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1

Brand-Driven Innovation: Strategies for Development and Design. New York: AVA Academia [Imprint], 2010.

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2

Lockwood, Thomas. Design thinking: Integrating innovation, customer experience and brand value. New York, NY: Allworth Press, 2010.

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3

Curtis, Nathan. Modular Web design: Creating reusable components for user experience design. Berkeley, CA: Peachpit Press, 2010.

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4

Modular Web design: Creating reusable components for user experience design. Berkeley, CA: Peachpit Press, 2010.

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5

Soares, Marcelo M., Elizabeth Rosenzweig, and Aaron Marcus, eds. Design, User Experience, and Usability: Design for Diversity, Well-being, and Social Development. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78224-5.

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6

Designing the user experience of game development tools. Boca Raton: CRC Press, 2015.

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7

Designed for the kill: The jet fighter, development & experience. Shrewsbury, England: Airlife Pub. Ltd., 1995.

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8

Digital experience design: Ideas, industries, interaction. Bristol, UK: Intellect, 2008.

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9

Olukoju, Ayodeji. Maritime trade, port development, and administration: The Japanese experience and lessons for Nigeria. [Tokyo]: Institute of Developing Economies, 1996.

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10

Olukoju, Ayodeji. Maritime trade, port development, and administration: The Japanese experience and lessons for Nigeria. [Tokyo]: Institute of Developing Economies, 1996.

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11

HTML5 canvas cookbook: Over 80 recipes to revolutionize the web experience with HTML5 canvas. Birmingham, UK: Packt Publishing, 2011.

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12

A, Barroso Luiz, and World Bank, eds. Design and performance of policy instruments to promote the development of renewable energy: Emerging experience in selected developing countries. Washington, DC: World Bank, 2012.

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13

Lomakina, Tat'yana, and Nina Vasil'chenko. Modern technology of teaching a foreign language: design and experience. ru: INFRA-M Academic Publishing LLC., 2021. http://dx.doi.org/10.12737/1111366.

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The monograph deals with the theoretical and practical issues of pedagogical design of the technology of teaching a foreign language in the system of secondary vocational education. Presents an analysis of key concepts "instructional design" and "technology of education" that is meaningful and reveals the basic principles of the system, activity-based and student-centered approaches to the design of learning technologies to address new opportunities and the status of the str system in the modern socio-economic conditions. The author has developed a method of selection of the content of learning English language, based on the modular structure of the course, taking into account international experience in building the content of language education for professional purposes, the requirements of the educational-methodical complex of teaching business English and core competencies stipulated by the Council of Europe, as well as the requirements of the labour market and the needs of employers standardisert, intensificarea language training specialist of middle management by reflection of the status and trends of professional activities in various fields. For use in the system of professional development of teachers of secondary vocational education, additional education and the system of corporate training.
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14

Inc, ebrary, ed. Professional SharePoint 2010 branding and user interface design. Indianapolis, Ind: Wiley Pub., 2011.

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15

Mishenin, Sergey. Saving transportation resources: the experience of railway workers in Western Siberia 1965-1991. ru: INFRA-M Academic Publishing LLC., 2021. http://dx.doi.org/10.12737/1082937.

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The monograph is devoted to the generalization of the factors of railway transportation in Western Siberia and their influence on the formation of the experience of saving transportation resources in 1965-1991. The basic factors are considered such as the natural conditions and the production apparatus of the region, the development of a program-oriented approach to the development of the territory and the formation of the material base of railway transport in its space. These components are considered as historical challenges for the design of labor initiatives "from below". These initiatives are classified into three groups: speeding up the turnover of wagons, using the locomotive fleet, and saving fuel, energy, and other" variable " resources of the railway transportation process. The issues are considered taking into account the trends of fading opportunities for the Soviet model of system-wide development. It will be of interest to all those who are concerned about the history of Russia, the organization of its transport security system.
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16

Tromp, Coyan. Wicked Philosophy. NL Amsterdam: Amsterdam University Press, 2018. http://dx.doi.org/10.5117/9789462988774.

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Wicked Philosophy. Philosophy of Science and Vision Development for Complex Problems provides an overview of the philosophy of the natural sciences, the social sciences and the humanities, and explores how insights from these three domains can be integrated to help find solutions for the complex, ‘wicked’ problems we are currently facing. The core of a new science-based vision is complexity thinking, offering a meta-position for navigating alternative paradigms and making informed choices of resources for projects involving complex problems. The book also brings design thinking into problem-solving and teaching, fostering construction of an integrative approach that bridges structure and action amplified by transdisciplinary engagement of stakeholders in society. It is not always easy to set up a succesfull philosophy course for students in other programs. The author of Wicked Philosophy, Coyan Tromp, has experience in designing courses on philosophy of science for various Bachelor programs. You can find two examples here. The first example is for an introductory course to an Interdisciplinary Philosophy of Science, which is specifically suited for programs focusing at complex problems such as sustainability or health issues. The second example is a program for a course on (Philosophy of) Science in a Post-Truth Society. More examples are also available (e.g. a program in which Philosophy of Science is combined with Vision Development and Future Scenarios). In addition to the program, the author can also provide a workbook with lesson plans, both for online and on campus settings as well as additional literature suggestions for Dutch and French programmes. Please contact us at marketing@aup.nl for questions or extra material.
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17

Sil'vestrov, Sergey, Vladimir Starovoytov, Vladimir Bauer, Aleksandr Selivanov, Vladimir Lepskiy, Aleksandr Raykov, Svetlana Lipina, et al. Strategic planning in the public sector of the economy. ru: INFRA-M Academic Publishing LLC., 2021. http://dx.doi.org/10.12737/1081855.

