Literatura científica selecionada sobre o tema "Interaktionsdesigner"

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Artigos de revistas sobre o assunto "Interaktionsdesigner"

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Gundelsweiler, Fredrik, Thomas Memmel e Harald Reiterer. "ZUI Konzepte für Navigation und Suche in komplexen Informationsräumen (ZUI Concepts for Navigating and Searching Complex Information Spaces)". i-com 6, n.º 1 (maio de 2007): 38–47. http://dx.doi.org/10.1524/icom.2007.6.1.38.

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Die Quantität, Dimensionalität und Multimedialität heutiger Informationsräume stellt bei der Suche, Exploration und Navigation große Anforderungen an die Gestaltung der Mensch-Computer Interaktion. Zoomable User Interfaces (ZUIs) bieten dabei neue Möglichkeiten für ein benutzergerechteres Design. Am Beispiel von ZUI Konzepten für die Navigation und Suche in digitalen Welten sollen neue Wege des Interaktionsdesigns aufgezeigt werden.
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Hornecker, Eva, e Friedrich W. Bruns. "Interaktion im Sensoric Garden – eine Design-Reflexion (Interaction in a Sensoric Garden – a Design Reflection)". i-com 4, n.º 1/2005 (1 de janeiro de 2005): 4–11. http://dx.doi.org/10.1524/icom.4.1.4.61685.

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ZusammenfassungAls Beispiel einer interaktiven Mixed Reality Umgebung beschreiben wir den „Sensoric Garden“, sieben während eines Bremer Festivals gezeigte Installationen. Da solche Ereignisse sich nicht in Bezug auf Benutzbarkeit oder Effektivität bewerten lassen, benötigen wir andere Kriterien, um die Attraktivität der Installationen für Besucher zu erklären. Kategorien und Konzepte aus dem Diskurs um Interaktionsdesign und Interaktivität erwiesen sich als hilfreich in einer Design-Reflexion dazu, was einige Stationen zu einem Erfolg werden ließ und weshalb andere nicht die an sie gesetzten Erwartungen erfüllten und wenig Aufmerksamkeit erhielten.
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Magerkurth, Carsten, e Richard Stenzel. "Rechnergestützte Brettspiele für die Erlebniswelten der Zukunft (Computer Augmented Tabletop Games for the Experience Worlds of the Future)". i-com 2, n.º 3/2003 (1 de março de 2003): 4–10. http://dx.doi.org/10.1524/icom.2.3.4.28230.

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ZusammenfassungIn diesem Beitrag wird STARS, eine Plattform zur Realisierung rechnergestützter Brettspiele, vorgestellt. Mit STARS lassen sich hybride Brettspielsysteme entwickeln, die die spielerische Interaktion zwischen Menschen durch den Einsatz von Informationstechnologie unterstützen. Neben der Beschreibung der Hard- und Softwarekomponenten sowie des Interaktionsdesigns werden exemplarisch realisierte Spiele vorgestellt und von ersten Erfahrungen mit der STARS-Plattform berichtet. Bei dem vorliegenden Artikel handelt es sich um eine aktualisierte und erweiterte Version des Beitrags auf der Mensch und Computer 2003-Tagung, der den ersten Platz im Wettbewerb um den Best-Paper-Award gewinnen konnte.
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Spießl, Wolfgang, Stefan Graf e Albrecht Schmidt. "Suchbasierte Interaktion mit FahrerinformationssystemenSearch-Based User Interfaces for In-Car Interaction". i-com 8, n.º 2 (agosto de 2009): 5–9. http://dx.doi.org/10.1524/icom.2009.0017.

