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persona 4 design: Persona 4 Arena Atlus U S A Inc, 2012 |
persona 4 design: Persona 3 , 2012 Featuring the character designs of Shigenori Soejima! Go behind the scenes of Persona 3, one of the most unique and respected RPG's ever. Inside you'll find character designs, rough sketches, storyboards, backgrounds & settings, an exclusive interview with the game's creators, and more! |
persona 4 design: The Persona Lifecycle John Pruitt, Tamara Adlin, 2010-08-04 The Persona Lifecycle is a field guide exclusively focused on interaction design's most popular new technique. The Persona Lifecycle addresses the how of creating effective personas and using those personas to design products that people love. It doesn't just describe the value of personas; it offers detailed techniques and tools related to planning, creating, communicating, and using personas to create great product designs. Moreover, it provides rich examples, samples, and illustrations to imitate and model. Perhaps most importantly, it positions personas not as a panacea, but as a method used to complement other user-centered design (UCD) techniques including scenario-based design, cognitive walkthroughs and user testing. The authors developed the Persona Lifecycle model to communicate the value and practical application of personas to product design and development professionals. This book explores the complete lifecycle of personas, to guide the designer at each stage of product development. It includes a running case study with rich examples and samples that demonstrate how personas can be used in building a product end-to-end. It also presents recommended best practices in techniques, tools, and innovative methods and contains hundreds of relevant stories, commentary, opinions, and case studies from user experience professionals across a variety of domains and industries. This book will be a valuable resource for UCD professionals, including usability practitioners, interaction designers, technical writers, and program managers; programmers/developers who act as the interaction designers for software; and those professionals who work with developers and designers. Features* Presentation and discussion of the complete lifecycle of personas, to guide the designer at each stage of product development.* A running case study with rich examples and samples that demonstrate how personas can be used in building a product end-to-end. * Recommended best practices in techniques, tools, and innovative methods.* Hundreds of relevant stories, commentary, opinions, and case studies from user experience professionals across a variety of domains and industries. |
persona 4 design: The Art of Persona 5 Prima Games, 2017 Presents conceptual artwork, sketches, storyboards, and background notes for the characters and robots of the role-playing game. |
persona 4 design: Data-Driven Personas Bernard J. Jansen, Joni Salminen, Soon-gyo Jung, Kathleen Guan, 2022-05-31 Data-driven personas are a significant advancement in the fields of human-centered informatics and human-computer interaction. Data-driven personas enhance user understanding by combining the empathy inherent with personas with the rationality inherent in analytics using computational methods. Via the employment of these computational methods, the data-driven persona method permits the use of large-scale user data, which is a novel advancement in persona creation. A common approach for increasing stakeholder engagement about audiences, customers, or users, persona creation remained relatively unchanged for several decades. However, the availability of digital user data, data science algorithms, and easy access to analytics platforms provide avenues and opportunities to enhance personas from often sketchy representations of user segments to precise, actionable, interactive decision-making tools—data-driven personas! Using the data-driven approach, the persona profile can serve as an interface to a fully functional analytics system that can present user representation at various levels of information granularity for more task-aligned user insights. We trace the techniques that have enabled the development of data-driven personas and then conceptually frame how one can leverage data-driven personas as tools for both empathizing with and understanding of users. Presenting a conceptual framework consisting of (a) persona benefits, (b) analytics benefits, and (c) decision-making outcomes, we illustrate applying this framework via practical use cases in areas of system design, digital marketing, and content creation to demonstrate the application of data-driven personas in practical applied situations. We then present an overview of a fully functional data-driven persona system as an example of multi-level information aggregation needed for decision making about users. We demonstrate that data-driven personas systems can provide critical, empathetic, and user understandingfunctionalities for anyone needing such insights. |
