Cuteness Engineering : Designing Adorable Products and Services / / by Aaron Marcus, Masaaki Kurosu, Xiaojuan Ma, Ayako Hashizume |
Autore | Marcus Aaron |
Edizione | [1st ed. 2017.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017 |
Descrizione fisica | 1 online resource (XVI, 161 p. 121 illus., 73 illus. in color.) |
Disciplina | 658.5752 |
Collana | Springer Series on Cultural Computing |
Soggetto topico |
Multimedia systems
User interfaces (Computer systems) Multimedia information systems Application software Media Design User Interfaces and Human Computer Interaction Multimedia Information Systems Computer Appl. in Arts and Humanities |
ISBN | 3-319-61961-6 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Foreword -- Preface -- Introduction -- Cuteness in Japan -- Cuteness in China -- Taxonomy of Cuteness -- Cuteness Designer Interview: Yuuko Yamaguchi, Design Manager, Hello Kitty -- Cuteness Designer Interview: Wentao Huang, Senior UX Designer, Baidu, China -- Conclusions and Closing Thoughts. |
Record Nr. | UNINA-9910254828403321 |
Marcus Aaron
![]() |
||
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
HCI International 2022 - late breaking papers. Design, user experience and interaction : 24th International Conference on Human-Computer Interaction, HCII 2022, virtual event, June 26 - July 1, 2022, proceedings / / Masaaki Kurosu [and eight others], editors |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2022] |
Descrizione fisica | 1 online resource (662 pages) |
Disciplina | 004.019 |
Collana | Lecture notes in computer science |
Soggetto topico | Human-computer interaction |
ISBN | 3-031-17615-4 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Foreword -- HCI International 2022 Thematic Areas and Affiliated Conferences -- Conference Proceedings - Full List of Volumes -- 24th International Conference on Human-Computer Interaction (HCII 2022) -- HCI International 2023 -- Contents -- Interaction Design Methods and Tools -- Knowledge Creation in Co-design Activities - Business-Driven Collaboration in the Development of a Digital Communication Tool -- 1 Introduction -- 2 Background -- 3 Related Work -- 4 Theoretical Framework -- 4.1 Reflective Thinking -- 5 Methodology -- 5.1 Transcribing and Analysing the Generated Data -- 6 Analysis -- 6.1 Genuine Collaborative Engagement -- 6.2 Challenges in Trying New Things -- 6.3 Knowledge Creation Premises -- 7 Conclusive Discussion -- References -- Holistic Multimodal Interaction and Design -- 1 Introduction -- 2 Related Work -- 2.1 Holism and Whole-Part Theories -- 2.2 Main HCI Frameworks -- 3 Research Approach -- 3.1 A Framework for Designing Holistic Multimodal Interaction -- 3.2 Using Storyboards -- 4 Main Study -- 4.1 Participants -- 4.2 Materials and Instruments -- 4.3 Recruitment and Procedures -- 4.4 Statistical Analysis -- 5 Results -- 5.1 Quantitative Results -- 5.2 Qualitative Results -- 6 Discussion and Redesign -- 7 Conclusion -- References -- Promote the Sustainable Development of Design Education Management in Private Universities by Evaluating Work -- 1 Introduction -- 2 Literature Review -- 2.1 Promote Construction by Evaluation -- 2.2 Sustainable Development of Education -- 3 Teaching Evaluation to Promote the Construction of Design Education Management -- 3.1 Importance of Teaching Evaluation -- 3.2 Critical Role in Teaching Evaluation -- 3.3 Optimize the Evaluation Index System -- 4 University Sustainability -- 4.1 Improve the Characteristics of Running a School is the Foundation of Sustainable Development.
4.2 Improve the Conditions of Running Schools and Strengthen the Basic Construction of Teaching -- 4.3 Strengthen Teaching Management and Improve Teaching Quality -- 5 Conclusion -- References -- A Comparative Study of Prototyping Methods for HCI Design Using Cognitive Load-Based Measures -- 1 Introduction -- 2 Related Research -- 2.1 Prototyping Methods in Design Process -- 2.2 Cognitive Load Types and Measuring Methods -- 3 Experiment Methodology -- 3.1 Participants -- 3.2 Prototype Design -- 3.3 Task Design -- 3.4 Experiment Procedure -- 3.5 EEG Data Analysis Method -- 4 Results and Discussion -- 4.1 Task Performance-Based CL Measurement -- 4.2 Self-reported CL Measurement -- 4.3 Physiological CL Measurement -- 5 Conclusion -- References -- Cognitive Mechanisms and Optimization Strategies in Interactive Evolutionary Design Based on Cognitive Load Theory -- 1 Introduction -- 2 Related Work -- 2.1 Interactive Evolutionary Design -- 2.2 Cognitive Load Theory -- 3 Cognitive Mechanisms and Optimization Strategies -- 3.1 Information Entities and Specific Tasks in the IED -- 3.2 Types and Causes of Cognitive Load in the IED -- 3.3 Improvement Strategies Based on Cognitive Load Effects -- 4 Experiments and Discussions -- 4.1 Algorithm Selection -- 4.2 Chromosome Encoding -- 4.3 Parameter Setting and Terminal Condition -- 4.4 System Interface -- 4.5 Experimental Design -- 4.6 Evaluation Indicator -- 4.7 Analysis and Discussion -- 5 Conclusions -- References -- Development History and Concept Analysis of Tangible Interaction Design -- 1 Introduction -- 2 The Development History of Tangible Interaction Design -- 2.1 The Germination of Physical Input -- 2.2 The Development Stage of Physical-Digital Coupling -- 2.3 The Stage of Experience-Oriented Transformation -- 3 The Concept Relationship of Tangible Interaction Design. 