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Cuteness Engineering : Designing Adorable Products and Services / / by Aaron Marcus, Masaaki Kurosu, Xiaojuan Ma, Ayako Hashizume
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
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Design, 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 V / / edited by Aaron Marcus, Elizabeth Rosenzweig, Marcelo M. Soares
Design, 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 V / / edited by Aaron Marcus, Elizabeth Rosenzweig, Marcelo M. Soares
Autore Marcus Aaron
Edizione [1st ed. 2024.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Descrizione fisica 1 online resource (436 pages)
Disciplina 005.437
004.019
Altri autori (Persone) RosenzweigElizabeth
SoaresMarcelo M
Collana Lecture Notes in Computer Science
Soggetto topico User interfaces (Computer systems)
Human-computer interaction
Application software
Computer networks
Software engineering
User Interfaces and Human Computer Interaction
Computer and Information Systems Applications
Computer Communication Networks
Software Engineering
ISBN 9783031613623
9783031613616
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 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 V -- Innovative Design for Enhanced User Experience -- The Design of Humpback Correction Belt Under the Guidance of Healthy Behavior -- 1 Introduction -- 2 Analysis of Hunchback Problem -- 2.1 Overview of the Hunchback Problem -- 2.2 Treatment Methods for Postural Hunchback -- 3 Humpback Correction Belt Product and User Experience Analysis -- 3.1 Product Function Analysis -- 3.2 User Experience Analysis -- 4 Design Principles of Hunchback Correction Belt -- 5 Design of Hunchback Correction Belt -- 6 Conclusion -- References -- A Framework for Applying Kansei Engineering Principles in the Design of Small Household Appliances -- 1 Introduction -- 2 Method -- 3 The Framework for Applying KE Principles in the Design of Household Appliances -- 4 Applying the Framework in the Design of a Household Humidifier -- 5 Discussion and Conclusion -- 6 Limitations and the Next Step -- References -- Comparative Analysis of the Presence and Decision Making in Romantic Visual Novels: Influence of Personalization and Sense of Presence -- 1 Introduction -- 2 State of the Art -- 2.1 Visual Novels -- 2.2 Player Experience -- 2.3 Game Design Elements -- 3 Methodology -- 3.1 Implementation -- 4 Tests and Feasibility -- 4.1 Sample -- 4.2 Sample Analysis -- 4.3 Research Limitations -- 5 Conclusion -- 5.1 Future Works -- References -- Construction and Practice of Financial Management Professional Curriculum System Based on OBE Philosophy -- 1 Introduction -- 1.1 Background and Significance of the Study -- 1.2 Research Issues and Objectives.
1.3 Research Methods and Data Sources -- 2 Strategies and Implementation Paths for the Construction of Financial Management Professional Curriculum System Based on the Concept of OBEBackground and Significance of the Study -- 2.1 Strategies for the Construction of Financial Management Professional Curriculum System Based on the Concept of OBE -- 2.2 Implementation Path of Financial Management Professional Curriculum System Based on the Concept of OBE -- 3 The Practice of Reverse Design Construction of Financial Management Professional Curriculum System Based on the Concept of OBE -- 3.1 Determine the Training Objectives of Financial Management Professionals -- 3.2 Dentify Core Outcomes to Be Achieved by Financial Management Graduates -- 3.3 Decomposition of Course Objectives -- 3.4 Selection of Content and Teaching Methods and Development of Syllabus -- 4 Analysis of Empirical Evaluation of Financial Management Course Implementation -- 4.1 Constructing an Evaluation System for the Achievement of Professional Talents' Results -- 4.2 Reform of the Course Assessment System -- 4.3 Analysis of the Effectiveness of the Reform of the Financial Management Program Based on the OBE Concept -- 5 Conclusion and Outlook -- References -- Exploring Virtual Proximity in Sensory Food Experience -- 1 Introduction -- 1.1 Study Objectives -- 2 Literature Review -- 2.1 Sensory Food Experience -- 2.2 Virtual and Real Environments -- 2.3 Changing Dynamics of Dining Environments -- 2.4 Virtual Game Environments: A World of Complexity -- 2.5 Gamification Improving Food Experiences -- 3 Methodology -- 3.1 Selecting Environments -- 3.2 Brain Answer Platform -- 3.3 Testing and Data Collection -- 3.4 Post-testing Questionnaire -- 4 Results and Discussion -- 4.1 Food Environment Association -- 4.2 Post Testing Answers -- 5 Conclusions -- 5.1 Future Studies -- References.
Influences of ICT Tools on the Empathizing Phase of the Design Thinking Process of Design Students -- 1 Introduction -- 1.1 Application of ICT Tools in Design Studio -- 2 Problem Statement -- 2.1 Research Questions -- 3 Research Methodology -- 3.1 Data Collection -- 3.2 Data Analysis -- 4 Results -- 5 Discussion -- 5.1 ICT Tools and Its Influences in Architectural Design Thinking -- 5.2 ICT Tools and It's Influences on Empathizing Phase in Architectural Design Thinking -- 6 Conclusion -- References -- Observation and Reflection: The Behavioral Fields of UX Industry and Its Dilemma -- 1 Introduction -- 2 Materials and Methods -- 2.1 The First Author's Education Background -- 2.2 Sampling -- 2.3 Data Collection and Analysis -- 2.4 Determination of Research Saturation -- 3 Results -- 3.1 Behavioral Fields Directly Related to UX -- 3.2 Behavioral Fields Indirectly Related to UX -- 4 Discussion -- 4.1 Direction and Challenges in Building a Unified UX Theory -- 4.2 Interdisciplinary Perspective in Academic Evaluation -- 4.3 Constructing a Unified UX Theory -- References -- Design and Research on the Integration of Gamification Design and Agricultural Harvesting -- 1 Introduction -- 2 Background of the Study -- 2.1 Research on the Integration of Gamification and Agriculture -- 2.2 Fundamentals of Gamification -- 2.3 Applications of Gamification in Different Domains -- 2.4 Current Status of Harvesting Activities -- 3 Research Design -- 3.1 Preliminary Research -- 3.2 User Analysis -- 3.3 Combining Picking with Gamification -- 4 Design Strategies -- 4.1 Interface Design -- 4.2 Interaction Design -- 4.3 Gamification Design -- 5 Concluding Remarks -- References -- Smart Digital Technology Driven Experience Design of Job Seeking Social Skills Training for University Students in Campus Scenarios via Business Model Innovation -- 1 Introduction -- 2 Method.