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ZusammenfassungImmer neue Funktionsangebote und eine stark wachsende Menge an dynamischen Daten und Medien stellen zunehmend eine Herausforderung für das Interaktionsdesign bei heutigen Fahrerinformationssystemen dar. Klassische hierarchische und menübasierte Interaktion funktioniert nur bis zu einem bestimmten Grad, während neue suchbasierte Ansätze vielversprechend erscheinen. In diesem Beitrag werden unterschiedliche textbasierte Suchtechniken und Suchinterfaces untersucht. Wir widmen uns im Besonderen dem Vergleich einer freien Schlagwortsuche über alle verfügbaren Dateneinheiten mit einer kategorienbasierten Suche. In unseren Experimenten mit funktional implementierten Prototypen stellte sich heraus, dass eine freie Suchinteraktion effizienter und einfacher zu benutzen ist als über Kategorien eingeschränkte Daten zu suchen. Untersuchungen im Fahrsimulator haben vielversprechende Ergebnisse in Bezug auf Sicherheit und mentale Belastung gezeigt. Eine Möglichkeit zur alphanumerischen Eingabe erscheint als absolut notwendig, um eine sichere und effiziente Suchinteraktion im Fahrzeug anbieten zu können.
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Zachariassen, Zoe, Sune Buch-Sloth e Kenneth Hansen. "Demens og Virtual Reality – Et brugercentreret design". Tidsskriftet Læring og Medier (LOM) 12, n.º 20 (29 de março de 2019): 28. http://dx.doi.org/10.7146/lom.v11i20.109712.

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Tema. Artiklen sigter mod at skabe en række af designprincipper, der kan anvendes i fremtidig forskning i anvendelsen af VR til borgere med demens. Dette sker på baggrund af en række projekter i Rødovre kommune, som alle har bygget videre på samme VR-koncept til borgere med demens. Fokus. Med Design-Based Research som ramme fokuserer artiklen på metoder som brugercentreret design, brugertests og inddragelse af den praksis hvori teknologien skal anvendes. VR-konceptet tager derfor udgangspunkt i både plejepersonalet og borgerne med demens og inddrager dem, for at kunne skabe et praktisk anvendeligt koncept og design. Konklusion. På baggrund af den afsluttende afprøvning konkluderer artiklen at have fundet et praktisk anvendeligt interaktionsdesign, som i sig selv åbner op for anvendelse af VR-udstyr i en praksisnær kontekst. Disse består bl.a. af behovet for planlagte arbejdsgange, VR-briller med indbygget lyd og en ekstern skærmenhed til personalet.
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Raab, Felix. "Interaktionsdesign menschzentrierter Refactoring-Tools". Information - Wissenschaft & Praxis 63, n.º 5 (janeiro de 2012). http://dx.doi.org/10.1515/iwp-2012-0062.

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Stark, Annegret, Christoph Herrmann e Jürgen Kawalek. "Interaktionsdesign für einen dynamischen Restaurantführer". i-com 5, n.º 1/2006 (1 de janeiro de 2006). http://dx.doi.org/10.1524/icom.2006.5.1.75.

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Teses / dissertações sobre o assunto "Interaktionsdesigner"

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Mohamed, Ali, e Felix Kjäll. "Spindeln mellan teknik och människa : En studie om hur interaktionsdesigner beskriver sitt yrke". Thesis, Stockholms universitet, Pedagogiska institutionen, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-45253.

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In this bachelor thesis we have studied how interaction designers describe their profession. The research material is based on nine interviews with interaction designers. Questions cover areas such as interaction design tasks, what abilities they consider important, how they describe their relationship to the users, and cooperation with colleagues. We have analyzed the results using key terms such as habitus, field, and capital, as described by sociologist Pierre Bourdieu. The interviewees express humanistic views, and ask for more cooperation between interaction designers, as well as other people within the field of IT production. We suggest possible solutions, like design patterns, with the goal of sharing knowledge within the IT field.
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Michailoff, Julia. "En kvalitativ studie om vilka verktyg som medierar relationen mellan interaktionsdesigner och systemutvecklare under implementationsfasen". Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-151409.

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Syftet med denna kandidatuppsats var att undersöka vilka verktyg som medierar relationen mellan interaktionsdesigner och systemutvecklare under implementationsfasen av en produkt. Fyra interaktionsdesigners och fyra systemutvecklare har intervjuats, varav intervjuformen har varit semi-strukturerade. Svaren från intervjuerna analyserades sedan genom en tematisk analys, där fyra huvudteman och nio underteman togs fram. Analysen visade på att både muntliga och digitala verktyg används av deltagarna. Analysen visade även att de flesta deltagare var nöjda med verktygen men att det fanns vissa problem med några av de digitala verktygen. En annan del som analysen lyfte var hur verktyg ofta används som stöd för det mänskliga minnet. Dessa teman diskuterades sedan utifrån aktivitetsteorin, tidigare forskning och begrepp. Tidigare forskning stödde många av deltagarnas åsikter kring verktygen.
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Bergöö, Martin. "IDR "Interaktionsdesignad rädsla"". Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23137.

