The ultimate guide to human-centered design Even the smartest among us can feel inept as we fail to figure out which light switch or oven burner to turn on, or whether to push, pull, or slide a door. The fault, argues this ingenious-even liberating-book, lies not in ourselves, but in product design that ignores the needs of users and the principles of cognitive psychology. The problems range from ambiguous and hidden controls to arbitrary relationships between controls and functions, coupled with a lack of feedback or other assistance and unreasonable demands on memorization. The Design of Everyday Things shows that good, usable design is possible. The rules are simple: make things visible, exploit natural relationships that couple function and control, and make intelligent use of constraints. The goal: guide the user effortlessly to the right action on the right control at the right time. The Design of Everyday Things is a powerful primer on how--and why--some products satisfy customers while others only frustrate them.
Expand, Grow, Thrive
Author: Pete Canalichio
Publisher: Emerald Group Publishing
In this call-to-arms for marketers struggling to hit their growth targets, brand licensing expert Pete Canalichio explores what needs to be done to consistently and sustainably convert consumer interest into passion, into must-have, and into must-have-more. The result is the LASSO model: a five-step process to turn good brands into global brands.
Divining a Digital Future
Author: Paul Dourish, Genevieve Bell
Publisher: MIT Press
Ubiquitous computing (or ubicomp) is the label for a "third wave" of computing technologies. Following the eras of the mainframe computer and the desktop PC, ubicomp is characterized by small and powerful computing devices that are worn, carried, or embedded in the world around us. The ubicomp research agenda originated at Xerox PARC in the late 1980s; these days, some form of that vision is a reality for the millions of users of Internet-enabled phones, GPS devices, wireless networks, and "smart" domestic appliances. In Divining a Digital Future, computer scientist Paul Dourish and cultural anthropologist Genevieve Bell explore the vision that has driven the ubiquitous computing research program and the contemporary practices that have emerged--both the motivating mythology and the everyday messiness of lived experience.Reflecting the interdisciplinary nature of the authors' collaboration, the book takes seriously the need to understand ubicomp not only technically but also culturally, socially, politically, and economically. Dourish and Bell map the terrain of contemporary ubiquitous computing, in the research community and in daily life; explore dominant narratives in ubicomp around such topics as infrastructure, mobility, privacy, and domesticity; and suggest directions for future investigation, particularly with respect to methodology and conceptual foundations.
Author: Anne Allison
Publisher: Univ of California Press
Millennial Monsters explores the global popularity of Japanese consumer culture--including manga (comic books), anime (animation), video games, and toys--and questions the make-up of fantasies nand capitalism that have spurred the industry's growth.
Author: Emanuele Cozzo, Guilherme Ferraz de Arruda, Francisco Aparecido Rodrigues, Yamir Moreno
This book provides the basis of a formal language and explores its possibilities in the characterization of multiplex networks. Armed with the formalism developed, the authors define structural metrics for multiplex networks. A methodology to generalize monoplex structural metrics to multiplex networks is also presented so that the reader will be able to generalize other metrics of interest in a systematic way. Therefore, this book will serve as a guide for the theoretical development of new multiplex metrics. Furthermore, this Brief describes the spectral properties of these networks in relation to concepts from algebraic graph theory and the theory of matrix polynomials. The text is rounded off by analyzing the different structural transitions present in multiplex systems as well as by a brief overview of some representative dynamical processes. Multiplex Networks will appeal to students, researchers, and professionals within the fields of network science, graph theory, and data science.
A facetious guide to emulating the look, speech patterns, thinking, and lifestyle of those who attend prep schools and are a part of high society
The Dragon and the Dazzle
Author: Marco Pellitteri, Jean-Marie Bouissou
Marco Pellitteri examines the growing influence of Japanese pop culture in European contexts in this comprehensive study of manga, anime, and video games. Looking at the period from 1975 to today, Pellitteri discusses Super Mario, Pokémon, kawaii, Sonic, robots and cyborgs, Astro Boy, and Gundam, among other examples of these popular forms. Pellitteri divides this period into two eras ("the dragon" and "the dazzle") to better understand this cultural phenomenon and means by which it achieved worldwide distribution.
With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
The Why of the Buy
Author: Patricia Mink Rath, Stefani Bay, Penny Gill, Richard Petrizzi
Publisher: Bloomsbury Publishing USA
Consumer behavior affects the fashion industry in design, production, merchandising and promotion at all levels as much as it affects retailing. The Second Edition of Why of the Buy: Consumer Behavior and Fashion Marketing continues to address how psychology, sociology, and culture all influence the how, what, when, where, and why of the buy. The unifying element of this text is its presentation of current knowledge of consumer behavior applied to the fields of fashion and design in an enthusiastic and relevant way that will attract and engage students. New to this Edition -New What Do I Need to Know About ? feature lists the objectives of each chapter, providing a roadmap for study - New Chapter 11, Social Media and the Fashion Consumer, explores how the relationship between marketers, retailers, and consumers is aided by social media and the internet - New discussion of Omnichannel retailing in Ch. 13
The Data Industry
Author: Chunlei Tang
Publisher: John Wiley & Sons
Provides an introduction of the data industry to the field of economics This book bridges the gap between economics and data science to help data scientists understand the economics of big data, and enable economists to analyze the data industry. It begins by explaining data resources and introduces the data asset. This book defines a data industry chain, enumerates data enterprises’ business models versus operating models, and proposes a mode of industrial development for the data industry. The author describes five types of enterprise agglomerations, and multiple industrial cluster effects. A discussion on the establishment and development of data industry related laws and regulations is provided. In addition, this book discusses several scenarios on how to convert data driving forces into productivity that can then serve society. This book is designed to serve as a reference and training guide for ata scientists, data-oriented managers and executives, entrepreneurs, scholars, and government employees. Defines and develops the concept of a “Data Industry,” and explains the economics of data to data scientists and statisticians Includes numerous case studies and examples from a variety of industries and disciplines Serves as a useful guide for practitioners and entrepreneurs in the business of data technology The Data Industry: The Business and Economics of Information and Big Data is a resource for practitioners in the data science industry, government, and students in economics, business, and statistics. CHUNLEI TANG, Ph.D., is a research fellow at Harvard University. She is the co-founder of Fudan’s Institute for Data Industry and proposed the concept of the “data industry”. She received a Ph.D. in Computer and Software Theory in 2012 and a Master of Software Engineering in 2006 from Fudan University, Shanghai, China.
