Heute reicht Funktionalität nicht mehr aus, um die Benutzer von Internet- oder Desktop-Applikationen zu begeistern. Das Benutzererlebnis wird immer stärker zum Schlüsselfaktor um ein Produkt im Markt zu differenzieren. Eine gute User Experience entsteht jedoch nicht durch Zufall. Sie ist das Ergebnis aus einer gründlichen Benutzeranalyse, einem guten Verständnis für das Business und einem starken Designprozess. Erst wenn alle Teile des Puzzles perfekt zueinander passen, entsteht ein Produkt, das den Benutzer begeistert. Das Buch bietet dem Leser einen kompakten Einstieg und führt ihn durch den ganzen Designprozess von der Businessanalyse bis zur Produkteinführung. Auf vielen Doppelseiten werden relevante Methoden einfach und verständlich erklärt. Das Buch bietet dem Leser durch seine sorgfältige Gestaltung und die innovative Navigation ein ganz besonderes Erlebnis.
Search is not just a box and ten blue links. Search is a journey: an exploration where what we encounter along the way changes what we seek. But in order to guide people along this journey, designers must understand both the art and science of search.In Designing the Search Experience, authors Tony Russell-Rose and Tyler Tate weave together the theories of information seeking with the practice of user interface design. Understand how people search, and how the concepts of information seeking, information foraging, and sensemaking underpin the search process Apply the principles of user-centered design to the search box, search results, faceted navigation, mobile interfaces, social search, and much more Design the cross-channel search experiences of tomorrow that span desktop, tablet, mobile, and other devices
Software test automation h Product Description Software test automation has moved beyond a luxury to become a necessity. Applications and systems have grown ever larger and more complex, and manual testing simply cannot keep up. As technology changes, and more organizations move into agile development, testing must adapt-and quickly. Test automation is essential, but poor automation is wasteful-how do you know where your efforts will take you? Authors Dorothy Graham and Mark Fewster wrote the field´s seminal text, Software Test Automation, which has guided many organizations toward success. Now, in Experiences of Test Automation, they reveal test automation at work in a wide spectrum of organizations and projects, from complex government systems to medical devices, SAP business process development to Android mobile apps and cloud migrations. This book addresses both management and technical issues, describing failures and successes, brilliant ideas and disastrous decisions and, above all, offers specific lessons you can use. Coverage includes Test automation in agile development How management support can make or break successful automation The importance of a good testware architecture and abstraction levels Measuring benefits and Return on Investment (ROI) Management issues, including skills, planning, scope, and expectations Model-Based Testing (MBT), monkey testing, and exploratory test automation The importance of standards, communication, documentation, and flexibility in enterprise-wide automation Automating support activities Which tests to automate, and what not to automate Hidden costs of automation: maintenance and failure analysis The right objectives for test automation: why ´´finding bugs´´ may not be a good objective Highlights, consisting of lessons learned, good points, and helpful tips Experiences of Test Automation will be invaluable to everyone considering, implementing, using, or managing test automation. Testers, analysts, developers, automators and automation architects, test managers, project managers, QA professionals, and technical directors will all benefit from reading this book. Foreword xxix Preface xxxi Reflections on the Case Studies (by Dorothy Graham and Mark Fewster ) 1 A Management Issues 2 B Technical Issues 8 C Conclusion 16 Chapter 1: An Agile Team´s Test Automation Journey: The First Year (by Lisa Crispin) 17 1.1 Background for the Case Study 18 1.2 Whole Team Commitment 19 1.3 Setting Up the Automation Strategy 20 1.4 Applying Acceptance Test-Driven Development (ATDD) to Test behind the GUI Using FitNesse 24 1.5 Use an Incremental Approach 26 1.6 The Right Metrics 27 1.7 Celebrate Successes 28 1.8 Incorporate Engineering Sprints 28 1.9 Team Success 29 1.10 Continuous Improvement 31 1.11 Conclusion 32 Chapter 2: The Ultimate Database Automation (by Henri van de Scheur) 33 2.1 Background for the Case Study 33 2.2 Software under Test 35 2.3 Objectives for Test Automation 36 2.4 Developing Our Inhouse Test Tool 37 2.5 Our Results 40 2.6 Managing Our Automated Tests 40 2.7 Test Suites and Types 41 2.8 Today´s Situation 43 2.9 Pitfalls Encountered and Lessons Learned (the Hard Way) 43 2.10 How We Applied Advice from the Test Automation Book 45 2.11 Conclusion 47 2.12 Acknowledgments 48 Chapter 3: Moving to the Cloud: The Evolution of TiP, Continuous Regression Testing in Production (by Ken Johnston and Felix Deschamps) 49 3.1 Background for the Case Study 50 3.2 Moving Our Testing into the Cloud 52 3.3 How We Implemented TiP 55 3.4 Sample of Monthly Service Review Scorecards 58 3.5 Exchange TiP v2-Migrating TiP to the Windows Azure Cloud 62 3.6 What We Learned 63 3.7 Conclusion 67 3.8 Acknowledgments 67 Chapter 4: The Automator Becomes the Automated (by Bo Roop) 69 4.1 Background for the Case Study: My First Job 69 4.2 My Great Idea . . . 