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About The Book
Description
Author
<p><strong><em>Think in 4D</em> is a book about product experience design: how to think holistically creatively and critically to create savvy successful sites and apps. It pushes the tech industry to think beyond 2D designs and 3D experiences to 4D impacts. More than 500 illustrations 40 exercises and a bonus collection of free templates help any student professional or entrepreneur level up.</strong></p><p>Erica Heinz shares evergreen principles and refined methods drawn from 20 years of experience as a digital design consultant in New York City plus a variety of undergraduate and graduate design courses. <em>Think in 4D</em> unites behavioral psychology business strategy visual principles research methods and human-centered design practices to provide a pithy visual cheat sheet for hundreds of design ideas and an essential handbook for any digital citizen.</p><ul><li><strong>Part I FRAMEWORK&nbsp;outlines the easy-to-remember 4D thinking model.</strong> Four phases (threads impressions interactions and memories) and three dimensions&nbsp;(2D 3D and 4D)&nbsp;split&nbsp;the complexity of digital product design into manageable yet integrated parts.&nbsp;The method has seven key tenets -&nbsp;prototype lower the fidelity work backwards work in circles use principles use metrics and co-create -&nbsp;that focus and speed work.</li><li><strong>Part II PRACTICE provides guidelines for putting the model into action.</strong> The four phases and three layers yield twelve chapters spanning 2D (words layouts symbols and images) 3D (inclusivity flexibility usability and personalization) and 4D (relationships patterns paths and moments) focus areas. Each chapter includes key questions cognitive principles examples exercises and user research tips. Each phase ends with a larger design challenge and critique outline for a key deliverable (concepts flows screens or links).</li><li><strong>Part III CRAFT&nbsp;refines the practice with ways to advance both creative and conceptual skills.</strong> Prototyping is the tangible craft so the book shares ways to sketch wireframe and play more effectively. Thinking is the invisible craft so the book shows readers how to deconstruct frame research diverge converge differentiate and think in 4D.</li></ul>