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This essay focuses on the possibilities and problems that come with having teleportation mixed with horror and fear and not having monsters in fear games. How it is to play a horror game without enemies and just being able as an Interactiondesigner to relay on the psychological feeling within the player, if the feeling is more than enough if the player him self get to fantasies and let their deepest fright feelings take over. Is there no difference if there are monsters/enemies or not. Is fright and fear already there before you encountering the enemies? These questions are answered as the paper also presents a game in the shape of a course that has been paralleled worked with. The world with the complete and finished game have bin done in the Hammer editor which the game HalfLife2 (VU games/Valve Software, 2004) is built on. The finished game is a result of several user tests from the prototype game and user questionnaires. Fear games are mainly built on humans’ psychological feelings, the imaginations and how one feel. Through strong usage and building upon these main factors to create fear I have worked from that perspective and investigated how I by best possible means, should do to create fear to fright players by not using enemies as main frightening objects. Focus has been on the narrative of both visual and auditive narration. I have also given an account of the advantage and disadvantages with working with the tool I have chosen, how it has affected my work and my result. The Result turned out to be even better than I had in mind and a positive attitude towards my game from all the test persons. They thought it was a good example that a horror game is not bound to have monsters in order to fright the player. I got a loot of good feedback, response and ideas of what I could improve and what was already good. Some wanted more light effects on the first part and others less sound in the last part. By listening to the test persons I started to create and shape the final version of the game. Everyone became scared and felt more or less frightened through all four parts of the game. I also got positive feedback on my theory from the test persons, that teleportation mixed with horror and fear is something that they could consider using more in games and that this was a good start in the right direction.
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Berger, Arne. "Prototypen im Interaktionsdesign". Doctoral thesis, Universitätsbibliothek Chemnitz, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-126344.

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Die Arbeit beschäftigt sich mit dem Entwerfen in Theorie und Praxis. Dabei werden die unterschiedlichen Entwurfstätigkeiten immer als eingebettet in ein Entwurfsgefüge verstanden, in dem verschiedene kooperative Disziplinen mit unterschiedlichen Bezügen, Artefakte für die zukünftige Verwendung entwerfen. Hier geht es speziell um das kooperative Entwerfen, das von mehr als einer Person bewerkstelligt wird. Das sind oft Ingenieur und Designer, etwa Architekt und Bauingenieur oder Produktdesigner und technischer Ingenieur oder im Interaktionsdesign Designer und Informatiker. Dabei wird in der vorliegenden Arbeit Design als eine Kooperationsdisziplin und zugleich als eine Kooperationsdisziplin im Wandel dargestellt und gezeigt, wie die Zusammenarbeit mit Prototypen als manifesten Anker- und Differenzpunkten, gewinnbringender gestaltet werden kann. Zunächst wird die Kooperation von Designer und Ingenieur zur Lösung komplexer Probleme im Allgemeinen betrachtet. Anschließend wird die entwurfspraktische Zusammenarbeit beider Berufsgruppen im Interaktionsdesign untersucht. Dabei wird vorgeschlagen, den Entwurf in Skizzen, Mock-Ups oder Prototypen als kommunikativen Bezugspunkt zu wählen. Die Dimensionen von Prototypen im Interaktionsdesign werden bestimmt und in einer Taxonomie zusammengeführt
Which material manifests a house? A sketch of the house? A car? A model of the car? Answering those questions is relatively simple because architecture and product design cultivate a rich and tangible tradition of prototyping and an adequate design theory. Which material manifests an interactive system? Is it the glas of the touch screen or is it the color of the buttons? Interaction design is an emerging discipline and its accompanying design theory is even more so in its early days. The dissertation contemplates questions of materiality in interaction design. What are interactive prototypes and how can they be sufficiently described? Which properties are inscribed and interpreted by designers, engineers, users and the environment alike? How can this knowledge be utilized for a meaningful transdisciplinary collaboration and equal participation in design processes? The book will start with the premise, that current research positions on prototypes in interaction design are based on hypotheses that are symmetrical in construction. Contemporary prototype research in interaction design focusses on either the artefact or the designer. The proposed research strives to combine those disjunct approaches on a metatheoretical level, via Somatic-Marker-Hypothesis from Neuroscience and Actor-Network-Theory from Philosophy of Technology. This serves as a declaration basis for the symmetric posture of current research and as a point of advancement for practice based research. A variety of empirical findings will be presented. The approach to an exhaustive working definition is building on four stages of analysis. First, this builds on the proposed theoretical framework as a structure for further analyses. In a second step, this framework was used to categorise existing dimensions of prototypes in literature. This extended literature review includes Fidelity Theories and what we call Inscription Theories as well as Form-Material Theories. In a third step, the thereby evolved categories were validated and advanced with content analysis of protocols of design processes between interaction designers and software engineers. In a final step the vocabulary was validated and advanced with of expert interviews
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Grundel, Markus. "Interaktionsdesign för kommersiella webbtjänster". Thesis, Umeå University, Department of Computing Science, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-34734.

