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020 _a9783031396830
_9978-3-031-39683-0
024 7 _a10.1007/978-3-031-39683-0
_2doi
050 4 _aQA76.9.U83
050 4 _aQA76.9.H85
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082 0 4 _a005.437
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100 1 _aBordegoni, Monica.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
245 1 0 _aPrototyping User eXperience in eXtended Reality
_h[electronic resource] /
_cby Monica Bordegoni, Marina Carulli, Elena Spadoni.
250 _a1st ed. 2023.
264 1 _aCham :
_bSpringer Nature Switzerland :
_bImprint: Springer,
_c2023.
300 _aVI, 135 p. 86 illus., 76 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aPoliMI SpringerBriefs,
_x2282-2585
505 0 _aIntroduction -- User Experience and User Experience Design -- Prototyping: practices and techniques -- Multisensory Interaction in eXtended Reality -- Case Studies -- Augmented Reality applications that aid in promoting sustainability -- Applications of multisensory experiences in eXtended Reality -- Connecting Reality and Virtuality -- Conclusions.
520 _aThis book examines two topics in the context of product design and enabling technologies: User eXperience (UX) and eXtended Reality (XR). UX regards the ways in which people interact with the environment and with objects and is considered of primary importance in many contexts. When developing new products, UX must be carefully designed and evaluated directly with the users. Prototyping is a well-known, effective, and widely used practice for design evaluation. The book describes how prototyping based on XR technologies, including Virtual, Augmented and Mixed Reality, is a suitable approach for testing ideas and products without fully physically building them. The major benefits, which are well explained and demonstrated in this book, consist in allowing users to experience products, including their appearance, functions, and usability, in a digital context that can be easily modified and customized according to the users’ feedback and the context of use. The audience of the book includes graduate students who wish to learn more about prototyping methods and technologies and product and digital application designers who can deepen their knowledge on advanced digital technologies for evaluating the designs of products and experiences.
650 0 _aUser interfaces (Computer systems).
650 0 _aHuman-computer interaction.
650 0 _aComputer-aided engineering.
650 0 _aVirtual reality.
650 0 _aAugmented reality.
650 1 4 _aUser Interfaces and Human Computer Interaction.
650 2 4 _aComputer-Aided Engineering (CAD, CAE) and Design.
650 2 4 _aVirtual and Augmented Reality.
700 1 _aCarulli, Marina.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
700 1 _aSpadoni, Elena.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
710 2 _aSpringerLink (Online service)
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783031396823
776 0 8 _iPrinted edition:
_z9783031396847
830 0 _aPoliMI SpringerBriefs,
_x2282-2585
856 4 0 _uhttps://doi.org/10.1007/978-3-031-39683-0
912 _aZDB-2-SCS
912 _aZDB-2-SXCS
942 _cSPRINGER
999 _c178935
_d178935