
Multiscreen UX Design
Developing for a Multitude of Devices
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People today use technology on different devices in different locations. Users expect to access information on all relevant screens and across multiple channels through smartphones, tablets, laptops/desktops, smart (internet-connected) TVs, and other devices, such as smartwatches for example. Multiscreen is no longer a nice add-on, it’s a requirement. In this environment, user experience needs to cater to multiple devices. This book provides a holistic approach that will help UX professionals to offer a hands-on guide for UX design across multiple screens. It presents an opportunity to learn how to cater designs for customers. Readers will find patterns, strategies, examples and case studies, methodologies, and insights to help inspire them to develop a viable strategy for their own digital products and services. UX professionals will walk through important elements of multiscreen UX: Investigating the devices and their capabilities Understanding the users and their capabilities Considering the context in which users use these devices Navigating next generation information experiences and the future of content management Designing content and UI architecture for multiscreen projects
Key Features
- A hands-on, practical guide to UX design for how users approach content – across more than one screen at a time
- Discusses devices, users, and their practices
- Includes best practices, real-world examples, and tips and tricks
- A preface written by Scott Jenson
Readership
UX Researchers and Designers, UX Students, mobile designers
Table of Contents
-
- Foreword
- Guest Commentary from the Publisher of the German book
- Preface
- Acknowledgments
- Chapter 1. Introduction
- Abstract
- 1.1 Multiscreen
- 1.2 Important Terms
- 1.3 The Book and its Usage
- 1.4 Orientation AIDS and Central Themes
- Chapter 2. Four Screens
- Abstract
- 2.1 Overview
- 2.2 Categorization of Devices
- 2.3 Device Classes
- 2.4 Device Differences
- 2.5 Device Prototypes
- 2.6 Multiscreen Ecosystems
- 2.7 Conclusion and Tips
- Chapter 3. Users and Their Typification
- Abstract
- 3.1 Understanding Users
- 3.2 Daily Routine
- 3.3 Motives and Needs
- 3.4 Typification and Segmentation
- 3.5 User Prototypes
- 3.6 Conclusion and Tips
- Chapter 4. Context of Use
- Abstract
- 4.1 The Context of Use
- 4.2 Parameters of the Context of Use
- 4.3 Context Relevance
- 4.4 The Mobile Context of Use
- 4.5 Context Prototypes
- 4.6 Conclusion and Tips
- Chapter 5. Strategies and Examples
- Abstract
- Overview
- 5.1 Mobile First
- 5.2 Simultaneity
- 5.3 Social TV
- 5.4 Device Shifting
- 5.5 Complementarity
- 5.6 Synchronization
- 5.7 Screen sharing
- 5.8 Coherence
- 5.9 Fluidity
- 5.10 Smart Content
- 5.11 Mashability
- 5.12 Communification
- 5.13 Gamification
- 5.14 Storyfication
- 5.15 Emotionality
- 5.16 Microjoyment
- 5.17 Hybrid media
- 5.18 Technical challenges
- 5.19 Legal Issues
- 5.20 Conclusion and Tips
- Chapter 6. Next-Generation Information Experience and the Future of Content (Management): Challenges and Trends of Tomorrow
- Abstract
- 6.1 Jumping-Off Point
- 6.2 Innovative Concepts and Trends
- 6.3 The Future of Content Management (Systems)
- 6.4 New Requirements from Authors and Editors
- 6.5 Editor- and Content-Centered Process
- 6.6 Conclusion and Tips
- Chapter 7. Content Design and User Interface Architecture for Multiscreen Projects: Methods and Rules for the Conception, Design, and Implementation of Layout, Contents, and Workflows in the Building Block Principle
- Abstract
- 7.1 A Crucial Shift for Content (Striking New Paths)
- 7.2 Building Block Principle
- 7.3 Processes and Tools
- Chapter 8. Conclusion and Outlook
- Abstract
- 8.1 Summary
- 8.2 Multiscreen and Beyond
- 8.3 The Future of Content Creation and User Interfaces
- Chapter 9. Appendix
- Abstract
- 9.1 Persons in this Book
- 9.2 About the Author
- 9.3 References and Sources
- 9.3.1 Image Credits
- Device Illustrations
- Remaining Illustrations
- Index
Product details
- No. of pages: 332
- Language: English
- Copyright: © Morgan Kaufmann 2015
- Published: December 8, 2015
- Imprint: Morgan Kaufmann
- eBook ISBN: 9780128027509
- Paperback ISBN: 9780128027295
About the Author
Wolfram Nagel

Wolfram Nagel is a UX and Conceptual Designer at SETU GmbH, a German software engineering company. As Head of UX he supervises internal and external web and software projects in the areas of content design, UI architecture and visual design. He is an expert in interface, interaction and user experience design. Wolfram studied Information Design (diploma) and Design Management (Master of Arts) at the Hochschule für Gestaltung Schwäbisch Gmünd, Germany (University of Applied Sciences). Since 2011, he has lectured and hosted talks & workshops about Multiscreen Experience Design at conferences such as IxDA Berlin, Usability Professionals Germany and the German IA Summit and at and for universities, academies and agencies.
Affiliations and Expertise
UX and Conceptual Designer (Head of UX), SETU GmbH, Schwäbisch Gmünd, Germany.