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This book is a wonderful piece of literature showcasing and explaining the importance of accounting for human emotion during design, offering insightful guidance on the principles one must adhere to.
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MacLeod’s argues that businesses tend to prioritise selling new products and neglect the ‘end’ of the product usage cycle. MacLeod outlines why this happens, and why it is a problem.
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Author Thomas Lockwood along with various experts explore how the design and product development strategies of the modern world have changed and adapted to the new environment around us.
In this book, Robert Rossman and Matthew Duerden provide an excellent introduction to the principles of experience design, drawing on a variety of real life examples.
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In this book, Robert Rossman and Matthew Duerden provide an excellent introduction to the principles of experience design, drawing on a variety of real life examples.
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Arussy describes the importance of embracing and proactively facilitating change within your organization, offering a unique methodology to tackle change and guide your business through the ruthlessly competitive contemporary environment.
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The authors apply their knowledge on the subject with their firsthand experience with gaming concepts to create a guide to gamification and its application within the business environment.
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This book is written by and for marketing professionals. The authors divide the brain into three parts, and single out the ‘old brain’ as the most important part to target.
At its core, a game is a structured learning environment in which we learn two things: new skills and new information. This book demonstrates the power of games.
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At its core, a game is a structured learning environment in which we learn two things: new skills and new information. This book demonstrates the power of games.
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The author is a professor of behavioral economics and seeks to reveal the hidden forces that shape our decisions, including some of the reactive causes of the 2008 financial crisis.
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Brian Burke’s book offers an excellent introduction to gamification and a very useful, albeit generic, guide to developing gamified solutions. Burke also seeks to dispel common misconceptions about gamification.
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A study of “the Third Place” – a community enhancing place – where we spend significant amounts of time, and which is an important complement to work and domestic lives.