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The company Microshop is interested in implementing new features in their product-website, and would like to examine the possibility and usefulness of introducing such functionality. When designing interaction for commercial websites, it is important to make the menus easy to use, and refrain from using deep hierarchies in order to avoid causing unnecessary burden for the users. There is an interest among users for adaptive functionality, but this requires great amounts of trust in the website from the user. Something which can be created by refraining from using implicit information, and provide detailed explanations throughout the website. A usability test was conducted in order to complement the data gathered from the theoretical study, the interviews and the expert evaluations. This test evaluated the interface design and the necessity of the proposed functionality. The test was carried out under controlled conditions, and was conducted as a series of user observations of the trial participants. Results showed that there is a need for adaptive functionality, but that the existing interface requires an update before additional functionality is introduced. Proposals on how this could be solved are presented as a number of design proposals which would address the problems, and propose a design for the new features. The usability test proved extremely capable of identifying errors that occurred when the participants corrected their previous actions. In addition, the users trust in the interface, and their previous computer experience contributed to interesting results.

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Tollén, Helena, e Robert Ronélius. "Digitalfeminism : ett designperspektiv för interaktionsdesign". Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-1037.

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För att designa interaktiva digitala system som tillfredsställer användarens behov applicerar interaktionsdesigners ett användarcentrerat perspektiv på sin design. Designers bör då beakta demografier så som kultur, ålder och genus för att lära känna slutanvändarna av systemet. Idag beaktas demografin genus i en betydligt mindre utsträckning än exempelvis kultur, vilket kan betyda att interaktiva digitala system som designas inte blir genusneutrala, dvs. att systemet ska tillfredsställa både feminina och maskulina individer i samma utsträckning. Syftet med den här studien är att undersöka hur praktiker hanterar genus genom hela designprocessen för interaktionsdesign. För att undersöka detta har en kvalitativ intervjustudie med inspiration av Grounded Theory utförts. Empirin ifrån intervjuerna har presenterats och analyserats med hjälp av kodning. Slutligen har resultatet diskuterats. Resultatet från studien pekar på att interaktionsdesigners inte alltid medvetet beaktar genus och att det inte anses behövas då designers redan upplever att den digitala världen är genusneutral. Diskussionen av resultatet tycks påvisa två faktorer som behövs för att designa ett genusneutralt system. Faktorerna som det argumenteras för är dels att ett feministiskt synsätt på design skapar goda möjligheter för att designa jämställda system. Dels är det av vikt att beakta genus som demografi i samma utsträckning som kultur för att öka möjligheterna att designen tillfredsställer såväl feminina som maskulina individers behov.
A user-centered perspective is often used by designers to be able to design interactive digital systems that attempt to meet users’ needs. The designers should take demographics such as culture, age and gender into consideration to get to know the end user of the system. Today, gender as a demographic area is considered in a lesser extent than for example culture. This indicates that systems are not designed to be gender neutral. The aim of this study is to examine how practitioners consider gender through the design process. To do this, a qualitative interview study inspired by Grounded Theory has been followed. The data from the interviews have been presented and also interpreted by coding. The discussion of the results tend to show two factors that are needed to be able to design a system that meets the needs of both feminine and masculine individuals equally. The factors argued for are that a feminist approach on design could enable a possibility to design a more equal system. Also, designers should take gender into greater consideration while designing systems so that the systems in fact meet the needs of both feminine and masculine users equally.
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Lundström, Malin. "Interaktionsdesigners upplevelse av utvecklares empati för design". Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-107410.