3 Result -- 3.1 Literature Review and Qualitative Analysis -- 3.2 User Research -- 3.3 Design Practice -- 4 Discussion and Conclusion -- References -- Let Go of the Non-digital Past: Embracing the 4Rs for a New Life - Recallable, Relaxing, Repayable, and Reconnected Experiences -- 1 Introduction -- 2 Methodology -- 2.1 User Needs -- 2.2 Collection of User Needs -- 2.3 Analysis of User Needs -- 2.4 Iteration of User Needs -- 3 Results -- 3.1 Gap Day -- 3.2 Rhapsody Pack -- 3.3 Play House -- 3.4 Recallable Toys -- 4 Discussion and Conclusions -- 4.1 Feedback from the LEGO Group -- 4.2 What if We Start All Over -- 4.3 Prospects -- References -- Models for the Assessment of Stimulus Conditions Favoring Harm and Excessive Loads in Home Office Environments -- 1 Introduction -- 2 Methodology -- 2.1 Sample -- 2.2 Systematic Literature Review -- 2.3 Mapping Sentence -- 2.4 Data Collection Method (MSP) -- 2.5 Data Analysis Method (SSA) -- 2.6 Definition of Stimulus Elements -- 2.7 The Test (Research Procedures) -- 3 Results -- 4 Conclusion -- References -- Connecting the Dots for Positive Change: Designing an Enabling Digital Platform for Social Innovation for a Depopulated Territory in Portugal -- 1 Introduction -- 1.1 Research Question and Objectives -- 1.2 Digital Platforms as Facilitating Devices for Social Innovation -- 2 Methods -- 3 Prototyping an Enabling Platform: A Social Innovation Design Process in the Territory -- 4 Results and Discussion -- 4.1 Limitations -- 5 Conclusions -- References -- Looking Through an Ethical and Equitable Lens at the Constructive Disruption of Design Interventions -- 1 Introduction -- 2 The Impact of Design Interventions on Testimonial Injustice -- 3 Nuanced Design Interventions -- 4 Ethical and Equitable Processes -- 5 Points for Further Understanding -- References.
Navigating the Generation Z Wave: Transforming Digital Assistants into Dream Companions with a Touch of Luxury, Hedonism, and Excitement -- 1 Introduction -- 1.1 Generation Z -- 1.2 Digital Assistants (DA) -- 1.3 Research Objectives -- 2 Methodology -- 2.1 Practice and Collaboration-Based Classroom -- 2.2 Collaborative Partners -- 2.3 Evaluation Tools -- 3 Results -- 3.1 Wealthy Second Generation -- 3.2 Rental Customer -- 3.3 Racing Enthusiast -- 4 Discussion and Reflection -- 4.1 Achievements and Contributions -- 4.2 Deviations in User Needs Estimation -- 4.3 Insufficient Understanding of Existing Technology -- 4.4 Prospects -- References -- Discovering Unanticipated Uses of Interactive Applications to Improve Usability and Enhance Functionality -- 1 Introduction -- 2 Related Work -- 3 Issues in Unanticipated Use of an Application -- 4 An Adaptable Approach to Tool Support -- 4.1 Aspect-Oriented Instrumentation to Capture User Interface Events -- 4.2 Model-Based Analysis to Identify User Tasks from Event Traces -- 4.3 Criteria-Guided Evaluation to Discover Unanticipated Uses -- 5 Feasibility Experiment -- 6 Summary -- References -- Affective TV: Concepts of Affective Computing Applied to Digital Television -- 1 Introduction -- 2 Related Work -- 2.1 Emotion Evaluation Based by Facial Expression Recognition -- 2.2 Involuntary Feedback for Audiovisual Content -- 3 Affective TV: Multimodal Interaction and User Emotion -- 3.1 Recognition Modules -- 4 Evaluation -- 4.1 Methodology -- 4.2 Procedure -- 4.3 Participants -- 4.4 Results and Discussion -- 4.5 Limitations -- 5 Final Remarks -- References -- Research on the Application Trend of Scenario Theory in the Field of Intelligent Product Innovation -- 1 Insights and Inspirations from Scenarios -- 1.1 Insights into Communication Scenarios -- 1.2 Insights into Spatial Planning Scenarios.
1.3 Insights into Business Service Scenarios.
Record Nr. UNINA-9910865239303321
Marcus Aaron  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Design, 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 IV / / edited by Aaron Marcus, Elizabeth Rosenzweig, Marcelo M. Soares
Design, 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 IV / / edited by Aaron Marcus, Elizabeth Rosenzweig, Marcelo M. Soares
Autore Marcus Aaron
Edizione [1st ed. 2024.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Descrizione fisica 1 online resource (0 pages)
Disciplina 5,437
4,019
Altri autori (Persone) RosenzweigElizabeth
SoaresMarcelo M
Collana Lecture Notes in Computer Science
Soggetto topico User interfaces (Computer systems)
Human-computer interaction
Application software
Computer networks
Software engineering
User Interfaces and Human Computer Interaction
Computer and Information Systems Applications
Computer Communication Networks
Software Engineering
ISBN 9783031613593
9783031613586
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Part 1: Designing Immersive Experiences across Contexts: Exploring Student Attention in the Metaverse: a Systematic Literature Review from the Perspective of Design and Ergonomics -- A Neuroeducational Approach in the Integration of Virtual Reality Technologies in the Development of Serious Games: Case Study in the Field of Occupational Safety and Risk Prevention -- Does Virtual Reality Allow Essay Participants Better Conditions to Get Information Regarding the Perception of Architectural Contexts? -- Panoramic 360 Image Versus 2D Video: What is the Best Inside Virtual Reality? -- Kinesics Language Interaction in Virtual Reality -- Comparing the Therapeutic Effects of Using Traditional Methods and Virtual Reality Headset in the Treatment of Depression and Anxiety -- Analysis of the Impact on Immersive Experience: Narrative Effects in First and Third Person Perspectives -- IMARISS: Story Creation Tools - Inspiration Mobile Augmented Reality Interactive Story System -- Virtual Reality Image Creation in the Era of Artificial Intelligence. Part 2: Technology, Design, and Learner Engagement: Research on Strategies of Virtual Reality Technology to Promote Astronomy Science Popularization Education in Primary Schools -- Analysis of Gamification Strategies for Children's Safety Popularization Education Based on AR Technology -- The Impact of Innovative Education Driven by Design Thinking and Training Model of Innovative Talents on Student Engagement: The Moderating Role of Background of Blockchain Technology -- A Study on the Application of Digital Products Designed to Improve Primary School Students’ Literacy Skills -- Bridging Cello Learning with Technological Innovations: An Exploration of Interaction Design Opportunities -- Unlocking Interactive Learning: Applying Bioecological Theory to Parent-child Interaction in Educational Product Design -- Research on an Educational Toy for Preschool Children's Oral Care Based on Persuasive Design -- Optimizing the Student Evaluation System in Higher Education: A Comprehensive Approach from the Perspective of Student Experience. Part 3: User Experience in Tangible and Intangible Cultural Heritage: Research on the Value Development and Spatial Experience of Rural Ecological Landscape in Lingnan -- Bibliometric Analysis on Intangible Cultural Heritage and Experience Marketing in China -- Visitor's Museum Experience Model in Mixed Reality Environment from the Perspective of 4E Cognition -- The Impact of Gamified AR Format on Engagement for Site Museum Tours -- User Experience Evaluation of an Immersive Virtual Reality Experience: The Case of the Palmela Dukes' Mausoleum in Lisbon’s Prazeres Cemetery -- Research on the Application of Digital Technology in Museum-based Aesthetic Education of Children -- User Experience Research in China's Tourism Industry Based on Knowledge Map.
