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
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Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017 | ||
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Lo trovi qui: Univ. Federico II | ||
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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 |
Autore | Marcus Aaron |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Cham : , : Springer, , 2024 |
Descrizione fisica | 1 online resource (0 pages) |
Altri autori (Persone) |
RosenzweigElizabeth
SoaresMarcelo M |
Collana | Lecture Notes in Computer Science Series |
ISBN |
9783031613593
9783031613586 |
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 IV -- Designing Immersive Experiences across Contexts -- Exploring Student Attention in the Metaverse: A Systematic Literature Review from the Perspective of Design and Ergonomics -- 1 Introduction -- 2 Materials and Methods -- 3 Results and Discussions -- 3.1 Group 1 -- 3.2 Group 2 -- 3.3 Other Searches -- 4 Final Considerations -- References -- 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 -- 1 Introduction -- 1.1 Ux Research -- 2 Training Immersive Game: The Creative Process -- 2.1 Data Collected and Results -- 3 The New Game -- 4 The Usability Test -- 5 Results and Discussion -- 6 Conclusions -- References -- Does Virtual Reality Allow Essay Participants Better Conditions to Get Information Regarding the Perception of Architectural Contexts? -- 1 Introduction -- 2 Methods -- 2.1 Instruments -- 3 Results -- 3.1 Immersion Questionnaire -- 3.2 Kansei Experience -- 4 Discussion -- 5 Conclusions -- 6 Recommendations -- References -- Panoramic 360 Image Versus 2D Video: What is the Best Inside Virtual Reality? -- 1 Introduction -- 1.1 Context -- 2 Methods -- 2.1 Instruments -- 2.2 Sample -- 2.3 Protocol -- 2.4 Results and Discussion -- 3 Conclusion and Final Considerations -- References -- Kinesics Language Interaction in Virtual Reality -- 1 Introduction -- 2 Exploring Kinesics Language: Crafting a 'Mind Bridge' in Virtual Reality for Deeper Connection -- 2.1 Facial Expression Interaction.
2.2 Gaze Based Interaction -- 2.3 Gesture Based Interaction -- 2.4 Posture Based Interaction -- 3 Discussion -- 3.1 The Implementation and Application of Kinesics Language Interaction: A Critical Analysis of Its Deficiencies and Developments -- 3.2 The Constraints of Kinesics Language Interaction Research -- 3.3 The Influence of Factors on Users' Kinesics Language Interaction -- 3.4 The Impact of Kinesics Language Interaction on Social Behavior -- 3.5 Kinesics Language Interaction and Data Privacy -- 4 Conclusion -- References -- Comparing the Therapeutic Effects of Using Traditional Methods and Virtual Reality Headset in the Treatment of Depression and Anxiety -- 1 Introduction -- 2 Definition and History of Virtual Reality -- 3 Traditional Methods for Treating and Managing Depression and Anxiety -- 4 Virtual Reality Therapies in Management of Anxiety and Depression -- 5 Effectiveness of Virtual Reality Therapies over Traditional Therapies -- 6 Conclusion -- References -- Analysis of the Impact on Immersive Experience: Narrative Effects in First and Third Person Perspectives -- 1 Introduction -- 2 Literature Review -- 2.1 Narrative Perspective -- 2.2 Immersive Experience -- 2.3 The Modulating Factors and Dependent Variables of Narrative Effects Application -- 3 Method -- 3.1 Literature Retrieval and Screening -- 3.2 Literature Coding -- 3.3 Data Extracting and Effect Size Calculating -- 3.4 Publication Bias Assessment -- 3.5 Model Selection and Heterogeneity Test -- 4 Result -- 4.1 The Literature Coding Results -- 4.2 Main Effect Test -- 4.3 The Role of Narrative Genre -- 4.4 The Role of Narrative Mode -- 4.5 Publication Bias Test -- 5 Discussion and Conclusion -- 5.1 Significance -- 5.2 Limitation -- References -- IMARISS: Story Creation Tools - Inspiration Mobile Augmented Reality Interactive Story System -- 1 Introduction. 