, and scaling up solutions in order to bring a product to market.
Building Mobile Experiences grew out of an MIT course in communicating with mobile technology; it is appropriate for classroom use and as a reference for mobile app designers. Share your experience with other students. Write review. Become a Data Scientist datacamp. Build and share your own catalog of courses with Class Central's custom lists. How do you design a mobile app that truly changes people's lives?
How can you understand how a new service is being used, both quantitatively and qualitatively?
Mobile devices are changing the ways that we interact with each other and information in the world. This course will take you from a domain of interest, through generative research, design, usability, implementation and field evaluation of a novel mobile experience. You'll finish the course with a working, field-tested application suitable for release in the app store as well as a deep understanding of human interaction with mobile devices and services.
A primary focus will be on studying existing behavior and using key findings for design. While writing the code for an app is a part of the class, the majority of the topics will cover designing and evaluating a unique mobile experience. Along the way, you will have opportunities to share your work with other students from around the world!