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Author: Katherine Isbister Publisher: CRC Press ISBN: 0123744474 Category : Art Languages : en Pages : 398
Book Description
Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games. Game companies are now trying to take games beyond the 'hardcore' gamer market--the people who love challenge and are happy to master a complicated or highly genre-constrained interface. Right about now (with the growth of interest in casual games) game companies are truly realizing that usability matters, particularly to mainstream audiences. If it's not seamless and easy to use and engaging, players will just not stay to get to the 'good stuff'. By definition, usability is the ease with which people can emplo a particular tool in order to achieve a particular goal. Usability refers to a computer program's efficiency or elegance. This book gives game designers a better understanding of how player characteristics impact usability strategy, and offers specific methods and measures to employ in game usability practice. The book also includes practical advice on how to include usability in already tight development timelines, and how to advocate for usability and communicate results to higher-ups effectively.
Author: Katherine Isbister Publisher: CRC Press ISBN: 0123744474 Category : Art Languages : en Pages : 398
Book Description
Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games. Game companies are now trying to take games beyond the 'hardcore' gamer market--the people who love challenge and are happy to master a complicated or highly genre-constrained interface. Right about now (with the growth of interest in casual games) game companies are truly realizing that usability matters, particularly to mainstream audiences. If it's not seamless and easy to use and engaging, players will just not stay to get to the 'good stuff'. By definition, usability is the ease with which people can emplo a particular tool in order to achieve a particular goal. Usability refers to a computer program's efficiency or elegance. This book gives game designers a better understanding of how player characteristics impact usability strategy, and offers specific methods and measures to employ in game usability practice. The book also includes practical advice on how to include usability in already tight development timelines, and how to advocate for usability and communicate results to higher-ups effectively.
Author: Julie A. Jacko Publisher: Springer ISBN: 3540731113 Category : Computers Languages : en Pages : 1228
Book Description
Here is the fourth of a four-volume set that constitutes the refereed proceedings of the 12th International Conference on Human-Computer Interaction, HCII 2007, held in Beijing, China, jointly with eight other thematically similar conferences. It covers business applications; learning and entertainment; health applications; work and collaboration support; web-based and mobile applications; as well as, advanced design and development support.
Author: Marcelo Soares Publisher: AHFE International (USA) ISBN: 1495121062 Category : Languages : en Pages : 698
Book Description
Successful interaction with products, tools and technologies depends on usable designs and accommodating the needs of potential users without requiring costly training. In this context, this book is concerned with emerging ergonomics in design concepts, theories and applications of human factors knowledge focusing on the discovery, design and understanding of human interaction and usability issues with products and systems for their improvement. This book will be of special value to a large variety of professionals, researchers and students in the broad field of human modeling and performance who are interested in feedback of devices’ interfaces (visual and haptic), user-centered design, and design for special populations, particularly the elderly. We hope this book is informative, but even more - that it is thought provoking. We hope it inspires, leading the reader to contemplate other questions, applications, and potential solutions in creating good designs for all.
Author: Alena Siarheyeva Publisher: Springer Nature ISBN: 3030496449 Category : Computers Languages : en Pages : 213
Book Description
This volume features a collection of papers on emerging concepts, significant insights, novel approaches and ideas in information systems development (ISD). It xamines advances in ISD in general and investigates emerging trends that will shape the ISD research agenda beyond 2020. The book gathers selected papers from the 28th International Conference on Information Systems Development held in Toulon, France on August 28-30, 2019. The revised and extended papers explore the mutual influences between information systems and organizational structures, processes and people, and promote research into methodological issues and ways in which the IS designers and developers are transforming organizations and society through information systems. Chapter "Smart Grid Challenges through the lens of the European General Data Protection Regulation" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com
Author: Laura M. Leventhal Publisher: Prentice Hall ISBN: Category : Computers Languages : en Pages : 314
Book Description
Written in an accessible, conversational style, this comprehensive introduction to usability engineering takes a project-based approach to the development process. KEY TOPICS: Provides detailed coverage of the fundamentals without unnecessary depth or breadth, focusing readers on understanding the goals and process of usability engineering. Covers the entire usability engineering lifecycle, emphasizing select techniques and methodologies. Illustrates the user interface development process with examples from a medium-scale development example. MARKET: For anyone interested in learning more about usability and user interfaces in computer systems and software.
Author: Katherine Isbister Publisher: CRC Press ISBN: 1000523489 Category : Art Languages : en Pages : 452
Book Description
This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on: Accessibility Mobile Game Usability Data Science Virtual and Augmented Reality Esports This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.
Author: Michael E. Wiklund Publisher: Morgan Kaufmann Pub ISBN: Category : Business & Economics Languages : en Pages : 609
Book Description
Investigate how major corporations, such as Microsoft, Borland, Apple, Eastman Kodak, and Silicon Graphics, are addressing usability issues. Written by usability engineering leadership, this book presents case studies of each organization, outlining their program structures, program goals, and team members' responsibilities and resources.