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  • Revolutionizing Innovation : Users, Communities, and Open Innovation
    Revolutionizing Innovation : Users, Communities, and Open Innovation

    A comprehensive and multidisciplinary view of the emerging paradigm of user and open innovation, offering both theoretical and empirical perspectives. The last two decades have witnessed an extraordinary growth of new models of managing and organizing the innovation process that emphasizes users over producers.Large parts of the knowledge economy now routinely rely on users, communities, and open innovation approaches to solve important technological and organizational problems.This view of innovation, pioneered by the economist Eric von Hippel, counters the dominant paradigm, which cast the profit-seeking incentives of firms as the main driver of technical change.In a series of influential writings, von Hippel and colleagues found empirical evidence that flatly contradicted the producer-centered model of innovation.Since then, the study of user-driven innovation has continued and expanded, with further empirical exploration of a distributed model of innovation that includes communities and platforms in a variety of contexts and with the development of theory to explain the economic underpinnings of this still emerging paradigm.This volume provides a comprehensive and multidisciplinary view of the field of user and open innovation, reflecting advances in the field over the last several decades.The contributors-including many colleagues of Eric von Hippel-offer both theoretical and empirical perspectives from such diverse fields as economics, the history of science and technology, law, management, and policy.The empirical contexts for their studies range from household goods to financial services.After discussing the fundamentals of user innovation, the contributors cover communities and innovation; legal aspects of user and community innovation; new roles for user innovators; user interactions with firms; and user innovation in practice, describing experiments, toolkits, and crowdsourcing, and crowdfunding.Contributors Efe Aksuyek, Yochai Benkler, James Bessen, Joern H.Block, Annika Bock, Helena Canhao, Jeroen P. J. de Jong, Emmanuelle Fauchart, Dominique Foray, Nikolaus Franke, Johann Fuller, Helena Garriga, Fred Gault, Fredrik Hacklin, Dietmar Harhoff, Joachim Henkel, Cornelius Herstatt, Christoph Hienerth, Venkat Kuppuswamy, Karim R.Lakhani, Christopher Lettl, Christian Luthje, Ethan Mollick, Hidehiko Nishikawa, Alessandro Nuvolari, Susumu Ogawa, Pedro Oliveira, Stefan Perkmann Berger, Frank Piller, Christina Raasch, Susanne Roiser, Fabrizio Salvador, Pamela Samuelson, Tim Schweisfurth, Sonali K.Shah, Christoph Stockstrom, Katherine J. Strandburg, Stefan Thomke, Andrew W. Torrance, Mary Tripsas, Georg von Krogh

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  • Understanding Users : Designing Experience through Layers of Meaning
    Understanding Users : Designing Experience through Layers of Meaning

    Grounded in the user-centered design movement, this book offers a broad consideration of how our civilization has evolved its technical infrastructure for human purpose to help us make sense of our contemporary information infrastructure and online existence.The author incorporates historical, cultural, and aesthetic approaches to situating information and its underlying technologies across time in the collective, lived experiences of humanity. In today’s digital environment, user experience is vital to the success of any product or service.Yet as the user population expands to include us all, designing for people who vary in skills, abilities, preferences, and backgrounds is challenging.This book provides an integrated understanding of users, and the methods that have evolved to identify usability challenges, that can facilitate cohesive and earlier solutions.The book treats information creation and use as a core human behavior based on acts of representation and recording that humans have always practiced.It suggests that the traditional ways of studying information use, with their origins in the distinct layers of social science theories and models is limiting our understanding of what it means to be an information user and hampers our e?orts at being truly user-centric in design.Instead, the book o?ers a way of integrating the knowledge base to support a richer view of use and users in design education and evaluation. Understanding Users is aimed at those studying or practicing user-centered design and anyone interested in learning how people might be better integrated in the design of new technologies to augment human capabilities and experiences.

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  • Pathology and Technology : Killer Apps and Sick Users
    Pathology and Technology : Killer Apps and Sick Users

    Pathology & Technology is the first comprehensive look at "technopathologies." Since the days of the telegraph, electric communication technologies have been associated with causing or worsening mental and physical illnesses.Today, news reports warn of Pokémon Go deaths and women made vulnerable to sexual assault from wearing headphones.Drawing on an archive of hundreds of cases found across news, entertainment, and other sources over 150 years, this book investigates the intersection of technology and disease through original cultural historiography, focus groups, and discourse analysis, documenting a previously unexplored phenomenon in communication and media.Technopathologies occur with new and old media, the book argues, and are ultimately about people—not machines.They help define users as normal or abnormal, in ways that often align with existing social stereotypes.Courses on technological history, medical humanities, science and technology studies, and medical history will find much here to debate, in a style written to appeal to scholarly as well as popular readers.

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  • Meeting the Inclusion Challenge in Innovation : Giving Voice to Users
    Meeting the Inclusion Challenge in Innovation : Giving Voice to Users

    User inclusion in innovation is increasingly the target of policy rhetoric at both organizational and societal levels. And extensive research has demonstrated the potential contribution that users can make, both at the ‘front end’ of innovation with their ideas and insights and downstream, facilitating adoption and diffusion.However, translating this potential into practice remains problematic, not least because we need to understand more about how to hear user voices, amplify their insights, and provide practical channels for inclusion to ensure full co-creation of innovation.Our earlier book from 2019 (‘Responsible Innovation in Digital Health’, Edward Elgar) added to the growing body of knowledge around whether users can be involved, and this book opens up the ‘how?’ theme.Our work suggested a spectrum of user involvement ranging from those who can participate fully to those who are passive players in the innovation process, and we explore in this book different tools, techniques, and mechanisms for enabling such users to become more involved in the innovation process.We look at the concept of ‘boundary innovation spaces’ as environments in which co-creation can be enabled, drawing on experience across a wide international research network.We also explore the broader innovation environment – the specific networks of actors and their interactions which define the innovation ecosystem where user inclusion may be embedded. This book moves the discussion beyond the question of whether users can be more effectively included throughout the innovation process to explore the ways in which this might be enabled.

