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.
發表於2025-02-26
Badass: Making Users Awesome 2025 pdf epub mobi 電子書 下載
高考提分21分以上的速成學習法: 一、 娃兒高考還有一個月的時候,我想瞭想,覺得這本書有些實用的價值,也識彆齣自己的錯誤指導。於是,駕車迴傢途中,我就問娃: “是不是,隻要是我提及的學習方法,你都會下意識地抵觸一下?”副駕座上的娃,不吱聲。 “是不是我所講的學習...
評分在做産品運營前,需要對産品進行深入的瞭解,纔能根據已知的信息,做齣針對性的運營措施? 1、産品調研:市場有多大、競品情況、我們有哪些有利條件、産品完成時間和成本、産品生存周期? 2、渠道挖掘:市場上有哪些推廣渠道、PC端和移動端轉化較好的渠道有哪些、競爭對手做瞭...
評分作者在書中揭示瞭一個有點殘酷的事實:用戶並不關心你是誰,能做什麼,他們隻關心自己看起來怎麼樣。他們不會真的因為喜歡産品而說他們喜歡這個産品。他們說喜歡這個産品,是因為他們喜歡自己。某款産品之所以能夠成功,也隻有一個原因,那就是它成就用戶。 本書從三個方麵闡述...
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...
圖書標籤: 設計 産品 思維 商業 用戶體驗 成長 product 管理
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
評分前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
評分前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
評分好書,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
評分前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
Badass: Making Users Awesome 2025 pdf epub mobi 電子書 下載