Record Nr. UNINA-9910865242003321
Marcus Aaron  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Design, 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 II / / edited by Aaron Marcus, Elizabeth Rosenzweig, Marcelo M. Soares
Design, 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 II / / edited by Aaron Marcus, Elizabeth Rosenzweig, Marcelo M. Soares
Autore Marcus Aaron
Edizione [1st ed. 2024.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Descrizione fisica 1 online resource (402 pages)
Disciplina 005.437
004.019
Altri autori (Persone) RosenzweigElizabeth
SoaresMarcelo M
Collana Lecture Notes in Computer Science
Soggetto topico User interfaces (Computer systems)
Human-computer interaction
Application software
Computer networks
Software engineering
User Interfaces and Human Computer Interaction
Computer and Information Systems Applications
Computer Communication Networks
Software Engineering
ISBN 9783031613531
9783031613524
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Part 1: Designing Interactions for Intelligent Environments: Exploring a Behavioral Model of “Positive Friction” in Human-AI Interaction -- A Study on Enhancing the Influence of Intelligent Investment Advisors on Users through Experience Design -- Psychological Perspectives on the Influence of Robotic Emotional Cues on Human User Interaction Intention -- Modeling of Behavior and Interaction Analysis of Autonomous Robots in Smart Logistics Environment: A Case Study on iLoabot-M -- Application of Participatory Design for AI-based Decision Support: Development of a Frontend with two Companies -- squad.ai: A Multi-Agent System Built on LLMs, Incorporating Specialized Embeddings and Sociocultural Diversity -- Designing Conversational Human-Robot Collaborations in Silence -- Will You Work with Us to Design a Robot? Boys' and Girls' Choices of Anthropomorphic Robots According to their Gender -- Comparison of Robot Assessment by Using Physical and Virtual Prototypes: Assessment of Appearance Characteristics, Emotional Response and Social Perception. Part 2: Automotive Interactions and Smart Mobility Solutions: Research on Design Methods of Smart Service Systems driven by Autonomous Vehicles -- From Passive to Active: Towards Conversational In-Vehicle Navigation Through Large Language Models -- Analysis of Influencing Factors on Advanced Driving Assistance System Purchase Intention in China -- Advancing Adaptive Decision-Making for Intelligent Cockpit Layouts: Exploring Preferred and Sensitive Joint Angles Across Multi-Type Vehicles -- Research on Scenario-Based User Experience Evaluation Method for Intelligent Cars -- Exploring Electric Vehicle Charging Space Brand Market Factor and User Experience: A case of the United States and China -- Visual or Auditory First?The Modality Shift Effect in Two-stage Takeover Warning -- Voice Revolution on Wheels: Porsche's Pioneering Journey into Next-Gen In-Car Interactions -- User Interaction Mode Selection and Preferences in Different Driving States of Automotive Intelligent Cockpit. Part 3: Speculative Design and Creativity: Guided Fantasy: A Research Method for Innovative Products -- Reform and Practice of "Foundation of Innovation and Entrepreneurship" Course Based on "Three Phases and Six Segments" Experiential Teaching -- Framework for a Project Methodology in Design - Interactions in Speculation and Fictional Futures -- Teaching Method Innovation and Practice for Information and Interaction Design in the Context of New Liberal Arts -- Becoming More Curious About the Future: ReadySetFuture -- “Let’s Fashion Fiction!” Fashion Designers as Speculators, Alternative Present and Possible Future with Speculative Design -- Creating an Online Exhibition About Shoe Heritage. A Story on Swiss Footwear on Google Arts & Culture.
Record Nr. UNINA-9910865257703321
Marcus Aaron  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Design, 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 I / / edited by Aaron Marcus, Elizabeth Rosenzweig, Marcelo M. Soares
Design, 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 I / / edited by Aaron Marcus, Elizabeth Rosenzweig, Marcelo M. Soares
Autore Marcus Aaron
Edizione [1st ed. 2024.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Descrizione fisica 1 online resource (404 pages)
Disciplina 005.437
004.019
Altri autori (Persone) RosenzweigElizabeth
SoaresMarcelo M
Collana Lecture Notes in Computer Science
Soggetto topico User interfaces (Computer systems)
Human-computer interaction
Application software
Computer networks
Software engineering
User Interfaces and Human Computer Interaction
Computer and Information Systems Applications
Computer Communication Networks
Software Engineering
ISBN 9783031613517
9783031613500
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Part 1: Information Visualization and Interaction Design: Interaction Design for Territories: Fostering Community-Centered Design Experiences in Peri-urban Contexts -- Data Sins: Speculative Design Unveiling Data Colonialism through AI Imagery -- Navigating Government Websites: Optimizing Information Architecture on the US Department of Labor Site -- Conversations in the Cloud: Crafting Harmony in AliCloud Computing Interaction Design -- The Impact of Correlated Colour Temperature on Physiological Responses, Task Precision and Subjective Satisfaction in a Simulated Node3 Aft Cabin of the Space Station -- Positive Lab: Intentional Visualization of Positive Emotions in Everyday Face-to-Face Communication -- European Luxury Fashion Brand Websites for the Chinese Market - An Explorative Study on Localization -- Influence of Color on Information Perception under AR Simulated Lunar Surface Environment -- From Modeling to Fractals: Research on Prototyping of Augmented Fractal Tangram Blocks Set -- Designing a Collaborative Storytelling Platform to Enrich Digital Cultural Heritage Archives and Collective Memory -- Designing Interactive Infographics for Traditional Culture: An Exploration of Interaction Patterns -- The Effect of Color on Responsiveness in The Interactive Interface of the Space Station Alerting Task (SSAT). Part 2: Usability Testing and User Experience Evaluation: Workshop DUXAIT: Conducting Efficient Heuristic Evaluations with the Duxait-ng Tool - A Case Study -- A Study of the Usability and Experience of Public Space in Rural Watershed Environments -- Optimization of Display Content Switching Under Multiple Large-Screen Displays: A Multi-Channel Interaction Usability Evaluation -- Optimizing Information Seeking for Multi-person Collaboration: Evaluating the Influence of Various Zoom Centers and Interaction Modals -- Building the User Experience Evaluation Model of Bank Outlets by Service Design -- Usability Testing for Electronic Remote Control Interaction Interface for Smart Home Products -- Public Transparency in Brazil: Evaluation of Transparency Websites and Portals of Local Governments with More Than 200 Thousand Inhabitants -- DUXAIT-NG in Practice: Evaluating Usability on the Municipality of Lima Website -- Proposal for Packaging Evaluation Methodology Based on Eye-Tracking and Affective Evaluation -- Qualitative and Quantitative Approaches to Conduct Heuristic Evaluations: A Comparison Study -- A Visual Checklist for the Usability Evaluation of Artificial Intelligence (AI) mHealth Applications Graphical User Interface -- Research on User Experience Evaluation System of Popular Science Games Based on Analytic Hierarchy Process -- A Qualitative Study for Parametric Designed Custom-fit Eyewear Frames: Fit Test Evaluation and User Insights -- Quality Assessment of Interdisciplinary Virtual Simulation Comprehensive Practical Training Program for Economics and Management Based on Students' Experience.
