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Designing for Interaction: Creating Innovative

Designing for Interaction: Creating Innovative

Designing for Interaction: Creating Innovative Applications and Devices. Dan Saffer

Designing for Interaction: Creating Innovative Applications and Devices


Designing.for.Interaction.Creating.Innovative.Applications.and.Devices.pdf
ISBN: 9780321643391 | 223 pages | 6 Mb


Download Designing for Interaction: Creating Innovative Applications and Devices



Designing for Interaction: Creating Innovative Applications and Devices Dan Saffer
Publisher: New Riders



This new program gives students the chance to gain skills in the emerging field of interaction design, using web and app technologies to design innovative, creative and functional websites, apps and other design projects. Creating New Interaction with the iPhone. This presentation will introduce the power of the iPhone and demonstrate how easy it is to use this power to create exciting and truly innovative applications. My own thoughts are that we need a variety of approaches, from rapid, agressive methods in certain situations (especially those which find themselves in great need, but without a lot of resources or time), and more formal approaches where refinement and long-term quality and continued innovation are possible. The simultaneous use of these devices allows creation of novel 3D user interfaces. Dan Saffer is an interaction designer and the author of Designing for Interaction: Creating Smart Applications and Clever Devices. RUIS enables development of immersive 3D applications where devices like Kinect, PlayStation Move, and Oculus Rift are used together. The Mobile Design team is responsible for designing intuitive and elegant mobile/tablet applications across all devices/platforms for eBay marketplaces. Visualisation of textual information helps the designer to fully realise each step involved within the interaction and to plan for all possible outcomes. Marc Rettig, quoted in Designing for Interaction: Creating Smart Applications and Clever Devices by Dan Saffer, chapter 1.

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