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Empati mellan interaktionsdesigners och utvecklare är viktigt för att samarbetet ska fungera och för att parterna ska kunna kommunicera med varandra. Detta tillsammans med förmågan att se situationer ur varandras perspektiv är något som påverkar samarbetet avsevärt. Empati bygger på förståelse, förstår man andra personers perspektiv kan man också känna empati för andra personers prioriteringar och ta hänsyn till dessa. Det är också av stor vikt att interaktionsdesigners och utvecklare har en gemensam bild av situationen och de projekt de arbetar med. En förstudie som genomfördes under hösten 2013 visade att interaktionsdesigners upplevde att utvecklare inte känner empati för deras arbete vilket de upplevde har skapat problem i samarbetet. För att få en djupare förståelse för detta genomfördes en fenomenologisk studie där nio interaktionsdesigners intervjuades. Resultatet visade att interaktionsdesigners upplevde att utvecklare ibland ändrar i en design utan att diskutera detta med dem vilket gör att syftet med designen kan falla bort och i vissa fall känner interaktionsdesigners inte igen sin design i den färdiga produkten. De upplevde även att utvecklare ser på design som något onödigt eller lyxigt som inte behövs för att ta fram bra produkter. Utvecklingen har istället varit det som ses som viktigt och prioriterats i projekten. Interaktionsdesigners har även upplevt denna bristande förståelse på organisatorisk nivå, exempelvis när kunder inte köpt deras tjänster fram tills att produkten är färdig. Därför har det inte funnits möjlighet till avstämning mellan interaktionsdesigner och utvecklare under tiden utvecklare implementerar designen. Missförstånd har då uppstått och produkten har inte nått sin fulla potential. Vissa anser att en stor del av problemet grundar sig i detta, att utvecklare inte i sitt arbete uppmuntras diskutera designen eller följa upp implementationen med den som skapat designen.
Empathy between interaction designers and developers is important in order for the collaboration to work and for them to be able to communicate with each other. This, as well as the ability to see situations from other persons perspective, is something that affects collaboration significantly. Empathy builds on understanding, if one understands other persons perspective one can also feel empathy for other persons priorities and take these in to consideration. It is also of great importance that interaction designers and developers have a common picture over the situation and the projekts they are working with. A pre study was carried out in the fall of 2013 and showed that interaction designers felt that developers does not have empathy for their work, which they experienced has created collaboration problems between them. In order to create a deeper understanding for this, a phenomenological study was carried out where nine interaction designers were interviewed. The result showed that interaction designers felt that developers sometimes changes a design without discussing it with them, which can lead to deviations from the purpose of the design and in some cases the designers does not recognize their design in the developed product. The interaction designers also felt that developers think design is something unnecessary or luxury that is not needed in order to create successful products. The development is instead seen as what is important and what is prioritized in the projects. Interaction designers have also experienced this lack of understanding at an organizational level, for example when customers have not bought their service all the way, until the product is done and ready for release. Because of this there has not been possible for the interaction designers and the developers to talk to each other during the development process. Misunderstandings have then occured and the product has not lived up to its full potential. Some believe that a big part of the problem originates from this, that developers in their work is not encouraged to discuss the design with the interaction designer that created it.
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Pettersson, Alexander. "Let's Walk, (interaktionsdesign) från början till slut". Thesis, Umeå universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-52936.