persona 4 design: Personas - User Focused Design Lene Nielsen, 2019-02-08 People relate to other people, not to simplified types or segments. This is the concept that underpins this book. Personas, a user centered design methodology, covers topics from interaction design within IT, through to issues surrounding product design, communication, and marketing. Project developers need to understand how users approach their products from the product’s infancy, and regardless of what the product might be. Developers should be able to describe the user of the product via vivid depictions, as if they – with their different attitudes, desires and habits – were already using the product. In doing so they can more clearly formulate how to turn the product's potential into reality. Based on 20 years’ experience in solving problems for businesses and 15 years of research, currently at the IT University of Copenhagen, Lene Nielsen is Denmark’s leading expert in the persona method. She has a PhD in personas and scenarios, and through her research and practical experiences has developed her own approach to the method – 10 Steps to Personas. This second edition of Personas – User Focused Design presents a step-by-step methodology of personas which will be of interest to developers of IT, communications solutions and innovative products. This book also includes three new chapters and considerable expansion on the material in the first edition. |
persona 4 design: Shigenori Soejima Artworks Shigenori Soejima, Atlus, 2011 This book features Shigenori Soejima's work from the various Persona video games and other projects such as Stella Deus and Momoiro Taisen Pairon, as well as an interview with the artist himself. |
persona 4 design: Shigenori Soejima & P-Studio Art Unit: Art Works 2 Shigenori Soejima, 2019-10-15 Master artist Shigenori Soejima returns with a new collection of gorgeous illustrations. Included are amazing visuals for video games Catherine and Persona 5, plus a bevy of new pieces for other installments in the Persona series and its many spin-offs. It’s all topped off by exclusive interviews with the artist himself and the creative team at P-Studio Art Unit. |
persona 4 design: Designing for the Digital Age Kim Goodwin, 2011-03-25 Whether you’re designing consumer electronics, medical devices, enterprise Web apps, or new ways to check out at the supermarket, today’s digitally-enabled products and services provide both great opportunities to deliver compelling user experiences and great risks of driving your customers crazy with complicated, confusing technology. Designing successful products and services in the digital age requires a multi-disciplinary team with expertise in interaction design, visual design, industrial design, and other disciplines. It also takes the ability to come up with the big ideas that make a desirable product or service, as well as the skill and perseverance to execute on the thousand small ideas that get your design into the hands of users. It requires expertise in project management, user research, and consensus-building. This comprehensive, full-color volume addresses all of these and more with detailed how-to information, real-life examples, and exercises. Topics include assembling a design team, planning and conducting user research, analyzing your data and turning it into personas, using scenarios to drive requirements definition and design, collaborating in design meetings, evaluating and iterating your design, and documenting finished design in a way that works for engineers and stakeholders alike. |
persona 4 design: Universal Methods of Design Bella Martin, Bruce Hanington, 2012-02 Universal Methods of Design is an immensely useful survey of research and design methods used by today's top practitioners, and will serve as a crucial reference for any designer grappling with really big problems. This book has a place on every designer's bookshelf, including yours! —David Sherwin, Principal Designer at frog and author of Creative Workshop: 80 Challenges to Sharpen Your Design Skills Universal Methods of Design is a landmark method book for the field of design. This tidy text compiles and summarizes 100 of the most widely applicable and effective methods of design—research, analysis, and ideation—the methods that every graduate of a design program should know, and every professional designer should employ. Methods are concisely presented, accompanied by information about the origin of the technique, key research supporting the method, and visual examples. Want to know about Card Sorting, or the Elito Method? What about Think-Aloud Protocols? This book has them all and more in readily digestible form. The authors have taken away our excuse for not using the right method for the job, and in so doing have elevated its readers and the field of design. UMOD is an essential resource for designers of all levels and