Kathy Sierra created the award-winning Head First programming book series that has sold over 1 million copies, and includes the longest-running tech bestsellers of the past decade. Her background is in developing education games and software for the motion picture industry, and she also created the first interaction design courses for UCLA Entertainment Studies. For more than 15 years she's been helping large companies, small start-ups, non-profits, and educators rethink their approach to user experience, and build sustainable, genuine loyalty.
Imagine you’re in a game with one objective: a bestselling product or service. The rules? No marketing budget, no PR stunts, and it must be sustainably successful. No short-term fads.
This is not a game of chance. It is a game of skill and strategy.
And it begins with a single question: given competing products of equal pricing, promotion, and perceived quality, why does one outsell the others?
The answer doesn’t live in the sustainably successful products or services. The answer lives in those who use them.
Our goal is to craft a strategy for creating successful users. And that strategy is full of surprising, counter-intuitive, and astonishingly simple techniques that don’t depend on a massive marketing or development budget. Techniques typically overlooked by even the most well-funded, well-staffed product teams.
Every role is a key player in this game. Product development, engineering, marketing, user experience, support—everyone on the team. Even if that team is a start-up of one. Armed with a surprisingly overlooked science and a unique POV, we can can reduce the role of luck. We can build sustainably successful products and services that rely not on unethical persuasive marketing tricks but on helping our users have deeper, richer experiences. Not just in the moments while they’re using our product but, more importantly, in the moments when they aren’t.
略顯不足 先說在閱讀電子書的過程中感受到的不夠友好的地方。 1. 類似 Headfirst 係列那樣的圖形與手寫文本,轉化為豆瓣閱讀裏的圖文形式之後,無法標記文本,也影響閱讀體驗,不明白為什麼要在電子書裏原樣復製過來,很多關鍵點都寫在圖裏,極易錯過。 2. 3D物件素材和較為年...
評分看完之後整個感覺這本書比較適閤教育培訓行業的老師,可以很好地幫助學生成長;不太適閤互聯網行業裏做産品的思路;實體産品行業或許也適閤,不太內行,不好說。 按照作者的思路讀下來,有幾點感想: 1. 核心思想是說好産品是幫助用戶變得卓越,幫助用戶由新手變成專傢,這樣用...
評分總的來說這本書的核心思想就是,偉大的産品就是幫助用戶成就更好的自己。第一步是尋找閤適的應用場景讓産品和用戶産生關聯(拉新),再一步步擴大用戶場景來讓用戶使用你更多的産品或者增加産品的使用頻率(留存),同時培養忠實優質用戶,通過口碑營銷和事實營銷吸引更多的用...
評分內容很不錯,以用戶為齣發點,探討産品如何幫助用戶變得更好。如果排版做的好一點的話,讀起來的可讀性會更好。 我寫瞭一篇讀書筆記,整理瞭本書的邏輯,希望能對大傢有幫助 [https://mp.weixin.qq.com/s/DF62Qr5rkHz8hxAY3kzv-A] 關注我的公眾號:拉裏的理想 我會在這裏分享更...
評分這本書的定位以及麵嚮的讀者感覺讓我覺得非常睏惑,以及這本書的價值和意義在哪裏? 中文書名讓讀者乍一看覺得這是一本能夠幫助你設計好産品,提升用戶留存和轉化的書,同時作序推薦都是互聯網的産品專傢,但是本書: 1. 除瞭作者本書開頭順帶引入一些對産品的思考,後麵的內容...
前50頁能夠讓你思考一些問題,還不錯。但是整本書也就止步於此瞭,實在讀不下去,沒什麼例子。還專門看瞭作者的兩個演講,也乏善可陳
评分前半部分同標題,後半部分是理解大腦工作原理後有效練習。
评分年度最佳圖書
评分好書,淺顯易懂,但是卻給瞭個framework關於如何設計一套方法讓人掌握技能。不止可以從産品經理或者設計角度來設計産品,而且可以用在自己的生活學習中,比如孩子想學鋼琴,如何讓他有興趣,堅持學,還有學習的技能。自身也可以用,正好對自身學習有些迷茫最近,正好可以試試
评分前50頁能夠讓你思考一些問題,還不錯。但是整本書也就止步於此瞭,實在讀不下去,沒什麼例子。還專門看瞭作者的兩個演講,也乏善可陳
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