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With digital content published across more channels than ever before, how can you make yours easy to find, use, and share? Is your content ready for the next wave of content platforms and devices? In Designing Connected Content, Mike Atherton and Carrie Hane share an end-to-end process for building a structured content framework. They show you how to research and model your subject area based on a shared understanding of the important concepts, and how to plan and design interfaces for mobile, desktop, voice, and beyond. You will learn to reuse and remix your valuable content assets to meet the needs of today and the opportunities of tomorrow. Discover a design method that starts with content, not pixels. Master the interplay of content strategy, content design, and content management as you bring your product team closer together and encourage them to think content first. Learn how to Model your content and its underlying subject domain Design digital products that scale without getting messy Bring a cross-functional team together to create content that can be efficiently managed and effectively delivered Create a framework for tackling content overload, a multitude of devices, constantly changing design trends, and siloed content creation
What is inclusive design? It is simple. It means that your product has been created with the intention of being accessible to as many different users as possible. For a long time, the concept of accessibility has been limited in terms of only defining physical spaces. However, change is afoot: personal technology now plays a part in the everyday lives of most of us, and thus it is a responsibility for designers of apps, web pages, and more public-facing tech products to make them accessible to all. Our digital era brings progressive ideas and paradigm shifts – but they are only truly progressive if everybody can participate. In Inclusive Design for a Digital World, multiple crucial aspects of technological accessibility are confronted, followed by step-by-step solutions from User Experience Design professor and author Regine Gilbert. Think about every potential user who could be using your product. Could they be visually impaired? Have limited motor skills? Be deaf or hard of hearing? This book addresses a plethora of web accessibility issues that people with disabilities face. Your app might be blocking out an entire sector of the population without you ever intending or realizing it. For example, is your instructional text full of animated words and Emoji icons? This makes it difficult for a user with vision impairment to use an assistive reading device, such as a speech synthesizer, along with your app correctly. In Inclusive Design for a Digital World, Gilbert covers the Web Content Accessibility Guidelines (WCAG) 2.1 requirements, emerging technologies such as VR and AR, best practices for web development, and more. As a creator in the modern digital era, your aim should be to make products that are inclusive of all people. Technology has, overall, increased connection and information equality around the world. To continue its impact, access and usability of such technology must be made a priority, and there is no better place to get started than Inclusive Design for a Digital World. What You’ll Learn The moral, ethical, and high level legal reasons for accessible design Tools and best practices for user research and web developers The different types of designs for disabilities on various platforms Familiarize yourself with web compliance guidelines Test products and usability best practices Understand past innovations and future opportunities for continued improvement Who This Book Is For Practitioners of product design, product development, content, and design can benefit from this book.
This collection offers a comprehensive overview of approaches to teaching the complex subject of content management. The 12 chapters define and explain content management and its accompanying competencies, providing teaching examples in areas including content strategy, topic-based writing, usability studies, and social media. The book covers tasks associated with content management such as analyzing audiences and using information architecture languages including XML and DITA. It highlights the communal aspects of content management, focusing on the work of writing stewardship and project management, and the characteristics of content management in global contexts. It concludes with a look to the future and the forces that shape content management today. The editor situates the collection within a pedagogical exigency, providing sound instructional approaches to teaching content management from a rhetorical perspective. The book is an essential resource for both instructors new to teaching technical and professional communication, and experienced instructors who are interested in upgrading their pedagogies to include content management.
Networked thermostats, fitness monitors, and door locks show that the Internet of Things can (and will) enable new ways for people to interact with the world around them. But designing connected products for consumers brings new challenges beyond conventional software UI and interaction design. This book provides experienced UX designers and technologists with a clear and practical roadmap for approaching consumer product strategy and design in this novel market. By drawing on the best of current design practice and academic research, Designing Connected Products delivers sound advice for working with cross-device interactions and the complex ecosystems inherent in IoT technology.