3.1 The Definition and Discussion of Concepts -- 3.2 A Comparative Analysis of Interaction Elements -- 4 Conclusion -- References -- A Framework for User-Requirements Analysis and Development of Creative Design Concepts -- 1 Introduction -- 2 Overall Process -- 2.1 Stage 1 - Identify a Problem Area -- 2.2 Stage 2 - Conduct Research to Gain Insights and Empathy -- 2.3 Stage 3 - Create User Requirements Specification Highlighting the Key Needs and Constraints -- 2.4 Stage 4 - Generate Several Concepts that Meet the PDS and Address the Goal -- 2.5 Stage 5 - Compare Concepts to Identify the Most Suitable One -- 2.6 Stage 6 - Prototype Design Concept and Develop Design Proposition -- 3 Use of Framework Within Student Work -- 4 Conclusion -- References -- Design for Meaningful Work Experiences: A Holistic Approach to Human-Work Interaction Design -- 1 Introduction -- 2 Theoretical Framework -- 2.1 Problem-Driven Work Tool Design -- 2.2 Possibility-Driven Work Tool Design -- 3 Method -- 3.1 Case Description -- 3.2 Methodology -- 4 Findings -- 4.1 Findings from the Human Work Interaction Design Analysis -- 4.2 Findings from the Positive Design Analysis -- 4.3 A Sensitizing Model of Design for Meaningful Work Experiences -- 4.4 A Validation of the DMWE Model -- 5 A Refined Model of Design for Meaningful Work Experiences (DMWE) -- 6 Conclusion -- Appendices -- Appendix I -- References -- Triple Diamond Design Process -- 1 Introduction -- 2 Background -- 3 Method -- 4 Triple Diamond -- 4.1 Problem Discovery -- 4.2 Data Discovery -- 4.3 Data User Stories -- 4.4 Prototyping and User Centered AI Metrics -- 5 Discussion -- References -- Leveraging Design Thinking Towards the Convergence of AI, IoT and Blockchain: Strategic Drivers and Human-Centered Use Cases -- 1 Introduction -- 2 Design Thinking and Technology -- 2.1 Extant Knowledge About Design Thinking and AI. 2.2 Challenges Deriving from the Technological Convergence Between AI, IoT and Blockchain -- 3 Methodology -- 4 Results -- 4.1 Positive and Negative Influences of AI, Blockchain, and IoT -- 4.2 Frameword for Autonomous Systems Based on AI, Blockchain, and IoT -- 4.3 Drivers of the Design Thinking Process for AI, IoT, and Blockchain Based Autonomous Systems -- 5 Discussion -- 5.1 Limitations -- 5.2 Avenues for Further Research -- 5.3 Implications -- 6 Conclusion -- References -- Rethinking Mobile Interaction Design Within Service -- 1 Introduction -- 2 Mobile Interaction Design Within Service -- 2.1 Mobile Interaction Design -- 2.2 Mobile Interaction Design Within Service -- 3 Comparison Between an Independent Tool and a Service Embedded Mobile Application -- 4 The Benefits of Rethinking from Service Perspective -- 4.1 Sequence Thinking of Content Rhythm -- 4.2 Holistic Lens in Solving Problem -- 4.3 Multi-role Stakeholders' Co-creation -- 5 The Evaluation of Mobile Applications Within Service -- 6 Pilot Study in Mobile Courier Applications -- 7 Conclusion -- References -- On the Transformation of Audience-Designer Relationship from the Perspective of Speculative Design -- 1 Art as a Social Medium -- 1.1 Penetration and Implanted Intention -- 1.2 Participation and Transmission of the Art from 90s -- 1.3 The Cooperation of "SPeculative" and "Technology" After 90s -- 2 "View-Acting" and "Authority" -- 2.1 "Props" and "Connections" in Speculative Design -- 2.2 The Relationship Between Audience and Designer in Creating -- 2.3 "Speculative Design" and the "Authority" of Participants -- 3 "Blank" Artifacts -- References -- User Experience Evaluation Methods and Tools -- AI-Based Emotion Recognition to Study Users' Perception of Dark Patterns -- 1 Introduction -- 2 Related Works -- 2.1 Dark Patterns Taxonomy -- 2.2 Dark Patterns in Online Travel Agency. 2.3 Classification and Recognition Techniques of Emotions -- 3 Study on Emotion Recognition in Relation to Dark Patterns -- 3.1 Participants -- 3.2 Choice of Tasks -- 3.3 Test Preparation and Tool Used -- 3.4 Background Survey -- 3.5 Tasks Presentation and Execution -- 3.6 User Experience Questionnaire -- 4 Analysis of Results -- 4.1 Background Survey Results -- 4.2 Emotion Recognition Results -- 4.3 User Experience Questionnaire Results -- 4.4 Comparison Between Data Obtained Through Emotion Recognition and Data Collected from the UX Questionnaire -- 4.5 Comparison of Emotions Considering the Totality of Users -- 4.6 Comparison of Emotions Examining Users Under 35 Years Old -- 4.7 Comparison of Emotions by Examining Users Aged 35 Years and Older -- 4.8 Analysis -- 5 Conclusion and Future Research -- References -- Defining an A/B Testing Process for Usability and User Experience Evaluation Through the Analysis of the Results of a Literature Review -- 1 Introduction -- 2 Related Work -- 3 Research Methodology -- 4 Result -- 5 Conclusions and Future Work -- References -- AnyMApp Framework: Anonymous Digital Twin Human-App Interactions -- 1 Introduction -- 2 Background -- 3 AnyMApp Framework -- 3.1 Front-End Architecture -- 3.2 Assessment Report -- 3.3 Back-End Architecture -- 3.4 Current Stage -- 4 Privacy -- 4.1 Anonynimisation -- 4.2 Not Anonymous -- 5 Expected Outcomes and Impact -- 5.1 It is Very Difficult to Test -- 5.2 Every User, Every Application and Every Interaction is Unique -- 6 Conclusions -- References -- Construction of an Instrument for the Quantitative Assessment of Experience in the Use of Conversational Agents -- 1 Introduction -- 2 Related Works -- 2.1 Evaluation of a Chatbot in the Educational Context: An Experience with Metis -- 2.2 Older Users Interaction with Conversational Agent. 2.3 Design and Evaluation of a Smart Home Voice Interface for the Elderly: Acceptability and Objection Aspects. |
