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Brugergrænsefladedesign og brugervenlighed

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  • af Dushyant Kanungo
    362,95 - 367,95 kr.

  • af David Gerhard & Wil J. Norton
    1.709,95 kr.

    Virtual Reality Usability Design provides readers with an understanding of the techniques and technologies required to design engaging and effective VR applications.Full of real-world examples, this book is an indispensable guide for any practicing VR developer interested in making efficient and effective interfaces.

  • af R. Ravi, Klaus Jansen, Leslie Ann Goldberg & mfl.
    592,95 - 608,95 kr.

    This book constitutes the joint refereed proceedings of the 14th International Workshop on Approximation Algorithms for Combinatorial Optimization Problems, APPROX 2011, and the 15th International Workshop on Randomization and Computation, RANDOM 2011, held in Princeton, New Jersey, USA, in August 2011. The volume presents 29 revised full papers of the APPROX 2011 workshop, selected from 66 submissions, and 29 revised full papers of the RANDOM 2011 workshop, selected from 64 submissions. They were carefully reviewed and selected for inclusion in the book. In addition two abstracts of invited talks are included.APPROX focuses on algorithmic and complexity issues surrounding the development of efficient approximate solutions to computationally difficult problems. RANDOM is concerned with applications of randomness to computational and combinatorial problems.

  • af Raghavendran
    162,95 kr.

  • af Orit Shaer, Brygg Ullmer & Ali Mazalek
    1.007,95 - 1.632,95 kr.

  • af Jeppe Schaumburg Jensen
    467,95 kr.

  • af Joanne Griffin
    272,95 kr.

  • af Jeff Sauro
    762,95 kr.

    Benchmarking the User Experience is a practical book about how to measure the user experience of websites, software, mobile apps, products, or just about anything people use. This book is for UX researchers, designers, product owners, or anyone who has a vested interest in improving the experience of websites and products. In this book, Jeff uses practical examples to illustrate what benchmarking is and how you can use this technique to measure users' experiences. Jeff uses many examples of actual studies conducted by MeasuringU to give the reader constructive information that will help formulate and/or understand your benchmarking studies, which ultimately helps you understand your audience and customers.

  • af Dr Suhas Rokde
    147,95 kr.

  • af Gnu Screen Team
    237,95 kr.

  • af Paul Teale
    477,95 kr.

    Build a complete game from start to finish using Flutter and Flame while getting acquainted with each building block in game design along the wayKey Features:Begin your Flutter game development journey with step-by-step instructions and best practicesUnderstand the Flame game engine and its essential elements for making games, sprite animation, tilemaps, and audioBuild enjoyable games with Flutter that can be played across different platformsBook Description:With its powerful tools and quick implementation capabilities, Flutter provides a new way to build scalable cross-platform apps. In this book, you'll learn how to build on your knowledge and use Flutter as the foundation for creating games.This game development book takes a hands-on approach to building a complete game from scratch. You'll see how to get started with the Flame library and build a simple animated example to test Flame. You'll then discover how to organize and load images and audio in your Flutter game. As you advance, you'll gain insights into the game loop and set it up for fast and efficient processing. The book also guides you in using Tiled to create maps, add sprites to the maps that the player can interact with, and see how to use tilemap collision to create paths for a player to walk on. Finally, you'll learn how to make enemies more intelligent with artificial intelligence (AI).By the end of the book, you'll have gained the confidence to build fun multiplatform games with Flutter.What You Will Learn:Discover the Flame engine and how to use it in game programming in FlutterOrganize the graphics and sounds used in your gameAnimate a sprite in your games and detect when the player collides with tilesRun the game as a web page and desktop appExpand our player control with key navigationBuild your first game and make your enemies more intelligent with AI for gamesWho this book is for:If you are a Flutter developer looking to apply your Flutter programming skills to games development, this book is for you. Basic knowledge of Dart will assist with understanding the concepts covered.

