Offers advice on evaluating the user interface of multimedia products, while discussing the importance of interface design, selection of information retrieval resources, and the design of evaluation checklists
Business intelligence--the acquisition, management, and utilization of information--is crucial in the global marketplace of the 21st century. This savvy handbook explains how even the smallest firm can use inexpensive Web resources to create an Internet Business Intelligence System (IBIS) that rivals the multimillion-dollar systems of Fortune 500 companies. IBIS tracks competitors, explore markets, and evaluates opportunities and risks. It can also be used to launch a business, find customers, test new products, and increase sales.
Design Engineering Manual offers a practical guide to the key principles of design engineering. It features a compilation of extracts from several books within the range of Design Engineering books in the Elsevier collection. The book is organized into 11 sections. Beginning with a review of the processes of product development and design, the book goes on to describe systematic ways of choosing materials and processes. It details the properties of modern metallic alloys including commercial steels, cast irons, superalloys, titanium alloys, structural intermetallic compounds, and aluminum alloys. The book explains the human/system interface; procedures to assess the risks associated with job and task characteristics; and environmental factors that may be encountered at work and affect behavior. Product liability and safety rules are discussed. The final section on design techniques introduces the design process from an inventors perspective to a more formal model called total design. It also deals with the behavior of plastics that influence the application of practical and complex engineering equations and analysis in the design of products. Provides a single-source of critical information to the design engineer, saving time and therefore money on a particular design project Presents both the fundamentals and advanced topics and also the latest information in key aspects of the design process Examines all aspects of the design process in one concise and accessible volume
• A comprehensive book which collates the experience of two well-known US plastic engineers. • Enables engineers to make informed decisions. • Includes a unique chronology of the world of plastics. The use of plastics is increasing year on year, and new uses are being found for plastics in many industries. Designers using plastics need to understand the nature and properties of the materials which they are using so that the products perform to set standards. This book, written by two very experienced plastics engineers, provides copious information on the materials, fabrication processes, design considerations and plastics performance, thus allowing informed decisions to be made by engineers. It also includes a useful chronology of the world of plastics, a resource not found elsewhere.
Presents a unique and carefully researched introduction to the practical and theoretical concepts of information science and examines the impact of the Information Age on society and its institutions. Drawing on recent research into the field, as well as from scholarly and trade publications, the monograph provides a brief history of information science and coverage of key topics, including communications and cognition, information retrieval, bibliometrics, modeling, economics, information policies, and the impact of information technology on modern management. An essential volume for graduate students, practitioners, and any professional who needs a solid grounding in the field of information science.
Bates, who does the same sort of work, interviews 11 researchers who use the Internet and online services to find critical business information. They reveal how they choose sources, evaluate search results, and tackle projects. The collection launches a series treating online research in different subject areas. Annotation copyrighted by Book News, Inc., Portland, OR.
This volume is a technical and operative contribution to the United Nations "Decade on Education for Sustainable Development" (2005-2014), aiding the development of a new generation of designers, responsible and able in the task of designing environmentally sustainable products. The book provides a comprehensive framework and a practical tool to support the design process. This is an important text for those interested in the product development processes.
This book is concerned with the importance of Human Computer Interaction (HCI), Usability, user participants, and Sustainability in the Information Communication Technology (ICT) industry throughout the world. ICT has become a crucial instrument for communication, entertainment, commerce and research and this increased usage is presenting new environmental and sustainability issues as we try and meet the ever growing needs of both businesses and individuals. Sustainability must become central to the design of new technologies to make a concerted effort to tackle the environmental concerns we face now and for the future. Development frameworks, tools and models are used and explored and the New Participative Methodology for Sustainable Design (NPMSD) is introduced as a way of identifying key factors needed in developing more sustainable systems including new smart technology and portable devices. It is hoped additional research will be carried out in the future to assess these sustainable design steps using larger, more diverse countries with developed and developing economies to further refine such methods. Sustainable Design will be an invaluable resource for students and researchers, designers and business managers who are interested in the human-centred, environmental concerns of sustainable technologies
Game Design Deep Dive: Roguelikes examines the history and rise of the often-confusing roguelike genre. Despite being more than 30 years old, the roguelike genre remains a mystery to a lot of consumers and developers. Procedural generation, or having the game generate content, has been a cornerstone and point of complexity since its inception. The 2010s saw an explosion of new designs and examples, along with a debate about what a roguelike is. The genre found its way back to mainstream audiences with the award-winning Demon’s Souls and Dark Souls. Since then, roguelikes have revolutionized the way we see and design games. Author and game design critic Joshua Bycer explains the differences between the various roguelike designs and give a detailed blueprint showing what makes the best ones work. The first of its kind talking about the roguelike genre Examines the design and methodology of roguelike games and the different variations A high-level discussion and breakdown of procedural and random content generation Joshua Bycer is a game design critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He is also a public speaker and presenter at schools and libraries on game design and game development.