Record Nr. UNINA-9910865241903321
Marcus Aaron  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Design, 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 III / / edited by Aaron Marcus, Elizabeth Rosenzweig, Marcelo M. Soares
Design, 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 III / / edited by Aaron Marcus, Elizabeth Rosenzweig, Marcelo M. Soares
Autore Marcus Aaron
Edizione [1st ed. 2024.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Descrizione fisica 1 online resource (348 pages)
Disciplina 5,437
4,019
Altri autori (Persone) RosenzweigElizabeth
SoaresMarcelo M
Collana Lecture Notes in Computer Science
Soggetto topico User interfaces (Computer systems)
Human-computer interaction
Application software
Computer networks
Software engineering
User Interfaces and Human Computer Interaction
Computer and Information Systems Applications
Computer Communication Networks
Software Engineering
ISBN 9783031613562
9783031613555
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Part 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.
Record Nr. UNINA-9910865248603321
Marcus Aaron  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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 I / / edited by Aaron Marcus, Elizabeth Rosenzweig, Marcelo M. Soares
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 I / / edited by Aaron Marcus, Elizabeth Rosenzweig, Marcelo M. Soares
Autore Marcus Aaron
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (697 pages)
Disciplina 005.437
Altri autori (Persone) RosenzweigElizabeth
SoaresMarcelo M
Collana Lecture Notes in Computer Science
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
ISBN 3-031-35699-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
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 I -- Design Methods, Tools and Practices -- Desirability of Imagined Futures: Human-Centered Design and Analysis -- 1 Introduction -- 2 Futuristic Design and Approaches -- 2.1 Futuristic Methods and Tools -- 2.2 Strategic Foresight -- 2.3 Aspirational Futures -- 3 Human-Centered Design Methods -- 4 Methodology -- 5 Sample Guidance for Design and Impact Analysis of a Human-Centered Futuristic Smart Home System -- 5.1 Futures Modelling - Environmental Assessment and Scenario Development -- 5.2 Futures Modelling - Visioning and Audacious Goals Phase -- 5.3 Futures Modelling - Strategic Analysis -- 5.4 Human-Centered Modelling -- 5.5 Requirements Analysis -- 5.6 Impact Analysis -- 5.7 Design Analysis -- 6 Conclusions -- References -- How Can BOLE Identify, Cultivate, and Judge User Experience (UX) Talents? Inspiring and Designing the Playful Experience of Tomorrow -- 1 Introduction -- 2 Methodology -- 2.1 The Fourth Classroom -- 2.2 Design Thinking -- 2.3 The Corporate Partner -- 2.4 Transdisciplinary Student Teams -- 2.5 The Design Brief Assignments -- 3 Results -- 3.1 Team 1: Play for Generation Z -- 3.2 Team 2: Play for Generation Z -- 3.3 Team 3: Family Engagement -- 3.4 Team 4: Family Engagement -- 4 Discussion and Reflection -- 4.1 The Fourth Classroom -- 4.2 Transdisciplinary Learning -- 4.3 What if We Start All Over -- References -- Defining the Problem's Solution to Lead to the Ideation Phase -- 1 Introduction -- 1.1 About "Design" -- 1.2 About Design Thinking -- 1.3 Define -- 2 How Might We… -- 3 Results.
4 Considerations and Future Prospects -- References -- Prioritization Matrix to Highlight Business Opportunities -- 1 Introduction: World Change and Work Adaptation -- 2 Prioritization Matrix -- 2.1 Adapting Prioritization Matrix for Remote Research -- 2.2 Recruiting -- 3 Results -- 4 Conclusion and Discussion -- References -- A Case Study in Organizational Adoption of User Personas: Assessing Perceptions, Awareness, and Hesitation to Adopt -- 1 Introduction -- 1.1 Generating B2B SaaS Personas -- 1.2 Assessing Organizational Adoption of Personas -- 2 Literature Review -- 2.1 Persona Creation -- 2.2 Persona Evaluation -- 2.3 Persona Use -- 2.4 Summary -- 3 Methodology -- 3.1 Survey -- 3.2 Interview -- 4 Results -- 4.1 Quantitative -- 4.2 Qualitative -- 5 Recommendations -- 6 Conclusion -- References -- Reflecting on Collaboration in Participatory Design Facilitation -- 1 Introduction -- 1.1 Facilitation in Participatory Design -- 2 Method -- 3 Two Cases of Participatory Design Projects -- 3.1 Project Rehab: Designing a Cooperative Rehabilitation for People with Mild Acquired Cognitive Impairments (MACI) -- 3.2 Project SmartWater: Enabling Citizens' Involvement in Envisioning the Function of New Smart Water Meters Implemented in Their Municipality -- 4 Findings -- 4.1 Categories of Facilitators -- 4.2 A Network of PD Facilitators -- 4.3 Tensions in the Network of PD Facilitators -- 5 Conclusion -- References -- Analysis of User Participatory Design and Gamification in Modern Media -- 1 Introduction -- 1.1 Significant Features of Modern Media -- 1.2 User Participatory in Design -- 1.3 Gamification Communication -- 2 The Transformation of Modern Media by the Internet -- 2.1 The Evolution of Media: From Print to Electronic to Digital -- 2.2 The Impact of Short Videos on Today's Society -- 3 Project Research Analysis -- 3.1 Factors Influencing Short Videos.
