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