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NOVEDADES EN INGENIERIA2015
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PROTOTYPING :A PRACTITIONER'S GUIDE
WARFEL, TODD ZAKI
Disponible en
Biblioteca San Joaquín - Colección General Area ciencias exactas
Nº de pedido
004.21 W274p 2009
Prototyping is a great way to communicate the intent of a design both clearly and effectively. Prototypes help you to flesh out design ideas, test assumptions, and gather real-time feedback from users. With this book, Todd Zaki Warfel shows how
prototypes are more than just a design tool by demonstrating how they can help you market a product, gain internal buy-in, and test feasibility with your development team
Contenido
How to use this book -- Frequently asked questions -- Foreword -- Introduction -- The value of prototyping -- The prototyping process -- Five types of protoypes -- Eight guiding principles -- Picking the pight tool -- Paper and other analog methods -- PowerPoint and
Keynote -- Visio -- Fireworks -- Axure RP Pro -- HTML -- Testing your prototype.
SEE WHAT I MEAN : HOW TO USE COMICS TO COMMUNICATE IDEAS
CHENG, KEVIN
Biblioteca San Joaquín - Colección GeneralArea Ciencias Sociales
Nº de pedido
741.5 C518s 2012
Disponible en
Comics are a unique way to communicate, using both image and text to effectively demonstrate time, function, and emotion. Just as vividly as they convey the feats of
superheroes, comics tell stories of your users and your products. Comics can provide your organization with an exciting and effective alternative to slogging through requirements
documents and long reports.
Contenido
Comics?! Properties of comics -- You don't need to be an artist -- What's your comic about? -- Writing the story -- Laying out the comic -- Drawing and refining -- Applying
comics -- Breaking down the barriers -- Wrapping up -- Appendix: Useful templates and references.
MATERIALS FOR DESIGNLEFTERI, CHRIS
Biblioteca San Joaquín - Colección GeneralArea Ciencias Sociales
Nº de pedido
745.2 L495m 2014
Disponible en
Over the last ten years there has been a huge growth in the area of materials for design, but most books on this subject deal with advanced, semi-formed materials (that is,
materials sold as sheet, rod, tube, etc.). This book provides much-needed information on the raw materials, and the low-down on how these can be used.
IN THE BUBBLE: DESIGNING IN A COMPLEX WORLDTHACKARA, JOHN
Biblioteca San Joaquín - Colección GeneralArea Ciencias Exactas
Nº de pedido
620.0042 T363i 2006
Disponible en
This book is about a world based less on stuff and more on people. Thackara describes a transformation that is taking place now - not in a remote science-fiction future. We are regaining respect for what people can do that technology can't. In the Bubble describes services designed to help people carry out daily activities in new ways. Many of these
services involve technology - ranging from body implants to wide-bodied jets. But objects and systems play a supporting role in a people-centered world. The design focus is on services, not things. And new principles - above all, lightness - inform the way these
services are designed and used. At the heart of In the Bubble is a belief, informed by a wealth of real-world examples, that ethics and responsibility can inform design decisions
without impeding social and technical innovation.
RULES OF PLAY :GAME DESIGN FUNDAMENTALS
SALEN, KATIE
Biblioteca San Joaquín - Colección GeneralArea Ciencias Sociales
Nº de pedido
794.81526 S163r 2004
Disponible en
As pop culture, games are as important as film or television--but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and
Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies
for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look
at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical
framework for the emerging discipline of game design.