Record Nr. | UNINA-9910616398003321 |
Cham, Switzerland : , : Springer, , [2022] | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
HCI International 2022 - late breaking papers. Design, user experience and interaction : 24th International Conference on Human-Computer Interaction, HCII 2022, virtual event, June 26 - July 1, 2022, proceedings / / Masaaki Kurosu [and eight others], editors |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2022] |
Descrizione fisica | 1 online resource (662 pages) |
Disciplina | 004.019 |
Collana | Lecture notes in computer science |
Soggetto topico | Human-computer interaction |
ISBN | 3-031-17615-4 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Foreword -- HCI International 2022 Thematic Areas and Affiliated Conferences -- Conference Proceedings - Full List of Volumes -- 24th International Conference on Human-Computer Interaction (HCII 2022) -- HCI International 2023 -- Contents -- Interaction Design Methods and Tools -- Knowledge Creation in Co-design Activities - Business-Driven Collaboration in the Development of a Digital Communication Tool -- 1 Introduction -- 2 Background -- 3 Related Work -- 4 Theoretical Framework -- 4.1 Reflective Thinking -- 5 Methodology -- 5.1 Transcribing and Analysing the Generated Data -- 6 Analysis -- 6.1 Genuine Collaborative Engagement -- 6.2 Challenges in Trying New Things -- 6.3 Knowledge Creation Premises -- 7 Conclusive Discussion -- References -- Holistic Multimodal Interaction and Design -- 1 Introduction -- 2 Related Work -- 2.1 Holism and Whole-Part Theories -- 2.2 Main HCI Frameworks -- 3 Research Approach -- 3.1 A Framework for Designing Holistic Multimodal Interaction -- 3.2 Using Storyboards -- 4 Main Study -- 4.1 Participants -- 4.2 Materials and Instruments -- 4.3 Recruitment and Procedures -- 4.4 Statistical Analysis -- 5 Results -- 5.1 Quantitative Results -- 5.2 Qualitative Results -- 6 Discussion and Redesign -- 7 Conclusion -- References -- Promote the Sustainable Development of Design Education Management in Private Universities by Evaluating Work -- 1 Introduction -- 2 Literature Review -- 2.1 Promote Construction by Evaluation -- 2.2 Sustainable Development of Education -- 3 Teaching Evaluation to Promote the Construction of Design Education Management -- 3.1 Importance of Teaching Evaluation -- 3.2 Critical Role in Teaching Evaluation -- 3.3 Optimize the Evaluation Index System -- 4 University Sustainability -- 4.1 Improve the Characteristics of Running a School is the Foundation of Sustainable Development.
4.2 Improve the Conditions of Running Schools and Strengthen the Basic Construction of Teaching -- 4.3 Strengthen Teaching Management and Improve Teaching Quality -- 5 Conclusion -- References -- A Comparative Study of Prototyping Methods for HCI Design Using Cognitive Load-Based Measures -- 1 Introduction -- 2 Related Research -- 2.1 Prototyping Methods in Design Process -- 2.2 Cognitive Load Types and Measuring Methods -- 3 Experiment Methodology -- 3.1 Participants -- 3.2 Prototype Design -- 3.3 Task Design -- 3.4 Experiment Procedure -- 3.5 EEG Data Analysis Method -- 4 Results and Discussion -- 4.1 Task Performance-Based CL Measurement -- 4.2 Self-reported CL Measurement -- 4.3 Physiological CL Measurement -- 5 Conclusion -- References -- Cognitive Mechanisms and Optimization Strategies in Interactive Evolutionary Design Based on Cognitive Load Theory -- 1 Introduction -- 2 Related Work -- 2.1 Interactive Evolutionary Design -- 2.2 Cognitive Load Theory -- 3 Cognitive Mechanisms and Optimization Strategies -- 3.1 Information Entities and Specific Tasks in the IED -- 3.2 Types and Causes of Cognitive Load in the IED -- 3.3 Improvement Strategies Based on Cognitive Load Effects -- 4 Experiments and Discussions -- 4.1 Algorithm Selection -- 4.2 Chromosome Encoding -- 4.3 Parameter Setting and Terminal Condition -- 4.4 System Interface -- 4.5 Experimental Design -- 4.6 Evaluation Indicator -- 4.7 Analysis and Discussion -- 5 Conclusions -- References -- Development History and Concept Analysis of Tangible Interaction Design -- 1 Introduction -- 2 The Development History of Tangible Interaction Design -- 2.1 The Germination of Physical Input -- 2.2 The Development Stage of Physical-Digital Coupling -- 2.3 The Stage of Experience-Oriented Transformation -- 3 The Concept Relationship of Tangible Interaction Design. 3.1 The Definition and Discussion of Concepts -- 3.2 A Comparative Analysis of Interaction Elements -- 4 Conclusion -- References -- A Framework for User-Requirements Analysis and Development of Creative Design Concepts -- 1 Introduction -- 2 Overall Process -- 2.1 Stage 1 - Identify a Problem Area -- 2.2 Stage 2 - Conduct Research to Gain Insights and Empathy -- 2.3 Stage 3 - Create User Requirements Specification Highlighting the Key Needs and Constraints -- 2.4 Stage 4 - Generate Several Concepts that Meet the PDS and Address the Goal -- 2.5 Stage 5 - Compare Concepts to Identify the Most Suitable One -- 2.6 Stage 6 - Prototype Design Concept and Develop Design Proposition -- 3 Use of Framework Within Student Work -- 4 Conclusion -- References -- Design for Meaningful Work Experiences: A Holistic Approach to Human-Work Interaction Design -- 1 Introduction -- 2 Theoretical Framework -- 2.1 Problem-Driven Work Tool Design -- 2.2 Possibility-Driven Work Tool Design -- 3 Method -- 3.1 Case Description -- 3.2 Methodology -- 4 Findings -- 4.1 Findings from the Human Work Interaction Design Analysis -- 4.2 Findings