000 | 03294nam a22005775i 4500 | ||
---|---|---|---|
001 | 978-1-4471-4324-6 | ||
003 | DE-He213 | ||
005 | 20200421111656.0 | ||
007 | cr nn 008mamaa | ||
008 | 151103s2015 xxk| s |||| 0|eng d | ||
020 |
_a9781447143246 _9978-1-4471-4324-6 |
||
024 | 7 |
_a10.1007/978-1-4471-4324-6 _2doi |
|
050 | 4 | _aQA76.76.A65 | |
072 | 7 |
_aJ _2bicssc |
|
072 | 7 |
_aUB _2bicssc |
|
072 | 7 |
_aCOM018000 _2bisacsh |
|
072 | 7 |
_aSOC000000 _2bisacsh |
|
082 | 0 | 4 |
_a004 _223 |
100 | 1 |
_aMarcus, Aaron. _eauthor. |
|
245 | 1 | 0 |
_aMobile Persuasion Design _h[electronic resource] : _bChanging Behaviour by Combining Persuasion Design with Information Design / _cby Aaron Marcus. |
264 | 1 |
_aLondon : _bSpringer London : _bImprint: Springer, _c2015. |
|
300 |
_aXXXIV, 659 p. 395 illus., 228 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 |
_aHuman-Computer Interaction Series, _x1571-5035 |
|
505 | 0 | _aForeword - Tom MacTavish. - Foreword - Ben Shneiderman -- Foreword - Peter Simlinger -- Preface -- Glossary of Key Terms -- Introduction -- The Green Machine -- The Health Machine -- The Money Machine -- The Story Machine -- The Travel Machine -- The Innovation Machine -- The Driving Machine -- The Learning Machine -- The Happiness Machine -- The Marriage Machine -- Conclusion. | |
520 | _aMobile Persuasion Design presents ten conceptual design projects (or 'Machines') for new mobile application's (smartphone or tablet with Web portals) that combine theories of persuasion and information design to change people's behaviour. Areas such as the environment, health, learning and happiness are explored, looking at ways of marrying people's wants and needs to make simple, usable and desirable mobile applications. A user-centred design approach has been used, adopting user experience (UX) methods, in-depth case studies and market analysis to see what a modern user needs from their mobile application. By applying concepts like persuasion theory and information architecture, try to find ways to satisfy these needs and positively change their user habits. In 2011, the Green, Health, and Money Machines won design awards in an international competition hosted by the International Institute for Information Design, Vienna. | ||
650 | 0 | _aComputer science. | |
650 | 0 | _aHealth promotion. | |
650 | 0 | _aApplication software. | |
650 | 0 | _aLifelong learning. | |
650 | 0 | _aAdult education. | |
650 | 0 | _aSustainable development. | |
650 | 0 | _aEconomic policy. | |
650 | 1 | 4 | _aComputer Science. |
650 | 2 | 4 | _aComputer Appl. in Social and Behavioral Sciences. |
650 | 2 | 4 | _aHealth Promotion and Disease Prevention. |
650 | 2 | 4 | _aSustainable Development. |
650 | 2 | 4 | _aR & D/Technology Policy. |
650 | 2 | 4 | _aLifelong Learning/Adult Education. |
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer eBooks | |
776 | 0 | 8 |
_iPrinted edition: _z9781447143239 |
830 | 0 |
_aHuman-Computer Interaction Series, _x1571-5035 |
|
856 | 4 | 0 | _uhttp://dx.doi.org/10.1007/978-1-4471-4324-6 |
912 | _aZDB-2-SCS | ||
942 | _cEBK | ||
999 |
_c54712 _d54712 |