(Part 2) Reddit mentions: The best human-computer interaction books

We found 346 Reddit comments discussing the best human-computer interaction books. We ran sentiment analysis on each of these comments to determine how redditors feel about different products. We found 99 products and ranked them based on the amount of positive reactions they received. Here are the products ranked 21-40. You can also go back to the previous section.

21. The Essential Persona Lifecycle: Your Guide to Building and Using Personas

Morgan Kaufmann
The Essential Persona Lifecycle: Your Guide to Building and Using Personas
Specs:
Height11.02 Inches
Length8.44 Inches
Weight1.5873282864 Pounds
Width0.5 Inches
Number of items1
▼ Read Reddit mentions

22. UI is Communication: How to Design Intuitive, User Centered Interfaces by Focusing on Effective Communication

Morgan Kaufmann Publishers
UI is Communication: How to Design Intuitive, User Centered Interfaces by Focusing on Effective Communication
Specs:
Height9.25 Inches
Length7.5 Inches
Weight1.6975594174 Pounds
Width0.89 Inches
Release dateJune 2013
Number of items1
▼ Read Reddit mentions

24. Irresistible: The Rise of Addictive Technology and the Business of Keeping Us Hooked

PENGUIN PRESS
Irresistible: The Rise of Addictive Technology and the Business of Keeping Us Hooked
Specs:
ColorBlack
Height8.52 Inches
Length5.74 Inches
Weight1.1 pounds
Width1.28 Inches
Release dateMarch 2017
Number of items1
▼ Read Reddit mentions

26. Information Visualization: Perception for Design (Interactive Technologies)

Information Visualization: Perception for Design (Interactive Technologies)
Specs:
Height9 Inches
Length6 Inches
Weight3.2297721383 Pounds
Width1.25 Inches
Number of items1
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27. What Video Games Have to Teach Us About Learning and Literacy

    Features:
  • Used Book in Good Condition
What Video Games Have to Teach Us About Learning and Literacy
Specs:
Height9.5 Inches
Length6.25 Inches
Weight0.60847584312 Pounds
Width0.75 Inches
Number of items1
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28. Wow Factor: An Insider's Look at the Real Skills Developed in the Virtual World of Warcraft

Used Book in Good Condition
Wow Factor: An Insider's Look at the Real Skills Developed in the Virtual World of Warcraft
Specs:
Height9.01573 Inches
Length5.98424 Inches
Weight0.8708259349 Pounds
Width0.6122035 Inches
▼ Read Reddit mentions

29. Interaction Design: Beyond Human-Computer Interaction

Interaction Design: Beyond Human-Computer Interaction
Specs:
Height9.232265 Inches
Length7.44093 Inches
Weight3.5714886444 Pounds
Width1.41732 Inches
Number of items1
▼ Read Reddit mentions

31. The VR Book: Human-Centered Design for Virtual Reality (ACM Books)

The VR Book: Human-Centered Design for Virtual Reality (ACM Books)
Specs:
Height9.25 Inches
Length7.5 Inches
Weight2.5794084654 Pounds
Width1.28 Inches
Number of items1
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32. Cross-Platform GUI Programming with wxWidgets

Cross-Platform GUI Programming with wxWidgets
Specs:
Height9 Inches
Length7 Inches
Weight0.220462262 Pounds
Width1.75 Inches
Number of items1
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33. Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics (Interactive Technologies)

    Features:
  • Morgan Kaufmann
Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics (Interactive Technologies)
Specs:
Height9.25 Inches
Length7.5 Inches
Weight1.4770971554 Pounds
Width0.76 Inches
Release dateJuly 2013
Number of items1
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34. Design for the Mind: Seven Psychological Principles of Persuasive Design

    Features:
  • Brand New in box. The product ships with all relevant accessories
Design for the Mind: Seven Psychological Principles of Persuasive Design
Specs:
Height9.25 Inches
Length7.38 Inches
Weight0.8377565956 Pounds
Width0.5 Inches
Release dateJuly 2016
Number of items1
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35. Theory of Fun for Game Design