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This collective monograph continues a series of scientific studies and publications on the problems of strategic planning, which have been carried out for several years at the Financial University under the Government of the Russian Federation with the involvement of specialists from other scientific and educational organizations. A series of research papers in 2017-2019 was devoted to the analysis of strategic development risks and the analysis of global strategic planning practice, the general methodology of strategic planning and forecasting (including in the context of ensuring Russia's economic security), the approach to the formation of life cycles of preparation and revision of strategic planning documents and their comparative analysis, the experience of coordinating budget, project and process types of management and financing, monitoring risks and threats, the use of new information tools in the strategic planning complex, including blockchain, and also naturally develops such aspects of previous research as analysis of world practice, coordination of budget, project and process types of management and financing, the use of information technologies. However, at the same time, a special task was set — to approach a comprehensive analysis of the strategic planning process as a whole, especially to study its documentary support as the core of the organization of this process and the implementation of its results in the practice of public administration, as well as to analyze the scientific support of strategic planning as an essential aspect of all strategic planning and strategic management activities in the entirety of its aspects (goal setting, forecast, design, programming, planning, control and audit). It is intended for specialists from the humanities, natural sciences and technical fields of knowledge focused on management and development problems, for undergraduates and postgraduates, as well as for a wide audience of management practitioners, including those related to strategic planning processes in the public sector.
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18

Newbery, Patrick, and Kevin Farnham. Experience Design: A Framework for Integrating Brand, Experience, and Value. Wiley, 2013.

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19

Newbery, Patrick, and Kevin Farnham. Experience Design: A Framework for Integrating Brand, Experience, and Value. Wiley & Sons, Incorporated, John, 2013.

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20

Newbery, Patrick, and Kevin Farnham. Experience Design: A Framework for Integrating Brand, Experience, and Value. Wiley & Sons, Incorporated, John, 2013.

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21

Thomas, Lockwood, ed. Design thinking: Integrating innovation, customer experience and brand value. New York, NY: Allworth Press, 2010.

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22

Thomas, Lockwood, ed. Design thinking: Integrating innovation, customer experience and brand value. New York, NY: Allworth Press, 2010.

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23

Thomas, Lockwood, ed. Design thinking: Integrating innovation, customer experience, and brand value. 3rd ed. New York, NY: Allworth Press, 2009.

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24

Thomas, Lockwood, ed. Design thinking: Integrating innovation, customer experience and brand value. New York, NY: Allworth Press, 2010.

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25

Thomas, Lockwood, ed. Design thinking: Integrating innovation, customer experience and brand value. New York, NY: Allworth Press, 2010.

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26

Erik, Andersen Niels, ed. Professional systems development: Experience, ideas, and action. New York: Prentice Hall, 1990.

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27

Design Alliance: Uniting Print + Web Design to Create a Total Brand Presence. How Design Books, 2003.

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28

Branddriven Innovation Strategies For Development And Design. AVA Publishing, 2010.

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29

Patton, Jeff. Agile User Experience Design (The Agile Software Development Series). Addison-Wesley Professional, 2008.

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30

Food and Agriculture Organization of the United Nations., ed. The Design of agricultural investment projects: Lessons from experience. Rome: Food and Agriculture Organization of the United Nations, 1989.

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31

Hendrik N. J. Schifferstein (Editor) and Paul Hekkert (Editor), eds. Product Experience. Elsevier Science, 2007.

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32

Otto, Riewoldt, ed. Brandscaping: Worlds of experience in retail design = Erlebnisdesign für Einkaufswelten. Basel: Birkhäuser-Publishers for Architecture, 2002.

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33

Agile Experience Design A Digital Designers Guide To Agile Lean And Continuous. New Riders Publishing, 2011.

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34

Haggard, Stephan, Dani Rodrik, Catherine Gwin, and Albert Fishlow. Miracle or Design?: Lessons from the East Asian Experience (Overseas Development Council). Overseas Development Council, 1996.

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35

Brown, Diana. Agile User Experience Design: A Practitioner’s Guide to Making It Work. Morgan Kaufmann, 2012.

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36

Tasos, Spiliotopoulos, ed. Integrating usability engineering for designing the web experience: Methodologies and principles. Hershey PA: Information Science Reference, 2010.

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37

Mobile User Experience: Patterns to Make Sense of It All. Elsevier Science & Technology Books, 2013.

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38

Oswald, Laura R. Doing Semiotics. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780198822028.001.0001.

