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Record Nr. |
UNINA9910865239303321 |
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Autore |
Marcus Aaron |
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Titolo |
Design, User Experience, and Usability : 13th International Conference, DUXU 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part V / / edited by Aaron Marcus, Elizabeth Rosenzweig, Marcelo M. Soares |
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Pubbl/distr/stampa |
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Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
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ISBN |
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9783031613623 |
9783031613616 |
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Edizione |
[1st ed. 2024.] |
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Descrizione fisica |
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1 online resource (436 pages) |
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Collana |
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Lecture Notes in Computer Science, , 1611-3349 ; ; 14716 |
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Altri autori (Persone) |
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RosenzweigElizabeth |
SoaresMarcelo M |
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Disciplina |
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Soggetti |
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User interfaces (Computer systems) |
Human-computer interaction |
Application software |
Computer networks |
Software engineering |
User Interfaces and Human Computer Interaction |
Computer and Information Systems Applications |
Computer Communication Networks |
Software Engineering |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Nota di contenuto |
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Intro -- Foreword -- HCI International 2024 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 13th International Conference on Design, User Experience and Usability (DUXU 2024) -- HCI International 2025 Conference -- Contents - Part V -- Innovative Design for Enhanced User Experience -- The Design of Humpback Correction Belt Under the Guidance of Healthy Behavior -- 1 Introduction -- 2 Analysis of Hunchback Problem -- 2.1 Overview of the Hunchback Problem -- 2.2 Treatment Methods for Postural |
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Hunchback -- 3 Humpback Correction Belt Product and User Experience Analysis -- 3.1 Product Function Analysis -- 3.2 User Experience Analysis -- 4 Design Principles of Hunchback Correction Belt -- 5 Design of Hunchback Correction Belt -- 6 Conclusion -- References -- A Framework for Applying Kansei Engineering Principles in the Design of Small Household Appliances -- 1 Introduction -- 2 Method -- 3 The Framework for Applying KE Principles in the Design of Household Appliances -- 4 Applying the Framework in the Design of a Household Humidifier -- 5 Discussion and Conclusion -- 6 Limitations and the Next Step -- References -- Comparative Analysis of the Presence and Decision Making in Romantic Visual Novels: Influence of Personalization and Sense of Presence -- 1 Introduction -- 2 State of the Art -- 2.1 Visual Novels -- 2.2 Player Experience -- 2.3 Game Design Elements -- 3 Methodology -- 3.1 Implementation -- 4 Tests and Feasibility -- 4.1 Sample -- 4.2 Sample Analysis -- 4.3 Research Limitations -- 5 Conclusion -- 5.1 Future Works -- References -- Construction and Practice of Financial Management Professional Curriculum System Based on OBE Philosophy -- 1 Introduction -- 1.1 Background and Significance of the Study -- 1.2 Research Issues and Objectives. |
