Selasa, 30 Oktober 2012

Wow! eBook: Make It So - 5 new eBooks


Wow! eBook: Make It So - 5 new eBooks

Link to Wow! eBook - Blog

Make It So

Posted: 30 Oct 2012 11:27 AM PDT

Make It So

Book Description

Many designers enjoy the interfaces seen in science fiction films and television shows. Freed from the rigorous constraints of for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these “outsider” user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful.

Make It So shows:

  • Sci-fi interfaces have been there (almost) from the beginning
  • Sci-fi creates a shared design language that sets audience expectations
  • If an interface works for an audience, there’s something there that will work for users
  • Bad sci-fi interfaces can sometimes be the most inspiring
  • There are ten “meta-lessons” spread across hundreds of examples
  • You can use—and not just enjoy—sci-fi in your design work
  • Over 150 lessons and 10 "meta" lessons that developers can use to enhance their realworld interfaces

Table of Contents
Chapter 1. Learning Lessons from Science Fiction

Part I: Elements of Sci-fi Interfaces
Chapter 2. Mechanical Controls
Chapter 3. Visual Interfaces
Chapter 4. Volumetric Projection
Chapter 5. Gesture
Chapter 6. Sonic Interfaces
Chapter 7. Brain Interfaces
Chapter 8. Augmented Reality
Chapter 9. Anthropomorphism

Part II: Sci-fi Interfaces and Human Activities
Chapter 10. Communication
Chapter 11. Learning
Chapter 12. Medicine
Chapter 13. Sex
Chapter 14. What’s Next?

Book Details

  • Paperback
  • Publisher: Rosenfeld Media (September 2012)
  • Language: English
  • ISBN-10: 1933820985
  • ISBN-13: 978-1933820989
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Storytelling for User Experience

Posted: 30 Oct 2012 11:23 AM PDT

Storytelling for User Experience

Book Description

We all tell stories. It's one of the most natural ways to share information, as old as the human race. This book is not about a new technique, but how to use something we already know in a new way. Stories help us gather and communicate user , put a human face on analytic data, communicate design ideas, encourage collaboration and innovation, and create a sense of shared history and purpose. This book looks across the full spectrum of user experience design to discover when and how to use stories to improve our products. Whether you are a researcher, designer, analyst or manager, you will find ideas and techniques you can put to use in your practice.

If you…

  • Need to share and design insights in a compelling and effective way
  • Struggle to communicate the meaning of a large body of data in a way that everyone just "gets"
  • Want to explore a new, innovative idea, and imagine its future

… this book can help you, by showing you how and when to choose, create and use stories.

“Stories facilitate a level of communication that is as close to telepathy as you can get. Kevin and Whitney guide you to use storytelling in `how to’ scenarios so smoothly that you may never realize how far you leapfrogged ahead and never know the mistakes you didn’t make because of this book. It’s that good.”
—Annette Simmons, author of The Story Factor

“A very practical, readable survey of ways to use one of the world’s oldest and most powerful transmedia forms—storytelling—to increase the and effectiveness of digital artifacts. Brooks and Quesenbery offer concrete strategies for creating a richer design process and more successful user experiences.”
—Janet Murray, Director of Graduate Studies, Digital Media M.S./Ph.D. Program, Georgia Tech

“Whitney and Kevin clearly articulate the power and effectiveness of storytelling for understanding users and communicating their real experiences to all stakeholders. Their guidelines for integrating storytelling into user research and design have already given me new ways to help my clients better know their users and deliver great products and services. This is a reference I will be reaching for regularly.”
—Karen Bachmann, Partner, Seascape Consulting

“I have been tantalized by the power of the story to impact so many facets of the user experience process. The arrival of this thoughtful, actionable, and wide-ranging book is a glorious day!
—Steve Portigal, Principal, Portigal Consulting

Table of Contents
Chapter 1. Why Stories?
Chapter 2. How Stories Work
Chapter 3. Stories Start with Listening (and Observing)
Chapter 4. The Ethics of Stories
Chapter 5. Stories as Part of a Process
Chapter 6. Collecting Stories (as Part of Research)
Chapter 7. Selecting Stories (as Part of )
Chapter 8. Using Stories for Design Ideas
Chapter 9. Evaluating with Stories
Chapter 10. Sharing Stories (Managing Up and Across)
Chapter 11. Crafting a Story
Chapter 12. Considering the Audience
Chapter 13. Combining the Ingredients of a Story
Chapter 14. Developing Structure and Plot
Chapter 15. Ways to Tell Stories
Chapter 16. Try Something New