1.1 Inspiration for the System Design -- 1.2 Inspiration for the System Design -- 1.3 Character, Event, Prop, and Emotion in the Story -- 2 Design of IMARISS -- 2.1 Evaluation Tools -- 3 Method -- 3.1 Usage of Questionnaire Described. -- 3.2 Crafting the Experimental Environment -- 3.3 Tools and Materials for the Experiment -- 3.4 Documentation, and Archival Techniques -- 3.5 Statistical Analysis -- 3.6 Iterative Comparative Trend Charting -- 4 Result -- 4.1 Detailed in Results. -- 5 Discussion -- 5.1 Reflection on Study Limitations -- 5.2 Prospective Discussions on Future Developments -- 5.3 Enhanced Conclusion -- A APPENDICES -- References -- Virtual Reality Image Creation in the Era of Artificial Intelligence -- 1 Introduction -- 2 Integration of AI Technology and VR Imaging -- 3 Impact of AI on VR Image Creation -- 4 Possibilities of VR Image Creation in the Era of AI -- 5 Conclusions -- References -- Technology, Design, and Learner Engagement -- Research on Strategies of Virtual Reality Technology to Promote Astronomy Science Popularization Education in Primary Schools -- 1 The Current Status and Issues of Popular Science Platforms in Informal Learning -- 1.1 Definition of the Concept -- 1.2 Status of the Platform for the Popularization of Astronomical Sciences in Informal Education -- 1.3 Problems with the Popularization of Digital Astronomy in Informal Education -- 2 Integration of Virtual Reality Technology and Astronomy Popularization -- 2.1 The Advantages of Virtual Reality Technology -- 2.2 The Advantages of Virtual Reality Technology in Astronomy Popularization -- 3 The Strategies for Utilizing VR in Informal Learning Settings for Astronomy Popularization Education -- 3.1 Environmental Virtualization -- 3.2 Activity Fun -- 3.3 Interaction Simplicity -- 3.4 Knowledge Systematization. 4 Interesting Science Popularization in Virtual Reality -- 4.1 Game Scene Design -- 4.2 Interactive Design -- 4.3 Full Sensory Experience Design -- 5 Conclusion -- References -- Analysis of Gamification Strategies for Children's Safety Popularization Education Based on AR Technology -- 1 The Current Status and Issues of Children's Science Popularization Games -- 1.1 Development Status -- 1.2 Problem -- 2 The Current Status and Issues of Children's Science Popularization Games -- 2.1 Advantage of AR Technology -- 2.2 Filed Research -- 3 User Analysis and Theoretical Foundation Analysis -- 3.1 User Research -- 3.2 User Analysis -- 3.3 Flow Experience Theory -- 3.4 Combining AR Children's Safety Education Games with Flow Experience -- 4 Design Strategy for Augmented Reality-Based Children's Safety Popularization Education Games -- 4.1 Strategic Layer -- 4.2 Scope Layer -- 4.3 Structural Layer -- 4.4 Framework Layer -- 4.5 Visual Layer -- 5 Conclusion -- References -- 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 -- 1 Introduction -- 2 Literature Review -- 2.1 Theory and Conceptual -- 2.2 Hypotheses Development -- 3 Methodology -- 3.1 Population and Sampling -- 3.2 Data Collection Research Instruments -- 3.3 Data Analysis -- 4 Results -- 4.1 Descriptive Analysis -- 4.2 Measurement Model -- 4.3 Structural Model -- 5 Discussion and Conclusion -- 5.1 Discussion -- 5.2 Conclusion -- 5.3 Implications and Limitation -- References -- A Study on the Application of Digital Products Designed to Improve Primary School Students' Literacy Skills -- 1 The Necessity of Improving Primary School Students' Literacy Skills for their Learning and Development -- 1.1 Improving Learning Efficiency -- 1.2 Facilitating Language Development. 