Theory of Fun for Game Design
Specs:
Release dateNovember 2013
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36. Bottlenecks: Aligning UX Design with User Psychology

Bottlenecks: Aligning UX Design with User Psychology
Specs:
Height9.25 Inches
Length6.1 Inches
Weight9.55924368032 Pounds
Width0.67 Inches
Release dateFebruary 2017
Number of items1
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37. The Game Maker's Companion (Technology in Action)

    Features:
  • Used Book in Good Condition
The Game Maker's Companion (Technology in Action)
Specs:
Height9.99998 Inches
Length7.00786 Inches
Weight2.50665591894 Pounds
Width0.8999982 Inches
Number of items1
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38. War Play: Video Games and the Future of Armed Conflict

    Features:
  • Used Book in Good Condition
War Play: Video Games and the Future of Armed Conflict
Specs:
Height9 Inches
Length6 Inches
Weight0.85 Pounds
Width0.796 Inches
Release dateSeptember 2013
Number of items1
▼ Read Reddit mentions

39. The Glass Cage: Automation and Us

The Glass Cage: Automation and Us
Specs:
Height9.6 Inches
Length6.5 Inches
Weight1.25 Pounds
Width1 Inches
Release dateSeptember 2014
Number of items1
▼ Read Reddit mentions

40. Tkinter GUI Application Development Blueprints

Tkinter GUI Application Development Blueprints
Specs:
Release dateNovember 2015
▼ Read Reddit mentions

🎓 Reddit experts on human-computer interaction books

The comments and opinions expressed on this page are written exclusively by redditors. To provide you with the most relevant data, we sourced opinions from the most knowledgeable Reddit users based the total number of upvotes and downvotes received across comments on subreddits where human-computer interaction books are discussed. For your reference and for the sake of transparency, here are the specialists whose opinions mattered the most in our ranking.
Total score: 35
Number of comments: 6
Relevant subreddits: 4
Total score: 26
Number of comments: 4
Relevant subreddits: 3
Total score: 12
Number of comments: 5
Relevant subreddits: 2
Total score: 9
Number of comments: 3
Relevant subreddits: 1
Total score: 9
Number of comments: 3
Relevant subreddits: 1
Total score: 7
Number of comments: 3
Relevant subreddits: 2
Total score: 6
Number of comments: 3
Relevant subreddits: 2
Total score: 6
Number of comments: 3
Relevant subreddits: 1
Total score: 4
Number of comments: 2
Relevant subreddits: 1
Total score: 3
Number of comments: 3
Relevant subreddits: 2

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Top Reddit comments about Human-Computer Interaction:

u/ColeSlawGamer · 5 pointsr/gamedev

I've recently completed my first game using Game Maker, and I couldn't be happier with the results. Game Maker is a pretty simple program to use, and it does wonders for making game development seem approachable and manageable. No coding is required, but you can still put in your own scripts if you want to get fancy (or you can just code the whole thing).

There is a pretty substantial free version that you can download here. Plus there are plenty of tutorials online that can help you out with the basics of making a game.

After that, I would recommend getting a book to help walk you through some of the more advanced things. Being a fan of platformers, I found this book to have everything I needed to help me learn what I needed to know to make my game. It has tutorials that walk you through step-by-step when creating a platformer game, and it does a great job of explaining what each and every bit of code does.

If making a platformer isn't your thing, you can maybe try this book. I've never read it, so I can't attest to what's in it, but it's written by the same people, so I'd imagine the quality is top notch as well.

Good luck with the motivation, man! Try not to compare yourself too much to other people though. Sure your first few games aren't going to compare to today's blockbusters. Hell, when you're starting out, you might even be envious of some indie developers as well. But these people have had years of experience. They started out making mediocre things too. You just have to keep at it, and eventually you'll be on the same level as them (and you won't even notice it!).