from the Positive Design Analysis -- 4.3 A Sensitizing Model of Design for Meaningful Work Experiences -- 4.4 A Validation of the DMWE Model -- 5 A Refined Model of Design for Meaningful Work Experiences (DMWE) -- 6 Conclusion -- Appendices -- Appendix I -- References -- Triple Diamond Design Process -- 1 Introduction -- 2 Background -- 3 Method -- 4 Triple Diamond -- 4.1 Problem Discovery -- 4.2 Data Discovery -- 4.3 Data User Stories -- 4.4 Prototyping and User Centered AI Metrics -- 5 Discussion -- References -- Leveraging Design Thinking Towards the Convergence of AI, IoT and Blockchain: Strategic Drivers and Human-Centered Use Cases -- 1 Introduction -- 2 Design Thinking and Technology -- 2.1 Extant Knowledge About Design Thinking and AI. 2.2 Challenges Deriving from the Technological Convergence Between AI, IoT and Blockchain -- 3 Methodology -- 4 Results -- 4.1 Positive and Negative Influences of AI, Blockchain, and IoT -- 4.2 Frameword for Autonomous Systems Based on AI, Blockchain, and IoT -- 4.3 Drivers of the Design Thinking Process for AI, IoT, and Blockchain Based Autonomous Systems -- 5 Discussion -- 5.1 Limitations -- 5.2 Avenues for Further Research -- 5.3 Implications -- 6 Conclusion -- References -- Rethinking Mobile Interaction Design Within Service -- 1 Introduction -- 2 Mobile Interaction Design Within Service -- 2.1 Mobile Interaction Design -- 2.2 Mobile Interaction Design Within Service -- 3 Comparison Between an Independent Tool and a Service Embedded Mobile Application -- 4 The Benefits of Rethinking from Service Perspective -- 4.1 Sequence Thinking of Content Rhythm -- 4.2 Holistic Lens in Solving Problem -- 4.3 Multi-role Stakeholders' Co-creation -- 5 The Evaluation of Mobile Applications Within Service -- 6 Pilot Study in Mobile Courier Applications -- 7 Conclusion -- References -- On the Transformation of Audience-Designer Relationship from the Perspective of Speculative Design -- 1 Art as a Social Medium -- 1.1 Penetration and Implanted Intention -- 1.2 Participation and Transmission of the Art from 90s -- 1.3 The Cooperation of "SPeculative" and "Technology" After 90s -- 2 "View-Acting" and "Authority" -- 2.1 "Props" and "Connections" in Speculative Design -- 2.2 The Relationship Between Audience and Designer in Creating -- 2.3 "Speculative Design" and the "Authority" of Participants -- 3 "Blank" Artifacts -- References -- User Experience Evaluation Methods and Tools -- AI-Based Emotion Recognition to Study Users' Perception of Dark Patterns -- 1 Introduction -- 2 Related Works -- 2.1 Dark Patterns Taxonomy -- 2.2 Dark Patterns in Online Travel Agency. 2.3 Classification and Recognition Techniques of Emotions -- 3 Study on Emotion Recognition in Relation to Dark Patterns -- 3.1 Participants -- 3.2 Choice of Tasks -- 3.3 Test Preparation and Tool Used -- 3.4 Background Survey -- 3.5 Tasks Presentation and Execution -- 3.6 User Experience Questionnaire -- 4 Analysis of Results -- 4.1 Background Survey Results -- 4.2 Emotion Recognition Results -- 4.3 User Experience Questionnaire Results -- 4.4 Comparison Between Data Obtained Through Emotion Recognition and Data Collected from the UX Questionnaire -- 4.5 Comparison of Emotions Considering the Totality of Users -- 4.6 Comparison of Emotions Examining Users Under 35 Years Old -- 4.7 Comparison of Emotions by Examining Users Aged 35 Years and Older -- 4.8 Analysis -- 5 Conclusion and Future Research -- References -- Defining an A/B Testing Process for Usability and User Experience Evaluation Through the Analysis of the Results of a Literature Review -- 1 Introduction -- 2 Related Work -- 3 Research Methodology -- 4 Result -- 5 Conclusions and Future Work -- References -- AnyMApp Framework: Anonymous Digital Twin Human-App Interactions -- 1 Introduction -- 2 Background -- 3 AnyMApp Framework -- 3.1 Front-End Architecture -- 3.2 Assessment Report -- 3.3 Back-End Architecture -- 3.4 Current Stage -- 4 Privacy -- 4.1 Anonynimisation -- 4.2 Not Anonymous -- 5 Expected Outcomes and Impact -- 5.1 It is Very Difficult to Test -- 5.2 Every User, Every Application and Every Interaction is Unique -- 6 Conclusions -- References -- Construction of an Instrument for the Quantitative Assessment of Experience in the Use of Conversational Agents -- 1 Introduction -- 2 Related Works -- 2.1 Evaluation of a Chatbot in the Educational Context: An Experience with Metis -- 2.2 Older Users Interaction with Conversational Agent. 2.3 Design and Evaluation of a Smart Home Voice Interface for the Elderly: Acceptability and Objection Aspects. |
Record Nr. | UNISA-996495572303316 |
Cham, Switzerland : , : Springer, , [2022] | ||
![]() | ||
Lo trovi qui: Univ. di Salerno | ||
|
HCI International 2022 late breaking papers : multimodality in advanced interaction environments : 24th International Conference on Human-Computer Interaction, HCII 2022, virtual event, June 26-July 1, 2022, proceedings / / edited by Masaaki Kurosu [and six others] |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2022] |
Descrizione fisica | 1 online resource (569 pages) |
Disciplina | 361 |
Collana | Lecture Notes in Computer Science |
Soggetto topico | Human-computer interaction |
ISBN | 3-031-17618-9 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996495572403316 |
Cham, Switzerland : , : Springer, , [2022] | ||
![]() | ||
Lo trovi qui: Univ. di Salerno | ||
|