DELIVERING HAPPINESS : A PATH TO PROFITS, PASSION, AND
PURPOSEHSIEH, TONY
Biblioteca San Joaquín - Colección GeneralArea Ciencias Exactas
Nº de pedido
658.409 H873d 2010
Disponible en
Tony Hsieh--the widely-admired CEO of on-line shoe retailer, Zappos--explains how he created a unique culture and commitment to service that aims to improve the lives of its
employees, customers, vendors and backers. Even better, he shows how creating happiness and record results go hand-in-hand
REMOTE RESEARCHREAL USERS, REAL TIME, REAL RESEARCH
BOLT, NATE
Disponible en
Biblioteca San Joaquín - Colección Ciencias Exactas
Nº de pedido
001.4202854678 B694r 2010
Remote studies allow you to recruit subjects quickly, cheaply, and immediately, and give you the opportunity to observe users as they behave naturally in their own environment.
ContenidoHow to Use This Book -- Frequently Asked Questions -- Foreword -- 1. Why Remote
Research? -- 2. Moderated Research: Setup -- 3. Recruiting for Remote Studies -- 4. Privacy and Consent -- 5. Moderating -- 6. Automated Research -- 7. Analysis and Reporting -- 8. Remote Research Tools -- 9. New Approaches to User Research -- 10. The Challenges of
Remote Testing -- Conclusion.
SERVICE DESIGNPOLAINE, ANDY
Disponible en
Biblioteca San Joaquín - Colección Ciencias Exactas
Nº de pedido
658.812 P762s 2013
We have unsatisfactory experiences when we use banks, buses, health services and insurance companies. They don't make us feel happier or richer. Why are they not
designed as well as the products we love to use such as an Apple iPod or a BMW? The 'developed' world has moved beyond the industrial mindset of products and the majority
of 'products' that we encounter are actually parts of a larger service network. These services comprise people, technology, places, time and objects that form the entire
service experience. In most cases some of the touchpoints are designed, but in many situations the service as a complete ecology just "happens" and is not consciously
designed at all, which is why they don't feel like iPods or BMWs. One of the goals of service design is to redress this imbalance and to design services that have the same
appeal and experience as the products we love, whether it is buying insurance, going on holiday, filling in a tax return, or having a heart transplant. Another important aspect of
service design is its potential for design innovation and intervention in the big issues facing us, such as transport, sustainability, government, finance, communications and healthcare. Given that we live in a service and information age, a practical, thoughtful
book about how to design better services is urgently needed.
DESIGN IS THE PROBLEMSHEDROFF, NATHAN
Disponible en
Biblioteca San Joaquín - Colección Ciencias Sociales
Nº de pedido
745.2 S541d 2009
Contenido
How to use this book -- Who should read this book? -- What's in this book? What comes with this book? -- Why a book and not just a PDF? -- Frequently asked questions -- Foreword -- Chapter 1. What is sustainability? -- Chapter 2. How is sustainability
measured? -- Chapter 3. What are the approaches to sustainability? -- Chapter 4. Design for use -- Chapter 5. Dematerialization -- Chapter 6. Substitution -- Chapter 7. Localization -- Chapter 8. Transmaterialization -- Chapter 9. Informationalization -- Chapter 10. Design
for durability – Chapter 11. Design for reuse -- Chapter 12. Design for disassembly -- Chapter 13. Close the loop -- Chapter 14. Design for effectiveness -- Chapter 15. Design for systems -- Chapter 16. Innovating solutions -- Chapter 17. Measuring results -- Chapter 18. Declaring results -- Chapter 19. Conclusion -- Appendix A. Super summary and checklists --
Appendix B. Resources.
DESIGNING INTERACTIONSMOGGRIDGE, BILL
Disponible en
Biblioteca San Joaquín - Colección Ciencias Exactas
Nº de pedido
004.019 M696d 2007
Contenido
Foreword : What is interaction design? -- Preface -- Introduction : two personal stories -- The mouse and the desktop -- My PC -- From the desk to the palm -- Adopting technology -- Play -- Services -- The Internet -- Multisensory and multimedia -- Futures and alternative nows -- People and prototypes : the author's own ideas about how to design interactions,
with help from his friends and colleagues.