1.3 Research Methods and Data Sources -- 2 Strategies and Implementation Paths for the Construction of Financial Management Professional Curriculum System Based on the Concept of OBEBackground and Significance of the Study -- 2.1 Strategies for the Construction of Financial Management Professional Curriculum System Based on the Concept of OBE -- 2.2 Implementation Path of Financial Management Professional Curriculum System Based on the Concept of OBE -- 3 The Practice of Reverse Design Construction of Financial Management Professional Curriculum System Based on the Concept of OBE -- 3.1 Determine the Training Objectives of Financial Management Professionals -- 3.2 Dentify Core Outcomes to Be Achieved by Financial Management Graduates -- 3.3 Decomposition of Course Objectives -- 3.4 Selection of Content and Teaching Methods and Development of Syllabus -- 4 Analysis of Empirical Evaluation of Financial Management Course Implementation -- 4.1 Constructing an Evaluation System for the Achievement of Professional Talents' Results -- 4.2 Reform of the Course Assessment System -- 4.3 Analysis of the Effectiveness of the Reform of the Financial Management Program Based on the OBE Concept -- 5 Conclusion and Outlook -- References -- Exploring Virtual Proximity in Sensory Food Experience -- 1 Introduction -- 1.1 Study Objectives -- 2 Literature Review -- 2.1 Sensory Food Experience -- 2.2 Virtual and Real Environments -- 2.3 Changing Dynamics of Dining Environments -- 2.4 Virtual Game Environments: A World of Complexity -- 2.5 Gamification Improving Food Experiences -- 3 Methodology -- 3.1 Selecting Environments -- 3.2 Brain Answer Platform -- 3.3 Testing and Data Collection -- 3.4 Post-testing Questionnaire -- 4 Results and Discussion -- 4.1 Food Environment Association -- 4.2 Post Testing Answers -- 5 Conclusions -- 5.1 Future Studies -- References. |
Influences of ICT Tools on the Empathizing Phase of the Design Thinking Process of Design Students -- 1 Introduction -- 1.1 Application of ICT Tools in Design Studio -- 2 Problem Statement -- 2.1 Research Questions -- 3 Research Methodology -- 3.1 Data Collection -- 3.2 Data Analysis -- 4 Results -- 5 Discussion -- 5.1 ICT Tools and Its Influences in Architectural Design Thinking -- 5.2 ICT Tools and It's Influences on Empathizing Phase in Architectural Design Thinking -- 6 Conclusion -- References -- Observation and Reflection: |
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The Behavioral Fields of UX Industry and Its Dilemma -- 1 Introduction -- 2 Materials and Methods -- 2.1 The First Author's Education Background -- 2.2 Sampling -- 2.3 Data Collection and Analysis -- 2.4 Determination of Research Saturation -- 3 Results -- 3.1 Behavioral Fields Directly Related to UX -- 3.2 Behavioral Fields Indirectly Related to UX -- 4 Discussion -- 4.1 Direction and Challenges in Building a Unified UX Theory -- 4.2 Interdisciplinary Perspective in Academic Evaluation -- 4.3 Constructing a Unified UX Theory -- References -- Design and Research on the Integration of Gamification Design and Agricultural Harvesting -- 1 Introduction -- 2 Background of the Study -- 2.1 Research on the Integration of Gamification and Agriculture -- 2.2 Fundamentals of Gamification -- 2.3 Applications of Gamification in Different Domains -- 2.4 Current Status of Harvesting Activities -- 3 Research Design -- 3.1 Preliminary Research -- 3.2 User Analysis -- 3.3 Combining Picking with Gamification -- 4 Design Strategies -- 4.1 Interface Design -- 4.2 Interaction Design -- 4.3 Gamification Design -- 5 Concluding Remarks -- References -- Smart Digital Technology Driven Experience Design of Job Seeking Social Skills Training for University Students in Campus Scenarios via Business Model Innovation -- 1 Introduction -- 2 Method. |
3 Result -- 3.1 Literature Review and Qualitative Analysis -- 3.2 User Research -- 3.3 Design Practice -- 4 Discussion and Conclusion -- References -- Let Go of the Non-digital Past: Embracing the 4Rs for a New Life - Recallable, Relaxing, Repayable, and Reconnected Experiences -- 1 Introduction -- 2 Methodology -- 2.1 User Needs -- 2.2 Collection of User Needs -- 2.3 Analysis of User Needs -- 2.4 Iteration of User Needs -- 3 Results -- 3.1 Gap Day -- 3.2 Rhapsody Pack -- 3.3 Play House -- 3.4 Recallable Toys -- 4 Discussion and Conclusions -- 4.1 Feedback from the LEGO Group -- 4.2 What if We Start All Over -- 4.3 Prospects -- References -- Models for the Assessment of Stimulus Conditions Favoring Harm and Excessive Loads in Home Office Environments -- 1 Introduction -- 2 Methodology -- 2.1 Sample -- 2.2 