HCI International 2022 late breaking papers : multimodality in advanced interaction environments : 24th International Conference on Human-Computer Interaction, HCII 2022, virtual event, June 26-July 1, 2022, proceedings / / edited by Masaaki Kurosu [and six others] |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2022] |
Descrizione fisica | 1 online resource (569 pages) |
Disciplina | 361 |
Collana | Lecture Notes in Computer Science |
Soggetto topico | Human-computer interaction |
ISBN | 3-031-17618-9 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910616203603321 |
Cham, Switzerland : , : Springer, , [2022] | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Human Centered Design [[electronic resource] ] : Second International Conference, HCD 2011, Held as Part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011, Proceedings / / edited by Masaaki Kurosu |
Edizione | [1st ed. 2011.] |
Pubbl/distr/stampa | Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2011 |
Descrizione fisica | 1 online resource (XIV, 609 p. 269 illus., 169 illus. in color.) |
Disciplina | 004.019 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
User interfaces (Computer systems)
Application software Artificial intelligence Multimedia information systems Data mining Computer communication systems User Interfaces and Human Computer Interaction Information Systems Applications (incl. Internet) Artificial Intelligence Multimedia Information Systems Data Mining and Knowledge Discovery Computer Communication Networks |
ISBN | 3-642-21753-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996465423403316 |
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2011 | ||
![]() | ||
Lo trovi qui: Univ. di Salerno | ||
|
Human-computer interaction . Part III : user experience and behavior : thematic area, HCI 2022, held as part of the 24th HCI international conference, HCII 2022, virtual event, June 26 - July 1, 2022, proceedings / / Masaaki Kurosu, editor |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer International Publishing, , [2022] |
Descrizione fisica | 1 online resource (644 pages) |
Disciplina | 004.019 |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
Human-computer interaction
User interfaces (Computer systems) |
ISBN |
9783031054129
9783031054112 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910578692203321 |
Cham, Switzerland : , : Springer International Publishing, , [2022] | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Human-computer interaction . Part III : user experience and behavior : thematic area, HCI 2022, held as part of the 24th HCI international conference, HCII 2022, virtual event, June 26 - July 1, 2022, proceedings / / Masaaki Kurosu, editor |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer International Publishing, , [2022] |
Descrizione fisica | 1 online resource (644 pages) |
Disciplina | 004.019 |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
Human-computer interaction
User interfaces (Computer systems) |
ISBN |
9783031054129
9783031054112 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996478871203316 |
Cham, Switzerland : , : Springer International Publishing, , [2022] | ||
![]() | ||
Lo trovi qui: Univ. di Salerno | ||
|
Human-computer interaction . Part III : design and user experience case studies : thematic area, HCI 2021, held as part of the 23rd HCI International Conference, HCII 2021, Virtual event, July 24-29, 2021, proceedings / / Masaaki Kurosu, editor |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2021] |
Descrizione fisica | 1 online resource (675 pages) |
Disciplina | 004.019 |
Collana | Lecture notes in computer science, Information systems and applications, incl. Internet/Web, and HCI |
Soggetto topico | Human-computer interaction |
ISBN | 3-030-78468-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Foreword -- HCI International 2021 Thematic Areas and Affiliated Conferences -- Contents - Part III -- Design Case Studies -- Graphic Representations of Spoken Interactions from Journalistic Data: Persuasion and Negotiations -- 1 Registration of Spoken Interaction: Previous Research -- 2 Association Relations and (Training) Data for Negotiation Models -- 3 Affirmative and Negative Answers in Negotiations -- 4 Registering Word-Topics and Their Impact in Persuasion and Negotiations -- 4.1 Word-Topics and Persuasion Tactics -- 4.2 Word-Topics and Word-Types as Reaction Triggers -- 4.3 Word-Topics as Tension Triggers -- 4.4 Tension Triggers and Paralinguistic Information -- 5 Conclusions and Further Research: Insights for Sentiment Analysis Applications -- References -- A Study on Universal Design of Musical Performance System -- 1 Introduction -- 2 Utilization of UI and Scores of Numbered Notation -- 2.1 Utilization in 2018 -- 2.2 Utilization in 2019 -- 3 New User Interface -- 3.1 Development of Basic System -- 3.2 Outline and Method of Evaluation Experiment -- 3.3 Pre-experiment and Modification of UI -- 3.4 Evaluation Experiment -- 3.5 Development of Application System -- 3.6 Sounds of Musical Performance System -- 4 Score Display System -- 4.1 Improvement of the System and Evaluation of Two Notations of Duration -- 4.2 Extension of the System for Transposition -- 4.3 Score DB -- 5 Conclusions and Future Work -- References -- Developing a Knowledge-Based System for Lean Communications Between Designers and Clients -- 1 Introduction -- 2 Literature Review -- 2.1 Problems in Design Communication -- 2.2 Lean Communication -- 2.3 Communication Tools for the Designer-Client -- 3 Method of Product Knowledge Base Based on Expert Knowledge -- 3.1 Objective -- 3.2 Overview of the Method of Product Knowledge Base.