3.2 Short Video and User-Participatory Design -- 3.3 Short Video and Gamification -- 4 Discussion -- 4.1 Content and Benefits -- 4.2 Do Algorithms Have Values? -- 4.3 Excessive Entertainment -- 4.4 Data-Driven Artistic Creation -- 5 Conclusion -- References -- Local Communities and Their Visitors: An Interaction Design Approach -- 1 Introduction -- 2 Design Methods for Territories -- 3 Collaborative Networks and Connectivity -- 4 Human-centered Design to Humanity-Centered Design -- 5 Conclusion -- References -- Resources and Skills for Information Design Practice -- 1 Information Design Interdisciplinarity -- 2 Several Paths of Information Design: Infographics vs DataViz? -- 2.1 Form or Function in ID? -- 3 The Multidimensionality of Information Design -- 3.1 Print-Based Information Design -- 3.2 Interactive Information Design -- 3.3 Environmental Information Design -- 4 Final Thoughts -- References -- The Application of Digital Media Technology in Display Design -- 1 Introduction -- 2 Digital Media Technology and Display Design -- 3 Digital Media Technology is Demonstrating the Performance of Design -- 3.1 Giant Screen Projection -- 3.2 Multimedia Display Technology -- 3.3 Holography -- 3.4 Virtual Reality Technology -- 4 The Development Trend of Display Design Under the Background of Digital Media Technology -- 5 Conclusion -- References -- The Awareness and Practices of Web Developers Toward Sustainable Web Design -- 1 Introduction -- 2 Methods -- 2.1 Participants -- 2.2 Questionnaire -- 2.3 Comparing Efficiency of Media Files -- 3 Results -- 3.1 Demographics -- 3.2 Practices -- 3.3 Awareness -- 4 Discussion -- 5 Conclusion -- References -- Experience Design Based on Values and Psychological Needs in a Corporate Context -- 1 Introduction -- 2 Needs and Values in Experience Design -- 2.1 Psychological Needs and Values.
2.2 Methods for Designing for Values -- 2.3 Sensitisation Methods for Designing for Psychological Needs -- 3 Method -- 3.1 Participants -- 3.2 Procedure -- 4 Results -- 4.1 RQ 1: Relevance and Fulfilment of Psychological Needs and Values in the Corporate Context -- 4.2 RQ 2: Transfer of Methods from Designing for Psychological Needs and Values -- 5 Discussion -- 5.1 Limitations and Future Work -- 5.2 Conclusions and Outlook -- References -- Invisible Driving Force: Design Promotion Laws in the National Design Policy Path of South Korea -- 1 Introduction -- 2 Research Methods -- 3 Policy Determination -- 3.1 Institution for Text Preparation, Release and Implementation -- 3.2 Text Attributes -- 4 Classification Framework -- 5 Design Promotion Law Analysis -- 5.1 Measurement Change Characteristics -- 5.2 Quantitative Classification Characteristics -- 6 Conclusion -- References -- Comparing VR Modeling Tool and Hand-Sketching in the Inspiration of Classic Chair Design and Modeling -- 1 Research Background -- 1.1 Research Purposes -- 2 Literature Review -- 2.1 Design Process -- 2.2 How Designers Think About Sketching -- 2.3 Furniture Design Type Analysis -- 2.4 VR Design Applications -- 2.5 Design Hand Sketching and VR -- 2.6 VR and Digital Modeling -- 3 Research Methods -- 3.1 VR Experiment and Design Operation -- 3.2 Design Novice Experiment Results and Feedback -- 3.3 Design Expert Experiment Results and Feedback -- 3.4 Observational Method and Think-Aloud Method -- 3.5 Questionnaire Survey and Retrospective Interview -- 4 Research Results and Discussion -- 4.1 Experimental Results of the Design Process -- References -- Research on Interaction Design Based on Artificial Intelligence Technology in a Metaverse Environment -- 1 Introduction -- 2 Virtual Digital People -- 2.1 Definition and Current Development of the Virtual Digital Person.
2.2 Application of Artificial Intelligence Technology in the Design of Virtual Digital Human Interaction -- 2.3 Practical Examples of Virtual Digital Human Interaction Design and Evaluation Methods -- 3 Humanoid Robots -- 3.1 Definition and Current Development of Humanoid Robots -- 3.2 Application of Artificial Intelligence Techniques in Humanoid Robot Interaction Design -- 3.3 Practical Examples of Humanoid Robot Interaction Design and Evaluation Methods -- 4 Digital Collections -- 4.1 Digital Collections in the Metaverse and Their Technological Basis -- 4.2 Artificial Intelligence Technologies to Support Digital Collections -- 4.3 Digital Collections and Human Interaction -- 5 Time and Space Intelligence -- 5.1 Concept and Current Status of Spatiotemporal Intelligence -- 5.2 Metaverse and Spatiotemporal Intelligence -- 5.3 Artificial Intelligence Technology and Spatiotemporal Intelligence -- 6 Conclusion -- References -- On the "Meaning System" of Design from Kao Gong Ji -- 1 Introduction -- 2 Practicality-Based to Meaning-Based Use -- 3 Action Mechanism of the Meaning System in Kao Gong Ji -- 4 Significance of "Meaning System" to the Construction of Current Design Ecology -- 5 Conclusion -- References -- Government-Promoted Design Resource Integration and Design Ecology Construction -- 1 Introduction -- 2 History and Background -- 3 Establish an Industry Image and Cultivate a Design Ecology -- 3.1 Design Center-A Window for Continuous Publicity of the Industry Image -- 3.2 Annual Award - Concretization of Design Concept -- 3.3 "Labelling Scheme" - The Deepening of Design Concepts in Daily Life -- 3.4 "Britain Can Make It" -Build British Design Brand Effect -- 4 Integrate Industrial Resources and Break Through Innovation Bottlenecks -- 4.1 "Designing Demand"-SME Design Enhancement Program.
5 Strengthen Knowledge Sharing and Enhance Industrial Skills.
Record Nr. UNISA-996542669003316
Marcus Aaron  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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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 II / / edited by Aaron Marcus, Elizabeth Rosenzweig, Marcelo M. Soares
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 II / / edited by Aaron Marcus, Elizabeth Rosenzweig, Marcelo M. Soares
Autore Marcus Aaron
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (608 pages)
Disciplina 005.437
Altri autori (Persone) RosenzweigElizabeth
SoaresMarcelo M
Collana Lecture Notes in Computer Science
Soggetto topico User interfaces (Computer systems)
Human-computer interaction
Computer networks
Image processing—Digital techniques
Computer vision
Application software
Artificial intelligence
User Interfaces and Human Computer Interaction
Computer Communication Networks
Computer Imaging, Vision, Pattern Recognition and Graphics
Computer and Information Systems Applications
Artificial Intelligence
ISBN 3-031-35696-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
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 II -- Design Case Studies -- Design Specifications for Bidirectional Feedback on Indoor Environmental Quality -- 1 Introduction -- 2 Literature Review and Theoretical Framework -- 2.1 Parameter Granularity -- 2.2 Temporal Granularity -- 2.3 Data Granularity -- 2.4 Spatial Granularity -- 3 Method -- 3.1 Product Review -- 4 Results -- 4.1 Parameter Granularity -- 4.2 Data Granularity -- 4.3 Spatial Granularity -- 4.4 Temporal Granularity -- 5 Discussion -- 5.1 Best Practices for Parameter Granularity -- 5.2 Best Practices for Data Granularity -- 5.3 Best Practices for Spatial Granularity -- 5.4 Best Practices for Temporal Granularity -- 6 Conclusion -- References -- Digital Fabrication in the Industrial Sector in Middle East, General Overview -- 1 Introduction -- 2 Methodology -- 2.1 Literature Review on Current Application of Digital Fabrication in the Industrial Sector in Middle East -- 2.2 Current Application of Digital Fabrication in UAE/MATERIALS -- 2.3 Digital Fabrication of Complex Structures, Material Overview -- 3 Results -- 4 Conclusions and Discussion -- References -- Colour Accuracy in Fashion E-tail -- 1 Introduction -- 2 Theoretical Background -- 2.1 Fashion E-tail -- 2.2 Interaction Design as a Means to Improve UX -- 2.3 Light and Colour -- 3 Metamerism -- 4 Light, Colour, and Matter -- 5 Systematic Review -- 5.1 Carrying Out the Systematic Literature Review -- 6 Conclusion -- 7 Limitations -- References -- Ux in Immersive Reality: The Power of the Users -- 1 Introduction -- 2 Gamification and Ux Research -- 3 Game for Safety.