specializations, and should be one of the go-to reference tools found in every designer’s toolbox. —William Lidwell, author of Universal Principles of Design, Lecturer of Industrial Design, University of Houston This comprehensive reference provides a thorough and critical presentation of 100 research methods, synthesis/analysis techniques, and research deliverables for human centered design, delivered in a concise and accessible format perfect for designers, educators, and students. Whether research is already an integral part of a practice or curriculum, or whether it has been unfortunately avoided due to perceived limitations of time, knowledge, or resources, Universal Methods of Design serves as an invaluable compendium of methods that can be easily referenced and utilized by cross-disciplinary teams in nearly any design project. This essential guide: - Dismantles the myth that user research methods are complicated, expensive, and time-consuming - Creates a shared meaning for cross-disciplinary design teams - Illustrates methods with compelling visualizations and case studies - Characterizes each method at a glance - Indicates when methods are best employed to help prioritize appropriate design research strategies Universal Methods of Design distills each method down to its most powerful essence, in a format that will help design teams select and implement the most credible research methods best suited to their design culture within the constraints of their projects. |
persona 4 design: Lean UX Jeff Gothelf, Josh Seiden, 2016-09-12 Lean UX has become the preferred approach to interaction design, tailor-made for today’s agile teams. In the second edition of this award winning book, leading advocates Jeff Gothelf and Josh Seiden expand on the valuable Lean UX principles, tactics, and techniques covered in the first edition to share how product teams can easily incorporate design, experimentation, iteration, and continuous learning from real users into their Agile process. Inspired by Lean and Agile development theories, Lean UX lets you focus on the actual experience being designed, rather than deliverables. This book shows you how to collaborate closely with other members of your Agile product team, and gather feedback early and often. You’ll learn how to drive the design in short, iterative cycles to assess what works best for the business and the user. Lean UX shows you how to make this change—for the better. Frame a vision of the problem you’re solving and focus your team on the right outcomes Bring the designers’ toolkit to the rest of your product team Share your insights with your team much earlier in the process Create Minimum Viable Products to determine which ideas are valid Incorporate the voice of the customer throughout the project cycle Make your team more productive: combine Lean UX with Agile’s Scrum framework Understand the organizational shifts necessary to integrate Lean UX |
persona 4 design: Inclusive Design P.John Clarkson, Roger Coleman, Simeon Keates, Cherie Lebbon, 2013-06-29 Inclusive Design: What's in It for Me? presents a comprehensive review of current practice in inclusive design. With emphasis on new ideas for improvement and arguments for wider implementation in future, a unique combination of leading opinions on inclusive design from both industry and academia are offered. The theme throughout encourages a positive view of inclusive design as a good and profitable process and to produce a change to more effective approaches to design for all. Inclusive Design is composed of two parts with a common chapter structure so that the business and design arguments in favour of inclusive design can be easily compared and assimilated: The Business Case presents the industrial and management benefits of inclusive design. It concentrates on demographic, legal and ethical reasons for all businesses being better off taking inclusivity into account in the design of their products or services. Case histories demonstrating the commercial success of inclusive design are drawn from the experiences of companies such as Tesco, Fiat and The Royal Mail. The Designers' Case focuses on the factors a designer needs to take into account when dealing with inclusivity. Who is going to use my design? What do they need from my design? How do I take any medical needs into account? Just how inclusive is my design? are all questions answered in this section which presents the necessary tools for effective inclusive design. This part of the book aims to convince a designer that inclusive design is a realistic goal. Inclusive Design will appeal to designers, researchers and students and to managers making decisions about the research and design strategies of their companies. |
