LEADER 06058nam 22006735 450 001 9910865248603321 005 20240702100535.0 010 $a9783031613562$b(electronic bk.) 010 $z9783031613555 024 7 $a10.1007/978-3-031-61356-2 035 $a(MiAaPQ)EBC31360932 035 $a(Au-PeEL)EBL31360932 035 $a(CKB)32213128800041 035 $a(DE-He213)978-3-031-61356-2 035 $a(EXLCZ)9932213128800041 100 $a20240602d2024 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aDesign, User Experience, and Usability $e13th International Conference, DUXU 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 ? July 4, 2024, Proceedings, Part III /$fedited by Aaron Marcus, Elizabeth Rosenzweig, Marcelo M. Soares 205 $a1st ed. 2024. 210 1$aCham :$cSpringer Nature Switzerland :$cImprint: Springer,$d2024. 215 $a1 online resource (348 pages) 225 1 $aLecture Notes in Computer Science,$x1611-3349 ;$v14714 311 08$aPrint version: Marcus, Aaron Design, User Experience, and Usability Cham : Springer,c2024 9783031613555 327 $aPart 1: 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 -- Empowering Older Adults: A User-Centered Approach Combining iTV and Voice Assistants to Promote Social Interactions -- UX Design Curriculum: Intersectionality, Race and Ethnicity in Persona Construction -- Intersectionality in UX Design and HCI Research and Curriculum Development: Bringing Race and Ethnicity into Focus -- Proactive TV Gamification: Engaging Older Adults Socially -- Experience Design Assisted Healing and Therapeutic Design for Promoting Cultural Heritage: A Case of China Traditional Lingnan Water Village -- The Experience of Portuguese Visually Impaired with Interactive Television (iTV) Services: A Questionnaire Survey -- Challenges and Gaps in Promoting Inclusive Spaces: A Study Based on Interviews -- Big Movements or Small Motions : Controlling Digital Avatars with Single-Camera Motion Capture -- Functional Effectiveness and User Experience Assessment of Knee Joint Protective Gear Fixation Methods during Physical Activity -- Gamified Participatory Design Empowers Blind People?s Emotional Experience - Take "sound·sound" as an Example. Part 2: Human-Centered Design for Social Impact: Perceived Value of UX in Organizations: A Systematic Literature Review -- Thinking Interactions and their Social Impact through Human-Centred Design -- Redesigns in Enterprise Resource Planning Modules using User-Centered Design Methods: A Systematic Literature Review -- 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 -- Acceptance of Students and Teachers Regarding a Virtual Reality Tool for Teaching the History of Architecture and Urbanism -- Facilitating User Engagement: A Systematic, Survey-based Approach -- A Study on the Impact of Customer Interactions in Virtual Brand Community on Brand Equity -- Insights from User Perceptions Towards the Design of a Proactive Intelligent TV Assistant -- Design Methods for Catalyzing Co-creation in Community Building: An Evaluating Approach -- A Product Design Strategy that Comprehensively Considers Consumer Behavior and Psychological Emotional Needs. 330 $aThis five-volume set LNCS 14712-14716 constitutes the refereed proceedings of the 13th International Conference on Design, User Experience, and Usability, DUXU 2024, held as part of the 26th International Conference, HCI International 2024, in Washington, DC, USA, during June 29 ? July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The DUXU 2024 proceedings were organized in the following topical sections: Part I: Information Visualization and Interaction Design; Usability Testing and User Experience Evaluation. Part II: Designing Interactions for Intelligent Environments; Automotive Interactions and Smart Mobility Solutions; Speculative Design and Creativity. Part III: User Experience Design for Inclusion and Diversity; Human-Centered Design for Social Impact. Part IV: Designing Immersive Experiences across Contexts; Technology, Design, and Learner Engagement; User Experience in Tangible and Intangible Cultural Heritage. Part V: Innovative Design for Enhanced User Experience; Innovations in Product and Service Design. 410 0$aLecture Notes in Computer Science,$x1611-3349 ;$v14714 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aApplication software 606 $aComputer networks 606 $aSoftware engineering 606 $aUser Interfaces and Human Computer Interaction 606 $aComputer and Information Systems Applications 606 $aComputer Communication Networks 606 $aSoftware Engineering 615 0$aUser interfaces (Computer systems) 615 0$aHuman-computer interaction. 615 0$aApplication software. 615 0$aComputer networks. 615 0$aSoftware engineering. 615 14$aUser Interfaces and Human Computer Interaction. 615 24$aComputer and Information Systems Applications. 615 24$aComputer Communication Networks. 615 24$aSoftware Engineering. 676 $a5,437 676 $a4,019 700 $aMarcus$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