Free PDF Designing for the Digital Age: How to Create Human-Centered Products and Services
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Designing for the Digital Age: How to Create Human-Centered Products and Services
Free PDF Designing for the Digital Age: How to Create Human-Centered Products and Services
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Review
"Kim’s book is nothing less than a complete handbook for an entire profession. Kim’s unique background in the practice, pedagogy, and epistemology of the design business has given her the experience needed to write the ultimate ‘how-to’ book. Every step in this fascinating and multi-faceted discipline is described in detail in simple, readable prose, richly illustrated with examples taken from real products, real clients, and real design problems. This book is comprehensive in its scope, exhaustive in its depth, authoritative in its practice, and priceless in its wisdom. I’ve no doubt that this will become the most dog-eared, annotated and worn-from-many-readings volume in your library." —Alan Cooper, bestselling author of The Inmates Are Running the Asylum and About Face 3: The Essentials of Interaction Design "Kim is one of the brightest minds in the world of user experience design. Her work on Goal-Directed Design and persona development has set a standard." —Jared Spool, Founding Principal, User Interface Engineering
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From the Back Cover
DISIGNING FOR THE DIGITAL AGE Whether you're designing consumer electronics, medical devices, enterprise Web apps, or new ways to check out at the supermarket, today's digitally-enabled products and services provide both great opportunities to deliver compelling user experiences and great risks of driving your customers crazy with complicated, confusing technology. Designing successful products and services in the digital age requires a team with expertise in interaction design, visual design, industrial design, and other disciplines. It also takes the ability to come up with the big ideas that make a desirable product or service, as well as the skill and perseverance to execute on the thousand small ideas that get your design into the hands of users. It requires expertise in project management, user research, and consensus-building. This comprehensive volume addresses all of these and more. "Kim's book is nothing less than a complete handbook for an entire profession. Kim's unique background in the practice, pedagogy, and epistemology of the design business has given her the experience needed to write the ultimate 'how-to' book. Every step in this fascinating and multi-faceted discipline is described in detail in simple, readable prose, richly illustrated with examples taken from real products, real clients, and real design problems. This book is comprehensive in its scope, exhaustive in its depth, authoritative in its practice, and priceless in its wisdom. I've no doubt that this will become the most dog-eared, annotated and worn-from-many-readings volume in your library." ALAN COOPER Bestselling author of The Inmates Are Running the Asylum and About Face 3: The Essentials of Interaction Design "Kim is one of the brightest minds in the world of user experience design. Her work on Goal-Directed Design and persona development has set a standard." JARED SPOOL CEO & Founding Principal, User Interface Engineering
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Product details
Paperback: 768 pages
Publisher: Wiley; 1 edition (March 3, 2009)
Language: English
ISBN-10: 9780470229101
ISBN-13: 978-0470229101
ASIN: 0470229101
Product Dimensions:
7.4 x 1.7 x 9.2 inches
Shipping Weight: 3.8 pounds (View shipping rates and policies)
Average Customer Review:
4.4 out of 5 stars
28 customer reviews
Amazon Best Sellers Rank:
#175,550 in Books (See Top 100 in Books)
This book was recommend purchase for DesignLab and it's a plethora of information. The author has a solid understanding and grasp of today's market. I recommended this book to my mentor as well. If you're studying UI or UX Design or want to know about the business of digital design I highly recommend it. Caveat, the book is huge I don't recommend you carry it around however if possible. Hopefully it will be available in ebook format.
Alan Cooper created Goal-Directed Design methodology, which he introduced in his influential 1998 book The Inmates Are Running the Asylum: Why High-Tech Products Drive Us Crazy and How to Restore the Sanity. He also founded Cooper, a leading interaction design consultancy. In his foreword to Designing for the Digital Age: How to Create Human-Centered Products and Services, he says this about the author:"Kim Goodwin has been a prime participant in the dialog at Cooper since 1997. She has been one of the major contributors to the development of our design methodology. She is an authority on design, problem scoping, engagement management, and design documentation. Kim has labored in the trenches in a broad variety of design segments, from clinical medicine to conceptual blockbusting. She has led groups of designers, coordinating their work, and synchronizing it with the needs of some very demanding clients."And she has taught others to design. Many hundreds of people have gotten a taste of Kim's clarity, patience, thoroughness, and rigor by attending her presentations and at conferences, her one-day field seminars, or her design courses. In fact, Kim has been the primary creator of training content for our very successful Cooper U classes. Over the years, her particular expertise at observation, synthesis, and communication while in charge of other design teams and honed in the classroom, led her to write this book. Much of the content and wisdom gleaned from those classes is evident here."It is quickly apparent that the book was produced from tried and true application, not just concepts and theory. It is filled with comprehensive examples of real product designs, that not only clearly illustrate the processes, but also gives them enormous credibility. At the same time, the foundation of the book is a deeply held conviction about design and best way to do it."Design is the craft of visualizing concrete solutions that serve human needs and goals within certain constraints. Design is a