persona 4 design: This Is Service Design Doing Marc Stickdorn, Markus Edgar Hormess, Adam Lawrence, Jakob Schneider, 2018-01-02 How can you establish a customer-centric culture in an organization? This is the first comprehensive book on how to actually do service design to improve the quality and the interaction between service providers and customers. You'll learn specific facilitation guidelines on how to run workshops, perform all of the main service design methods, implement concepts in reality, and embed service design successfully in an organization. Great customer experience needs a common language across disciplines to break down silos within an organization. This book provides a consistent model for accomplishing this and offers hands-on descriptions of every single step, tool, and method used. You'll be able to focus on your customers and iteratively improve their experience. Move from theory to practice and build sustainable business success. |
persona 4 design: About Face Alan Cooper, Robert Reimann, David Cronin, Christopher Noessel, 2014-09-02 The essential interaction design guide, fully revised and updated for the mobile age About Face: The Essentials of Interaction Design, Fourth Edition is the latest update to the book that shaped and evolved the landscape of interaction design. This comprehensive guide takes the worldwide shift to smartphones and tablets into account. New information includes discussions on mobile apps, touch interfaces, screen size considerations, and more. The new full-color interior and unique layout better illustrate modern design concepts. The interaction design profession is blooming with the success of design-intensive companies, priming customers to expect design as a critical ingredient of marketplace success. Consumers have little tolerance for websites, apps, and devices that don't live up to their expectations, and the responding shift in business philosophy has become widespread. About Face is the book that brought interaction design out of the research labs and into the everyday lexicon, and the updated Fourth Edition continues to lead the way with ideas and methods relevant to today's design practitioners and developers. Updated information includes: Contemporary interface, interaction, and product design methods Design for mobile platforms and consumer electronics State-of-the-art interface recommendations and up-to-date examples Updated Goal-Directed Design methodology Designers and developers looking to remain relevant through the current shift in consumer technology habits will find About Face to be a comprehensive, essential resource. |
persona 4 design: Presentation Zen Garr Reynolds, 2020 |
persona 4 design: Shin Megami Tensei IV Atlus, 2016-03-08 First published in Japan in 2013 by Kadokawa Dwango Corporation--Colophon. |
persona 4 design: Writing Is Designing Michael J. Metts, Andy Welfle, 2020-01-14 Without words, apps would be an unusable jumble of shapes and icons, while voice interfaces and chatbots wouldn't even exist. Words make software human–centered, and require just as much thought as the branding and code. This book will show you how to give your users clarity, test your words, and collaborate with your team. You'll see that writing is designing. |
persona 4 design: The Essential Persona Lifecycle Tamara Adlin, John Pruitt, 2010-03-20 The Essential Persona Lifecycle: Your Guide to Building and Using Personas offers a practical guide to the creation and use of personas, which can help product designers, their team, and their organization become more user focused. This book is for people who just need to know what to do and what order to do it in. It is completely focused on practical tools and methods, without much explanation on why the particular tool or method is the right one. The book discusses the five phases of persona lifecycle: - Family planning — Basic ideas and a few tools that will help one get organized - Conception and gestation — Step-by-step instructions to move from assumptions to completed personas - Birth and maturation — Strategic techniques to get the right information about ones personas out to ones your teammates at the right time - Adulthood — Specific tools that will ensure that ones personas are used by the right people at the right times and in the right ways during the product development cycle - Lifetime achievement and retirement — Basic ideas and a few tools to you measure the success of the persona effort and prepare for the next one - Practical and immediately applicable how-to reference guide for building and using personas – from planning, creating, launching, evaluating, and determining ROI - Invaluable guide that gives you a quick reference for incorporating personas into a product development process - Features all the essential how-to material from its parent book, The Persona Lifecycle, as a quick, at your fingertips companion |