Book Details

  • Paperback: 320 pages
  • Publisher: Rosenfeld Media (April 2010)
  • Language: English
  • ISBN-10: 1933820470
  • ISBN-13: 978-1933820477
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The Art of Agile Development

Posted: 30 Oct 2012 11:16 AM PDT

The Art of Agile Development

Book Description

The Art of contains practical guidance for anyone considering or applying for building valuable software. Plenty of books describe what development is or why it helps software projects succeed, but very few combine information for developers, managers, testers, and customers into a single package that they can apply directly.

This book provides no-nonsense advice on agile planning, development, delivery, and taken from the authors’ many years of experience with Extreme (XP). You get a gestalt view of the agile development process, including comprehensive guidance for non-technical readers and hands-on technical practices for developers and testers.

The Art of Agile Development gives you clear answers to questions such as:

  • How can we adopt agile development?
  • Do we really need to pair program?
  • What metrics should we report?
  • What if I can’t get my customer to participate?
  • How much documentation should we write?
  • When do we design and architect?
  • As a non-developer, how should I work with my agile team?
  • Where is my product roadmap?
  • How does QA fit in?

The book teaches you how to adopt XP practices, describes each practice in detail, then discusses principles that will allow you to modify XP and create your own agile method. In particular, this book tackles the difficult aspects of agile development: the need for cooperation and trust among team members.

Whether you’re currently part of an agile team, working with an agile team, or interested in agile development, this book provides the practical tips you need to start practicing agile development. As your experience grows, the book will grow with you, providing exercises and information that will teach you first to understand the rules of agile development, break them, and ultimately abandon rules altogether as you master the art of agile development.

“Jim Shore and Shane Warden expertly explain the practices and benefits of Extreme . They offer advice from their real-world experiences in leading teams. They answer questions about the practices and show contraindications – ways that a practice may be mis-applied. They offer alternatives you can try if there are impediments to applying a practice, such as the lack of an on-site customer.
–Ken Pugh, Author of Jolt Award Winner, Prefactoring

“I will leave a copy of this book with every team I visit.”
–Brian Marick, Exampler Consulting

Table of Contents
Part I: Getting Started
Chapter 1. Why Agile?
Chapter 2. How to Be Agile
Chapter 3. Understanding XP
Chapter 4. Adopting XP

Part II: Practicing XP
Chapter 5. Thinking
Chapter 6. Collaborating
Chapter 7. Releasing
Chapter 8. Planning
Chapter 9. Developing

Part III: Mastering Agility
Chapter 10. Values and Principles
Chapter 11. Improve the Process
Chapter 12. Rely on People
Chapter 13. Eliminate Waste
Chapter 14. Deliver Value
Chapter 15. Seek Technical Excellence

Book Details

  • Paperback: 440 pages
  • Publisher: O’Reilly Media (October 2007)
  • Language: English
  • ISBN-10: 0596527675
  • ISBN-13: 978-0596527679
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Real World Haskell

Posted: 30 Oct 2012 11:11 AM PDT

Real World Haskell

Book Description

This easy-to-use, fast-moving tutorial introduces you to functional with . You’ll learn how to use in a variety of practical ways, from short scripts to large and demanding applications. takes you through the basics of functional at a brisk pace, and then helps you increase your understanding of Haskell in real-world issues like , , dealing with data, concurrency, and more as you move through each chapter.

With this book, you will:

  • Understand the differences between procedural and functional programming
  • Learn the features of Haskell, and how to use it to develop useful programs
  • Interact with filesystems, databases, and network services
  • Write solid code with automated tests, code coverage, and error handling
  • Harness the power of multicore systems via concurrent and programming

You’ll find plenty of hands-on exercises, along with examples of real Haskell programs that you can modify, compile, and run. Whether or not you’ve used a functional language before, if you want to understand why Haskell is coming into its own as a practical language in so many major organizations, Haskell is the best place to start.