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Structural semiotics is a hybrid of communication science and anthropology that accounts for the deep cultural codes that structure communication and sociality, endow things with value, move us through constructed space, and moderate our encounters with change. Doing Semiotics: A Research Guide for Marketers at the Edge of Culture, shows readers how to leverage these codes to solve business problems, foster innovation, and create meaningful experiences for consumers. In addition to the basic principles and methods of applied semiotics, the book introduces the reader to branding basics, strategic decision-making, and cross-cultural marketing management. The guide can be used to supplement my previous books, Marketing Semiotics (2012) and Creating Value (2015), with practical exercises, examples, extended team projects and evaluation criteria. The work guides students through the application of learnings to all phases of semiotics-based projects for communications, brand equity management, design strategy, new product development, and public policy management. In addition to grids and tables for sorting data and mapping cultural dimensions of a market, the book includes useful interview protocols for use in focus groups, in-depth interviews, and ethnographic studies. Each chapter also includes expert case studies and essays from the perspectives of Marcel Danesi, Rachel Lawes, Christian Pinson, Laura Santamaria, and Laura Oswald.
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39

Kalbach, James. Designing Web Navigation: Optimizing the User Experience. O'Reilly Media, Inc., 2007.

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40

Articulating Design Decisions: Communicate with Stakeholders, Keep Your Sanity, and Deliver the Best User Experience. O'Reilly Media, 2015.

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41

Articulating Design Decisions: Communicate with Stakeholders, Keep Your Sanity, and Deliver the Best User Experience. O'Reilly Media, Incorporated, 2020.

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42

Usability In Government Systems User Experience Design For Citizens And Public Servants. Morgan Kaufmann Publishers, 2012.

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43

J, Simms Lynn, and United States. National Aeronautics and Space Administration., eds. Experience report: The use of functional flows to provide an alternate perspective for IV & V. [Washington, DC: National Aeronautics and Space Administration, 1996.

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44

J, Simms Lynn, and United States. National Aeronautics and Space Administration., eds. Experience report: The use of functional flows to provide an alternate perspective for IV & V. [Washington, DC: National Aeronautics and Space Administration, 1996.

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45

Press, Hawkstone. Mobile UX/UI Design Notebook: Mobile Wireframe Sketchpad User Interface Experience Application Development Note Book Developers App Mock Ups. 8. 5 X 11 Inches with 110 Pages. Independently Published, 2020.

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46

Pub, User Interface and User Experience Notebook. Mobile UX/UI Design Notebook: App Mobile Wireframe Sketchpad User Interface Experience Application Development Note Book Developers App Mock Ups 6 X 9 Inches with 100 Pages. Independently Published, 2020.

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47

Publishing, Hamza. Mobile UX/UI Design Notebook: App Mobile Wireframe Sketchpad User Interface Experience Application Development Note Book Developers App Mock Ups 6 X 9 Inches with 100 Pages. Independently Published, 2020.

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48

Sanford, Jacob J., Paul Stubbs, John Ross, Randy Drisgill, and Larry Riemann. Professional SharePoint 2010 Branding and User Interface Design. Wiley & Sons, Limited, John, 2010.

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49

Guins, Raiford. Atari Design. Bloomsbury Publishing Plc, 2020. http://dx.doi.org/10.5040/9781474284561.

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Drawing from deep archival research and extensive interviews, Atari Design is a rich, historical study of how Atari’s industrial and graphic designers contributed to the development of the coin-op cabinet. Innovative game design played a key role in the growth of Atari – from Pong to Asteroids and beyond – but fun, challenging, and exciting game play was not unique to the famous Silicon Valley company. What set it apart from its competitors was innovation in cabinet design. Atari did not just make games, it designed products for environments. With “tasteful packaging”, Atari exceeded traditional locations like bars, amusement parks, and arcades, developing the look and feel of their game cabinets for new locations such as fast food restaurants, department stores, country clubs, university unions, and airports, making game-play a ubiquitous social and cultural experience. By actively shaping the interaction between user and machine, overcoming styling limitations and generating a distinct corporate identity, Atari designed products that impacted the everyday visual and material culture of the late 20th century. Design was never an afterthought at Atari.
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50

Fuchsel, Catherine. Development of the SYP Curriculum. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190672829.003.0002.

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This chapter provides an overview of how the Sí, Yo Puedo (SYP) curriculum and program was developed from a qualitative pilot study that examined the meaning of marriage, relationships, and domestic violence among a small group of immigrant Latina women between 2004 and 2007. A prevention model was developed from the original pilot study that essentially became the SYP 11-week, group format, culturally specific curriculum and program. Over a five-year period, evaluation of the SYP curriculum and program in group settings was conducted with different community-based agencies in two Midwestern states. Rigorous qualitative research methods and design such as action research, mixed-methods, and survey methods were used. These methods were used to examine participant’s experience, improve weekly sessions, assess group facilitator’s experience, and observe for any differences among participants after completing the program. The framework of community-based participatory research was used throughout the ongoing evaluation.
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