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· 분류 : 외국도서 > 컴퓨터 > 컴퓨터 일반
· ISBN : 9780367619923
· 쪽수 : 452쪽
· 출판일 : 2022-03-14
목차
Section One: UX and Usability Chapter 1 Introduction: What’s New in This Edition, How to Read This BookKatherine Isbister & Celia Hodent Chapter 2 Advancing Game UX MaturityCelia HodentInterview with Anouk Ben-Tchavtchavadze, UX Designer at Riot GamesInterview with Mike Mariano, Senior UX/UI Designer at RobloxInterview with Laura Taylor, Senior UX Designer, Unity Technologies Chapter 3Usability and Game FeelSteve SwinkInterview with Jenova Chen, President & Creative Director for thatgamecompany Section Two: Techniques Chapter 4Games Research Evolution at MicrosoftRandy Pagulayan, Daniel V. Gunn, Deborah Hendersen, Melissa Boone, JJ Guajardo, Jessie Thomas, and Dennis Wixon Chapter 5Try One Yourself: A Guide to Running a Practice User StudyKatherine Isbister Chapter 6Heuristic UX Evaluation in Games Noah Schaffer Chapter 7Let the Game Tester Do the Talking: Think Aloud and Interviewing to Learn About the Game ExperienceJettie Hoonhout Chapter 8How Bias Affects Games ? And What You Can Do About ItMelissa Boone Chapter 9Working with Game Analysts and Data Scientists Gaelle Arlaut Chapter 10Physiological Measures for Game EvaluationRegan Mandryk and Madison Klarkowski Section Three: Fitting into Business Processes Chapter 11Integrating UX Practices into the Production Pipeline Heather Chandler Interview with Nana Wallace, Senior Director, User Research at PlayStation (US) and Rob Johnson, User Research Manager at PlayStation (UK)Interview with Joe Florey, Senior User Researcher at PlayStation (UK)Interview with Alexandra Perry, Producer at Media MoleculeInterview with Tobi Saulnier, Founder and CEO of 1st Playable Productions Section Four: Deeply Understanding Players - Strategies for Inclusion Chapter 12Trust & Safety and Fair Play in Video Games: Intentionally Designing Positive Communities Carlos Figueiredo Chapter 13Accessibility Then and Now - History, Myths, Considerations and Tools Ian Hamilton Chapter 14Reframing Inclusion: The Case for AllyshipJessica MurreyInterview with Tulay McNally, Director of Inclusive Design & Product Development at Electronics ArtsInterview with Trinidad Hermida, Head of Diversity and Inclusion at NianticInterview with Jessica Zammit, UX Researcher at Mighty Kingdom, and Director at Represent MeInterview with Kishonna Gray, Assistant Professor at the University of Illinois at ChicagoInterview with Nick Yee, Co-Founder of Quantic FoundryInterview with Roppyaku Tsurumi, Japanese game producer and designer, by Kenji Ono, game journalist, IGDA Japan Section Five: Platform and Context Specific Advice Chapter 15Mobile Game Usability: Design and Research Holly Grothues, Andrea Abney, Ryan Boughter Chapter 16Designing for "Everyone": The Triumph of Casual MechanicsNicholas Fortugno Chapter 17The Design of Virtual and Augmented RealitiesAlexandria Heston Chapter 18The Esports Experience: Fan, Player, and Beyond Laura Levy, Sven Charleer, Taylor Wright Interview with Erin Hoffman-John, Senior Staff Interaction Designer at GoogleInterview with Nicolas Pouard, Vice President, Strategic Innovation Lab, UbisoftInterview with Phylissa Li, Principal Design Architect at Roblox Section Six: Conclusions Chapter 19(Re)Discovering the Rich History of Game User Research: An 'Undisciplined' ApproachBridget Hapner and Carly A. Kocurek Interview with Yvonne Rogers, Director of UCLIC, University College London Chapter 20How to Keep Up with What’s Happening and Last Comments Celia Hodent and Katherine Isbister