3.3 The Specific Technical Route of This Construction Method -- 4 Mapping Construction of Children's Electric Toothbrush Knowledge Base -- 4.1 Cognition, Acquisition and Expression of Client Needs of Children's Electric Toothbrushes -- 4.2 Transforming Client Demands for Children's Electric Toothbrush -- 5 Mapping Construction of Children's Electric Toothbrush Knowledge Base -- 6 Conclusion -- References -- Learn and Share to Control Your Household Pests: Designing a Communication Based App to Bridge the Gap Between Local Guides and the New Users Looking for a Reliable and Affordable Pest Control Solutions -- 1 Introduction -- 2 Related Works -- 2.1 Importance of Knowing Pest Control Solutions -- 2.2 Lack of Budget Effects Pest Management Strategies -- 2.3 Role of Time in Pest Control -- 2.4 Community-Based Strategy -- 3 User Research and Findings -- 3.1 User Study (Questionnaire Survey) -- 3.2 Conclusion of the Survey -- 3.3 User Interview -- 3.4 Insights Gained from User Research -- 4 Design Process -- 4.1 Main Features -- 5 User Testing to Evaluate the Prototype -- 6 Discussion and Conclusion -- References -- Developing User Interface Design Strategy to Improve Media Credibility of Mobile Portal News -- 1 Introduction -- 2 Background -- 2.1 Transformation in the Portal News Medium -- 2.2 Media Credibility -- 2.3 User Interface Design of Online News -- 3 Research Method -- 3.1 Respondents -- 3.2 Analysis Method -- 4 Research Results -- 4.1 Factor Analysis of Media Credibility -- 4.2 User Segments Based on Factor-Specific Media Credibility -- 4.3 User Profiles of Segments -- 4.4 Usage Behavior of Portal News of Segments -- 5 Mobile Portal News Design Strategies -- 6 Conclusion -- References -- Elderly-Centered Design: A New Numeric Typeface for Increased Legibility -- 1 Introduction -- 2 Literature review -- 2.1 The Vision of the Elderly. 2.2 Collation of Font-Related Literature -- 3 Materials and Methods -- 3.1 VDT Workstation settings -- 3.2 Participants -- 3.3 Stimulus -- 3.4 Procedure -- 4 Results -- 4.1 Similarity Matrix and Cluster Analysis -- 4.2 Typeface Experiment -- 5 Discussion -- 5.1 Characteristics of Arabic Numerals -- 5.2 Characteristics of Arial and Verdana Typeface -- 6 Conclusion -- References -- Research on Interactive Experience Design of Peripheral Visual Interface of Autonomous Vehicle -- 1 The Current Status of the Edge Visualization Interface of Autonomous Vehicles -- 1.1 Research Background -- 1.2 Current Theoretical Research -- 1.3 Application Experiment Status -- 2 Analysis of the Interface Design Composition of Autonomous Vehicles -- 2.1 Hardware Devices -- 2.2 Visual Elements -- 3 Research on Cognitive Efficiency and Psychological Comfort of Peripheral Visual Interface -- 3.1 Experimental Design -- 3.2 Participant -- 3.3 Experimental Site and Equipment -- 3.4 Experimental Materials and Procedures -- 3.5 Experimental Data Analysis -- 3.6 Experimental Results -- 4 Conclusion -- References -- Human-Centered Design Reflections on Providing Feedback to Primary Care Physicians -- 1 Introduction -- 1.1 Feedback in Primary Care -- 1.2 Design Thinking Framework -- 2 Methods -- 2.1 Design Workshop -- 2.2 Data Collection -- 2.3 Data Analysis -- 3 Results -- 3.1 Feedback, Received in Many Forms, is Important to Physicians' Practice and Patient Well-Being -- 3.2 There are Concerns About the Impact of Certain Types of Feedback -- 3.3 Experience and System-Related Factors Can Impact Physician Workflow and Interactions -- 4 Discussion -- 5 Conclusions -- References -- Interaction with Objects and Humans Based on Visualized Flow Using a Background-Oriented Schlieren Method -- 1 Introduction -- 2 Related Work -- 2.1 Interaction with Wind -- 2.2 Flow Visualization Methods. 2.3 Affordance -- 3 Methodology -- 4 Case Studies -- 4.1 Case 1: Visualization of Flow Around the Human Body and Objects -- 4.2 Case 2: Sensing System with Hot Air Plumes from Heat Sources -- 4.3 Case 3: User Interface for Playing the Video Game ``Flappy Bird'' -- 5 Discussion -- 5.1 Flow Visualization with BOS -- 5.2 Visualization of Flow Around the Human Body and Objects -- 5.3 Affordances of Visualized Flow -- 5.4 Sensing with Visualized Flow -- 5.5 Input Interface Based on Visualized Flow -- 6 Conclusion -- References -- Research on Aging Design of News APP Interface Layout Based on Perceptual Features -- 1 Introduction -- 2 Interpretation of the Perception Characteristics of the Elderly Group -- 2.1 Visual Features -- 2.2 Auditory Features -- 2.3 Tactile Features -- 3 Correspondence Model Between Perceived Characteristics of the Elderly and Page Layout of News APP -- 3.1 Relationship Model Under Visual Demand -- 3.2 Relationship Model Under Auditory Demand -- 3.3 Relationship Model Under Tactile Demand -- 4 Experimental Study on Aging Resistance of News APP Interface Layout Based on Perceptual Features -- 4.1 Graphic Layout Structure Analysis -- 4.2 Eye Movement Experimental Analysis of Information Retrieval Performance -- 4.3 Research Questions -- 4.4 Experimental Research -- 4.5 Experimental Results -- 5 Aging Design Strategy of News APP Interface Layout Based on Perceptual Features -- 5.1 Suitable Aging of Emotional Expression -- 5.2 Aging of Interactive Interface -- 5.3 Aging Adaptation of Operation Mode -- 6 Conclusion -- References -- Research on Modular Design of Children's Furniture Based on Scene Theory -- 1 Introduction -- 2 Theoretical Research -- 2.1 Scene Theory -- 2.2 Children's Furniture -- 2.3 Modular Furniture -- 3 Modular Children's Furniture Design Method and Process Based on Scene Theory. 