persona 4 design: Persona Francois Nars, 2021-09-07 In this limited edition, French makeup legend, beauty mogul, and esteemed photographer François Nars unveils his long-awaited collection of more than 300 new photographs—dramatic and provocative portraits of creative figures of all ages that capture the beauty and essence of each persona. Persona reveals an extraordinary production of cinematic, avant-garde portraits of an exclusive list of contemporary creative icons. The celebrities, artists, designers, musicians, and actors featured include Tilda Swinton, Naomi Campbell, Kyle MacLachlan, Sharon Stone, Bella Hadid, Isabelle Adjani, Cindy Sherman, Mikhail Baryshnikov, Marina Abramovic, Liv Tyler, Christian Lacroix, Tadao Ando, and Marianne Faithfull. Nars has never sought to hide the imperfections and oddities that give faces their personality, but rather to accentuate them in dramatic and surprising ways—think bold, dark, painstakingly crafted eyes offset by clear, almost bare skin. The arresting images in this volume, shot in color against a rich black background with dramatic lighting, explore themes of provocation, sharp humor, and unconventional beauty, always with an edgy dose of glamour. This undoubtedly unique and gorgeous volume, printed using specialty inks to produce images in ultrarich vibrant colors with high gloss, is a true collector’s item for style, culture, and photography enthusiasts alike. |
persona 4 design: Persona 5 : The original art book , This book was originally published in Japan. Persona 5 : The original art book features all character concepts, confidants, bosses with the creator’s comment! -Collecting all of people’s concept arts from main characters and their Personas to confidants and antagonists. -Also including their initial images and model sheets. -Translating almost all the Japanese sentences into English. -Collecting the publicity illustrations that is drawn for the magazine’s covers or poster. -On the interview of Soejima Shigenori, who is the character designer, there are untold fact about Persona 5”’s characters. |
persona 4 design: Gamification at Work Janaki Mythily Kumar, Mario Herger, 2013 Gamification is becoming a common buzzword in business these days. In its November 2012 press release, Gartner predicts that by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations. In the same report, they also predict that by 2014, 80% of current gamified applications will fail to meet business objectives, primarily due to poor design. What is gamification? Does it belong in the workplace? Are there design best practices that can increase the efficacy of enterprise gamification efforts? Janaki Kumar and Mario Herger answer these questions and more in this book Gamification @ Work. They caution against taking a chocolate covered broccoli approach of simply adding points and badges to business applications and calling them gamified. They outline a methodology called Player Centered Design which is a practical guide for user experience designers, product managers and developers to incorporate the principles of gamification into their business software. Player Centered Design involves the following five steps: 1. Know your player 2. Identify the mission 3. Understand human motivation 4. Apply mechanics 5. Manage, monitor and measure Kumar and Herger provide examples of enterprise gamification, introduce legal and ethical considerations, and provide pointers to other resources to continue your journey in designing gamification that works! Keywords: Gamification, Enterprise Gamification, Gamification of business software, enterprise software, business software, User experience design, UX, Design, Engagement, Motivation. |
persona 4 design: Mismatch Kat Holmes, 2018-10-16 How inclusive methods can build elegant design solutions that work for all. Sometimes designed objects reject their users: a computer mouse that doesn't work for left-handed people, for example, or a touchscreen payment system that only works for people who read English phrases, have 20/20 vision, and use a credit card. Something as simple as color choices can render a product unusable for millions. These mismatches are the building blocks of exclusion. In Mismatch, Kat Holmes describes how design can lead to exclusion, and how design can also remedy exclusion. Inclusive design methods—designing objects with rather than for excluded users—can create elegant solutions that work well and benefit all. Holmes tells stories of pioneers of inclusive design, many of whom were drawn to work on inclusion because of their own experiences of exclusion. A gamer and designer who depends on voice recognition shows Holmes his “Wall of Exclusion,” which displays dozens of game controllers that require two hands to operate; an architect shares her firsthand knowledge of how design can fail communities, gleaned from growing up in Detroit's housing projects; an astronomer who began to lose her eyesight adapts a technique called “sonification” so she can “listen” to the stars. Designing for inclusion is not a feel-good sideline. Holmes shows how inclusion can be a source of innovation and growth, especially for digital technologies. It can be a catalyst for creativity and a boost for the bottom line as a customer base expands. And each time we remedy a mismatched interaction, we create an opportunity for more people to contribute to society in meaningful ways. |