Pro-tip: Try to make as many games as possible, instead of trying to polish one game to perfection. You learn a lot more from completing projects than you can trying to perfect one. Having an opportunity to reflect on what you would do differently for next time is invaluable.

Anyhoo, just try to stay positive, and think about how awesome it is that you plan to make things that entertain other people (I mean seriously, how cool is that?!)

u/chromarush · 2 pointsr/userexperience

I am self taught and design applications for human and system workflows at a Internet security company. I am biased but I don't think a degree will necessarily give you more hands on skills than just finding projects and building a portfolio to show your skills. There are many many different niche categories, every UX professional I have met have different skill sets. For example I tend in a version of lean UX which includes need finding, requirements validation, user testing, workflow analysis, system design, prototyping, analytics, and accessibility design (not in that order). I am interlocked with the engineering team so my job is FAR different than many UX professionals I know who work with marketing teams. They tend to specialize very deeply in research, prototyping, user testing, and analytics. Some UX types code and some use prototyping tools like Balsamiq, UXpin, Adobe etc. There is heavy debate on which path is more useful/safe/ relevant. Where I work I do not get time to code because my team and I feel I provide the best value to our engineering team and internal/external customers by doing the items listed above. The other UX person I will work with me on similar activities but then may be given projects to look at the best options for reusable components and code them up for testing.

TLDR:

u/sickhippie · 7 pointsr/incremental_games

Okay, I'll give it another shot and try to get at least to the newer botanical and potions stuff you mentioned earlier. I definitely sympathize with revisiting old code, it's always a roller coaster ride.

Also I can suggest a couple good UI/UX books if you want a step up on that front: User Experience of One, 100 Things Every Designer Needs to Know About People, and UI Is Communication. They won't make you the best UI/UX designer in the world, but they might give you a better understand of the goals of UI and how they relate to the people using them. Understanding what people need out of a UI (which is often different than what they say they want out of a UI) goes a very very long way towards longer interaction periods. Good luck!

Edit: also feel free to hit me up if you want to talk more about UI/UX (or any dev-related) stuff. I'd be happy to help out.

u/iulius · 1 pointr/userexperience

This has been asked recently, so I'd recommend browsing the archives, but...

There are a ton of UX-focused books out there that focus on different areas. If you have an area you're trying to grow your skills in, let us know. There maybe better or worse books for that.

  • If Disney Ran Your Hospital — I love this book because it's about user experience, but has nothing to do with websites or apps (which is pretty much all we think about when we say UX anymore). This really opens the world of UX to everything that the user experiences, from how they hear about your service, find it, consume it and remember it.

  • The Essential Persona Lifecycle — This book helps you understand how to research your customers and users, which, at the end of the day, are the only thing that matters in true UCD. If toy can get buy-in for personas at your organization, the whole UX world opens up.

  • The Anatomy of Type — This gets a little design heavy, but words, labels, and copy are so important to good usability, that understanding type at a deeper level is a must for me.

    I tend to shy away from books with UX in the title. It's just to trendy right now. UX isn't new by any stretch, though, so finding books that expand your horizons a bit is a good thing.
u/jcukier · 3 pointsr/DataVizRequests

1 book by far is Andy Kirk’s. Data Visualisation: A Handbook for Data Driven Design https://www.amazon.com/dp/1526468921/ref=cm_sw_r_cp_api_i_rjx3DbDVRPFDN

It’s very broad and accessible yet substantial. That’s the book I recommend to anyone who need to read just one book.

2 is RJ Andrews book Info We Trust: How to Inspire the World with Data https://www.amazon.com/dp/1119483891/ref=cm_sw_r_cp_api_i_gmx3Db0FDG9DC.

This is a wonderful book that I read as an ode to visualization as a medium. It’s more artistic than Andy’s book both in its topic and its execution.

3 book depends on your specific interest. Dashboards/tableau? https://www.amazon.com/big-book-dashboard/s?k=big+book+of+dashboard.