  • af Stephanie Stimac
    443,95 kr.

    Design for Developers lays out everything you need to deliver great UX, intuitive UIs, and beautiful front-ends. You will appreciate the developer-centric perspective demonstrated through real-world websites. This book covers every part of the design process, including user research and user experience design. You will get useful techniques for visual design elements of colour, typography, and layout and learn how the components of design and UX fit together in practice. About the reader For web developers familiar with HTML, CSS, and JavaScript basics.

  • af Mark Wells
    237,95 kr.

    . Einführung für Designer*innen und Kreative in die Gestaltung digitaler Interfaces. UX und UI sind die wichtigsten Design-Aspekte heutzutage. Deckt alle Skills und Prozesse ab, die für eine erfolgreiche interaktive Umgebung wichtig sind. Mit Praxisbeispielen aus aller Welt, von e-commerce bis Kunst

  • af Adam Thomas, Keir Thomas, Jaime Sicam, mfl.
    344,95 kr.

    Beginning Ubuntu Linux, Fourth Edition is the update to the bestselling book on Ubuntu, today’s hottest Linux distribution. Targeting newcomers to Linux and to the Ubuntu distribution alike, readers are presented with an introduction to the world of Linux and open source community, followed by a detailed overview of Ubuntu’s installation and configuration process. From there readers learn how to wield total control over their newly installed operating system, and are guided through common tasks such as writing documents, listening to audio CDs and MP3s, watching movies, using VoIP and chat, and of course general system maintenance matters. Additionally, there’s a series of comprehensive tutorials on Linux internals and the command–line prompt—essential for any Linux user—and the book includes special sections on optimization, security, and system maintenance.The book comes with a DVD containing the complete Ubuntu Linux distribution. All you need to do is insert the DVD and follow the instructions in the book to install this distribution. The ultimate guide to Ubuntu, the hottest Linux distribution on the planet. Forgoes introductions to esoteric Linux topics so commonly found in other books and instead focuses on everyday tasks for everyday users: printer and file sharing configuration, office document management, and listening to MP3s and watching movies among them.

  • af Arne Scheuermann
    372,95 kr.

    Auf welche Art wirkt und überzeugt Design? Was wissen GestalterInnen von den Regeln, die sie, teilweise unbewusst, anwenden? Die zeitgenössische Designforschung entwickelt zunehmend ein Interesse an den rhetorischenMechanismen der Design-Praxis. Der vorliegende Sammelband stelltdie klassische Kommunikationslehre der Rhetorik als eine neue und umfassende Metatheorie des Designs vor. Sie betrifftprinzipiell alle Bereiche heutigen Designs ¿ vom Grafik-Design über die Architektur bis zur Interfacegestaltung. "Design als Rhetorik" führt drei Bereiche zusammen: Das Buch stellt die historisch relevanten Texte vor und bildet als Positionsbestimmung die kontroverse zeitgenössische Diskussion ab. Zudem versammelt es in Fallstudien Beiträge zu den wichtigsten Forschungsfeldern wie etwa ¿Interaktive Rhetorik", ¿Rhetorik Design und Gender", ¿Rhetorik des World Wide Web".

  • af Daniel P. O. Wiedemann
    612,95 kr.

