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Autore: |
Marcus Aaron
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Titolo: |
Design, User Experience, and Usability [[electronic resource] ] : 12th International Conference, DUXU 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part III / / edited by Aaron Marcus, Elizabeth Rosenzweig, Marcelo M. Soares
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Pubblicazione: | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Edizione: | 1st ed. 2023. |
Descrizione fisica: | 1 online resource (476 pages) |
Disciplina: | 005.437 |
Soggetto topico: | User interfaces (Computer systems) |
Human-computer interaction | |
Computers, Special purpose | |
Application software | |
Computer networks | |
Software engineering | |
Image processing—Digital techniques | |
Computer vision | |
User Interfaces and Human Computer Interaction | |
Special Purpose and Application-Based Systems | |
Computer and Information Systems Applications | |
Computer Communication Networks | |
Software Engineering | |
Computer Imaging, Vision, Pattern Recognition and Graphics | |
Altri autori: |
RosenzweigElizabeth
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Nota di contenuto: | Intro -- Foreword -- HCI International 2023 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 12th International Conference on Design, User Experience and Usability (DUXU 2023) -- HCI International 2024 Conference -- Contents - Part III -- Evaluation Methods and Techniques -- Usage and Application of Heatmap Visualizations on Usability User Testing: A Systematic Literature Review -- 1 Introduction -- 2 Background -- 2.1 User Experience -- 2.2 Usability -- 2.3 Usability Test -- 2.4 Heatmap -- 2.5 Eye Tracking -- 2.6 Data Visualization -- 2.7 User Experience Metric -- 3 Systematic Literature Review -- 3.1 Review Goal -- 3.2 Review Questions -- 3.3 Search Strategy -- 3.4 Search Results -- 3.5 Data Extraction -- 4 Data, Analysis, and Results -- 4.1 Answer to Review Question RQ1 -- 4.2 Answer to Review Question RQ2 -- 4.3 Answer to Review Question RQ3 -- 5 Conclusion -- References -- A Comparison Between Performing a Heuristic Evaluation Based on a Formal Process Using a System and the Traditional Way: A Case Study -- 1 Introduction -- 2 Background -- 2.1 Usability -- 2.2 Heuristic Evaluation -- 2.3 Heuristic Evaluation Formal Process -- 3 Selecting a Heuristic Evaluation Formal Process and Developing a Software Product that Used It as the Basis -- 4 Elaboration of the Case Study -- 5 Execution and Results of the Case Study -- 6 Conclusions and Future Works -- References -- A Review of Usability Guidelines for E-Commerce Website Design -- 1 Introduction -- 2 Homepage or Landing Page -- 2.1 Establish Brand Identity -- 2.2 Minimize Content -- 2.3 Organise Content -- 3 Navigation -- 3.1 Make Navigating Easy -- 3.2 Primary Navigation -- 3.3 Breadcrumb Line or Progress Bar -- 4 Search Engine Effectiveness -- 5 Responsive Design -- 6 Make the Website Accessible. |
6.1 Follow WCAG Standards -- 7 Page Layout -- 7.1 Font Visibility -- 7.2 Creating a Visual Hierarchy -- 7.3 Readability -- 7.4 Website Patterns -- 8 Checkout Process -- 8.1 Simplify the Checkout Process -- 8.2 Have a Save Cart Function -- 8.3 Communicate Good Security -- 9 Trust and Credibility -- 10 Reviews and Feedback -- 11 Building a Positive Experience -- 12 Security and Accepted Payment Methods -- 13 Consistency with Existing Designs -- 14 Minimise Page Load Times -- 15 Marketing and Analytics -- 16 Usability Goals v Business Goals -- 17 Conclusion -- References -- User Generated Inverted Item Evaluation (UGIIE) -- 1 Introduction -- 2 Background -- 2.1 Understanding User Experience -- 2.2 Relationship of User Experience and Usability -- 3 User Generated Inverted Item Evaluation (UGIIE) -- 3.1 Classification -- 3.2 I. Briefing -- 3.3 II. Execution -- 3.4 III. Questioning -- 3.5 IV. Assembling Item