ZERO TO ONE : NOTES ON STARTUPS, OR HOW TO BUILD THE FUTURE
THIEL, PETER
Disponible en
Biblioteca San Joaquín - Colección Ciencias Exactas
Nº de pedido
658.11 T432z 2014
Contenido
The challenge of the future -- Party like it's 1999 -- All happy companies are different -- The ideology of competition -- Last mover advantage -- You are not a lottery ticket --
Follow the money -- Secrets -- Foundations -- The mechanics of mafia -- If you build it, will they come? -- Man and machine -- Seeing green -- The founder's paradox -- Conclusion:
Stagnation or singularity.
Disponible en
Nº de pedido
620 F352e 1994
Biblioteca San Joaquín - Colección General - Area Ciencias exactas
Engineering and the mind’s eyeFerguson, Eugene S.
Contenido
Preface. Acknowledgments. The Nature of Engineering Design. The Mind's Eye. Origins of Modern Engineering. The Tools of Visualization. The Development and Dissemination of Engineering
Knowledge. The Making of an Engineer. The Gap between Promise and Performance. Notes to Text. Notes to Figures. Index.
Disponible en
670 L495m 2012
Nº de pedido
Biblioteca San Joaquín - Colección General – Area Ciencias Exactas
Making it : manufacturing techniques for product design Lefteri, Chris
There are many ways in which a product can be manufactured but most designers know only a handful of techniques. Informative and incredibly easy to use, this bestselling book discusses
more than a hundred production methods in detail. Making It appeals not only to product designers but also to interior, furniture, and graphic designers who need access to a range of
production methods, as well as to all students of design. This expanded edition includes nine new processes and an all-new section
of over 40 finishing techniques.
Disponible en
Nº de pedido
301 L347i 2009
Biblioteca San Joaquín - Colección GeneralArea Ciencias Sociales
Invitation to AnthropologyLassiter, Luke E.
Contenido
pt. 1. Anthropology, culture, and ethnography. Ch. 1. Evolution and the critique of race : a short story ; Ch. 2. Anthropology and culture ; Ch. 3. Ethnography -- pt. 2. Ethnology : some human issues. Ch. 4.
History, change, and adaptation : on the roots of our world system ; Ch. 5. Sex, power, and inequality : on gender ; Ch. 6. Work, success, and kids : on marriage, family, and kinship ; Ch. 7. Knowledge, belief and
disbelief : on religion
Incluye información de la diversidad de la vida marina, un resumen completo de las especies más amenazadas y recomendaciones para preservar
los ecosistemas oceánicos.
THE MIND MAP BOOK : HOW TO USE RADIANT THINKING TO MAXIMIZE YOUR
BRAIN'S UNTAPPED POTENTIAL BUZAN, TONY
Disponible en
Biblioteca San Joaquín - Colección General – Area Ciencias Sociales
Nº de pedido
153.4 B992m 1993
This book have provided a comprehensive operating manual for all who want to use their brains to their fullest potential." "Mind Mapping and Radiant Thinking, the revolutionary
new method of accessing heretofore untapped intelligences, was developed by world-famous brain-power expert Tony Buzan by analyzing original breakthrough scientific
insights into the workings of the brain. It is a process currently used with extraordinary success by multinational corporations, leading universities, champion athletes, and
outstanding artists. The Mind Map Book is the only book that both explains the fundamental operation of the brain in terms of its thinking processes and explains how to
unleash and harness its power.
CARD SORTING : DESIGNING USABLE CATEGORIES
SPENCER, DONNA.
Disponible en
Biblioteca San Joaquín - Colección General – Area Ciencias Exactas
Nº de pedido
005.72 S745c 2009
Card sorting is an effective, easy-to-use method for understanding how people think about content and categories. It helps you create information that is easy to find and
understand. In "Card Sorting: Designing Usable Categories," Donna Spencer shows you how to plan and run a card sort, analyze the results, and apply the outcomes to your
projects.
… 2º piso, Biblioteca San Joaquín –2015
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