craft because it is neither science nor art, but somewhere in between. In order for design to be design and not art, it must serve human needs and goals. Finally, design always happens within certain constraints.""Goal-Directed Design encompasses the design of a product's behavior, visual form, and physical form. Its fundamental premise is that the best way to design a successful product is to focus on achieving goals.""The Goal-Directed method is a set of tools and best practices developed entirely through practice in the real world. The method consists of four components: principles, patterns, process, and practices."After briefly discussing principles (guidelines for creating good solutions under specific circumstances) and patterns (types of solutions that tend to be useful for certain classes of problems), the book devotes almost 700 pages to a detailed description of process and practices. The process and practices are grouped into seven stages of a design project:1. Getting Started2. Research3. Modeling4. Requirements5. Framework6. Detailed Design7. Ensuring SuccessOne of my initial concerns was that the process and practices described require a large team of diverse specialists, which few companies can afford, working over a relatively long total timeline. While the book states that the methodology can be scaled for smaller teams and a shorter timeline, I had my doubts. However, I recently had an opportunity to develop a project plan directly with Cooper for the design of role-based user interfaces for genomics research laboratory software, and I saw, firsthand, that the process can be effectively scaled to address limited resources and tight timelines.Alan Cooper also writes, "This book is comprehensive in its scope, exhaustive in its depth, authoritative in its practice, and priceless in its wisdom. It will certainly become the anchor document for an entire practice. While I expect to see it on the bookshelves of every practicing designer, I further expect that it will spend the lion's share of its time off the shelf and at the elbow of hard-working designers."I've read about 60% of the book over 24 months in a non-linear manner, and it is very possible that I will never read the complete book. However, it has taken its place with a select group of books that I refer to constantly for real-world problem solving. This is not a book to read, but rather a book to use, and I strongly recommend it for anyone involved in any function of interaction design.
From assembling a design team and planning design projects to filed study and interviews, from persona development to detailed design and usability testing — the book covers it all. In well structured manner the author step by step explains all whats and whys behind each step in design process.If you want to systematize whatever you learned from your own practice — this book is for you. If you're looking for ways to expand your influence as a product designer in your organization — this book is for you. If you're at the forefront of bringing a design centered culture into your company — this book is definitely for you.Example interview with author's annotations and example of persona's story are really insightful. Thank you, Kim.
I read this book for school and appreciated how concise yet wholesome each chapter was. It's heavy material, but the content is critical for the UX practitioner. The chapters about different deliverables are really fleshed out which can make some of the reading tedious, but the book really does hit all corners.
Designing for the Digital Age: How to Create Human-Centered Products and Services serves as an excellent guide and reference for new and experienced human centered design practitioners. Kim Goodwin (VP of Cooper) does a great job translating her goal-oriented design processes into clear and understandable terms. Human/user centered design books can easily be littered with heavy jargon or unintelligible references that make it difficult or impossible to understand or practice. Goodwin makes a conscious effort to explain and visualize many of the concepts introduced in each chapter and keeps the research lingo within reason. For example, in Chapter 12: Defining Requirements, Goodwin dispels what requirements aren't (i.e. features or specifications) and promptly outlines what is needed to generate effective requirements (i.e. data needs, functional needs, product / service qualities, constraints). In addition, Goodwin's writing style guarantees a cognitive learning experience with most readers by providing multiple exercises and scenarios that engage and evoke a desire for comprehension. The photography, diagrams, and charting are plentiful and supplement the subject matter effectively also.I believe that this book is easily a pylon supporting the ever-swelling weight of UCD with its hoard of overlapping design disciplines. I recommend it to anyone interested in design or the design process...Table of Contents:Getting Started Chapter 1: Goal-Directed Product and Service Design Chapter 2: Assembling the Team Chapter 3: Project PlanningResearch Chapter 4: Research Fundamentals Chapter 5: Understanding the Business Chapter 6: Planning User Research Chapter 7: Understanding Potential Users and Customers Chapter 8: Example Interview Chapter 9: Other Sources of Information and InspirationModeling Chapter 10: Making Sense of Your Data: Modeling Chapter 11: PersonasRequirements Chapter 12: Defining Requirements Chapter 13: Putting It All Together: The User and Domain AnalysisFramework Chapter 14: Framework Definition: Visualizing Solutions Chapter 15: Principles and Patterns for Framework Design Chapter 16: Designing the Form Factor and Interaction Framework Chapter 17: Principles and Patterns in Design Language Chapter 18: Developing the Design Language Chapter 19: Communicating the Framework and Design LanguageDetailed Design Chapter 20: Detailed Design: Making Your Ideas Real Chapter 21: Detailed Design Principles and Patterns Chapter 22: Detailed Design Process and Practices Chapter 23: Evaluating Your Design Chapter 24: Communicating Detailed DesignEnsuring Success Chapter 25: Supporting Implementation and Launch Chapter 26: Improving Design Capabilities in Individuals and Organizations
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