1.3 Promoting Cognitive Competence -- 2 Research and Analysis of Primary School Students' Literacy Skills -- 2.1 Analysis of Primary School Students' Poor Literacy Skills -- 2.2 User Research and Analysis -- 3 Innovative Strategies for Designing Digital Products to Improve Literacy Skills -- 3.1 The Context-Based Approach is Essential for the Enhancement of Primary School Students' Literacy Skills -- 4 The Value of the Application of Digital Products Designed to Improve Primary School Students' Literacy Skills and Its Significance -- 4.1 The Value of the Application -- 4.2 Significance of the Design -- References -- Bridging Cello Learning with Technological Innovations: An Exploration of Interaction Design Opportunities -- 1 Introduction -- 2 Literature Review -- 3 Related Work -- 3.1 Advancements in AI for Music Performance and Analysis -- 3.2 Existing Music Learning Products Review -- 4 Methodology of the User Research -- 4.1 Design of the Research -- 4.2 Recruitment of Participants -- 4.3 Method of Observation -- 4.4 Format of the Interview -- 4.5 Grounded Theory in Data Analysis -- 5 Data Analysis -- 5.1 Data Preparation -- 5.2 Thematic Analysis of the Challenges in Cello Practice -- 6 Design Directions -- 6.1 Synthesis of Design Principles -- 6.2 Design Solutions -- 7 Credibility and Dependability -- 8 Future Plan and Limitations -- 9 Conclusion -- References -- Unlocking Interactive Learning: Applying Bioecological Theory to Parent-Child Interaction in Educational Product Design -- 1 Research Background -- 2 Methods -- 2.1 Date Collection -- 2.2 Date Analysis -- 3 Result -- 3.1 Questionnaire Survey Analysis -- 3.2 Analysis of Non-participatory Results -- 4 Discussion and Conclusion -- References -- Research on an Educational Toy for Preschool Children's Oral Care Based on Persuasive Design -- 1 Introduction -- 2 Related Work. 2.1 Current Status of Research on Children's Oral Care. |
Record Nr. | UNINA-9910865242003321 |
Marcus Aaron
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Cham : , : Springer, , 2024 | ||
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Lo trovi qui: Univ. Federico II | ||
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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 |
Autore | Marcus Aaron |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Cham : , : Springer, , 2024 |
Descrizione fisica | 1 online resource (348 pages) |
Altri autori (Persone) |
RosenzweigElizabeth
SoaresMarcelo M |
Collana | Lecture Notes in Computer Science Series |
ISBN |
9783031613562
9783031613555 |
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 III -- User Experience Design for Inclusion and Diversity -- Using the Technology Acceptance Model to Explore the User Experience of Smart Kitchen Use Among Older Adult Women -- 1 Introduction -- 1.1 Technology Acceptance Model (TAM). -- 1.2 Smart Kitchen -- 2 Method -- 2.1 Study Design -- 2.2 Participants -- 2.3 Data Collection -- 2.4 Data Analysis -- 2.5 Study Team -- 3 Results -- 3.1 Description of the Technology Acceptance Model for Smart Kitchen -- 4 Discussion -- 4.1 Limitations -- 5 Conclusion -- References -- Empowering Older Adults: A User-Centered Approach Combining iTV and Voice Assistants to Promote Social Interactions -- 1 Introduction -- 2 Related Work -- 3 The Solution -- 4 Expert Opinion -- 5 Pre-Field Trial -- 6 Results and Discussion -- 7 Conclusion -- References -- UX Design Curriculum: Intersectionality, Race and Ethnicity in Persona Construction -- 1 Introduction -- 2 Review of UXD Graduate Programs -- 2.1 Selection Process -- 2.2 Curriculum Review -- 2.3 Ethics in Healthcare and Implications for HCI Curricula -- 2.4 Proposed Curriculum -- 3 Literature Review -- 4 Position Statement -- 5 Methodology and Module Design -- 6 Limitations -- 7 Future Research -- References -- Intersectionality in UX Design and HCI Research and Curriculum Development: Bringing Race and Ethnicity into Focus -- 1 Introduction -- 2 Literature Review -- 3 Racial Classification Origins -- 4 The User's Representation in the Literature -- 5 Modules -- 6 Influences -- 7 Faculty -- 8 Module Breakdown -- 9 Discussion -- 10 Limitations.