4 Materials and Methods -- 5 Results and Discussion -- 6 Conclusion and Future Works -- References -- Applying Service Design Thinking to UX Research: A Case of Smart Campus Dance Experience Design -- 1 Introduction -- 1.1 Background -- 1.2 Service Design and UX Design -- 2 Design Process and UX Research -- 2.1 Double Diamond Design Process -- 2.2 Cycle 1: Experience Stories and User Needs -- 2.3 Cycle 2: Insights and Persona -- 2.4 Cycle 3: Design for Insights -- 2.5 Cycle 4: Develop Concept -- 3 Usability Testing -- 3.1 Lo-Fi Prototype -- 3.2 Usability Testing Process -- 3.3 Usability Testing Result -- 4 System Implement -- 4.1 Data Actuation -- 4.2 Service Blueprint -- 4.3 Hi-Fi Prototype -- 5 Conclusion and Discussion -- References -- Beyond Car Human-Machine Interface (HMI): Mapping Six Intelligent Modes into Future Cockpit Scenarios -- 1 Introduction -- 2 Methodology -- 2.1 The UX Foundation Course -- 2.2 Transdisciplinary Student Team -- 2.3 The Design Brief Assignment -- 3 Results -- 3.1 Team 1: Generation Z -- 3.2 Team 2: Generation Z -- 3.3 Team 3: Generation Z -- 3.4 Team 4: Generation Y -- 3.5 Team 5: Generation Y -- 3.6 Team 6: Generation Y -- 4 Discussion -- 4.1 Transdisciplinary Learning -- 4.2 User Needs of Generation Z and Y -- 4.3 Reflection -- References -- Research on Lacquer Display Design in Digital Age -- 1 Current Status of Lacquer Culture Preservation -- 1.1 The Heritage and Status of Lacquer Art -- 1.2 The Need for Digital Display of Lacquer Art -- 2 Database and Technology Development for Digital Preservation of Lacquer Art -- 3 Exploration of Lacquer Art Digital Display Design Solutions -- 3.1 Lacquer Art Museum Digital Virtual Experience -- 3.2 Digital Interactive Experience of Lacquer Art -- 3.3 Lacquer Art Digital Collection Display -- 4 Conclusion -- References.
Pedestrian Presence Detection in Areas of Interest Using Multiple Cameras -- 1 Introduction -- 2 Related Work -- 2.1 Pedestrian Detection -- 2.2 Pedestrian Tracking -- 2.3 Multi-camera Detection and Tracking -- 2.4 Detection of Pedestrian Presence in Areas of Interest -- 3 Method -- 3.1 Detection in Areas of Interest -- 3.2 Detection and Tracking in Areas of Interest -- 3.3 Pedestrian Check in the Area of Interest -- 4 Results -- 4.1 Dataset -- 4.2 Metrics -- 4.3 Evaluation -- 5 Conclusions -- References -- Research on Retail Media Advertisements and Consumer Requirements - Taking E-Commerce Listing Pages as an Example -- 1 Introduction -- 2 Literature Review -- 2.1 Display Advertising Dramatically Increases the Profitability of Retail Media -- 2.2 Advertising Models and Advertising Effectiveness Measurement -- 2.3 Quality Function Deployment (QFD) -- 3 Method -- 3.1 Case Study: Current Status of Retail Media Advertising -- 3.2 Consumer Survey -- 3.3 Research on Consumer User Needs and Design Criteria Through QFD Method -- 4 Discussion -- 4.1 Diversified Retail Media Advertising -- 4.2 Advertising Potential of Listing Pages and Product Information Pages -- 4.3 Most Potential Ad Type: "TOP ROW Ads" -- 4.4 Ad Personalization Requirements -- 5 Conclusions and Future Work -- References -- Research on the Ageing-Friendly Design of Smart Entertainment Products Based on the Perceived Affordances Perspective -- 1 Introduction -- 2 Characteristics of Older Users -- 2.1 Psychological Characteristics -- 2.2 Behavioural Cognitive Characteristics -- 3 Perceived Affordances Theory -- 4 Requirements Framework for Smart Entertainment Products Based on Perceived Performance -- 4.1 Category Requirements -- 4.2 Dimensional Requirements -- 4.3 Interaction Needs -- 5 Interaction Design Strategies for Smart Entertainment Products Based on Perceptual Schemability.
5.1 The Proposed Interaction Design of Intelligent Entertainment Product System -- 5.2 Interaction Design Elements of Intelligent Entertainment Product Systems -- 5.3 Principles of Interaction Design for Intelligent Entertainment Product Systems -- 6 Different Dimensions of Experience Based on the Perspective of Perceptual Schematic Properties -- 6.1 Material Functional Properties -- 6.2 Material Functional Properties -- 7 Analysis and Implementation of the Kano Model from the Perspective of Perceived Performance -- 7.1 Information Gathering on User Needs -- 7.2 User Satisfaction Factor Analysis Table -- 8 Conclusions -- References -- Digital Technology and Interactive Experience: Children's Product Design Based on Zhuang Brocade Cultural Elements -- 1 Instruction -- 1.1 Background -- 1.2 Current Research on Children's Educational Products -- 2 Analysis of CHildren's Product Demand Based on Zhuang Brocade Cultural Elements -- 2.1 Positioning -- 2.2 User Research and Methodology -- 2.3 Characteristics of Zhuang Brocade Design Elements -- 3 Product Design Practice Based on Zhuang Brocade Cultural Elements -- 3.1 Product Design Methods Based on Zhuang Brocade Cultural Elements -- 3.2 Development Framework of CHildren's Product Design Based on Zhuang Brocade Cultural Elements -- 3.3 User Satisfaction Evaluation -- 4 Conclusion -- References -- Exploring the Potential Causes of Dormitory Relationship in University Students in Terms of Experiences and Behaviors -- 1 Introduction -- 2 Interpersonal Factors -- 2.1 Co-design -- 2.2 Projection -- 2.3 Economic Factors -- 3 Method -- 4 Results -- 4.1 Principle -- 4.2 Economic Factors -- 5 Discussion and Conclusion -- References -- Research on User Experience Design Strategy of Digital Aquarium Based on UTAUT2 Model -- 1 Introduction -- 2 Digital-Intelligent Design.