Author: Michel Godet, Adam Gerber
Publisher: Economica Limited
Whatever happens tomorrow depends less on prevailing trends and more on individual and collective decisions taken in the face of these trends. If the future is indeed the fruit of human desire, then we have the power to change it to organizational or personal advantage. In Creating Futures, Michel Godet has collected an impressive arsenal of the most effective methodologies for strategic planning. Godet maintains that with the right tools and attitudes, people can learn how to create futures. The book presents these planning methods with lively examples and illustrative and informative case studies. These include information technology in Europe, AXA Insurance, EDF (the French electrical utility), individual combat weapon (French military), and BASF and the agri-business environmental challenge.Creating Futures provides the tools managers, planners, and entrepreneurs need to anticipate change; avoid forecasting errors; avoid clichés and conventional thinking; and make sense of the concepts used in foresight, scenario building and strategic planning.
Author: Clive Fencott, Jo Clay, Mike Lockyer, Paul Massey
Publisher: John Wiley & Sons
Presenting a holistic and thoroughly practical investigation of the true nature of computer games that arms readers with a small yet powerful set of theories for developing unique approaches to understanding games. Game Invaders fully integrates genre theory, new media aesthetics, perceptual opportunities, and semiotics into a practical DIY toolkit for games analysis—offering detailed guidance for how to conduct in-depth critiques of game content and gameplay. Featuring an informal and witty writing style, the book devotes a number of chapters to specific games from all eras, clearly demonstrating the practical application of the theories to modern, large-scale computer games. Readers will find: • Suggestions on how to apply the DIY package to major issues central to understanding computer games and their design • Coverage of the semiotics of video games, laying the foundation for such topics as the role of agency and virtual storytelling • Tasks and solutions for readers wishing to practice techniques introduced in the book • A companion website featuring access to an app that enables the reader to conduct their own activity profiling of games An important resource for those wishing to dig deeper into the games they design, Game Invaders gives game designers the skills they need to stand out from the crowd. It is also a valuable guide for anyone wishing to learn more about computer games, virtual reality, and new media.
Japanese Popular Music
Author: Carolyn S. Stevens
Japanese popular culture has been steadily increasing in visibility both in Asia and beyond in recent years. This book examines Japanese popular music, exploring its historical development, technology, business and production aspects, audiences, and language and culture. Based both on extensive textual and aural analysis, and on anthropological fieldwork, it provides a wealth of detail, finding differences as well as similarities between the Japanese and Western pop music scenes. Carolyn Stevens shows how Japanese popular music has responded over time to Japan's relationship to the West in the post-war era, gradually growing in independence from the political and cultural hegemonic presence of America. Similarly, the volume explores the ways in which the Japanese artist has grown in independence vis-à-vis his/her role in the production process, and examines in detail the increasingly important role of the jimusho, or the entertainment management agency, where many individual artists and music industry professionals make decisions about how the product is delivered to the public. It also discusses the connections to Japanese television, film, print and internet, thereby providing through pop music a key to understanding much of Japanese popular culture more widely.
Fanning the Flames
Author: William W. Kelly
Publisher: SUNY Press
A fascinating look at fans of a variety of popular culture phenomena in Japan.
Marketing: The Core
Author: Roger Kerin, Steven Hartley
Publisher: McGraw-Hill Higher Education
Marketing: The Core 6e by Kerin and Hartley continues a tradition of leading the market with contemporary, cutting-edge content presented in a conversational student-oriented style, supported by the most comprehensive, innovative, and useful supplement package available. This text and package is designed to meet the needs of a wide spectrum of faculty—from the professor who just wants a good textbook and a few key supplements, to the professor who wants a top-notch fully integrated multimedia program. Marketing: The Core utilizes a unique, innovative, and effective pedagogical approach developed by the authors through the integration of their combined classroom, college, and university experiences. The elements of this approach have been the foundation for each edition of Marketing: The Core and serve as the core of the text and its supplements as they evolve and adapt to changes in student learning styles, the growth of the marketing discipline, and the development of new instructional technologies. The distinctive features of the approach are illustrated below: High Engagement Style: Easy-to-read, interactive, writing style that engages students through active learning techniques. Personalized Marketing: A vivid and accurate description of businesses, marketing professionals, and entrepreneurs—through cases, exercises, and testimonials—that allows students to personalize marketing and identify possible career interests. Marketing Decision Making: The use of extended examples, cases, and videos involving people making marketing decisions. Integrated Technology: The use of powerful technical resources and learning solutions, such as Connect, LearnSmart, SmartBook, www.kerinmarketing.com, and video links. Traditional and Contemporary Coverage: Comprehensive and integrated coverage of traditional and contemporary concepts. Rigorous Framework: A pedagogy based on the use of learning objectives, learning reviews, learning objectives reviews, and supportive student supplements.