Data art? https://www.amazon.com/dear-data-book/s?k=dear+data+book

Data journalism/ storytelling? Data-Driven Storytelling (AK Peters Visualization Series) https://www.amazon.com/dp/B07CCZPKV3/ref=cm_sw_r_cp_api_i_Msx3DbF1GZMG8

Science of visualization? https://www.amazon.com/Information-Visualization-Perception-Interactive-Technologies/dp/0123814642

Visualization from an academic point of view? https://www.amazon.com/Visualization-Analysis-Design-AK-Peters/dp/1466508914

D3js? https://www.amazon.com/Interactive-Data-Visualization-Web-Introduction/dp/1449339735

u/tinboy12 · 3 pointsr/wow

Theres a pretty good book about this I read years back, from around Vanila time. WoW factor

A guy thats a pretty high up CFO in Canada I think, comparing the skills in business to raid leading in WoW, and talks a lot about Blizzards business strategies with WoW too.

u/ewiggle · 3 pointsr/userexperience

Thank you for the recommendation. Hadn't heard of that book.

I've done some research since your comment and I've determined that this seems like a worthwhile purchase so I'm going to buy this one for sure this evening.

Separately, The UX Book: Process and Guidelines for Ensuring a Quality User Experience, has been grabbing my attention as well. I'm curious if that one walks through the process in a similar way to About Face.

u/WesselVesselYoutube · 1 pointr/virtualreality

If you're just starting out, this book has helped me IMMENSELY: https://www.amazon.com/VR-Book-Human-Centered-Virtual-Reality/dp/1970001127

It explains pretty much everything we know about the history, optimization, creation and the future of virtual reality and I think is a must for any VR dev. Especially a beginner.

Just keep chipping away in Unity and you'll have a bright future!

This guy also has many good videos about building VR games: https://www.youtube.com/user/NurFACEGAMES

u/[deleted] · 4 pointsr/programming

Given all of this, I would have to say stay in C++ and switch to wxWidgets. That way you avoid the overall pain of switching languages and you gain all of the other benefits you mention. As a motivating example, Epic Games has rewritten UnrealEd, their map editing tool, from being a C++/MFC application to being a C++/wxWidgets application.

For a very large application, I'm going to have to agree with your engineer who says that dynamic typing presents a maintenance nightmare. I can go into more details about that privately if you want more information. I'd also stay away from the bytecode-compiled-only, or interpreted, languages for obvious performance reasons.

Finally, wxWidgets has a quite good book available, Cross-Platform GUI Programming with wxWidgets. Documentation matters!

u/electricotter · 6 pointsr/userexperience

Just to make the difference clear, this is for qualitative data. With qualitative data, you can catch lots of quick wins and your major usability issues, but there's no way to statistically extrapolate this small a data set to the general population at large. That's what quantitative tests and statistics are for.

For qualitative studies, we (we being me, I guess, in my company) usually aim for seven, are satisfied with six, and call it good. That generally puts you at the upper part of that curve, but I'd never dare to make a generalization to the general public with that small a sample size.

For anyone who's interested in seeing the statistical side of things, check out this textbook: http://www.amazon.com/Measuring-User-Experience-Second-Technologies/dp/0124157815/

u/-t-o-n-y- · 2 pointsr/userexperience

If she's interacting with a lot of users I would suggest reading Practical Empathy. Observing the User Experience is another great resource for learning about user research. User experience is all about people so it's always a good idea to read up on human behavior, psychology, cognition, perception, learning and memory etc. e.g. books like Hooked, Bottlenecks, Design for the mind, Designing with the mind in mind, 100 things every designer needs to know about people, 100 more things every designer needs to know about people, Thinking fast and slow, Predictably Irrational and I would also recommend Articulating design decisions and Friction.

u/biochromatic · 1 pointr/gamedev

This isn't specifically on simulation game design, but it's always a great read for game design:

Theory of Fun for Game Design

u/HidingInSaccades · 4 pointsr/userexperience

While I have very little empirical evidence to back this up, hells yes.