2.1 The Concept of Digital Intelligence Design -- 2.2 Digital Intelligent Design into the Cultural Tourism Industry -- 3 Qingdao Underwater World Digital Intelligence Display UTAUT Model Construction -- 3.1 Unified Technology Adoption and Use Model -- 4 The Study Hypothesis -- 4.1 Performance Expectations -- 4.2 Work Expectations -- 4.3 Social Impact -- 4.4 Facilitating Factors -- 4.5 Willingness to Use the Behavior -- 4.6 Pleasative Motivation (Spiritual Satisfaction) -- 5 The Study Hypothesis -- 5.1 Survey Index Design -- 5.2 Questionnaire Survey -- 5.3 Description of the Statistics -- 5.4 The Reliability Analysis -- 5.5 Validity Test -- 5.6 Structural Equation Model -- 5.7 Multigroup Regulation Model Test -- 6 Proposal and Discussion of Digital Intelligence Design of Qingdao Undersea World -- 6.1 Intelligent Multiple Information Transfer Mode Design -- 6.2 Suggestions on Bridge Interaction Design for Digital Intelligence Integration -- 6.3 Visualization of Marine Cultural Information -- 6.4 Immersive Intelligent Experience Mode -- 6.5 Build a New Form of Digital and Intelligent Tourism Cultural -- 7 Digital Intelligent Design into the Future of Cultural Tourism Industry -- References -- Research on the Strategy of Digital Services in the Adoption Scene of Pet Shelters -- 1 Introduction -- 2 Introduction -- 2.1 Pet Adoption -- 2.2 Digital Service -- 3 Methodology -- 4 Research Process -- 4.1 Questionnaire Survey -- 4.2 Field Visit -- 4.3 User Research and Analysis -- 4.4 Case Analysis -- 5 Solutions -- 5.1 Concept Description -- 5.2 Design Strategy -- 6 Discussion -- 7 Conclusion -- References -- A Study on the Service Design of Leisure Campsites in Shanghai Based on Kansei Engineering -- 1 Introduction -- 2 Literature Review -- 2.1 Service Design based on Kansei Engineering -- 2.2 Leisure Campsite Services -- 3 Methods -- 3.1 Service Design.
3.2 Kansei Engineering.
Record Nr. UNISA-996542667503316
Marcus Aaron  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
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
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
Autore Marcus Aaron
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (476 pages)
Disciplina 005.437
Altri autori (Persone) RosenzweigElizabeth
SoaresMarcelo M
Collana Lecture Notes in Computer Science
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
ISBN 3-031-35702-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
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.
Record Nr. UNISA-996542669703316
Marcus Aaron  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
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 IV / / edited by Aaron Marcus, Elizabeth Rosenzweig, Marcelo M. Soares
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 IV / / edited by Aaron Marcus, Elizabeth Rosenzweig, Marcelo M. Soares
Autore Marcus Aaron
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (395 pages)
Disciplina 005.437
Altri autori (Persone) RosenzweigElizabeth
SoaresMarcelo M
Collana Lecture Notes in Computer Science
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
ISBN 3-031-35708-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
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 IV -- Designing Learning Experiences -- The Attention of Students in the Metaverse: Practical Application -- 1 Introduction -- 2 Design, Ergonomics, and Teaching in the Metaverse -- 3 The Experiment -- 3.1 Technical Details -- 3.2 Activity Script -- 4 Results and Discussion -- 4.1 Avatar Movements -- 5 Conclusion -- References -- Interactive Design of Immersive First Aid Skills Teaching Based on Multimedia Devices -- 1 Introduction -- 1.1 Background of My Thesis -- 1.2 CPR and AED Bystander First Aid -- 1.3 Key Factors on AED Learning -- 1.4 Conclusion -- 2 Methods -- 2.1 Research Methods -- 2.2 Design Methods -- 2.3 Conclusion -- 3 Design Research -- 3.1 Current Situation of AED Learning -- 3.2 Market Research on AED Teaching Aid -- 3.3 Problems and Needs: Why Both Participants and Instructors Feel Inefficient? -- 3.4 Technical Feasibility -- 3.5 Conclusion -- 4 Product Design of Interactive Design of Immersive First Aid Skills Teaching -- 4.1 Prototype and Focus Group -- 4.2 Function Design of the Savebeats -- 4.3 Key Functions -- 4.4 Conclusion and Value -- References -- Interactive Video: Application in Narrative Competence Education of 1st to 3rd Grade Primary School Children -- 1 Research Motivation and Background -- 1.1 The Importance of the Development of Children's Narrative Ability -- 1.2 The Relationship and Impact of Interactive Video and Narrative Education -- 2 Core Concept Definition -- 2.1 Core Concept and Development Overview of Interactive Video -- 2.2 Core Concepts and Development of Interactive Movie Games.
2.3 Relationship and Characteristics of Interactive Video and Interactive Movie Games -- 2.4 The Core Concept of Narrative Competence -- 2.5 Structure of Interactive Narratives Types -- 2.6 Comparison of Development of Video and Interactive Video for Children in China and Abroad -- 3 Experimental Details -- 3.1 Research Design -- 3.2 Research Questions -- 3.3 Research Hypothesis -- 3.4 Participants -- 3.5 Research Materials and Procedures -- 4 Research Conclusions and Educational Recommendations -- 4.1 Research Conclusions -- References -- Optimization Strategy of Guidance Methods of Online Education Information Transmission -- 1 Introduction -- 2 Theoretical Basis -- 2.1 Information Transmission in Online Education -- 2.2 Interaction Guidance -- 2.3 Digital Media Screen Size Difference -- 3 Research Method -- 3.1 Prior Knowledge -- 3.2 Learning Effect -- 3.3 Learning Satisfaction -- 3.4 Learning Engagement -- 4 Research Design -- 4.1 Experimental Materials -- 4.2 Experimental Procedures -- 5 Research Results -- 5.1 Results of Analysis of Covariance for Learning Effects -- 5.2 ANOVA Results of Learning Satisfaction -- 5.3 ANOVA Results for Learning Engagement -- 6 Conclusion -- References -- Multimedia and Multisensory International Learning: Making a Case for Going Beyond the Screen During Creative Virtual Exchanges -- 1 Introduction -- 2 Media Benefits and Limitations in Virtual Exchange -- 2.1 Using the Intercultural Development Inventory (IDI) in COIL -- 3 Multimedia and Multisensory Intercultural Learning -- 3.1 Multimedia Learning Theory -- 3.2 Multisensory Experiences Go Beyond Multichannel Learning -- 3.3 Media Richness and Social Presence -- 4 The Medium is Still the Message-And the Motivation -- 4.1 Recent Case Study Findings -- 5 Conclusion -- References.