Table of Contents
Chapter 1. Getting Started
Chapter 2. Types and Functions
Chapter 3. Defining Types, Streamlining Functions
Chapter 4. Functional Programming
Chapter 5. Writing a Library: Working with Data
Chapter 6. Using Typeclasses
Chapter 7.
Chapter 8. Efficient File Processing, Regular Expressions, and Filename Matching
Chapter 9. I/O Case Study: A Library for Searching the Filesystem
Chapter 10. Code Case Study: Parsing a Binary Data Format
Chapter 11. and Quality Assurance
Chapter 12. Barcode Recognition
Chapter 13. Data Structures
Chapter 14. Monads
Chapter 15. Programming with Monads
Chapter 16. Using Parsec
Chapter 17. Interfacing with C: The FFI
Chapter 18. Monad Transformers
Chapter 19. Error Handling
Chapter 20. Systems Programming in Haskell
Chapter 21. Using Databases
Chapter 22. Extended Example: Client Programming
Chapter 23. GUI Programming with gtk2hs
Chapter 24. Concurrent and Multicore Programming
Chapter 25. Profiling and Optimization
Chapter 26. Advanced Library Design: Building a Bloom Filter
Chapter 27. Sockets and Syslog
Chapter 28. Software Transactional Memory

Appendix A. Installing GHC and Haskell Libraries
Appendix B. Characters, Strings, and Escaping Rules

Book Details

  • Paperback: 714 pages
  • Publisher: O’Reilly Media (November 2008)
  • Language: English
  • ISBN-10: 0596514980
  • ISBN-13: 978-0596514983
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Information Architecture for the World Wide Web, 3rd Edition

Posted: 30 Oct 2012 11:03 AM PDT

Information Architecture for the World Wide Web, 3rd Edition

Book Description

The post-Ajaxian 2.0 world of wikis, folksonomies, and mashups makes well-planned information even more essential. How do you present large volumes of information to people who need to find what they’re looking for quickly? This classic primer shows information architects, designers, and site developers how to build large-scale and maintainable sites that are appealing and easy to navigate.

The new edition is thoroughly updated to address emerging technologies — with recent examples, new scenarios, and information on best practices — while maintaining its focus on fundamentals. With topics that range from aesthetics to mechanics, Information for the World Wide Web explains how to create interfaces that users can understand right away. Inside, you’ll find:

  • An overview of information architecture for both newcomers and experienced practitioners
  • The fundamental components of an architecture, illustrating the interconnected nature of these systems. Updated, with updates for tagging, folksonomies, classification, and guided navigation
  • Tools, techniques, and methods that take you from to strategy and design to implementation. This edition discusses blueprints, wireframes and the role of diagrams in the design phase
  • A series of short essays that provide practical tips and philosophical advice for those who work on information architecture
  • The context of practicing and promoting information architecture, including recent lessons on how to handle enterprise architecture
  • Case studies on the evolution of two large and very different information architectures, illustrating best practices along the way

How do you document the rich interfaces of web applications? How do you design for multiple platforms and devices? With emphasis on goals and approaches over tactics or technologies, this enormously popular book gives you knowledge about information architecture with a framework that allows you to learn new approaches — and unlearn outmoded ones.

Table of Contents
Part I: Introducing Information Architecture
Chapter 1. Defining Information Architecture
Chapter 2. Practicing Information Architecture
Chapter 3. User Needs and Behaviors

Part II: Basic Principles of Information Architecture
Chapter 4. The Anatomy of an Information Architecture
Chapter 5. Organization Systems
Chapter 6. Labeling Systems
Chapter 7. Navigation Systems
Chapter 8. Search Systems
Chapter 9. Thesauri, Controlled Vocabularies, and Metadata

Part III: Process and Methodology
Chapter 10.
Chapter 11. Strategy
Chapter 12. Design and Documentation

Part IV: Information Architecture
Chapter 13.
Chapter 14. Ethics
Chapter 15. Building an Information Architecture Team
Chapter 16. Tools and Software

Part V: Information Architecture in the Organization
Chapter 17. Making the Case for Information Architecture
Chapter 18. Strategy
Chapter 19. Information Architecture for the Enterprise

Part VI: Case Studies
Chapter 20. MSWeb: An Enterprise Intranet
Chapter 21. evolt.org: An Online Community

Book Details

  • Paperback: 528 pages
  • Publisher: O’Reilly Media; 3rd Edition (November 2006)
  • Language: English
  • ISBN-10: 0596527349
  • ISBN-13: 978-0596527341
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