11 Future Research -- References -- Proactive TV Gamification: Engaging Older Adults Socially -- 1 Introduction -- 2 Proposal of a Proactive Gamified System Integrated on Television -- 3 Methods -- 4 Preliminary Results of the Field Trial -- 4.1 Social Interaction Habits -- 4.2 TV Consumption Habits -- 4.3 Technology Usage Habits -- 4.4 Cognitive Stimulation Games Usage Habits -- 4.5 Interface Interaction -- 4.6 Changes in Participant's Habits -- 4.7 Loneliness and Isolation -- 4.8 Final Participants' Impressions Regarding System Usage -- 4.9 Usability and User Experience of the ProSeniorTV System -- 5 Conclusion and Future Work -- References -- Experience Design Assisted Healing and Therapeutic Design for Promoting Cultural Heritage: A Case of China Traditional Lingnan Water Village -- 1 Introduction -- 1.1 Traditional Settlement Characteristics -- 1.2 Current Status of Experience Design -- 1.3 The Concept of Healing and Therapeutic Design -- 2 Method -- 2.1 Discover -- 2.2 Define -- 3 Results -- 3.1 Phase of Discover: Experience Design Issues in the TLWV -- 3.2 Phase of Define: The Possibility of Implementing Healing and Therapeutic Design -- 3.3 Phase of Develop and Deliver: Final Programme -- 4 Discussion -- 5 Conclusion -- References -- The Experience of Portuguese Visually Impaired with Interactive Television (iTV) Services: A Questionnaire Survey -- 1 Introduction -- 2 ITV Portuguese Panorama -- 3 Method -- 4 Results -- 4.1 Discussion -- 5 Conclusions and Future Work -- References -- Challenges and Gaps in Promoting Inclusive Spaces: A Study Based on Interviews -- 1 Introduction -- 2 Methodology -- 2.1 Research Design -- 2.2 Participants -- 2.3 Instruments -- 2.4 Procedures -- 2.5 Data Collection and Analysis -- 3 Results -- 3.1 Goals of Inclusive Spaces -- 3.2 Goals of Promoting Inclusive Spaces. 3.3 Communication Strategies Used to Promote Inclusive Spaces -- 3.4 Media Used to Promote Inclusive Spaces -- 3.5 Challenges Faced in Promoting Inclusive Spaces -- 3.6 Type of Content/Media with Most Impact on the Audience -- 3.7 Communication Strategies: Comparing Countries -- 4 Discussion -- 5 Conclusions -- References -- Big Movements or Small Motions: Controlling Digital Avatars with Single-Camera Motion Capture -- 1 Introduction -- 2 Related Work -- 2.1 Avatar -- 2.2 Control Technology for Digital Human Avatars -- 3 Concept -- 4 Pilot Study -- 4.1 Task -- 4.2 Conditions and Metrics -- 4.3 Participants and Apparatus -- 4.4 Procedure -- 5 Results -- 5.1 Simple Task: Walking -- 5.2 Complex Missions: Combat -- 6 Discussion -- 6.1 User Experience and Magnitude of Motion -- 6.2 Performance and Efficiency -- 6.3 Ease of Use and Satisfaction -- 6.4 Findings -- 7 Conclusion -- References -- Functional Effectiveness and User Experience Assessment of Knee Joint Protective Gear Fixation Methods During Physical Activity -- 1 Introduction -- 2 Method -- 2.1 Selection of Experimental Test Samples -- 2.2 Analysis of Existing Wearing Methods Characteristics -- 2.3 Sample Material and Production Method -- 2.4 Experimental Conditions -- 2.5 Experiment Procedure -- 2.6 Data Collection Standards -- 3 Experimental Results -- 3.1 Comparison of Average Values for Each Wearing Method -- 3.2 The Distribution of Subjects Regarding the Ease of Wearing and Subjective Evaluation -- 3.3 Distribution of Subjects in Terms of Dressing Firmness and Subjective Evaluation -- 3.4 The Distribution of Post-wearing Comfort During Movement and Subjective Evaluations of the Participants -- 4 Discussion -- 5 Conclusion -- References -- Gamified Participatory Design Empowers Blind People's Emotional Experience - Take "Sound·Sound" as an Example -- 1 Introduction -- 2 Problem Focus. 