A Focused Exploration About How Technologically Enhanced Educational Approaches Can Positively Foster Early Childhood to Young Adult Learning and Creativity -- 1 Introduction -- 2 Using Technology to Devise and Navigate Learning Paths: Better Beginnings and Approaches -- 2.1 Utilizing Technology to Open Effective Learning Paths -- 3 Educational Siloing: Its Critics, and Responses -- 3.1 Information Communication Technology (ICT): Curricular Facilitation and Scaffolding -- 4 Technology Enhanced Education: A Practical Reflection -- References -- VR and AR Application in Academia, Overview in the Middle East Universities -- 1 Introduction -- 2 Methodology -- 2.1 Literature Review on Current Application of VR and AR in Universities in Middle East -- 2.2 Current Application of VR and AR in UAE Universities -- 2.3 Application of VR in Design Courses in AE, COE, UAEU -- 3 Results -- 4 Conclusions and Discussion -- References -- Study on the Tangible User Interface Jigsaw Puzzle for Curing ADHD/ADD Children -- 1 Introduction -- 2 Related Work -- 3 Existing Problems -- 4 Prototype Design of E-Jigsaw -- 4.1 Function Design -- 4.2 Interactive Process Design -- 5 Design of E-Jigsaw System -- 5.1 System Introduction -- 5.2 Central Control Terminal -- 5.3 Independent Intelligent Module -- 6 User Testing -- 7 Conclusion -- References -- VPlaytime: Face-to-Face Recess in Virtual Reality Classrooms -- 1 Introduction -- 2 Research Context and Concepts -- 2.1 Informal Learning Situation -- 2.2 The Impact of Extracurricular Activities on Learning -- 2.3 Learning the Behavioral Characteristics of Art and Design Major Students During Breaks -- 2.4 The Relationship Between Breaks, Virtual Reality, and Informal Learning -- 3 Informal Learning Framework in Virtual Reality -- 3.1 Intention Layer -- 3.2 Scope Layer -- 3.3 Interaction Layer -- 3.4 Situation Layer.
4 Informal Learning Framework in Virtual Reality -- 4.1 Virtual Café -- 4.2 Virtual Classroom -- 4.3 Virtual Hallway -- 5 Conclusion -- References -- Transdisciplinary Teaching and Learning in Summer Camp by Service Design -- 1 Background -- 1.1 Valuing Traveling More Than Delivering Knowledge -- 1.2 Lack of Interaction Between Trainer and Trainee -- 1.3 Results Float to the Surface -- 2 Analyzing -- 2.1 Solving the Problem of Valuing Traveling More Than Knowledge by Service Design Thinking -- 2.2 Optimizing Content to Increase Teaching Interaction by Service Blueprint -- 2.3 Value Co-creation Solves the Problem of Results Floating on the Surface -- 3 Case -- 3.1 Integrating Interdisciplinary Courses Through Service Design Thinking -- 3.2 Service Blueprint Throughout the Teaching Context - Mentors Pointing Out and Developing Awareness -- 3.3 Value Co-creation - Mutual Respect, Equal Co-creation, Everyone is a Designer -- 4 Conclusion -- References -- Chinese Character Learning and Platform Tool Development for Junior Primary School Student Based on Orthographic Awareness -- 1 Introduction -- 2 Method -- 3 Result -- 3.1 Orthography-Education (Year 2005 to 2021) -- 3.2 Orthography-Children-Learning (Year 1996 to 2021) -- 3.3 Orthography-Tools (Year 1996 to 2021) -- 3.4 Orthography-Platform -- 4 Discussion and Conclusion -- References -- Pair-Teamwork Effect on First Semester IT Students to Achieve Collaborative Learning Through Social Relations -- 1 Introduction -- 2 Related Work -- 3 Framework -- 4 Analysis of How the Students Responded to Pair-Teamwork -- 5 Conclusion -- 6 Future Work -- References -- Potential Attempt to Treat Attention Deficit/Hyperactivity Disorder (ADHD) Children with Engineering Education Games -- 1 Introduction -- 2 Method -- 2.1 Bibliometric Method -- 2.2 Experiment -- 3 Results.
3.1 "Engineering Education (EE)" and "Gamified" -- 3.2 "Attention Deficit/Hyperactivity Disorder (ADHD)" and "Gamified" -- 3.3 "Attention Deficit/Hyperactivity Disorder (ADHD) Gamified" and "Engineering Education (EE) Gamified" -- 3.4 Micro Qualitative Analysis -- 4 Ongoing Experiment -- 4.1 Result -- 5 Discussion and Conclusion -- References -- Playable Modeling: Interactive Learning Process in Science and Art -- 1 Introduction: Modeling and Its Playable Possibilities -- 2 Modeling, a Creative Methodology in Science and Art -- 2.1 The Principal, Process and Purpose of Modeling -- 2.2 Modeling Types Allow Participating -- 3 Modeling as Learning Process -- 3.1 Modeling Learning as a Social Behaviour -- 3.2 Set Model Learning as a Game -- 4 Tangram Blocks: A Possible Versatile Model -- 4.1 Tangram, the Chinese Wisdom in Puzzle Game -- 4.2 Snowflake Building Blocks, the Interlocking Blocks to Form Everything -- 4.3 Tangram Blocks, Gamified Model Combining Tangram and Snowflake Building Blocks -- 5 Implant Playable Modeling into Museum Participatory Experience -- 6 Conclusion: The Development Prospect and Future of Playable Modeling in Learning Science and Art -- References -- A Study on the Effect of Teaching Effectiveness of Online Courses and the Number of Bullet Screen -- 1 Introduction -- 2 Analysis of Offline Teaching and Online Teaching Characteristics -- 3 Relevant Research -- 4 Experimental Design -- 5 Experimental Results and Conclusions -- 5.1 Analysis of Correct Response Rate -- 5.2 Analysis of Subject Interviews -- 5.3 Experimental Conclusions -- 6 Summary and Prospect -- References -- Research on Undergraduate Classroom Teaching Quality Assurance System Based on Student Experience -- 1 Introduction -- 2 Problems in the Evaluation System of Undergraduate Classroom Teaching Quality.
3 Construction of Undergraduate Classroom Teaching Quality Assurance System Based on Student Experience.
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Marcus Aaron  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
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