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Qu'est-ce que l'expérience utilisateur ?

Qu'est-ce que l'expérience utilisateur ?

Related:  scratchCréation de jeuxux designNouvelles écrituresUI - #UX

Research on Scratch - Imagine, Program, Share Research on Scratch is being conducted by members of the MIT Scratch Team and researchers at other universities, including Yasmin Kafai at the University of Pennsylvania Graduate School of Education, Karen Brennan at the Harvard Graduate School of Education, Benjamin Mako Hill at the University of Washington, Andrés Monroy Hernandez at Microsoft Research, Mimi Ito and Crystle Martin at the University of California, Irvine, Quinn Burke at College of Charleston, Deborah Fields at Utah State University, and Kylie Peppler at Indiana University. By sharing projects and participating in the Scratch online community, you are helping us better understand how people can use and learn with Scratch. Any publicly shared projects, comments, or other material on the Scratch site may be included in the research analysis, presentations, papers, and reports. No personally identifiable information is shared.

Make games with Construct 2 - Scirra Store Construct 2 lets you make games visually, no programming required! You and Construct 2 — The perfect way to become a game developer today! Buy Now Pricing Guide to Agile Practices Definition In consultation with the customer or product owner, the team divides up the work to be done into functional increments called "user stories". Each user story is expected to yield, once implemented, a contribution to the value of the overall product, irrespective of the order of implementation; these and other assumptions as to the nature of user stories are captured by the INVEST formula. To make these assumptions tangible, user stores are reified into a physical form: an index card or sticky note, on which a brief descriptive sentence is written to serve as a reminder of its value. This emphasizes the "atomic" nature of user stories and encourages direct physical manipulation: for instance, decisions about scheduling are made by physically moving around these "story cards".

Chapter 12: The Reader's Experience - The Well-Formed Document Book - Scribe Inc. When presenting a book, in any format, one must always consider the experience of the reader. From a purely aesthetic standpoint, one can ask, is the book pleasing to the eye? From an efficiency standpoint, one can ask, what kind of presentation allows the worker to take advantage of automation and requires the least amount of manual intervention. These are extremely important aspects of the publishing process. They relate to the creation of high quality books (and magazines, Web sites, etc.) as well as the time and cost of producing them. Along with the design (artistic) and efficiency (technical) aspects of publications, one must consider the reader's experience.

A Digital Design Workflow: Tools in Review The world probably doesn’t need one more article about ever-changing design tools, but I’ve had a few people ask what I use in my work at Worthwhile and why, so here are a few thoughts on my current design tool chest and my process. It’s a great time to be doing graphic/web/ui design and prototyping because the competition is increasing, and the tooling options keep getting better and better. At the end of the day, our tools don’t matter nearly as much as the output—it’s the work that matters. In digital design, making only static comps is usually not enough anymore, but I doubt we’ll completely move beyond the need for static design ideation.

About Who Supported ScratchJr? The ScratchJr project has received generous financial support from the National Science Foundation (NSF DRL-1118664), Scratch Foundation, LEGO Foundation, British Telecommunications, and Adobe Systems. If you enjoy using this free app, please consider making a donation to the Scratch Foundation (, a nonprofit organization that provides ongoing support for ScratchJr.

ToyBox Beyond the Console So, do you only have one or two consoles to share across a large number of children who are learning through Disney Infinity? Are you also a school with access to iPads? Disney Infinity has developed a free iPad App called Disney Infinity: Toy Box that offers the ability to create worlds and build using the iPad. It does not have the capacity of the console learning environment, but still offers a lot of toys to build and play with. We have explored how to use the iPad app as a place to learn about iterative and agile design. The limited nature of the app means that students can develop ideas and basic concepts for ToyBox worlds and games on their iPad, they can test them on other students, see what works and what doesn’t work.

Victor Manrique's Blog - Gamification Design Framework: The SMA Model The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Gamification Design Framework: The SMA Model How Bauhaus Design Is Helping To Build a Better Web Form follows function. Simplicity and accessibility in design. A return to the basics of craftsmanship. These ideas guided a design revolution.

Designing Future-Proof UI – Medium Increasing The Longevity If we want our UI design to stand the test of time and go beyond the conventional expiry date, we can incorporate a number of principles into our workflow and way of thinking that will make it less likely to cause big changes in the future, or put another way, more likely to cause little change. This isn’t a definitive guide, but these principals can certainly go a long way. Teach Activities Each of these activities gives you a quick way to learn how to do new things with ScratchJr. They are listed here in order of simplest to hardest, but feel free to play around in any order you'd like! Watch this video for a brief introduction to ScratchJr's interface... See more