Systematic Literature Review -- 2.3 Mapping Sentence -- 2.4 Data Collection Method (MSP) -- 2.5 Data Analysis Method (SSA) -- 2.6 Definition of Stimulus Elements -- 2.7 The Test (Research Procedures) -- 3 Results -- 4 Conclusion -- References -- Connecting the Dots for Positive Change: Designing an Enabling Digital Platform for Social Innovation for a Depopulated Territory in Portugal -- 1 Introduction -- 1.1 Research Question and Objectives -- 1.2 Digital Platforms as Facilitating Devices for Social Innovation -- 2 Methods -- 3 Prototyping an Enabling Platform: A Social Innovation Design Process in the Territory -- 4 Results and Discussion -- 4.1 Limitations -- 5 Conclusions -- References -- Looking Through an Ethical and Equitable Lens at the Constructive Disruption of Design Interventions -- 1 Introduction -- 2 The Impact of Design Interventions on Testimonial Injustice -- 3 Nuanced Design Interventions -- 4 Ethical and Equitable Processes -- 5 Points for Further Understanding -- References. |
Navigating the Generation Z Wave: Transforming Digital Assistants into Dream Companions with a Touch of Luxury, Hedonism, and Excitement -- 1 Introduction -- 1.1 Generation Z -- 1.2 Digital Assistants (DA) -- 1.3 Research Objectives -- 2 Methodology -- 2.1 Practice and Collaboration-Based Classroom -- 2.2 Collaborative Partners -- 2.3 Evaluation Tools -- 3 Results -- 3.1 Wealthy Second Generation -- 3.2 Rental Customer -- 3.3 Racing Enthusiast -- 4 Discussion and Reflection -- 4.1 Achievements and Contributions -- 4.2 Deviations in User Needs Estimation -- 4.3 Insufficient |
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Understanding of Existing Technology -- 4.4 Prospects -- References -- Discovering Unanticipated Uses of Interactive Applications to Improve Usability and Enhance Functionality -- 1 Introduction -- 2 Related Work -- 3 Issues in Unanticipated Use of an Application -- 4 An Adaptable Approach to Tool Support -- 4.1 Aspect-Oriented Instrumentation to Capture User Interface Events -- 4.2 Model-Based Analysis to Identify User Tasks from Event Traces -- 4.3 Criteria-Guided Evaluation to Discover Unanticipated Uses -- 5 Feasibility Experiment -- 6 Summary -- References -- Affective TV: Concepts of Affective Computing Applied to Digital Television -- 1 Introduction -- 2 Related Work -- 2.1 Emotion Evaluation Based by Facial Expression Recognition -- 2.2 Involuntary Feedback for Audiovisual Content -- 3 Affective TV: Multimodal Interaction and User Emotion -- 3.1 Recognition Modules -- 4 Evaluation -- 4.1 Methodology -- 4.2 Procedure -- 4.3 Participants -- 4.4 Results and Discussion -- 4.5 Limitations -- 5 Final Remarks -- References -- Research on the Application Trend of Scenario Theory in the Field of Intelligent Product Innovation -- 1 Insights and Inspirations from Scenarios -- 1.1 Insights into Communication Scenarios -- 1.2 Insights into Spatial Planning Scenarios. |
1.3 Insights into Business Service Scenarios. |
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Sommario/riassunto |
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This five-volume set LNCS 14712-14716 constitutes the refereed proceedings of the 13th International Conference on Design, User Experience, and Usability, DUXU 2024, held as part of the 26th International Conference, HCI International 2024, in Washington, DC, USA, during June 29 – July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The DUXU 2024 proceedings were organized in the following topical sections: Part I: Information Visualization and Interaction Design; Usability Testing and User Experience Evaluation. Part II: Designing Interactions for Intelligent Environments; Automotive Interactions and Smart Mobility Solutions; Speculative Design and Creativity. Part III: User Experience Design for Inclusion and Diversity; Human-Centered Design for Social Impact. Part IV: Designing Immersive Experiences across Contexts; Technology, Design, and Learner Engagement; User Experience in Tangible and Intangible Cultural Heritage. Part V: Innovative Design for Enhanced User Experience; Innovations in Product and Service Design. |
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