Whether you’re designing consumer electronics, medical devices, enterprise Web apps, or new ways to check out at the supermarket, today’s digitally-enabled products and services provide both great opportunities to deliver compelling user experiences and great risks of driving your customers crazy with complicated, confusing technology.
Designing successful products and services in the digital age requires a multi-disciplinary team with expertise in interaction design, visual design, industrial design, and other disciplines. It also takes the ability to come up with the big ideas that make a desirable product or service, as well as the skill and perseverance to execute on the thousand small ideas that get your design into the hands of users. It requires expertise in project management, user research, and consensus-building. This comprehensive, full-color volume addresses all of these and more with detailed how-to information, real-life examples, and exercises. Topics include assembling a design team, planning and conducting user research, analyzing your data and turning it into personas, using scenarios to drive requirements definition and design, collaborating in design meetings, evaluating and iterating your design, and documenting finished design in a way that works for engineers and stakeholders alike.
Most Helpful Customer Reviews
Kim Goodwin has written a book that I've been hoping for for years.
It's the book I turn to when I want thorough yet approachable guidance or reminders for how to do design.
I told a colleague of mine: "Finally! The textbook and handbook for the practice of interaction design!" Much inspiring and useful work has come before, but I haven't found such a comprehensive and useful how-to book for practicing and aspiring interaction designers.
If I could only have three books on my shelf to refer to in my interaction design (or if I were on a desert island where I was going to be designing interactive systems with people), I'd have: * Kim Goodwin's Designing for the Digital Age for process, * Jennifer Tidwell's Designing Interfaces for patterns, and * Alan Cooper et al's About Face (3) for principles.
Designing for the Digital Age: How to Create Human-Centered Products and Services serves as an excellent guide and reference for new and experienced human centered design practitioners. Kim Goodwin (VP of Cooper) does a great job translating her goal-oriented design processes into clear and understandable terms. Human/user centered design books can easily be littered with heavy jargon or unintelligible references that make it difficult or impossible to understand or practice. Goodwin makes a conscious effort to explain and visualize many of the concepts introduced in each chapter and keeps the research lingo within reason. For example, in Chapter 12: Defining Requirements, Goodwin dispels what requirements aren't (i.e. features or specifications) and promptly outlines what is needed to generate effective requirements (i.e. data needs,...
Kim Goodwin has written a book that is destined to become a classic for Interaction Design practitioners. Whether you're new to the field of Interaction Design or an experienced practitioner, this book really does have something for everyone. My copy is already liberally tagged with sticky notes.
At 728 pages the book is detailed and thorough and designed as a walk through the end-to-end process of creating a product or service. Don't be put off by its weight, the color-coded sections allow you to easily dive into specific areas: Research, Modeling, Requirements, Framework, Detailed Design, Ensuring Success. The chapters within each section provide detail, examples, and case studies. For example, if interviewing is not your strength, the research section provides guidance from planning your research through to conducting interviews with targeted people. The annotated interviews are a terrific way of illustrating the points made earlier in the chapter and pulling all the...
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