My company, for example, has become very active recently with using DOMO, Voice of Customer, Question Based Selling, and other data collection to help paint a picture of our customers personas, buying stages, and pain points

What I’d like to see more of is how to understand the classic psychology of customers where this data is identifying, and how the Creative Ops, Digital Teams, and campaign managers can use this knowledge to create better content that resonates.

It’s all here in this book: https://www.amazon.com/gp/aw/d/1484225791/ref=sxts_1?ie=UTF8&qid=1510422699&sr=1&pi=AC_SX236_SY340_QL65

So I would say you might need to design a position for yourself, but this angle could be very compelling.

u/SH_DY · 18 pointsr/xboxone

I can look some up. A few of the top google search results:

  • America’s Army, meant to act as a recruiting tool for the U.S. military, cost $32.8 million over eight years and in 2009 even received four guiness world record awards for it's success (e.g. most downloaded war game & most played hours FTP war game). [Wired]
  • In 2008 the US Army announced they invest $50 million into their own video games unit in the next 5 years. [Guardian]
  • They spent $4 million to comission the Xbox game Full Spectrum Warrior, where a custom version was used for training.
  • Book like this one might interest you: War Play,

    Military spending is also a very common thing in Hollywood, where there's a lot more evidence (good article here). Interesting stuff.
u/ladiesngentlemenplz · 6 pointsr/askphilosophy

The Scharff and Dusek reader has been mentioned, but I'd like to put a plug in for the Kaplan reader as well.

The following are also worth checking out...

Peter Paul Verbeek's What Things Do (this is my "if you only read one book about Phil Tech, read this book" book)

Michel Callon's "The Sociology of an Actor-Network"

Don Ihde's Technology and the Lifeworld

Andy Feenberg's Questioning Technology

Albert Borgman's Technology and the Character of Contemporary Life

Martin Heidegger's "The Question Concerning Technology"

Lewis Mumford's Technics and Civilization

Jacques Ellul's The Technological Society

Langdon Winner's "Do Artifacts Have Politics" and The Whale and the Reactor

Hans Jonas' "Technology and Responsibility"

Sunstein and Thaler's Nudge

Neil Postman's Amusing Ourselves to Death

Nicholas Carr's The Shallows and The Glass Cage

u/urb3000 · 4 pointsr/nosurf

Adam Alter is a marketing and psychology professor at NYU's Stern School of Business.

On Amazon you can read through the first couple of pages (hover over the book cover and click 'look inside').

Even the creators of these apps and devices recognize the potential for addiction. Steve Jobs for example, didn't let his kids use an iPad. The Instagram founder said "there's always another hashtag".

Even the presence of a smartphone without it being used, just it by itself sitting there is enough to disrupt sociability.

I really recommend reading the introduction to this book, it's free!

I'll start part one when I buy it!

u/hitmantaaz · 12 pointsr/NoFap

Looked on Amazon, found it.

>March 7, 2017

I think you read the year a little to quickly, welcome in the future bro 😂

u/joelanman · 1 pointr/gaming

I'm fascinated by the topic of videogames and learning - James Paul's book is really good:

What Video Games Have to Teach Us About Learning and Literacy

u/clone1205 · 1 pointr/pics

Heh, I had to buy this back at uni (only the 2nd edition)

For how much I used it that sure was £30 that would have been better spent on food!

u/NormalCupcake · 5 pointsr/ukpolitics

>
>
> What other skills do I need apart from basics- html, css, basic js, design?

A good place to start is "The Design of Everyday Things" by D. Norman. HCI is a huge topic that goes far beyond making things like nice. You have to get into usability testing too, and consider cultural differences (Hofstede etc). We used the 'Interaction Design' textbook on our course, it was boring as fuck but covers all the basics.

u/guidanceSeeker · 1 pointr/MuslimNoFap

I've the same problem as you and I started read books about this issue, you may want to read this one: Irresistible: The Rise of Addictive Technology and the Business of Keeping Us Hooked it will open your mind on a lot of things.