3.1 Project Initiation Phase-Collecting Objective Scene Data -- 3.2 Structured Scenario-Build the Target Scenario Model -- 3.3 Product Design-Design Simulation Scenarios -- 3.4 Program Usability Evaluation-Test Actual Application Scenarios -- 4 Research on the Functional Requirements and Use of Children's Furniture -- 4.1 Research Purpose and Content -- 4.2 Research Method and Process -- 4.3 Research Places and Users -- 4.4 Usage of Children's Furniture for Children Aged 0-12 -- 4.5 Functional Requirements of Children's Furniture -- 5 Construction of the Target Scene Model of Modular Furniture for Children -- 5.1 Research on the Design Requirements of Modular Furniture for Children -- 5.2 Level Analysis of Modular Design Requirements for Children's Furniture -- 5.3 Decomposition of Requirements for Modular Design of Children's Furniture -- 6 Modular Children's Furniture Design and Evaluation -- 6.1 Construction of Modular System for Children's Furniture -- 6.2 Design Scheme Display -- 6.3 DMFA Technical Analysis of Modular Children's Furniture -- 7 Summary and Forward -- References -- A Design Method of Children Playground Based on Bionic Algorithm -- 1 Introduction -- 2 The Importance of Children's Play -- 2.1 The Stereotypical Playground Mode -- 2.2 The Importance of Play in Children Psychology -- 2.3 Circular Play Systems -- 2.4 Our Ideal Playground Mode -- 3 The Paths of Playground Space -- 3.1 Slime Mold Algorithm -- 3.2 Different Terrain and Environment -- 3.3 Route Generation -- 4 Construction of Playground Facilities -- 4.1 Find the Basic Form -- 4.2 Trans Path to Entity -- 4.3 Two-Way Progressive Algorithm -- 5 Application and Outlook -- 5.1 The Composition of the Playground -- 5.2 Applications in Interaction Design -- 6 Conclusion -- References -- Bias in, Bias Out - the Similarity-Attraction Effect Between Chatbot Designers and Users. 1 Introduction. |
Record Nr. | UNINA-9910488721803321 |
Cham, Switzerland : , : Springer, , [2021] | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Human-computer interaction . Part III : design and user experience case studies : thematic area, HCI 2021, held as part of the 23rd HCI International Conference, HCII 2021, Virtual event, July 24-29, 2021, proceedings / / Masaaki Kurosu, editor |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2021] |
Descrizione fisica | 1 online resource (675 pages) |
Disciplina | 004.019 |
Collana | Lecture notes in computer science, Information systems and applications, incl. Internet/Web, and HCI |
Soggetto topico | Human-computer interaction |
ISBN | 3-030-78468-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Foreword -- HCI International 2021 Thematic Areas and Affiliated Conferences -- Contents - Part III -- Design Case Studies -- Graphic Representations of Spoken Interactions from Journalistic Data: Persuasion and Negotiations -- 1 Registration of Spoken Interaction: Previous Research -- 2 Association Relations and (Training) Data for Negotiation Models -- 3 Affirmative and Negative Answers in Negotiations -- 4 Registering Word-Topics and Their Impact in Persuasion and Negotiations -- 4.1 Word-Topics and Persuasion Tactics -- 4.2 Word-Topics and Word-Types as Reaction Triggers -- 4.3 Word-Topics as Tension Triggers -- 4.4 Tension Triggers and Paralinguistic Information -- 5 Conclusions and Further Research: Insights for Sentiment Analysis Applications -- References -- A Study on Universal Design of Musical Performance System -- 1 Introduction -- 2 Utilization of UI and Scores of Numbered Notation -- 2.1 Utilization in 2018 -- 2.2 Utilization in 2019 -- 3 New User Interface -- 3.1 Development of Basic System -- 3.2 Outline and Method of Evaluation Experiment -- 3.3 Pre-experiment and Modification of UI -- 3.4 Evaluation Experiment -- 3.5 Development of Application System -- 3.6 Sounds of Musical Performance System -- 4 Score Display System -- 4.1 Improvement of the System and Evaluation of Two Notations of Duration -- 4.2 Extension of the System for Transposition -- 4.3 Score DB -- 5 Conclusions and Future Work -- References -- Developing a Knowledge-Based System for Lean Communications Between Designers and Clients -- 1 Introduction -- 2 Literature Review -- 2.1 Problems in Design Communication -- 2.2 Lean Communication -- 2.3 Communication Tools for the Designer-Client -- 3 Method of Product Knowledge Base Based on Expert Knowledge -- 3.1 Objective -- 3.2 Overview of the Method of Product Knowledge Base.
3.3 The Specific Technical Route of This Construction Method -- 4 Mapping Construction of Children's Electric Toothbrush Knowledge Base -- 4.1 Cognition, Acquisition and Expression of Client Needs of Children's Electric Toothbrushes -- 4.2 Transforming Client Demands for Children's Electric Toothbrush -- 5 Mapping Construction of Children's Electric Toothbrush Knowledge Base -- 6 Conclusion -- References -- Learn and Share to Control Your Household Pests: Designing a Communication Based App to Bridge the Gap Between Local Guides and the New Users Looking for a Reliable and Affordable Pest Control Solutions -- 1 Introduction -- 2 Related Works -- 2.1 Importance of Knowing Pest Control Solutions -- 2.2 Lack of Budget Effects Pest Management Strategies -- 2.3 Role of Time in Pest Control -- 2.4 Community-Based Strategy -- 3 User Research and Findings -- 3.1 User Study (Questionnaire Survey) -- 3.2 Conclusion of the Survey -- 3.3 User Interview -- 3.4 Insights Gained from User Research -- 4 Design Process -- 4.1 Main Features -- 5 User Testing to Evaluate the Prototype -- 6 Discussion and Conclusion -- References -- Developing User Interface Design Strategy to Improve Media Credibility of Mobile Portal News -- 1 Introduction -- 2 Background -- 2.1 Transformation in the Portal News Medium -- 2.2 Media Credibility -- 2.3 User Interface Design of Online News -- 3 Research Method -- 3.1 Respondents -- 3.2 Analysis Method -- 4 Research Results -- 4.1 Factor Analysis of Media Credibility -- 4.2 User Segments Based on Factor-Specific Media Credibility -- 4.3 User Profiles of Segments -- 4.4 Usage Behavior of Portal News of Segments -- 5 Mobile Portal News Design Strategies -- 6 Conclusion -- References -- Elderly-Centered Design: A New Numeric Typeface for Increased Legibility -- 1 Introduction -- 2 Literature review -- 2.1 The Vision of the Elderly. 