List -- 3.6 V. Results Gathering -- 4 Evaluating UGIIE -- 4.1 Hypotheses -- 4.2 Methodology -- 4.3 Procedure -- 4.4 Task 1: Drone -- 4.5 Task 2: Unknown Smartphone App -- 4.6 Task 3: Projector -- 4.7 Task 4: Familiar Smartphone App -- 4.8 Participants -- 4.9 Data Gathering -- 4.10 Results -- 5 Discussion -- 5.1 Advantages -- 5.2 Further Insights -- 5.3 Challenges -- 5.4 Methodological Limitations -- 6 Related Work -- 6.1 Overview of UX Evaluation Methods -- 6.2 Quantitative UX Evaluation Methods for Single Episodes -- 7 Conclusion -- References -- Comparing Two Sets of Usability Heuristics in a User Experience Evaluation: A Case Study in an E-Commerce Mobile Application -- 1 Introduction -- 2 Related Works -- 3 A Comparative Case Study -- 4 Analysis of the Results -- 5 Conclusions and Future Works -- References -- Detect and Interpret: Towards Operationalization of Automated User Experience Evaluation -- 1 Introduction. | |
2 Approaches to Automated UX Evaluation -- 3 Traditional UX Evaluation: Types of Users' Data Collected in UX Evaluation -- 3.1 Users' Self-reported Data -- 3.2 Users' Behavioral Data -- 3.3 Users' Physiological Data -- 3.4 Expert Evaluation -- 4 A Two-Tier Framework for Automated UX Evaluation -- 4.1 First-Tier Measurements: UX Signals -- 4.2 Second-Tier Measurements: UX Diagnostics -- 5 Conclusion -- References -- UX Calculator: An Online Tool to Support User Testing -- 1 Introduction -- 2 Approaches -- 3 Results -- 3.1 User Input -- 3.2 System Output -- 4 Discussion -- 4.1 Usage Statistics -- 4.2 Future Work -- References -- Usability, User Experience and Technology Acceptance Studies -- Preliminary Usability Evaluation of UpSkill@Mgmt 4.0: A Tool to Promote Competency and Career Management in Industry 4.0 -- 1 Introduction -- 2 Theoretical Background -- 2.1 Sustainability in I4.0: A Brief Context of One Challenge Faced by the Social Pillar -- 2.2 The Importance of User Experience: User Testing and Co-design Approaches -- 3 Goals and Methods -- 3.1 Usability Evaluation Protocol and Data Collection Tools -- 3.2 The Sample -- 4 Results -- 4.1 Description of the Concept - Previous Work -- 4.2 Prototype Validation - Usability Tests -- 4.3 Some Inputs to Readjust the Interface Design: The Co-design Process -- 5 Discussion -- 6 Conclusion -- References -- Vibration Strength Comfort of Smartwatch in Notification Scene -- 1 Introduction -- 2 Object and Motivation -- 3 Experiment Method -- 3.1 Materials -- 3.2 Participants -- 3.3 Questionnaire Design -- 3.4 Experimental Procedure -- 4 Results -- 4.1 Vibration Comfort Score at Each Frequency -- 4.2 Comfortable Strength at Each Frequency -- 5 Discussion -- References -- Evaluation of Usability and User Experience of Dishwasher Rack Design for Chinese Families -- 1 Introduction -- 2 Research Process. | |
2.1 Study Design -- 2.2 Participants and Data Collection -- 3 Ethnographic Study -- 4 Usability Testing for the Comparison of Existing Products -- 4.1 Experiment Design and Participants -- 4.2 Evaluation Criteria and Data Analysis -- 4.3 Results of the Experiment -- 4.4 Design Guidelines -- 5 Redesigning and Prototyping Based on the Design Guidelines -- 6 A/B Testing -- 6.1 Experiment Design and Participants -- 6.2 Evaluation Criteria and Data Analysis -- 6.3 Results of the Experiment -- 7 Discussion -- 7.1 Principle Findings -- 7.2 Limitation -- 8 Conclusion -- Appendix 1: Questions for the Evaluation of Dishwasher Racks in the Comparative Usability Testing -- Appendix 2: Longitudinal Comparison of Three Racks -- Appendix 3: Questions for the Evaluation of Dishwasher Racks in the A/B Testing -- Appendix 4: The Results of the A/B Testing -- References -- Research About Usability Improvement in Cursor Operation of 3D Configurator -- 1 Introduction -- 2 Literature Review: User Perception of Information Manipulation -- 2.1 Information Processing Model in Interaction Operations -- 2.2 Norman's Gulf Model by