EUR 25,28
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Aggiungi al carrellohardcover. Condizione: Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority!
Da: Universitätsbuchhandlung Herta Hold GmbH, Berlin, Germania
EUR 15,00
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Aggiungi al carrelloXXXI, 799 p. Softcover. Versand aus Deutschland / We dispatch from Germany via Air Mail. Einband bestoßen, daher Mängelexemplar gestempelt, sonst sehr guter Zustand. Imperfect copy due to slightly bumped cover, apart from this in very good condition. Stamped. Lecture Notes in Computer Science. Vol. 11747. Sprache: Englisch.
EUR 48,58
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EUR 55,73
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Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
EUR 49,54
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EUR 62,58
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EUR 64,93
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Aggiungi al carrelloHRD. Condizione: New. New Book. Shipped from UK. Established seller since 2000.
EUR 57,64
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Aggiungi al carrelloHRD. Condizione: New. New Book. Shipped from UK. Established seller since 2000.
EUR 49,53
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EUR 56,18
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Editore: Oxford University Press, GB, 2018
ISBN 10: 0198794843 ISBN 13: 9780198794844
Lingua: Inglese
Da: Rarewaves.com USA, London, LONDO, Regno Unito
EUR 71,97
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Aggiungi al carrelloHardback. Condizione: New. Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX.This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX. Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.
EUR 55,80
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Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
Editore: Oxford University Press, Oxford, 2018
ISBN 10: 0198794843 ISBN 13: 9780198794844
Lingua: Inglese
Da: Grand Eagle Retail, Bensenville, IL, U.S.A.
EUR 74,99
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Aggiungi al carrelloHardcover. Condizione: new. Hardcover. Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and toshape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX.Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the gameindustry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when,how platforms influence user research practices, and much, much more. Games User Research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
EUR 59,55
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Aggiungi al carrelloHardcover. Condizione: Brand New. 560 pages. 9.50x6.50x1.25 inches. In Stock.
Editore: Oxford University Press OUP, 2018
ISBN 10: 0198794843 ISBN 13: 9780198794844
Lingua: Inglese
Da: Books Puddle, New York, NY, U.S.A.
EUR 87,47
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EUR 85,94
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Aggiungi al carrelloCondizione: New. 2018. Hardcover. . . . . .
Editore: Oxford University Press, Oxford, 2018
ISBN 10: 0198794843 ISBN 13: 9780198794844
Lingua: Inglese
Da: CitiRetail, Stevenage, Regno Unito
EUR 55,07
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Aggiungi al carrelloHardcover. Condizione: new. Hardcover. Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and toshape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX.Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the gameindustry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when,how platforms influence user research practices, and much, much more. Games User Research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
Editore: Springer Nature Switzerland AG, Cham, 2019
ISBN 10: 3030293831 ISBN 13: 9783030293833
Lingua: Inglese
Da: Grand Eagle Retail, Bensenville, IL, U.S.A.
EUR 107,72
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Aggiungi al carrelloPaperback. Condizione: new. Paperback. The four-volume set LNCS 1174611749 constitutes the proceedings of the 17th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2019, held in Paphos, Cyprus, in September 2019.The total of 111 full papers presented together with 55 short papers and 48 other papers in these books was carefully reviewed and selected from 385 submissions. The contributions are organized in topical sections named:Part I: accessibility design principles; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; co-design and design methods; crowdsourcing and collaborative work; cyber security and e-voting systems; design methods; design principles for safety/critical systems.Part II: e-commerce; education and HCI curriculum I; education and HCI curriculum II; eye-gaze interaction; games and gamification; human-robot interaction and 3D interaction; information visualization; information visualization and augmented reality; interaction design for culture and development I. Part III: interaction design for culture and development II; interaction design for culture and development III; interaction in public spaces; interaction techniques for writing and drawing; methods for user studies; mobile HCI; personalization and recommender systems; pointing, touch, gesture and speech-based interaction techniques; social networks and social media interaction.Part IV: user modelling and user studies; user experience; users emotions, feelings and perception; virtual and augmented reality I; virtual and augmented reality II; wearable and tangible interaction; courses; demonstrations and installations; industry case studies; interactive posters; panels; workshops. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Editore: Springer Nature Switzerland AG, Cham, 2019
ISBN 10: 3030293866 ISBN 13: 9783030293864
Lingua: Inglese
Da: Grand Eagle Retail, Bensenville, IL, U.S.A.
EUR 107,72
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Aggiungi al carrelloPaperback. Condizione: new. Paperback. The four-volume set LNCS 1174611749 constitutes the proceedings of the 17th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2019, held in Paphos, Cyprus, in September 2019.The total of 111 full papers presented together with 55 short papers and 48 other papers in these books was carefully reviewed and selected from 385 submissions. The contributions are organized in topical sections named:Part I: accessibility design principles; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; co-design and design methods; crowdsourcing and collaborative work; cyber security and e-voting systems; design methods; design principles for safety/critical systems.Part II: e-commerce; education and HCI curriculum I; education and HCI curriculum II; eye-gaze interaction; games and gamification; human-robot interaction and 3D interaction; information visualization; information visualization and augmented reality; interaction design for culture and development I. Part III: interaction design for culture and development II; interaction design for culture and development III; interaction in public spaces; interaction techniques for writing and drawing; methods for user studies; mobile HCI; personalization and recommender systems; pointing, touch, gesture and speech-based interaction techniques; social networks and social media interaction.Part IV: user modelling and user studies; user experience; users emotions, feelings and perception; virtual and augmented reality I; virtual and augmented reality II; wearable and tangible interaction; courses; demonstrations and installations; industry case studies; interactive posters; panels; workshops. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Da: Lucky's Textbooks, Dallas, TX, U.S.A.
EUR 104,18
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Da: Lucky's Textbooks, Dallas, TX, U.S.A.
EUR 104,18
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EUR 58,29
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Aggiungi al carrelloCondizione: New. Games User Research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with ga.
EUR 97,37
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Aggiungi al carrelloHardcover. Condizione: Brand New. 560 pages. 9.50x6.50x1.25 inches. In Stock.
EUR 106,48
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Aggiungi al carrelloCondizione: New. 2018. Hardcover. . . . . . Books ship from the US and Ireland.
Da: Ria Christie Collections, Uxbridge, Regno Unito
EUR 111,51
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Da: Ria Christie Collections, Uxbridge, Regno Unito
EUR 111,51
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Da: California Books, Miami, FL, U.S.A.
EUR 127,78
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Da: Ria Christie Collections, Uxbridge, Regno Unito
EUR 123,36
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Da: Ria Christie Collections, Uxbridge, Regno Unito
EUR 123,36
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Editore: Oxford University Press, GB, 2018
ISBN 10: 0198794843 ISBN 13: 9780198794844
Lingua: Inglese
Da: Rarewaves.com UK, London, Regno Unito
EUR 66,14
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Aggiungi al carrelloHardback. Condizione: New. Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX.This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX. Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.