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 c
"This book explores new models of interaction and human-computer interaction paradigms as applied to learning environments"--Provided by publisher.
This is a hands-on manual of child psychology as it relates to game design and the common challenges designers face.
This research was supported by the grants from the Andrew Mellon Foundation, the University of Pittsburgh Provost Office, and the Korea Education Research and Information Service to the first author. References 1. Cho, K., Schunn, C.D.: ...
This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
-- Surviving executive design whims "I thought usability was the enemy of design until I read the first edition of this book. Don't Make Me Think! showed me how to put myself in the position of the person who uses my site.
Modelos de negocio emergentes enla industria del videojuego [Emerging business models in the videogames industry]. Revista ICONO14. ... In-app purchases in iPad, iPhone, iPod kids' games touch off parental firestorm. Feb 8.
This book constitutes the refereed proceedings of the Third International Conference on Online Communities and Social Computing, OCSC 2009, held in San Diego, CA, USA in July 2008 in the framework of the 13th International Conference on ...
45% of people with social phobias develop agoraphobia and the fear of having an anxiety attack in public or embarrassing themselves, while 17% develop depression [1]. 15–20% of the world's population experience specific phobias at least ...
Prioritizing Web Usability is the guide for anyone who wants to take their Web site(s) to next level and make usability a priority!
It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques. This book (along with a few others) represents a watershed in game evaluation and understanding.