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商品描述
“Bottlenecks’ is a tight and eminently actionable read for business leaders in startups and enterprises alike. Evans gives us a rich sense of key psychological processes and even richer examples of them in action.” - Nir Eyal, Author of Hooked: How to Build Habit-Forming Products
“Clients frequently ask our UX researchers and designers for deeper truths about why certain designs work and others fail. Bottlenecks offers practical explanations and evidence based on the idea that human cognition did not begin with the digital age.” - John Dirks, UX Director and Partner, Blink UX
“Bottlenecks brings together two very important aspects of user experience design: understanding users and translating this into business impact. A must-read for anyone who wants to learn both.” - Josh Lamar, Sr. UX Lead, Microsoft Outlook
Learn the psychological constrictions of attention, perception, memory, disposition, motivation, and social influence that will determine whether customers will be receptive to your digital innovations.
Bottlenecks: Aligning UX Design with User Psychology fills a need for entrepreneurs, designers, and marketing professionals in the application of foundational psychology to user-experience design. The first generation of books on the topic focused on web pages and cognitive psychology. This book covers apps, social media, in-car infotainment, and multiplayer video games, and it explores the crucial roles played by behaviorism, development, personality, and social psychology. Author David Evans is an experimental psychology Ph.D. and senior manager of consumer research at Microsoft who recounts high-stakes case studies in which behavioral theory aligned digital designs with the bottlenecks in human nature to the benefit of users and businesses alike.
Innovators in design and students of psychology will learn:
- The psychological processes determining users’ perception of, engagement with, and recommendation of digital innovations
- Examples of interfaces before and after simple psychological alignments that vastly enhanced their effectiveness
- Strategies for marketing and product development in an age of social media and behavioral targeting
- Hypotheses for research that both academics and enterprises can perform to better meet users’ needs
What You'll Learn
- The psychological processes determining users’ perception of, engagement with, and recommendation of digital innovations
- Examples of interfaces before and after simple psychological alignments that vastly enhanced their effectiveness
- Strategies for marketing and product development in an age of social media and behavioral targeting
- Hypotheses for research that both academics and enterprises can perform to better meet users’ needs
Who This Book Is For
Designers and entrepreneurs will use this book to give their innovations an edge on what are increasingly competitive platforms such as apps, bots, in-car apps, augmented reality content). Usability researchers and market researchers will leverage it to enhance their consulting and reporting. Students and lecturers in psychology departments will want it to help land employment in the private sector.
商品描述(中文翻譯)
「瓶頸」是一本緊湊且極具可行性的讀物,適合初創企業和大型企業的商業領導者。埃文斯(Evans)讓我們深入了解關鍵的心理過程,並提供了更豐富的實例來展示這些過程的運作。」 - 尼爾·艾亞爾(Nir Eyal),Hooked: How to Build Habit-Forming Products 的作者
「客戶經常向我們的用戶體驗(UX)研究人員和設計師詢問為什麼某些設計有效而其他設計失敗的更深層次真相。瓶頸 提供了基於人類認知並未隨著數位時代開始的觀點的實用解釋和證據。」 - 約翰·迪克斯(John Dirks),Blink UX 的 UX 總監及合夥人
「瓶頸 將用戶體驗設計的兩個非常重要的方面結合在一起:理解用戶並將其轉化為商業影響。對於任何想要學習這兩者的人來說,這是一本必讀之作。」 - 喬希·拉馬爾(Josh Lamar),微軟 Outlook 的高級 UX 負責人
了解注意力、知覺、記憶、性格、動機和社會影響的心理限制,這些將決定客戶是否會對您的數位創新持開放態度。
瓶頸:將 UX 設計與用戶心理對齊 滿足了企業家、設計師和行銷專業人士在用戶體驗設計中應用基礎心理學的需求。這一主題的第一代書籍專注於網頁和認知心理學。本書涵蓋了應用程式、社交媒體、車載資訊娛樂系統和多人視頻遊戲,並探討了行為主義、發展、個性和社會心理學所扮演的關鍵角色。作者大衛·埃文斯(David Evans)是一位實驗心理學博士,並擔任微軟消費者研究的高級經理,他講述了高風險案例研究,這些案例中行為理論將數位設計與人性中的瓶頸對齊,從而使用戶和企業雙方受益。
設計創新者和心理學學生將學到:
- 決定用戶對數位創新的知覺、參與和推薦的心理過程
- 在簡單的心理對齊之前和之後的介面示例,這些對齊大幅提升了其有效性
- 在社交媒體和行為定位時代的行銷和產品開發策略
- 學術界和企業可以進行的研究假設,以更好地滿足用戶需求
您將學到的內容:
- 決定用戶對數位創新的知覺、參與和推薦的心理過程
- 在簡單的心理對齊之前和之後的介面示例,這些對齊大幅提升了其有效性
- 在社交媒體和行為定位時代的行銷和產品開發策略
- 學術界和企業可以進行的研究假設,以更好地滿足用戶需求
本書適合誰閱讀:
設計師和企業家將利用本書為他們的創新在應用程式、機器人、車載應用程式、擴增實境內容等日益競爭的平台上提供優勢。可用性研究人員和市場研究人員將利用它來增強他們的諮詢和報告。心理學系的學生和講師將希望擁有這本書,以幫助他們在私營部門找到工作。