persona 4 design: Value Proposition Design Alexander Osterwalder, Yves Pigneur, Gregory Bernarda, Alan Smith, 2015-01-28 The authors of the international bestseller Business Model Generation explain how to create value propositions customers can’t resist Value Proposition Design helps you tackle the core challenge of every business — creating compelling products and services customers want to buy. This highly practical book, paired with its online companion, will teach you the processes and tools you need to create products that sell. Using the same stunning visual format as the authors’ global bestseller, Business Model Generation, this sequel explains how to use the “Value Proposition Canvas” to design, test, create, and manage products and services customers actually want. Value Proposition Design is for anyone who has been frustrated by new product meetings based on hunches and intuitions; it’s for anyone who has watched an expensive new product launch fail in the market. The book will help you understand the patterns of great value propositions, get closer to customers, and avoid wasting time with ideas that won’t work. You’ll learn the simple process of designing and testing value propositions, that perfectly match customers’ needs and desires. In addition the book gives you exclusive access to an online companion on Strategyzer.com. You will be able to assess your work, learn from peers, and download pdfs, checklists, and more. Value Proposition Design is an essential companion to the ”Business Model Canvas” from Business Model Generation, a tool embraced globally by startups and large corporations such as MasterCard, 3M, Coca Cola, GE, Fujitsu, LEGO, Colgate-Palmolive, and many more. Value Proposition Design gives you a proven methodology for success, with value propositions that sell, embedded in profitable business models. |
persona 4 design: Better Angels Greg Stolze, 2013-08-01 A supervillain roleplaying game. |
persona 4 design: Digital Marketing Dave Chaffey, Fiona Ellis-Chadwick, 2012 Now in its fifth edition, Digital Marketing (previously Internet Marketing) provides comprehensive, practical guidance on how companies can get the most out of digital media to meet their marketing goals. Digital Marketing links marketing theory with practical business experience through case studies and interviews from cutting edge companies such as eBay and Facebook, to help students understand digital marketing in the real world. |
persona 4 design: Practical Empathy Indi Young, 2015-01-15 Conventional product development focuses on the solution. Empathy is a mindset that focuses on people, helping you to understand their thinking patterns and perspectives. Practical Empathy will show you how to gather and compare these patterns to make better decisions, improve your strategy, and collaborate successfully. |
persona 4 design: The User Experience Team of One Leah Buley, 2013-07-09 The User Experience Team of One prescribes a range of approaches that have big impact and take less time and fewer resources than the standard lineup of UX deliverables. Whether you want to cross over into user experience or you're a seasoned practitioner trying to drag your organization forward, this book gives you tools and insight for doing more with less. |
persona 4 design: Kiss Gene Simmons, Paul Stanley, 2002 With over 150 photos--most of which are published here for the first time--Gene Simmons and Paul Stanley take readers on an intimate tour of the early days of KISS. Full color and b&w. |
persona 4 design: About Face 2.0 Alan Cooper, Robert Reimann, 2003-03-28 The following description is for the second edition of About Face. The 3rd Edtion, About Face 3 (ISBN 0470084111), is now available. First published seven years ago-just before the World Wide Web exploded into dominance in the software world-About Face rapidly became a bestseller. While the ideas and principles in the original book remain as relevant as ever, the examples in About Face 2.0 are updated to reflect the evolution of the Web. Interaction Design professionals are constantly seeking to ensure that software and software-enabled products are developed with the end-user's goals in mind, that is, to make them more powerful and enjoyable for people who use them. About Face 2.0 ensures that these objectives are met with the utmost ease and efficiency. Alan Cooper (Palo Alto, CA) has spent a decade making high-tech products easier to use and less expensive to build-a practice known as Interaction Design. Cooper is now the leader in this growing field. Mr. Cooper is also the author of two bestselling books that are widely considered indispensable texts. About Face: The Essentials of User Interface Design, intro-duced the first comprehensive set of practical design principles. The Inmates Are Running the