2.2 Collation of Font-Related Literature -- 3 Materials and Methods -- 3.1 VDT Workstation settings -- 3.2 Participants -- 3.3 Stimulus -- 3.4 Procedure -- 4 Results -- 4.1 Similarity Matrix and Cluster Analysis -- 4.2 Typeface Experiment -- 5 Discussion -- 5.1 Characteristics of Arabic Numerals -- 5.2 Characteristics of Arial and Verdana Typeface -- 6 Conclusion -- References -- Research on Interactive Experience Design of Peripheral Visual Interface of Autonomous Vehicle -- 1 The Current Status of the Edge Visualization Interface of Autonomous Vehicles -- 1.1 Research Background -- 1.2 Current Theoretical Research -- 1.3 Application Experiment Status -- 2 Analysis of the Interface Design Composition of Autonomous Vehicles -- 2.1 Hardware Devices -- 2.2 Visual Elements -- 3 Research on Cognitive Efficiency and Psychological Comfort of Peripheral Visual Interface -- 3.1 Experimental Design -- 3.2 Participant -- 3.3 Experimental Site and Equipment -- 3.4 Experimental Materials and Procedures -- 3.5 Experimental Data Analysis -- 3.6 Experimental Results -- 4 Conclusion -- References -- Human-Centered Design Reflections on Providing Feedback to Primary Care Physicians -- 1 Introduction -- 1.1 Feedback in Primary Care -- 1.2 Design Thinking Framework -- 2 Methods -- 2.1 Design Workshop -- 2.2 Data Collection -- 2.3 Data Analysis -- 3 Results -- 3.1 Feedback, Received in Many Forms, is Important to Physicians' Practice and Patient Well-Being -- 3.2 There are Concerns About the Impact of Certain Types of Feedback -- 3.3 Experience and System-Related Factors Can Impact Physician Workflow and Interactions -- 4 Discussion -- 5 Conclusions -- References -- Interaction with Objects and Humans Based on Visualized Flow Using a Background-Oriented Schlieren Method -- 1 Introduction -- 2 Related Work -- 2.1 Interaction with Wind -- 2.2 Flow Visualization Methods. 2.3 Affordance -- 3 Methodology -- 4 Case Studies -- 4.1 Case 1: Visualization of Flow Around the Human Body and Objects -- 4.2 Case 2: Sensing System with Hot Air Plumes from Heat Sources -- 4.3 Case 3: User Interface for Playing the Video Game ``Flappy Bird'' -- 5 Discussion -- 5.1 Flow Visualization with BOS -- 5.2 Visualization of Flow Around the Human Body and Objects -- 5.3 Affordances of Visualized Flow -- 5.4 Sensing with Visualized Flow -- 5.5 Input Interface Based on Visualized Flow -- 6 Conclusion -- References -- Research on Aging Design of News APP Interface Layout Based on Perceptual Features -- 1 Introduction -- 2 Interpretation of the Perception Characteristics of the Elderly Group -- 2.1 Visual Features -- 2.2 Auditory Features -- 2.3 Tactile Features -- 3 Correspondence Model Between Perceived Characteristics of the Elderly and Page Layout of News APP -- 3.1 Relationship Model Under Visual Demand -- 3.2 Relationship Model Under Auditory Demand -- 3.3 Relationship Model Under Tactile Demand -- 4 Experimental Study on Aging Resistance of News APP Interface Layout Based on Perceptual Features -- 4.1 Graphic Layout Structure Analysis -- 4.2 Eye Movement Experimental Analysis of Information Retrieval Performance -- 4.3 Research Questions -- 4.4 Experimental Research -- 4.5 Experimental Results -- 5 Aging Design Strategy of News APP Interface Layout Based on Perceptual Features -- 5.1 Suitable Aging of Emotional Expression -- 5.2 Aging of Interactive Interface -- 5.3 Aging Adaptation of Operation Mode -- 6 Conclusion -- References -- Research on Modular Design of Children's Furniture Based on Scene Theory -- 1 Introduction -- 2 Theoretical Research -- 2.1 Scene Theory -- 2.2 Children's Furniture -- 2.3 Modular Furniture -- 3 Modular Children's Furniture Design Method and Process Based on Scene Theory. 3.1 Project Initiation Phase-Collecting Objective Scene Data -- 3.2 Structured Scenario-Build the Target Scenario Model -- 3.3 Product Design-Design Simulation Scenarios -- 3.4 Program Usability Evaluation-Test Actual Application Scenarios -- 4 Research on the Functional Requirements and Use of Children's Furniture -- 4.1 Research Purpose and Content -- 4.2 Research Method and Process -- 4.3 Research Places and Users -- 4.4 Usage of Children's Furniture for Children Aged 0-12 -- 4.5 Functional Requirements of Children's Furniture -- 5 Construction of the Target Scene Model of Modular Furniture for Children -- 5.1 Research on the Design Requirements of Modular Furniture for Children -- 5.2 Level Analysis of Modular Design Requirements for Children's Furniture -- 5.3 Decomposition of Requirements for Modular Design of Children's Furniture -- 6 Modular Children's Furniture Design and Evaluation -- 6.1 Construction of Modular System for Children's Furniture -- 6.2 Design Scheme Display -- 6.3 DMFA Technical Analysis of Modular Children's Furniture -- 7 Summary and Forward -- References -- A Design Method of Children Playground Based on Bionic Algorithm -- 1 Introduction -- 2 The Importance of Children's Play -- 2.1 The Stereotypical Playground Mode -- 2.2 The Importance of Play in Children Psychology -- 2.3 Circular Play Systems -- 2.4 Our Ideal Playground Mode -- 3 The Paths of Playground Space -- 3.1 Slime Mold Algorithm -- 3.2 Different Terrain and Environment -- 3.3 Route Generation -- 4 Construction of Playground Facilities -- 4.1 Find the Basic Form -- 4.2 Trans Path to Entity -- 4.3 Two-Way Progressive Algorithm -- 5 Application and Outlook -- 5.1 The Composition of the Playground -- 5.2 Applications in Interaction Design -- 6 Conclusion -- References -- Bias in, Bias Out - the Similarity-Attraction Effect Between Chatbot Designers and Users. 1 Introduction. |
Record Nr. | UNISA-996464489903316 |
Cham, Switzerland : , : Springer, , [2021] | ||
![]() | ||
Lo trovi qui: Univ. di Salerno | ||
|