| 000 | 03324cam a2200361 i 4500 | ||
|---|---|---|---|
| 001 | 8757935 | ||
| 003 | CaAEU | ||
| 005 | 20250311150104.0 | ||
| 008 | 170305t20182018ne a 001 0 eng c | ||
| 020 |
_a9789063694647 _q(paperback) |
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| 035 | _aocn974698462 | ||
| 040 |
_aBTCTA _beng _erda _cBTCTA _dYDX _dBDX _dERASA _dNLHHG _dOCLCQ _dPIT _dYDXIT _dUBY _dOCLCO _dQGK _dUAB _dAEU |
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| 042 | _apcc | ||
| 050 | 4 |
_aNK1520 _b.B37 2018 |
|
| 100 |
_aBär, Erik, _d1969- _eauthor. |
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| 245 | 1 | 0 |
_aWOW worlds of wonder _b: experience design for curious people _c/ Erik Bär & Stan Boshouwers ; English translations by Mark Hannay. |
| 246 | 1 | 8 | _aWorlds of wonder |
| 246 | 3 | _aArt of wonder | |
| 264 | 1 |
_aAmsterdam, the Netherlands : _bBIS Publishers, _c[2018] |
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| 264 | 4 | _c©2018 | |
| 300 |
_a271 pages : _billustrations (chiefly color) ; _c29 cm |
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| 500 | _aIncludes index. | ||
| 505 | _aPart one — WHO — Introduces the authors and the major vantage point of the book: psychology. Experience design is defined as the design of immersive spaces so as to direct human experience. This space can be virtual (internet) or mental. Part two — WHY — Explains why XD is growing so fast in different fields of communication. It connects experience design close to purpose of people and organizations. Part three — WHAT — Proposes the main topics of experience design as a task. Part four — HOW — Is a practical toolbox for experience designers and their clients. It contains TIPS & instruments for all major steps in the design. Optional: part five — NOW — What is our collective mission, where is the real fun? | ||
| 520 |
_a"Experience Design, the enterprise of creating immersive worlds around people seems to be the biggest star in today's marketing firmament. No other medium is more promising in connecting people to stories, places and ideas. What is the story behind this movement? How did it evolve and what is the best way of navigating in this sector? In this revealing book, two pioneers reconstruct the past 25 years, showing how constructed experience came to be central in our lives. They arrive at an original conclusion: immersive experience design is not just the latest new media extension. It is related to our way of being, of finding our way in life. When used in the right way, it serves as an instrument for massive, multi agent change. 'The Art of Wonder' not only gives a thorough analysis of the psychological foundations of Experience Design and its rise into cultural and commercial realms, it also provides practical tips for how to build engaging worlds for your audiences. Larded with the light hearted history of their own XD-firm, one gets more than a feel for this way of work. From museums to theme parks and from A-brands to governments, Experience Design (XD) is paramount in today's creative industry. Imagination is becoming the ultimate canvas for connecting people to brands, stories, and places." _c--From vendor. |
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| 650 | 0 |
_aDesign _xHuman factors. |
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| 650 | 0 |
_aDesign _xPsychological aspects _98900 |
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| 650 | 0 |
_aInteractive art _xExhibitions _xDesign. |
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| 650 | 0 |
_aInstallations (Art) _xExhibitions _xDesign. |
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| 650 | 0 |
_aAmusement rides _xDesign. |
|
| 700 |
_aBoshouwers, Stan, _d1968- _eauthor. |
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| 700 | 1 |
_aHannay, Mark, _etranslator. |
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| 942 | _2lcc | ||
| 999 |
_c4523 _d4523 |
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