11034nam 22004693 450 991086524860332120240604080223.09783031613562(electronic bk.)9783031613555(MiAaPQ)EBC31360932(Au-PeEL)EBL31360932(CKB)32213128800041(EXLCZ)993221312880004120240604d2024 uy 0engurcnu||||||||txtrdacontentcrdamediacrrdacarrierDesign, 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 III1st ed.Cham :Springer,2024.©2024.1 online resource (348 pages)Lecture Notes in Computer Science Series ;v.14714Print version: Marcus, Aaron Design, User Experience, and Usability Cham : Springer,c2024 9783031613555 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 III -- User Experience Design for Inclusion and Diversity -- Using the Technology Acceptance Model to Explore the User Experience of Smart Kitchen Use Among Older Adult Women -- 1 Introduction -- 1.1 Technology Acceptance Model (TAM). -- 1.2 Smart Kitchen -- 2 Method -- 2.1 Study Design -- 2.2 Participants -- 2.3 Data Collection -- 2.4 Data Analysis -- 2.5 Study Team -- 3 Results -- 3.1 Description of the Technology Acceptance Model for Smart Kitchen -- 4 Discussion -- 4.1 Limitations -- 5 Conclusion -- References -- Empowering Older Adults: A User-Centered Approach Combining iTV and Voice Assistants to Promote Social Interactions -- 1 Introduction -- 2 Related Work -- 3 The Solution -- 4 Expert Opinion -- 5 Pre-Field Trial -- 6 Results and Discussion -- 7 Conclusion -- References -- UX Design Curriculum: Intersectionality, Race and Ethnicity in Persona Construction -- 1 Introduction -- 2 Review of UXD Graduate Programs -- 2.1 Selection Process -- 2.2 Curriculum Review -- 2.3 Ethics in Healthcare and Implications for HCI Curricula -- 2.4 Proposed Curriculum -- 3 Literature Review -- 4 Position Statement -- 5 Methodology and Module Design -- 6 Limitations -- 7 Future Research -- References -- Intersectionality in UX Design and HCI Research and Curriculum Development: Bringing Race and Ethnicity into Focus -- 1 Introduction -- 2 Literature Review -- 3 Racial Classification Origins -- 4 The User's Representation in the Literature -- 5 Modules -- 6 Influences -- 7 Faculty -- 8 Module Breakdown -- 9 Discussion -- 10 Limitations.11 Future Research -- References -- Proactive TV Gamification: Engaging Older Adults Socially -- 1 Introduction -- 2 Proposal of a Proactive Gamified System Integrated on Television -- 3 Methods -- 4 Preliminary Results of the Field Trial -- 4.1 Social Interaction Habits -- 4.2 TV Consumption Habits -- 4.3 Technology Usage Habits -- 4.4 Cognitive Stimulation Games Usage Habits -- 4.5 Interface Interaction -- 4.6 Changes in Participant's Habits -- 4.7 Loneliness and Isolation -- 4.8 Final Participants' Impressions Regarding System Usage -- 4.9 Usability and User Experience of the ProSeniorTV System -- 5 Conclusion and Future Work -- References -- Experience Design Assisted Healing and Therapeutic Design for Promoting Cultural Heritage: A Case of China Traditional Lingnan Water Village -- 1 Introduction -- 1.1 Traditional Settlement Characteristics -- 1.2 Current Status of Experience Design -- 1.3 The Concept of Healing and Therapeutic Design -- 2 Method -- 2.1 Discover -- 2.2 Define -- 3 Results -- 3.1 Phase of Discover: Experience Design Issues in the TLWV -- 3.2 Phase of Define: The Possibility of Implementing Healing and Therapeutic Design -- 3.3 Phase of Develop and Deliver: Final Programme -- 4 Discussion -- 5 Conclusion -- References -- The Experience of Portuguese Visually Impaired with Interactive Television (iTV) Services: A Questionnaire Survey -- 1 Introduction -- 2 ITV Portuguese Panorama -- 3 Method -- 4 Results -- 4.1 Discussion -- 5 Conclusions and Future Work -- References -- Challenges and Gaps in Promoting Inclusive Spaces: A Study Based on Interviews -- 1 Introduction -- 2 Methodology -- 2.1 Research Design -- 2.2 Participants -- 2.3 Instruments -- 2.4 Procedures -- 2.5 Data Collection and Analysis -- 3 Results -- 3.1 Goals of Inclusive Spaces -- 3.2 Goals of Promoting Inclusive Spaces.3.3 Communication Strategies Used to Promote Inclusive Spaces -- 3.4 Media Used to Promote Inclusive Spaces -- 3.5 Challenges Faced in Promoting Inclusive Spaces -- 3.6 Type of Content/Media with Most Impact on the Audience -- 3.7 Communication Strategies: Comparing Countries -- 4 Discussion -- 5 Conclusions -- References -- Big Movements or Small Motions: Controlling Digital Avatars with Single-Camera Motion Capture -- 1 Introduction -- 2 Related Work -- 2.1 Avatar -- 2.2 Control Technology for Digital Human Avatars -- 3 Concept -- 4 Pilot Study -- 4.1 Task -- 4.2 Conditions and Metrics -- 4.3 Participants and Apparatus -- 4.4 Procedure -- 5 Results -- 5.1 Simple Task: Walking -- 5.2 Complex Missions: Combat -- 6 Discussion -- 6.1 User Experience and Magnitude of Motion -- 6.2 Performance and Efficiency -- 6.3 Ease of Use and Satisfaction -- 6.4 Findings -- 7 Conclusion -- References -- Functional Effectiveness and