    This book is the publication of my PhD dissertation and is written in the corresponding style. The included research provides explorations and investigative reflections on Rollenwahrnehmung (a newly coined phrase meaning role perception/fulfillment), Perspective and Space through Virtual Reality (VR) game interfaces.A number of important topics will be addressed, like the creation of new experiences in the context of VR, the extension and new development of various interaction paradigms, various User Experience (UX) aspects and user guidance in a sophisticated new medium.Placed in the field of design practice, this research focuses on the creation of digital gaming artifacts, while extrapolating insights and guidelines concerning VR interfaces. Hence, this practice-based research is derived from a portfolio of specifically developed interactive artifacts, following the methodological approach of Constructive Design Research. These include the VR related games Nicely Dicely, LizzE - And the Light of Dreams and Gooze. They were used for various Lab experiments and Showroom presentations, while continually being refined throughout an iterative process.Nicely Dicely is an abstract game based on physics. In Local Multiplayer, up to four players are able to compete or collaborate. It is not a VR game per se, but features both, Monoscopic and 3D Stereoscopic Vision modes, which were tested in an experiment on their effect on Player Immersion.LizzE - And the Light of Dreams is a Singleplayer 3rd Person Hack and Slay game based in a fantasy universe. In an experiment, the game was used to primarily investigate in which ways 3rd Person VR games can work for a broad audience, regarding camera behavior.Gooze is a 1st Person VR puzzle game, taking place in a realistic horror environment with supernatural aspects. It was designed with diverse VR interaction technologies in mind and offers users different options to play the game, depending on available hardware and preferences. The Locomotion and Virtual Object Interaction mechanics were tested in an experiment regarding their UX.In summary, this book illustrates various game, interface and VR designs, informing the emerging field of VR game development of the relationship between UX, interfaces and gameplay. Furthermore, guidelines for designing and developing specific aspects of VR games were identified and each single artifact can be used as a design and development precedent for practice and academia.

  • af Jose Mira & Juan V. Sanchez-Andres
    1.149,95 kr.

    This book constitutes, together with its compagnion LNCS 1607, the refereed proceedings of the International Work-Conference on Artificial and Natural Neural Networks, IWANN'99, held in Alicante, Spain in June 1999.The 89 revised papers presented were carefully reviewed and selected for inclusion in the book. This volume is devoted to foundational issues of neural computation and tools for neural modeling. The papers are organized in parts on neural modeling: biophysical and structural models; plasticity phenomena: maturing, learning, and memory; and artificial intelligence and cognitive neuroscience.

  • af Jose Mira & Juan V. Sanchez-Andres
    1.153,95 kr.

    This book constitutes, together with its compagnion LNCS 1606, the refereed proceedings of the International Work-Conference on Artificial and Neural Networks, IWANN'99, held in Alicante, Spain in June 1999.The 91 revised papers presented were carefully reviewed and selected for inclusion in the book. This volume is devoted to applications of biologically inspired artificial neural networks in various engineering disciplines. The papers are organized in parts on artificial neural nets simulation and implementation, image processing, and engineering applications.

  • af Emilio Corchado, Héctor Quintián, Hujun Yin & mfl.
    592,95 kr.

    This book constitutes the refereed proceedings of the 15th International Conference on Intelligent Data Engineering and Automated Learning, IDEAL 2014, held in Salamanca, Spain, in September 2014.The 60 revised full papers presented were carefully reviewed and selected from about 120 submissions. These papers provided a valuable collection of recent research outcomes in data engineering and automated learning, from methodologies, frameworks, and techniques to applications. In addition the conference provided a good sample of current topics from methodologies, frameworks, and techniques to applications and case studies. The techniques include computational intelligence, big data analytics, social media techniques, multi-objective optimization, regression, classification, clustering, biological data processing, text processing, and image/video analysis.

  • af Heiko Hamann, Thomas Stützle, Marco Dorigo, mfl.
    454,95 - 1.126,95 kr.

  • af Zbigniew Suraj, Guoyin Wang, Jingtao Yao & mfl.
    613,95 kr.

    This book constitutes the refereed proceedings of the 6th International Conference on Rough Sets and Knowledge Technology, RSKT 2011, held in Banff, Canada, in September 2011.The 89 revised full papers presented together with 3 keynote lectures and 1 invited tutorial session were carefully reviewed and selected from 229 submissions. The papers are organized in topical sections on attribute reduction and feature selection, generalized rough set models, machine learning with rough and hybrid techniques, knowledge technology and intelligent systems and applications.

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