Preface What this book covers Who this book is for Reader feedback Customer support Downloading the color images of this book Errata Piracy Questions Experience Design - Overview A day in the life and experiences of M The importance of usability Less can be more Task density Evolution of Design Summary The Experience Design Process Processes and change Evolving roles and processes Early models of design process Design, process, and the internet Browsers, search, and design From eye candy to user experience Needs to roles to processes Unified design process - experience is the product Unified experience design process model Summary Business and Audience Context Defining the business context Business needs - research activities Stakeholder and subject-matter expert interviews Product expert reviews Competitive research and analysis Defining the product - audience context Features versus experience Audience Research Audience segments and their characteristics Audience needs - research activities Online surveys Survey examples Summary The User and Context of Use Thinking about user needs and desires User research Card sorting Why use it in experience design? How to use it in experience design Pros Cons Contextual inquiries (CI) Why use it in experience design? How to use it in experience design? Pros Cons The diary or log method Why use it in experience design? How to use it in experience design? Pros Cons Focus groups and visioning workshops Why use it in experience design? How to use it in experience design? Pros Cons Surveys Why use it in experience design? How to use it in experience design? Pros Cons Web analytics and customer support logs Why use it in experience design? Pros Cons Establishing the context of use Personas Persona development workshops Task Analysis Scenarios and user stories Journey mapping Journey mapping workshops Summary Experience - Perception, Emotions, and Cognition The senses Vision and visual perception Expressions Gestures From seeing to making meaning Hearing and sound The power of sound Touch - The tactile sense Touch and texture Time Emotions and executive functions Individual and social Summary Experience Design Disciplines Mapping the disciplines Mapping common design themes Form and function Needs, function, and form Science fiction reality 2D surfaces and meaning Exterior and interior spaces - architecture Clothes, fabrics, and fashion Human factors (ergonomics) Time-based design disciplines Engineering and science in Experience Design Summary The Design Team Role of the designer The relationship designer Team configurations Meet an experience design practitioner Marlys Caceres - Visual Designer Eddie Chen - UX Engagement Lead About my work Dino Eliopulos - Design Leader Advice to those who consider a career in design How do you see the evolution of XD in general? Jay Kaufmann - Design Manager A career found me Management brought it together The work - designing design The profession - paying it forward Ritch Macefield, PhD - UX and IT Consultant The present The future Saikat Mandal - Architect, Experience Designer Christine Marriott, PhD - Architect Ross Riechardt - UX Designer Just start Derik Schneider - UI/UX Artist/Designer/Developer Young professional lone wolf Solid foundations and learning experiences Things have changed The degrees Wrap up Ginger Shepard - Product Manager Key activities Courtney Skulley - Visual Designer Key activities Artifacts Advice to those who consider a career in visual design Ken Stern, PhD - User Research Practice Lead Advice to someone who considers a career in experience design John Tinman - UX Designer My design process and key activities My advice and where I see this profession evolving Richard Tsai - UX Architect Summary Delight and Engagement Overview Functional and emotional design Visual and auditory experiences Visual design trends Skeuomorphic design Sequencing and directions Grabbing attention Data visualization Shaping experiences Conversational experiences The power of context Motivation Summary Tying It All Together - From Concept to Design Design philosophy The past and future First impressions The "cookie cutter" Accessible design Concept development Activities Sketching Mind mapping Storyboards Designer versus collaborative design Refining concepts Prototyping Summary Design Testing Why test? R.T.G.D.M? Testing prototypes Hi-fidelity and low-fidelity prototypes Who should facilitate? Planning usability tests The test Test objectives The testing scenario Screen 1 Screen 2 Documenting test responses Recruiting participants The screener Introduction Validation and vetting Additional information and confirmation Testing considerations Fee versus free Insiders versus impartial Casual versus power users Test settings Moderated versus unmoderated Lab versus field testing Summary The Design Continuum Design continuity Experience platforms Design systems Wrapping up