Seductive Interaction Design: Creating Playful, Fun, and Effective User Experiences
ISBN-13:
9780321725523
ISBN-10:
0321725522
Edition:
1
Author:
Stephen P. Anderson
Publication date:
2011
Publisher:
New Riders Pub
Format:
Paperback
223 pages
FREE US shipping
Book details
ISBN-13:
9780321725523
ISBN-10:
0321725522
Edition:
1
Author:
Stephen P. Anderson
Publication date:
2011
Publisher:
New Riders Pub
Format:
Paperback
223 pages
Summary
Seductive Interaction Design: Creating Playful, Fun, and Effective User Experiences (ISBN-13: 9780321725523 and ISBN-10: 0321725522), written by authors
Stephen P. Anderson, was published by New Riders Pub in 2011.
With an overall rating of 4.2 stars, it's a notable title among other
Business Technology
(Data Processing, Databases & Big Data, Web Design, Web Development & Design, User Experience & Usability, Internet & Social Media) books. You can easily purchase or rent Seductive Interaction Design: Creating Playful, Fun, and Effective User Experiences (Paperback) from BooksRun,
along with many other new and used
Business Technology
books
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And, if you're looking to sell your copy, our current buyback offer is $0.43.
Description
What happens when you’ve built a great website or app, but no one seems to care? How do you get people to stick around long enough to see how your service might be of value? In Seductive Interaction Design, speaker and author Stephen P. Anderson takes a fresh approach to designing sites and interactions based on the stages of seduction. This beautifully designed book examines what motivates people to act.
Topics include:
- AESTHETICS, BEAUTY, AND BEHAVIOR: Why do striking visuals grab our attention? And how do emotions affect judgment and behavior?
- PLAYFUL SEDUCTION: How do you create playful engagements during the moment? Why are serendipity, arousal, rewards, and other delights critical to a good experience?
- THE SUBTLE ART OF SEDUCTION: How do you put people at ease through clear and suggestive language? What are some subtle ways to influence behavior and get people to move from intent to action?
- THE GAME OF SEDUCTION: How do you continue motivating people long after the first encounter? Are there lessons to be gained from learning theories or game design?
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