- Series: Web Design Courses
- Paperback: 168 pages
- Publisher: New Riders; 1 edition (December 21, 2013)
- Language: English
- ISBN-10: 0321934040
- ISBN-13: 978-0321934048
- Product Dimensions: 9 x 0.3 x 6 inches
- Shipping Weight: 8 ounces (View shipping rates and policies)
- Average Customer Review: 5.0 out of 5 stars See all reviews (8 customer reviews)
- Amazon Best Sellers Rank: #949,900 in Books (See Top 100 in Books)
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Adventures in Experience Design (Web Design Courses) 1st Edition
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What a fun ride! Adventures in Experience Design cruises through the essentials, never slowing down for a lengthy explanation. Instead, you get memorable challenges, friendly, instructional feedback, and examples we can all relate to… or laugh at! Seriously, what other design book talks of “fat vs skinny questions” or narwhal enthusiasts?! Hands down the most playful, jargon-free way to jump into the vibrant world of user experience design. --Stephen Anderson, author of Seductive Interaction Design and Mental Notes
Identifying needs and solving them creatively will make you an invaluable designer. Adventures in Experience Design is an accessible and fun way to learn these powerful skills and apply them. The lessons in this book will advance your abilities as a designer and help you stand out like a pro. --Jason Eastman, Strategic Partner Development, Hasbro
Useful, practical, accessible and fun! --Dave Gray, author of Gamestorming and The Connected Company
Whether you are a dabbler or diver, a student or a teacher, a learner earning a degree or a DIY-er, there are plenty of ideas to pursue and exercises to attempt. I’m an educator, and when I read I cannot help but think of how to turn ideas into curriculum - which questions to pose, which activities to catalyze, which collaborations to encourage - and Carolyn and Anna have already done that. I feel as if I’m cheating on a test because the work has already been completed, and yet I’ll still earn credit for offering my students an inspiring, purpose-driven, and relevant course! --Eric Davis, Founder/Director of the Global Citizenship Experience & GCE High School
Anna and Carolyn have done a brilliant job of breaking down the design processes in a fun and interactive way. A thoroughly enjoyable and inspiring read! --Betsy Fore, CEO & Founder of Wondermento.com
About the Author
Carolyn Chandler was recently named one of Crain’s Chicago Business Tech 50. She’s been working in the field of User Experience Design for 14 years, and is Director of User Experience for Chicago agency Manifest Digital. She's also a connector for the community: she teaches UX design at Starter League, helped launch Chicago's chapter of the Interaction Design Association, and directed the Chicago edition of Hackathon for Social Good, an event in which programmers and designers donate time to work on projects that benefit nonprofit organizations.
Anna van Slee has been a player in the toy and game industry for 6 years. As a leader of the Youth Brands team at Manifest Digital, she directs the Hasbro account, innovating multi-platform solutions for such hit global brands as Transformers, My Little Pony, Tonka's Chuck & Friends, Playskool and Furby. Anna is a Committee Member for the Chicago Toy & Game Group. She directs playCHIC, the unique toy- and game-inspired fashion show. In 2012, she co-founded Otherdoor Entertainment - a unique invention company focused on native multiplatform brand and product development. In her free time, Anna practices tae kwon do and eats lots of ice cream - never at the same time.
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Top customer reviews
At a high-level, this book not only focuses on getting the right idea but also getting the idea right. This is done by building on insights using the following methods:
Assumptions: Understanding, validating
Research: Creating research questions
Personas: Understanding your users, demographics
Problem: What's the problem? More importantly, WHY?
Spark Frame: Think of this as a better way to ideate
Sketching: Doesn't matter how good of an artist you are
Reframing: This would be a pivot (for you Lean Startup thinkers)
Brainstorming: Self explanatory
Design Principles: Think, IDEOs Three Lenses of Human-Centered Design
Prototyping: Probably my FAVORITE subject in the book. Prototype and gather insights quickly (low fidelity prototypes are underrated)
Storytelling: Really liked this chapter and it fits well with SCRUM methods of understanding user stories (and using them as requirements)
The one thing that stands out most in this book is that it's very simple. No fluff here to fill pages or get word counts. Carolyn gets straight to the point so you, as a reader, can understand UX as quickly as possible.
This book is EXCELLENT!
There are a couple of activities that I think are great for introducing UX design concepts to a team. It often happens that the design process is misunderstood or completely unknown to those who have never designed. In my recent experience, having someone do design activities themselves helps them understand more than they could through other means.
Since some of the activities are longer than others - if you're doing activities with a group - you may want to plan ahead and set aside a good block of time to really get immersed. I found that (as you might imagine) only the shorter activities should be used in quicker meetings.
If you're getting this for a UX designer or a UX designer in training, I think it can be a great way to kickstart the process of putting concepts into practice.
And yet, the book makes these efforts without note of the differences between its own teaching techniques and those utilized in every classroom. The work seems organic and simply flows for a reader. The bite-sized sections make this book perfect for teens and college kids.
The content is solid as well, evoking thoughtful reactions even from a more knowledgeable reader. Carefully placed examples and anecdotes encapsulate the lessons learned, helpfully framing each segment. The games and activities require only simple instruction and inevitably demand one pull out a pen or pencil and start in.
Each example is powerful, including one about Runpee.com that captures the designer's role in capturing an audience's "need." Also wonderful, a segment documenting a class's efforts to design a better egg carton brings to mind numerous personal examples of designers filling a need that doesn't exist.
In the end, Adventures suffers slightly from a lack of helpful Oxford commas, but presents a thoroughly enjoyable read. Moreover, it is the single greatest existing resource for guided education regarding experience design for kids, teens and young adults.
If it stumbles, it is only in this reader's unfair expectation that the work would, in and of itself, justify its own existence. User centered design philosophies are deeply valuable for kids and adults, but only the initiated will understand this book's topic without an understanding of the process and ideas behind it. It is all too unfortunate that kids sit through endless lectures while books like this would craft creative problem solvers and great thinkers.
Lastly, as is common for experience designers, the book tends to forget or carefully avoid some of the less user-driven design processes. I would have liked to read the authors' thoughts on mingling these practices...after all, design is not always user centric. Regardless, the authors readily demand creativity, inspiration, and imagination from the reader. Buy it, read it, teach it, spread it.