72 4.3 A Breakthrough 74 4.4 Conclusion 80 Chapter 5: Autobiography of an Automator: From Mainframe to Framework Automation (by John Kent) 83 5.1 Background for the Case Study 84 5.2 A Mainframe Green-Screen Automation Project 88 5.3 Difference between Mainframe and Script-Based Tools 89 5.4 Using the New Script-Based Tools 91 5.5 Automating Tests for IBM Maximo 97 5.6 Conclusion 102 5.7 Additional Reading 103 Chapter 6: Project 1: Failure!, Project 2: Success! (by Ane Clausen) 105 6.1 Background for the Case Study 105 6.2 Project 1: Failure! 107 6.3 Project 2: Success! 109 6.4 The Next Time Period: Testing for Real 118 6.5 Conclusion 127 Chapter
Observing the User Experience: A Practitioner´s Guide to User Research aims to bridge the gap between what digital companies think they know about their users and the actual user experience. Individuals engaged in digital product and service development often fail to conduct user research. The book presents concepts and techniques to provide an understanding of how people experience products and services. The techniques are drawn from the worlds of human-computer interaction, marketing, and social sciences. The book is organized into three parts. Part I discusses the benefits of end-user research and the ways it fits into the development of useful, desirable, and successful products. Part II presents techniques for understanding people´s needs, desires, and abilities. Part III explains the communication and application of research results. It suggests ways to sell companies and explains how user-centered design can make companies more efficient and profitable. This book is meant for people involved with their products´ user experience, including program managers, designers, marketing managers, information architects, programmers, consultants, and investors. Explains how to create usable products that are still original, creative, and unique A valuable resource for designers, developers, project managers - anyone in a position where their work comes in direct contact with the end user Provides a real-world perspective on research and provides advice about how user research can be done cheaply, quickly and how results can be presented persuasively Gives readers the tools and confidence to perform user research on their own designs and tune their software user experience to the unique needs of their product and its users Observing the User Experience: A Practitioner´s Guide to User Research aims to bridge the gap between what digital companies think they know about their users and the actual user experience. Individuals engaged in digital product and service development often fail to conduct user research. The book presents concepts and techniques to provide an understanding of how people experience products and services. The techniques are drawn from the worlds of human-computer interaction, marketing, and social sciences. The book is organized into three parts. Part I discusses the benefits of end-user research and the ways it fits into the development of useful, desirable, and successful products. Part II presents techniques for understanding people´s needs, desires, and abilities. Part III explains the communication and application of research results. It suggests ways to sell companies and explains how user-centered design can make companies more efficient and profitable. This book is meant for people involved with their products´ user experience, including program managers, designers, marketing managers, information architects, programmers, consultants, and investors. Explains how to create usable products that are still original, creative, and unique A valuable resource for designers, developers, project managers - anyone in a position where their work comes in direct contact with the end user Provides a real-world perspective on research and provides advice about how user research can be done cheaply, quickly and how results can be presented persuasively Gives readers the tools and confidence to perform user research on their own designs and tune their software user experience to the unique needs of their product and its users
This book constitutes the refereed proceedings of the 14th International Conference on Information Security Practice and Experience, ISPEC 2018, held in Tokyo, Japan, in September 2018. The 39 papers presented in this volume were carefully reviewed and selected from 73 submissions. They were organized in topical sections named: system security; public key cryptography; searchable and functional encryption; post-quantum signature schemas; security protocols; network security; authentication; side-channel attacks; security for cyber-physical systems; security in mobile environment; secure computation and data privacy; and cryptographic protocols.