2.1 Current Situation of Blind People -- 2.2 Analysis of Mental Health Status of Blind People -- 2.3 Analysis of Spatial Perception Characteristics of Blind People -- 3 Concept Explanation -- 3.1 Gamified Participatory Design -- 3.2 The Emotional Value that Gamified Participatory Design Brings to the Blind Group -- 4 Creative Exploration -- 4.1 "Sound·Sound" Design Concept -- 4.2 "Sound·Sound" Work Display -- 4.3 Thoughts on the Design of "Sound·Sound" -- 4.4 Use Charts and Other Forms to Demonstrate the Future Emotional Value Trends that Gamified Participatory Design Will Bring to the Blind Group -- 5 Conclusion -- References -- Human-Centered Design for Social Impact -- Perceived Value of UX in Organizations: A Systematic Literature Review -- 1 Introduction -- 2 Background and Related Work -- 2.1 User Experience -- 2.2 UX Integration -- 2.3 UX Return on Investment -- 2.4 UX Culture -- 3 Methodology -- 3.1 Conducting the Literature Review -- 4 Results -- 4.1 RQ1: What Factors Influence the Perceived Value of UX in Organizations for UX and Non-UX Trained Staff? -- 4.2 RQ2: Measures and Tools to Evaluate Perceived Value of UX -- 5 Conclusion -- References -- Thinking Interactions and Their Social Impact Through Human-Centred Design -- 1 Introduction -- 2 Theoretical Background: Defining Human-Centred Design -- 2.1 HCD and UCD -- 2.2 Design Thinking as a HCD Approach -- 3 Conclusion -- References -- Redesigns in Enterprise Resource Planning Modules Using User-Centered Design Methods: A Systematic Literature Review -- 1 Introduction -- 2 Conceptual Framework -- 2.1 Enterprise Resource Planning Systems -- 2.2 User-Centered Design Framework -- 3 A Systematic Literature Review -- 3.1 Research Questions -- 3.2 Source Selection -- 3.3 Search Strategy -- 3.4 Inclusion and Exclusion Criteria -- 3.5 Data Extraction -- 4 Analysis of the Results. 4.1 Usability Problems in ERP Systems Interfaces -- 4.2 User-Centered Design Methods for Redesigning ERP System Interfaces -- 4.3 Impacts Generated by the Application of Methods to Solve Usability Problems in ERP Systems Interfaces -- 5 Conclusions and Future Works -- References -- A Case Study Analyzing an Interdisciplinary Effort to Guide the Development and Design of a Human-Centered, Digitally Facilitated System of Care to Support Diabetes Self-management Education and Support (DSMES) in Rural Parts of Texas -- 1 Introduction: Framing and Defining a Widespread Dilemma -- 2 A Synoptic Exploration of Key Healthcare-Related Communication Challenges Faced by Rural Texans Living with Diabetes -- 3 Utilizing Focused Interactions with Potential EndoMD Users to Gain Insights that Could Enhance the Design and Functionality of Content Intended for Their Use -- 4 Examining How the Insights Gleaned During Our Focused Interactions with Potential Users Yielded Five Key Principles that Guided the Development of the EndoMD DSMES -- 5 Preparing for What's on the Horizon and that's Approaching Quickly -- References -- Acceptance of Students and Teachers Regarding a Virtual Reality Tool for Teaching the History of Architecture and Urbanism -- 1 Introduction -- 1.1 Context -- 1.2 UTAUT 2 -- 2 Method -- 2.1 Instruments -- 2.2 Sample -- 2.3 Procedures -- 3 Results -- 4 Conclusions -- 5 Limitations -- References -- Facilitating User Engagement: A Systematic, Survey-Based Approach -- 1 Introduction -- 2 Background -- 2.1 General Introduction of IS -- 2.2 Microsoft 365 -- 3 Methodology -- 4 Results -- 5 Discussion -- 6 Limitations and Conclusion -- References -- A Study on the Impact of Customer Interactions in Virtual Brand Community on Brand Equity -- 1 Introduction -- 2 Literature Review -- 2.1 Review of the Literature -- 2.2 Hypotheses Developments. 2.3 Theoretical Framework. |
Record Nr. | UNINA-9910865248603321 |
Marcus Aaron
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Cham : , : Springer, , 2024 | ||
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Lo trovi qui: Univ. Federico II | ||
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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 |
Autore | Marcus Aaron |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Cham : , : Springer, , 2024 |
Descrizione fisica | 1 online resource (402 pages) |
Altri autori (Persone) |
RosenzweigElizabeth
SoaresMarcelo M |