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  • Museums and Interactive Virtual Learning
    Museums and Interactive Virtual Learning

    Museums and Interactive Virtual Learning provides informal educators with practical resources that will help them to build dynamic digital engagement experiences within their own cultural organizations. Presenting vignettes from experienced museum educators and end users, as well as scientific data and practical resources, the book highlights the mutual benefits that Interactive Virtual Learning (IVL) programs offer to the museum and those visiting from a distance.Chapters mirror the step-by-step process of developing reputable IVL programs and emphasize how important it is for cultural organizations to encourage cross-departmental collaboration, if they wish to ensure that their programs align with the overall goals of the organization.Providing a thorough overview of the technologies, budget, marketing and staff requirements, the authors offer a realistic depiction of the work involved in building content for digital engagement.Emphasizing the importance of assessing existing programming, the book shows how institutions can adapt content to fit a virtual format and create inclusive digital engagement opportunities that reach local, national, and international audiences. Museums and Interactive Virtual Learning is an essential guide for professionals who are tasked with interpreting the content of a cultural organization and building lasting digital engagement opportunities.It will be particularly useful to those looking to reach diverse audiences.

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  • Media/Society - International Student Edition : Technology, Industries, Content, and Users
    Media/Society - International Student Edition : Technology, Industries, Content, and Users

    Media/Society: Industries, Images, and Audiences provides a framework to help students understand the relationship between media and society and helps students develop skills for critically evaluating both conventional wisdom and one’s own assumptions about the social role of the media.The Seventh Edition retains its basic sociological framwork, but also includes additional discussions of new studies and up-to-date material about a rapidly changing media landscape.This edition significantly expands on discussions of the "new media" world, including digitization, the Internet, and the spread of mobile media devices, and the role of user-generated content, the potential social impact of "new" media on society, and "new" media’s effect on traditional media outlets.The new edition includes updated research, the latest industry data, and current examples from popular media, which will help to illustrate enduring themes in the sociology of media.

    Price: 64.99 £ | Shipping*: 0.00 £
  • Badass – Making Users Awesome
    Badass – Making Users Awesome

    Imagine you're in a game with one objective: a bestselling product or service.The rules? No marketing budget, no PR stunts, and it must be sustainably successful.No short-term fads. This is not a game of chance. It is a game of skill and strategy. And it begins with a single question: given competing products of equal pricing, promotion, and perceived quality, why does one outsell the others?The answer doesn't live in the sustainably successful products or services.The answer lives in those who use them. Our goal is to craft a strategy for creating successful users. And that strategy is full of surprising, counter-intuitive, and astonishingly simple techniques that don't depend on a massive marketing or development budget.Techniques typically overlooked by even the most well-funded, well-staffed product teams.Every role is a key player in this game. Product development, engineering, marketing, user experience, support-everyone on the team.Even if that team is a start-up of one. Armed with a surprisingly overlooked science and a unique POV, we can can reduce the role of luck. We can build sustainably successful products and services that rely not on unethical persuasive marketing tricks but on helping our users have deeper, richer experiences.Not just in the moments while they're using our product but, more importantly, in the moments when they aren't.

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  • Photoshop for Lightroom Users
    Photoshop for Lightroom Users

    Adobe Photoshop Lightroom is truly an awesome program, and the primary editing tool for so many photographers today.But, at some point, you realize that there are things you need to do to your images that Lightroom just can’t do.It could be anything from pro-level portrait retouching, to blending two or more images together, to incredible special effects, to removing distracting things in your image, to adding beautiful type to your images, and, well…there are just lots of incredible things you could do…if you just knew Photoshop. Adobe Photoshop is…well…it’s Photoshop—this huge, amazing, Swiss Army knife of a program with 70+ tools, and more than a hundred filters.So, compared to Lightroom it seems really complicated, and it could be, but you’ve got a secret weapon: Scott Kelby.He’s the same guy who wrote the world’s #1 best-selling book on Lightroom, he’s Editor and Publisher of Photoshop User magazine and Lightroom Magazine, and he’s here to teach you just the most important, most useful parts of Photoshop—just the stuff that Lightroom can’t already do.Once you learn these techniques (all covered in this short, quick, easy-to-use, plain-English guide), it opens a whole new world of productivity and creativity. Here’s what you’ll learn: Scott tells you flat-out which tools to use, which techniques work best, which ones to avoid, and why.You only really need about 20% of what Photoshop can do, and that 20% is all covered right in this book. The most important layer techniques, and learning layers is like being handed the keys to the candy store—this is where the fun begins, and you’ll be amazed at what you’ll be able to do, so quickly and easily. Scott’s favorite (and most useful) portrait retouching techniques; his favorite special effects for landscape, travel, and people photos; plus which filters are awesome (and which ones waste your time). Also, you’ll learn how to mask hair and create super-realistic composites (you’ll be amazed when you learn how easy this is), plus how to take advantage of all the latest Photoshop technology, how to leverage the latest features (so you’re doing things the easy way), and a bunch of today’s most popular techniques (the same commercial looks you’re seeing in hot demand), so you’ll be using Photoshop like a shark in no time. If you’ve been saying to yourself, “Ya know, I really should learn Photoshop,” you’re holding the absolute best book to get you there, coming from the guy who literally wrote the book on Lightroom.He knows how to help you make the most of using these two powerful tools together to take your images (and your fun) to the next level.You are going to love being a Photoshop shark!

    Price: 32.99 £ | Shipping*: 0.00 £

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