Modern Embedded Computing: Designing Connected, Pervasive, Media-Rich Systems provides a thorough understanding of the platform architecture of modern embedded computing systems that drive mobile devices. The book offers a comprehensive view of developing a framework for embedded systems-on-chips. Examples feature the Intel Atom processor, which is used in high-end mobile devices such as e-readers, Internet-enabled TVs, tablets, and net books. This is a unique book in terms of its approach - moving towards consumer. It teaches readers how to design embedded processors for systems that support gaming, in-vehicle infotainment, medical records retrieval, point-of-sale purchasing, networking, digital storage, and many more retail, consumer and industrial applications. Beginning with a discussion of embedded platform architecture and Intel Atom-specific architecture, modular chapters cover system boot-up, operating systems, power optimization, graphics and multi-media, connectivity, and platform tuning. Companion lab materials complement the chapters, offering hands-on embedded design experience. This text will appeal not only to professional embedded system designers but also to students in computer architecture, electrical engineering, and embedded system design. Learn embedded systems design with the Intel Atom Processor, based on the dominant PC chip architecture. Examples use Atom and offer comparisons to other platforms Design embedded processors for systems that support gaming, in-vehicle infotainment, medical records retrieval, point-of-sale purchasing, networking, digital storage, and many more retail, consumer and industrial applications Explore companion lab materials online that offer hands-on embedded design experience
How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities. Millions of children visit virtual worlds every day. In such virtual play spaces as Habbo Hotel, Toontown, and Whyville, kids chat with friends from school, meet new people, construct avatars, and earn and spend virtual currency. In Connected Play, Yasmin Kafai and Deborah Fields investigate what happens when kids play in virtual worlds, how this matters for their offline lives, and what this means for the design of educational opportunities in digital worlds. Play is fundamentally important for kids' development, but, Kafai and Fields argue, to understand play in virtual worlds, we need to connect concerns of development and culture with those of digital media and learning. Kafai and Fields do this through a detailed study of kids' play in Whyville, a massive, informal virtual world with educational content for tween players. Combining ethnographic accounts with analysis of logfile data, they present rich portraits and overviews of how kids learn to play in a digital domain, developing certain technological competencies; how kids learn to play well—responsibly, respectfully, and safely; and how kids learn to play creatively, creating content that becomes a part of the virtual world itself.
In the last few years, there has been extensive research activity in the emerging area of Intermittently Connected Mobile Ad Hoc Networks (ICMANs). By considering the nature of intermittent connectivity in most real word mobile environments without any restrictions placed on users’ behavior, ICMANs are eventually formed without any assumption with regard to the existence of a end-to-end path between two nodes wishing to communicate. It is different from the conventional Mobile Ad Hoc Networks (MANETs), which have been implicitly viewed as a connected graph with established complete paths between every pair of nodes. For the conventional MANETs, mobility of nodes is considered as a challenge and needs to be handled properly to enable seamless communication between nodes. However, to overcome intermittent connectivity in the ICMANs context, mobility is recognized as a critical component for data communications between the nodes that may never be part of the same connected portion of the network. This comes at the cost of addition considerable delay in data forwarding, since data are often stored and carried by the intermediate nodes waiting for the mobility to generate the next forwarding opportunity that can probably bring it close to the destination. Such incurred large delays primarily limit ICMANs to the applications, which must tolerate delays beyond traditional forwarding delays. ICMANs belong to the family of delay tolerant networks (DTNs). However, the unique characteristics (e.g., self-organizing, random mobility and ad hoc based connection) derived from MANETs distinguish ICMANs from other typical DTNs such as interplanetary network (IPN) with infrastructure-based architecture. By allowing mobile nodes to connect and disconnect based on their behaviors and wills, ICMANs enable a number of novel applications to become possible in the field of MANETs. For example, there is a growing demand for efficient architectures for deploying opportunistic content distribution systems over ICMANs. This is because a large number of smart handheld devices with powerful functions enable mobile users to utilize low cost wireless connectivities such as Bluetooth and IEEE 802.11 for sharing and exchanging the multimedia contents anytime anywhere. Note that such phenomenal growth of content-rich services has promoted a new kind of networking where the content is delivered from its source (referred to as publisher) towards interested users (referred to as subscribers) rather than towards the pre-specified destinations. Compared to the extensive research activities relating to the routing and forwarding issues in ICMANs and even DTNs, opportunistic content distribution is just in its early stage and has not been widely addressed. With all these in mind, this book provides an in-depth discussion on the latest research efforts for opportunistic content distribution over ICMANs.

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