Librería: ThriftBooks-Dallas, Dallas, TX, Estados Unidos de America
EUR 8,10
Cantidad disponible: 1 disponibles
Añadir al carritoPaperback. Condición: Good. No Jacket. Pages can have notes/highlighting. Spine may show signs of wear. ~ ThriftBooks: Read More, Spend Less.
Librería: ThriftBooks-Dallas, Dallas, TX, Estados Unidos de America
EUR 8,10
Cantidad disponible: 1 disponibles
Añadir al carritoPaperback. Condición: Very Good. No Jacket. May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less.
Librería: World of Books (was SecondSale), Montgomery, IL, Estados Unidos de America
EUR 9,51
Cantidad disponible: 1 disponibles
Añadir al carritoCondición: Very Good. Item in very good condition! Textbooks may not include supplemental items i.e. CDs, access codes etc.
Librería: WorldofBooks, Goring-By-Sea, WS, Reino Unido
EUR 5,84
Cantidad disponible: 1 disponibles
Añadir al carritoPaperback. Condición: Good. The book has been read but remains in clean condition. All pages are intact and the cover is intact. Some minor wear to the spine.
Librería: Half Price Books Inc., Dallas, TX, Estados Unidos de America
EUR 9,70
Cantidad disponible: 1 disponibles
Añadir al carritoPaperback. Condición: Very Good. Connecting readers with great books since 1972! Used books may not include companion materials, and may have some shelf wear or limited writing. We ship orders daily and Customer Service is our top priority!
Idioma: Inglés
Publicado por CRC Press, Boca Raton, Florida, 2008
ISBN 10: 0123744474 ISBN 13: 9780123744470
Librería: James Lasseter, Jr, Brooksville, FL, Estados Unidos de America
EUR 24,77
Cantidad disponible: 1 disponibles
Añadir al carritoSoft cover. Condición: As New. A 388 page work with an index, the last page of the book (which is a blank page and is unnumbered) has a small fold and a 1/4 of an inch tear at the outer edge of the page near the bottom. You can flip through the book and almost miss it. There is no creasing on the spine of the volume. A very nice, close to new copy, available for immediate shipment, carefully packed in a sturdy box. Bx 108.
Librería: GoldBooks, Denver, CO, Estados Unidos de America
EUR 59,42
Cantidad disponible: 1 disponibles
Añadir al carritoPaperback. Condición: new. New Copy. Customer Service Guaranteed.
Librería: Buchpark, Trebbin, Alemania
EUR 13,83
Cantidad disponible: 1 disponibles
Añadir al carritoCondición: Gut. Zustand: Gut | Seiten: 398 | Sprache: Englisch | Produktart: Bücher | Keine Beschreibung verfügbar.
Idioma: Inglés
Publicado por Morgan Kaufmann, CRC Press Okt 2008, 2008
ISBN 10: 0123744474 ISBN 13: 9780123744470
Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Alemania
EUR 32,90
Cantidad disponible: 2 disponibles
Añadir al carritoTaschenbuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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 computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games.Game companies are now trying to take games beyond the 'hardcore' gamer market--the people who love challenge and are happy to master a complicated or highly genre-constrained interface. Right about now (with the growth of interest in casual games) game companies are truly realizing that usability matters, particularly to mainstream audiences. If it's not seamless and easy to use and engaging, players will just not stay to get to the 'good stuff'. By definition, usability is the ease with which people can emplo a particular tool in order to achieve a particular goal. Usability refers to a computer program's efficiency or elegance. This book gives game designers a better understanding of how player characteristics impact usability strategy, and offers specific methods and measures to employ in game usability practice. The book also includes practical advice on how to include usability in already tight development timelines, and how to advocate for usability and communicate results to higher-ups effectively. 398 pp. Englisch.
Idioma: Inglés
Publicado por Morgan Kaufmann, CRC Press, 2008
ISBN 10: 0123744474 ISBN 13: 9780123744470
Librería: AHA-BUCH GmbH, Einbeck, Alemania
EUR 38,18
Cantidad disponible: 2 disponibles
Añadir al carritoTaschenbuch. Condición: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - 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 computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games.Game companies are now trying to take games beyond the 'hardcore' gamer market--the people who love challenge and are happy to master a complicated or highly genre-constrained interface. Right about now (with the growth of interest in casual games) game companies are truly realizing that usability matters, particularly to mainstream audiences. If it's not seamless and easy to use and engaging, players will just not stay to get to the 'good stuff'. By definition, usability is the ease with which people can emplo a particular tool in order to achieve a particular goal. Usability refers to a computer program's efficiency or elegance. This book gives game designers a better understanding of how player characteristics impact usability strategy, and offers specific methods and measures to employ in game usability practice. The book also includes practical advice on how to include usability in already tight development timelines, and how to advocate for usability and communicate results to higher-ups effectively.