Asylum explains how talented people and companies continually create aggravating high-tech products that fail to meet customer expectations. Robert Reimann has spent the past 15 years pushing the boundaries of digital products as a designer, writer, lecturer, and consultant. He has led dozens of interaction design projects in domains including e-commerce, portals, desktop productivity, authoring environments, medical and scientific instrumentation, wireless, and handheld devices for startups and Fortune 500 clients alike. Joining Cooper in 1996, Reimann led the development and refinement of many goal-directed design methods described in About Face 2.0. He has lectured on these methods at major universities and to international industry audiences. He is a member of the advisory board of the UC Berkeley Institute of Design. |
persona 4 design: Contextual Design Karen Holtzblatt, Hugh Beyer, 2016-11-16 Contextual Design: Design for Life, Second Edition, describes the core techniques needed to deliberately produce a compelling user experience. Contextual design was first invented in 1988 to drive a deep understanding of the user into the design process. It has been used in a wide variety of industries and taught in universities all over the world. Until now, the basic CD approach has needed little revision, but with the wide adoption of handheld devices, especially smartphones, the way technology is integrated into people's lives has fundamentally changed. Contextual Design V2.0 introduces both the classic CD techniques and the new techniques needed to design for life, fulfilling core human motives while supporting activities. This completely updated and revised edition is written in a clear, informal style without excessive jargon, and is the must-have book for any UX Design library. Users will find coverage of mobile devices and consumer and business products, all illustrated with new examples, case studies, and discussions on how to use CD with the agile development and other project requirements methods. - Provides tactics on how to gather detailed data on how people live, work, and use products - Helps develop a coherent picture of a whole user population - Presents tactics on how to use the seven Cool Concepts to support core human motives and generate new product concepts guided by user data, ideation techniques, and principles key to producing a compelling user experience - Explains how to structure the system and user interface to best support the user across place, time, and platform |
persona 4 design: Lunch with the Generals Derek Hansen, 2003 Ramon, self-styled master storyteller, has steered his listeners down a sinister path littered with love and betrayal, secret police and death squads. But as the Argentinian's tale nears its startling conclusion, his audience is struck with horror. |
persona 4 design: Never Split the Difference Chris Voss, Tahl Raz, 2016-05-17 This international bestseller, with more than 3 million copies sold, offers a field-tested approach to high-stakes negotiations—whether in the boardroom, in your community, or at home. Life is a series of negotiations, and negotiation is at the heart of collaboration—whether you are a business executive, a salesperson, a parent , a community leader, or a spouse. As a former FBI hostage negotiator, Chris Voss gives you the tools to be effective in any situation: negotiating a business deal, buying (or selling) a car, negotiating a salary, acquiring a home, renegotiating rent, deliberating with your partner, or communicating with your children. Taking the power of persuasion, empathy, active listening, and intuition to the next level, Never Split the Difference gives you the competitive edge in any difficult conversation or challenging situation. This book is a masterclass in influencing others, no matter the circumstances. After a stint policing the rough streets of Kansas City, Chris Voss joined the FBI, where his career as a hostage negotiator brought him face-to-face with a range of criminals, including bank robbers and terrorists. Reaching the pinnacle of his profession, he became the FBI’s lead international kidnapping negotiator. Never Split the Difference distills the Voss method, revealing the skills that matter most when it comes to achieving your goals in both your professional and personal life. Step-by-step, Voss show you how to: Establish Rapport Create Trust with Tactical Empathy Gain the Permission to Persuade Shape What Is Fair Calibrate Questions Transform Conflict into Collaboration Spot Liars Create Breakthroughs by Revealing the Unknown Unknowns Never Split the Difference is your definitive source for defusing potential crises, winning people over, and achieving your goals at work and at home. |