User Experience Assessment of Knee Joint Protective Gear Fixation Methods During Physical Activity -- 1 Introduction -- 2 Method -- 2.1 Selection of Experimental Test Samples -- 2.2 Analysis of Existing Wearing Methods Characteristics -- 2.3 Sample Material and Production Method -- 2.4 Experimental Conditions -- 2.5 Experiment Procedure -- 2.6 Data Collection Standards -- 3 Experimental Results -- 3.1 Comparison of Average Values for Each Wearing Method -- 3.2 The Distribution of Subjects Regarding the Ease of Wearing and Subjective Evaluation -- 3.3 Distribution of Subjects in Terms of Dressing Firmness and Subjective Evaluation -- 3.4 The Distribution of Post-wearing Comfort During Movement and Subjective Evaluations of the Participants -- 4 Discussion -- 5 Conclusion -- References -- Gamified Participatory Design Empowers Blind People's Emotional Experience - Take "Sound·Sound" as an Example -- 1 Introduction -- 2 Problem Focus.2.1 Current Situation of Blind People -- 2.2 Analysis of Mental Health Status of Blind People -- 2.3 Analysis of Spatial Perception Characteristics of Blind People -- 3 Concept Explanation -- 3.1 Gamified Participatory Design -- 3.2 The Emotional Value that Gamified Participatory Design Brings to the Blind Group -- 4 Creative Exploration -- 4.1 "Sound·Sound" Design Concept -- 4.2 "Sound·Sound" Work Display -- 4.3 Thoughts on the Design of "Sound·Sound" -- 4.4 Use Charts and Other Forms to Demonstrate the Future Emotional Value Trends that Gamified Participatory Design Will Bring to the Blind Group -- 5 Conclusion -- References -- Human-Centered Design for Social Impact -- Perceived Value of UX in Organizations: A Systematic Literature Review -- 1 Introduction -- 2 Background and Related Work -- 2.1 User Experience -- 2.2 UX Integration -- 2.3 UX Return on Investment -- 2.4 UX Culture -- 3 Methodology -- 3.1 Conducting the Literature Review -- 4 Results -- 4.1 RQ1: What Factors Influence the Perceived Value of UX in Organizations for UX and Non-UX Trained Staff? -- 4.2 RQ2: Measures and Tools to Evaluate Perceived Value of UX -- 5 Conclusion -- References -- Thinking Interactions and Their Social Impact Through Human-Centred Design -- 1 Introduction -- 2 Theoretical Background: Defining Human-Centred Design -- 2.1 HCD and UCD -- 2.2 Design Thinking as a HCD Approach -- 3 Conclusion -- References -- Redesigns in Enterprise Resource Planning Modules Using User-Centered Design Methods: A Systematic Literature Review -- 1 Introduction -- 2 Conceptual Framework -- 2.1 Enterprise Resource Planning Systems -- 2.2 User-Centered Design Framework -- 3 A Systematic Literature Review -- 3.1 Research Questions -- 3.2 Source Selection -- 3.3 Search Strategy -- 3.4 Inclusion and Exclusion Criteria -- 3.5 Data Extraction -- 4 Analysis of the Results.4.1 Usability Problems in ERP Systems Interfaces -- 4.2 User-Centered Design Methods for Redesigning ERP System Interfaces -- 4.3 Impacts Generated by the Application of Methods to Solve Usability Problems in ERP Systems Interfaces -- 5 Conclusions and Future Works -- References -- A Case Study Analyzing an Interdisciplinary Effort to Guide the Development and Design of a Human-Centered, Digitally Facilitated System of Care to Support Diabetes Self-management Education and Support (DSMES) in Rural Parts of Texas -- 1 Introduction: Framing and Defining a Widespread Dilemma -- 2 A Synoptic Exploration of Key Healthcare-Related Communication Challenges Faced by Rural Texans Living with Diabetes -- 3 Utilizing Focused Interactions with Potential EndoMD Users to Gain Insights that Could Enhance the Design and Functionality of Content Intended for Their Use -- 4 Examining How the Insights Gleaned During Our Focused Interactions with Potential Users Yielded Five Key Principles that Guided the Development of the EndoMD DSMES -- 5 Preparing for What's on the Horizon and that's Approaching Quickly -- References -- Acceptance of Students and Teachers Regarding a Virtual Reality Tool for Teaching the History of Architecture and Urbanism -- 1 Introduction -- 1.1 Context -- 1.2 UTAUT 2 -- 2 Method -- 2.1 Instruments -- 2.2 Sample -- 2.3 Procedures -- 3 Results -- 4 Conclusions -- 5 Limitations -- References -- Facilitating User Engagement: A Systematic, Survey-Based Approach -- 1 Introduction -- 2 Background -- 2.1 General Introduction of IS -- 2.2 Microsoft 365 -- 3 Methodology -- 4 Results -- 5 Discussion -- 6 Limitations and Conclusion -- References -- A Study on the Impact of Customer Interactions in Virtual Brand Community on Brand Equity -- 1 Introduction -- 2 Literature Review -- 2.1 Review of the Literature -- 2.2 Hypotheses Developments.2.3 Theoretical Framework.Lecture Notes in Computer Science SeriesMarcus Aaron950766Rosenzweig Elizabeth897866Soares Marcelo M853369MiAaPQMiAaPQMiAaPQ9910865248603321Design, User Experience, and Usability3403564UNINA