Perception of Information Manipulation -- 2.3 Improved Usability in the 3D Configurator -- 3 Experiments on Cursor Manipulation -- 3.1 Methods -- 3.2 Result -- 3.3 Discussion -- 4 Experiments on Rotational Speed -- 4.1 Methods -- 4.2 Results -- 4.3 Discussion -- 5 Conclusion -- 6 Further Work -- References -- The Effect of Time Lapse on the Halo Effect in the Subjective Evaluation of Digital Interfaces -- 1 Introduction -- 2 Methodology -- 2.1 Materials -- 2.2 Subjects -- 2.3 Experimental Equipment and Experimental Procedures -- 3 Results -- 3.1 Visual Aesthetics Data -- 3.2 Usability Data -- 3.3 The Halo Effect Data -- 4 Discussion -- 4.1 The Halo Effect Caused by Visual Aesthetics -- 4.2 The Halo Effect Caused by Usability -- 5 Conclusions. | |
Appendix 1 Assessing Dimensions of Perceived Visual Aesthetics of Web Sites -- Appendix 2 Perceived Usefulness and Ease of Use -- References -- The Usability Assessment of Meta Quest2 and Recommendations for Improving -- 1 Introduction -- 2 Research Method -- 2.1 Analyzing the User Interfaces of Meta Quest2 -- 2.2 Holistic Evaluation Using Task Analysis and Usability Inspection -- 2.3 Physical Product Evaluation Using User Testing and Interview -- 2.4 Software Interface Evaluation Using Property Checklist, Think-Aloud Protocols and Interview -- 2.5 A Subsection Sample -- 3 Research Result and Analysis -- 3.1 Result of User Interfaces Analysis -- 3.2 Result of Task Analysis and Usability Inspection -- 3.3 Result of User Testing and Post-test Interview -- 3.4 Result of Property Checklist, Think-Aloud Protocols and Interview -- 3.5 Result of Comparison -- 4 Discussion -- 5 Conclusion -- References -- Interacting with an Algorithm: The Influence of Experience and Individual Differences -- 1 Introduction -- 1.1 Algorithm Aversion Within Forecasting Tasks -- 1.2 Algorithm Aversion and Trust -- 1.3 Current Study -- 2 Method -- 2.1 Participants -- 2.2 Task -- 2.3 Measures -- 2.4 Procedure -- 3 Results -- 4 Discussion -- 4.1 Performance -- 4.2 Desirability of Control -- 4.3 Perfect Automation Schema -- 4.4 Experience -- 4.5 Implications -- 4.6 Limitations and Future Directions -- 4.7 Conclusion -- References -- Usability Study on the User Interface Design of Ride-hailing Applications -- 1 Introduction -- 2 Related Work -- 3 Experimental Tasks -- 4 Methods -- 5 Results and Discussions -- 5.1 Results -- 5.2 Discussions -- 5.3 The Pros and Cons of Interface Analysis -- 6 Conclusion -- References -- The False Utopia of VR Gaming: The Mind and Body Under VR Video Games -- 1 Introduction -- 2 Definition of Virtual Reality. | |
3 Application of VR in Gaming and VR Games Studies. | |
Sommario/riassunto: | This 5-volume HCII-DUXU 2023 book set constitutes the refereed proceedings of the 12th International Conference on Design, User Experience, and Usability, DUXU 2023, held as part of the 24th International Conference, HCI International 2023, which took place in Copenhagen, Denmark, in July 2023. A total of 1578 papers and 396 posters have been accepted for publication in the HCII 2023 proceedings from a total of 7472 submissions. The papers included in this volume set were organized in topical sections as follows: Part I: Design methods, tools and practices; emotional and persuasive design; Part II: Design case studies; and creativity and design education; Part III: Evaluation methods and techniques; and usability, user experience and technology acceptance studies; Part IV: Designing learning experiences; and chatbots, conversational agents and robots: design and user experience; Part V: DUXU for cultural heritage; and DUXU for health and wellbeing. |
Titolo autorizzato: | Design, User Experience, and Usability ![]() |
ISBN: | 3-031-35702-7 |
Formato: | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione: | Inglese |
Record Nr.: | 996542669703316 |
Lo trovi qui: | Univ. di Salerno |
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