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Many interactive products constructed today is not produced towards a specific targetaudience and how they will interact with the product. This master's thesis follows the designprocess in the development of the Let's Walk webapplication. In the designprocess has users of the webapplikation been identified, prototypes developed and an interactive version has been evaluated. The Let's Walk webapplication is a fully working system used to administrate Let's Walk, an exercise competition between companies. Experts and users have been involved to evaluate the Let's walk high-fidelity webapplication prototype. The result of the evaluation shows that involving users and experts in the designprocess is very important when finding usabilityproblems in an interface. It has lead to comments of how to develop future versions of the Let's Walk system.
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Nyberg, Hampus. "Interaktionsdesign för SVT-Nyheter : Design av en nyhetsapplikation". Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30465.

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The aim of this report is to convey the parts of the process of interaction design for a re-design of a news application. I have been part of the team assembled by SVT-interactive with the goal to create a new Android and iOS application due to a perceived sub-par experience on their current applications. This report will elaborate on the user studies and theories that has been undertaken in order to achieve a usable experience for the applications users. The goals and attributes of the project has been set by the development group themselves in collaboration and with regards to the stakeholders, both internal at SVT and external.
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Zaar, Oskar. "Interaktionsdesign och UX under utvecklingen av ett pressinfosystem". Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-27719.

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Jag har arbetat med framtagningen av ett nytt pressinfosystem till SVT. Framförallt har jag undersökt hur man kan gå till väga när man arbetar arbetarcentrerat med interaktionsdesign. Processen har gått igenom flera steg, från att identifiera användargrupper och följa deras väg över webbplatsen till att identifiera nyckelfunktioner och kritiska sidor. Därefter har en design för sidan tagits fram, testats och delvis implementerats. Processen har gjort att jag har fått en tydligare bild av några best practices och testmetoder samt en fördjupad förståelse för hur arbetet med att ta fram interaktiva produkter kan se ut.
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Mais fontes

Livros sobre o assunto "Interaktionsdesigner"

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Dorau, Rainer. Emotionales Interaktionsdesign. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-03101-4.

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Emotionales Interaktionsdesign: Gesten und Mimik interaktiver Systeme : XA-NL. Berlin [u.a.]: Springer, 2011.

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Herczeg, Michael. Interaktionsdesign: Gestaltung interaktiver und multimedialer Systeme (Interaktive Medien) (German Edition). Oldenbourg Wissenschaftsverlag, 2006.

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Capítulos de livros sobre o assunto "Interaktionsdesigner"

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Moser, Christian. "Interaktionsdesign". In User Experience Design, 121–70. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-13363-3_7.

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Dorau, Rainer. "Gesten in der Mensch- System-Interaktion". In Emotionales Interaktionsdesign, 14–53. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-03101-4_1.

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Dorau, Rainer. "Gerätegestützte Interaktion". In Emotionales Interaktionsdesign, 54–101. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-03101-4_2.

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Dorau, Rainer. "Prinzipien der Gestensteuerung". In Emotionales Interaktionsdesign, 102–33. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-03101-4_3.

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Dorau, Rainer. "Typische Multitouch- Anwendungen". In Emotionales Interaktionsdesign, 134–67. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-03101-4_4.

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Dorau, Rainer. "Komposition von Gesten". In Emotionales Interaktionsdesign, 168–211. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-03101-4_5.

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Dorau, Rainer. "Visualisierung der Mensch- System-Interaktion". In Emotionales Interaktionsdesign, 212–55. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-03101-4_6.

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Schmidt, Albrecht, Tom Gross e Oliver Frick. "WAP — Interaktionsdesign und Benutzbarkeit". In Berichte des German Chapter of the ACM, 413–14. Wiesbaden: Vieweg+Teubner Verlag, 2001. http://dx.doi.org/10.1007/978-3-322-80108-1_53.

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Quirmbach, Sonja Monika. "Interaktionsdesign und Informationsvisualisierung in Suchmaschinen". In Suchmaschinen, 67–79. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-20778-5_7.

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"1 Einleitung". In Interaktionsdesign, 1–9. Oldenbourg Wissenschaftsverlag, 2006. http://dx.doi.org/10.1524/9783486594942.1.

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