persona 4 design: Avatar Tuner Yu Godai, 2017-09-05 In the post-apocalyptic Junkyard, a mysterious religious order known only as the Church watches over the brutal competition between warring tribes as they vie to unify six territories and thereby gain access to Nirvana, the promised land. But the rules of the competition have changed, and the Junkyard has been thrown into chaos after its inhabitants are granted not only demonic transformation powers, but their first taste of human emotion. The Church demands that any tribe seeking entry to paradise must also deliver the strange girl named Sera to them. Serph and the other members of the Embryon struggle to keep Sera safe from enemies on all sides, all while striving to find whatever allies they can in order to beat the Church at their own game. Avatar Tuner, Vol. 2 continues the Quantum Devil Saga, a series inspired by the Shin Megami Tensei video games, which are widely popular in their native Japan and have gained a considerable following in the West. Translated into English for the first time, experience the story of Serph and his tribe as they fight not only to win, but to understand the supernatural forces that govern the Junkyard. |
persona 4 design: The User is Always Right Steve Mulder, Ziv Yaar, 2007 Describes how to use Web site user research to design effective Web sites. |
persona 4 design: Designing for Emotion Aarron Walter, 2020 Inspiring guidance for the principles of designing for humans. |
persona 4 design: A Tiny History of Service Design Daniele Catalanotto, 2018-09-14 A two hour read book that shows the different events that made it possible for Service Design to be such a great field today. |
persona 4 design: The Future of Library Space Samantha Schmehl Hines, Kathryn Moore Crowe, 2016-12-15 Libraries are dealing with unprecedented changes on several fronts: technological developments, funding difficulties, and an increasing need to prove themselves to a demanding population. These factors understandably impact physical library space. Looking toward the future, what changes can we expect to see in how libraries use space. This volume of Advances in Library Administration and Organization (ALAO) will focus on the future of library spaces. ALAO offers long-form research, comprehensive discussions of theoretical developments, and in-depth accounts of evidence-based practice library administration and organization. The series aims to answer the questions How have libraries been managed and how should they be managed? It goes beyond a platform for the sharing of research to provide a venue for dialogue across issues, in a way that traditional peer reviewed journals cannot. Through this series practitioners can glean new approaches in challenging times and collaborate on the exploration of scholarly solutions to professional quandaries |
persona 4 design: Pictoplasma Peter Thaler, Lars Denicke, 2006 The original, long out-of-print compilation of character design |
persona 4 design: Queerness in Play Todd Harper, Meghan Blythe Adams, Nicholas Taylor, 2018-11-06 Queerness in Play examines the many ways queerness of all kinds—from queer as ‘LGBT’ to other, less well-covered aspects of the queer spectrum—intersects with games and the social contexts of play. The current unprecedented visibility of queer creators and content comes at a high tide of resistance to the inclusion of those outside a long-imagined cisgender, heterosexual, white male norm. By critically engaging the ways games—as a culture, an industry, and a medium—help reproduce limiting binary formations of gender and sexuality, Queerness in Play contributes to the growing body of scholarship promoting more inclusive understandings of identity, sexuality, and games. |
persona为什么会被翻译成女神异闻录? - 知乎
Mar 1, 2018 · persona系列 是起源于 真女神转生 ,其第一部作品是 女神异闻录 persona,之后的作品都是persona,比如persona5(中文译名女神异闻录5,日文名ペルソナ5)后面的女神异闻录译名是 …
Pc版本的女神异闻录5迄今都没有被破解,运用了哪些反破解技 …
知乎,中文互联网高质量的问答社区和创作者聚集的原创内容平台,于 2011 年 1 月正式上线,以「让人们更好的分享知识、经验和见解,找到自己的解答」为品牌使命。知乎凭借认真、专业、友善的社区 …
怎么做用户画像(Persona)? - 知乎
Mar 25, 2021 · 从本质上说,Persona是一种描述用户需求的工具,可以帮助我们站在用户角度思考问题。 比如,在产品设计和原型开发阶段,产品经理可以通过Persona理解用户需求,想象用户的使用场 …
Intel(R) UHD Graphics是什么类型的显卡? - 知乎
Intel (R) HD Graphics,这个中文字面意思是,intel芯片自带的集成显卡~ 这个显卡的性能是变化的,基本上都是入门级的,俗称点亮机;
集成显卡:Intel® Iris® Xe Graphics到底在显卡中算什么水平? - 知乎
之前只想玩LOL来着,就没想太多。现在想玩些steam上的游戏,但是配置上我不知道我这个显卡怎么样,能不能…
知乎客户端
知乎,中文互联网高质量的问答社区和创作者聚集的原创内容平台,于 2011 年 1 月正式上线,以「让人们更好的分享知识、经验和见解,找到自己的解答」为品牌使命。知乎凭借认真、专业、友善的社区 …
persona为什么会被翻译成女神异闻录? - 知乎
Mar 1, 2018 · persona系列 是起源于 真女神转生 ,其第一部作品是 女神异闻录 persona,之后的作品都是persona,比如persona5(中文译名女神异闻录5,日文名ペルソナ5)后面的女神异闻录译名是 …
Pc版本的女神异闻录5迄今都没有被破解,运用了哪些反破解技 …
知乎,中文互联网高质量的问答社区和创作者聚集的原创内容平台,于 2011 年 1 月正式上线,以「让人们更好的分享知识、经验和见解,找到自己的解答」为品牌使命。知乎凭借认真、专业、友善的社区 …
怎么做用户画像(Persona)? - 知乎
Mar 25, 2021 · 从本质上说,Persona是一种描述用户需求的工具,可以帮助我们站在用户角度思考问题。 比如,在产品设计和原型开发阶段,产品经理可以通过Persona理解用户需求,想象用户的使用场 …
Intel(R) UHD Graphics是什么类型的显卡? - 知乎
Intel (R) HD Graphics,这个中文字面意思是,intel芯片自带的集成显卡~ 这个显卡的性能是变化的,基本上都是入门级的,俗称点亮机;
集成显卡:Intel® Iris® Xe Graphics到底在显卡中算什么水平? - 知乎
之前只想玩LOL来着,就没想太多。现在想玩些steam上的游戏,但是配置上我不知道我这个显卡怎么样,能不能…
知乎客户端
知乎,中文互联网高质量的问答社区和创作者聚集的原创内容平台,于 2011 年 1 月正式上线,以「让人们更好的分享知识、经验和见解,找到自己的解答」为品牌使命。知乎凭借认真、专业、友善的社区 …