LEADER 11034nam 22004693 450 001 9910865248603321 005 20240604080223.0 010 $a9783031613562$b(electronic bk.) 010 $z9783031613555 035 $a(MiAaPQ)EBC31360932 035 $a(Au-PeEL)EBL31360932 035 $a(CKB)32213128800041 035 $a(EXLCZ)9932213128800041 100 $a20240604d2024 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aDesign, User Experience, and Usability $e13th 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 III 205 $a1st ed. 210 1$aCham :$cSpringer,$d2024. 210 4$d©2024. 215 $a1 online resource (348 pages) 225 1 $aLecture Notes in Computer Science Series ;$vv.14714 311 08$aPrint version: Marcus, Aaron Design, User Experience, and Usability Cham : Springer,c2024 9783031613555 327 $aIntro -- 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. 327 $a11 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. 327 $a3.3 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. 327 $a2.1 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. 327 $a4.1 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. 327 $a2.3 Theoretical Framework. 410 0$aLecture Notes in Computer Science Series 700 $aMarcus$b Aaron$0950766 701 $aRosenzweig$b Elizabeth$0897866 701 $aSoares$b Marcelo M$0853369 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 912 $a9910865248603321 996 $aDesign, User Experience, and Usability$93403564 997 $aUNINA LEADER 02304oam 22004814a 450 001 9910813853503321 005 20240501145451.0 010 $a0-253-02499-4 035 $a(CKB)3710000000919818 035 $a(MiAaPQ)EBC4721492 035 $a(OCoLC)954037408 035 $a(MdBmJHUP)muse57274 035 $a(EXLCZ)993710000000919818 100 $a20160715d2017 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $2rdacontent 182 $2rdamedia 183 $2rdacarrier 200 10$aSpirited Wind Playing $eThe Performance Dimension /$fKim Walker 205 $a1st ed. 210 1$aBloomington ;$aIndianapolis :$cIndiana University Press,$d[2017] 210 4$d©2017 215 $a1 online resource (354 pages) $ccolor illustrations 311 $a0-253-02484-6 320 $aIncludes bibliographical references. 327 $aOn the air. Stand tall : posture and balance ; The centered performance ; Breathing on the air ; Magnetic tone production : head and body resonance -- Spirited wind playing. Embouchure and powerful projection ; Get on with it! : warm-up and practice routine ; Deft articulation : an integral part of wind playing ; Vibrato : the great debate ; Virtuosity : dancing fingers lead the way -- The performance dimension. Memory made simple ; Winning auditions ; The performance dimension -- Conclusion: Why is it so easy to put all this together? 330 $aFrom basics like posture, breathing techniques, and articulation to a survey of the performance practices of key woodwind and brass masters, Walker includes an analysis of each technique along with images and exercises that present the mechanics of each method. 606 $aMusic$xPerformance$xPsychological aspects 606 $aMusic$xPerformance$xPhysiological aspects 606 $aWind instruments$xInstruction and study 608 $aElectronic books. 615 0$aMusic$xPerformance$xPsychological aspects. 615 0$aMusic$xPerformance$xPhysiological aspects. 615 0$aWind instruments$xInstruction and study. 676 $a788/.193 700 $aWalker$b Kim$c(Bassoonist),$01608134 801 0$bMdBmJHUP 801 1$bMdBmJHUP 906 $aBOOK 912 $a9910813853503321 996 $aSpirited Wind Playing$93934729 997 $aUNINA