Practical Web Analytics for User Experience teaches you how to use web analytics to help answer the complicated questions UX professionals are faced with. Within this book you´ll find a quantitative approach for measuring a website´s effectiveness and the methods for posing and answering specific questions about how users use a website. The book is organized according to the concerns UX practitioners face: analyzing how users move through a website, measuring the effectiveness of design changes, gathering information about users´ information needs from what they search for, supporting usability testing findings and so on. This is the must-have resource you need to empower you to start capitalizing on web analytics and analyze websites effectively.
Eye Tracking for User Experience Design explores the many applications of eye tracking to better understand how users view and interact with technology. Ten leading experts in eye tracking discuss how they have taken advantage of this new technology to understand, design, and evaluate user experience. Real-world stories are included from these experts who have used eye tracking during the design and development of products ranging from information websites to immersive games. They also explore recent advances in the technology which tracks how users interact with mobile devices, large-screen displays and video game consoles. Methods for combining eye tracking with other research techniques for a more holistic understanding of the user experience are discussed. This is an invaluable resource to those who want to learn how eye tracking can be used to better understand and design for their users. Includes highly relevant examples and information for those who perform user research and design interactive experiences Written by numerous experts in user experience and eye tracking. Highly relevant to anyone interested in eye tracking & UX design Features contemporary eye tracking research emphasizing the latest uses of eye tracking technology in the user experience industry.
Das Buch ermöglicht Designern, Projektleitern und Informatikern die interaktiven Eigenschaften und das Interface analoger und digitaler Produkte besser zu analysieren und strategisch zu planen. Es hilft ihnen, erfolgreiche Projekt- und Adressaten-spezifische Interface-Konzepte für Produkte und Dienstleistungen zu gestalten. Die Bedeutung und die Zusammenhänge von Interaktion und der Gestaltung von Interfaces und die Grundlagen für Konzeption und Gestaltung visueller Systeme und interaktiver Dienstleistungen werden dabei ausführlich erläutert. Es wird beschrieben, wie man Nutzerbedürfnisse und Bedienqualität durch Usability-Testverfahren und Evaluierungsstrategien ermitteln kann, aber auch, wie neben einer Usability ebenso das Erleben am Produkt und die Freude beim Benutzen (Joy of Use) als User Experience Design bzw. als Servicedesign umgesetzt werden kann. Wissenschaftliche Ergebnisse und Analysen übersetzt der Autor in direkt anwendbare medienspezifische Gestaltungsmethodiken und beschreibt geeignete Gestaltungskonzepte, Styleguides und Produktionsabläufe. Anhand zahlreicher Beispiele wird aufgezeigt, dass ein Interface Bedeutungsträger ist, mit dem u.a. auch das Image eines Produktes gestaltet wird, und es somit Bestandteil der Corporate Identity ist. Weiteres zum Thema finden Sie hier: www.designismakingsense.de
Designing User Experience presents a comprehensive introduction to the practical issue of creating interactive systems, services and products from a human-centred perspective. It develops the principles and methods of human-computer interaction (HCI) and Interaction Design (ID) to deal with the design of twenty-first-century computing and the demands for improved user experience (UX). It brings together the key theoretical foundations of human experiences when people interact with and through technologies. It explores UX in a wide variety of environments and contexts.
KEY SELLING POINTS Practical hands-on guide Based on real-life experiences Lots of examples to illuminate core concepts AUDIENCE Readers should be comfortable programming with a higher-level language such as Java or C#, and reading Scala code. No prior experience with Play framework of reactive applications is required.