Collana | Lecture Notes in Computer Science Series |
ISBN |
9783031613531
9783031613524 |
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 II -- Designing Interactions for Intelligent Environments -- Exploring a Behavioral Model of ``Positive Friction'' in Human-AI Interaction -- 1 Introduction -- 2 Behavioral Design in Human-AI Interaction -- 3 A Model for Positive Friction -- 3.1 Saving Me from Myself: Increasing Self-control to Achieve Goals -- 3.2 Questioning Assumptions: Disrupting Auto-pilot Behaviors -- 3.3 Stimulating Action: Prompting or Motivating Movement -- 3.4 Deprioritizing Efficiency: Embracing Exploration and Divergence -- 4 Positive Friction and AI -- 4.1 Current Research on Friction in AI -- 4.2 Exploring the Beneficiaries of Positive Friction in AI -- 4.3 Collaborative Dynamics of Positive Friction in AI+Human Hybrids -- 4.4 Positive Friction Model as Lens -- 4.5 Implications and Questions for Further Exploration -- 5 Conclusion -- References -- A Study on Enhancing the Influence of Intelligent Investment Advisors on Users Through Experience Design -- 1 Introduction -- 1.1 Research Background and Current Situation -- 1.2 Research Significance and Objectives -- 2 Research and Analysis on Influencing Factors of Financial Management -- 2.1 Qualitative Analysis of Influencing Factors in Financial Management -- 2.2 Quantitative Analysis of Financial Management Influencing Factors -- 3 Exploration of User Demand for Intelligent Investment Advisors -- 3.1 Establishing Three Major User Profiles -- 3.2 Identifying the Target Users -- 3.3 Explore Opportunities for Intelligent Investment Advisors in the Young Novice Demographic.
4 The Incremental Market for Intelligent Investment Advisors in the Young Novice Financial Group -- 4.1 Cognitive Level and Learning Costs of Young Financial Novices Regarding Intelligent Investment Advisors -- 4.2 The Potential Value of Young Financial Novices -- 5 Overview of Experience Design -- 5.1 Definition of User Experience Design -- 5.2 The Necessity of Experience Design in Intelligent Investment Advisors -- 5.3 The Advantages of Applying Experience Design in the Market of Intelligent Investment Advisors -- 6 The Practical Application of Experience Design in the Intelligent Investment Advisory Market -- 6.1 Ideas for Offline Experience Design -- 6.2 Design Plan -- 7 Summary and Outlook -- 7.1 Conceptual Design Summary -- 7.2 For the Outlook of Intelligent Investment Advisory in the Future -- References -- Psychological Perspectives on the Influence of Robotic Emotional Cues on Human User Interaction Intention -- 1 Introduction -- 2 Materials and Methods -- 2.1 Selection of Literature Databases and Research Methods -- 2.2 Literature Search, Selection and Collection -- 3 Result -- 3.1 Multidisciplinary Perspectives on Analyzing Intelligent Robot Emotional Cues as a Trend in Human-Robot Interaction Willingness Research -- 3.2 Psychological Perspectives Provide a Clear Insight into the Weighting of Factors Affecting Willingness to Interact -- 4 Discussion -- 4.1 Analyzing Human-Computer Interaction Willingness by Social Cognitive Modeling -- 4.2 Psychological Perspectives on Robot Emotional Cues as the Most Important Factors Influencing Interaction Intention -- 5 Conclusion -- References -- Modeling of Behavior and Interaction Analysis of Autonomous Robots in Smart Logistics Environment: A Case Study on iLoabot-M -- 1 Introduction -- 2 Related Work -- 3 iLoabot-M Autonomous Loading and Unloading Robot -- 3.1 Basic Details of iLoabot-M. 3.2 Core System Components -- 3.3 Behavior Generation -- 3.4 Interaction Analysis -- 4 Performance Evaluation -- 5 Conclusion -- References -- Application of Participatory Design in the Development of a Front-End for an AI-Based Decision Support System with Two Companies -- 1 Introduction/Motivation -- 2 Theoretical Background -- 3 Use Case -- 4 Approach -- 5 Evaluation and Discussion -- 6 Conclusion and Outlook -- References -- squad.ai: A Multi-agent System Built on LLMs, Incorporating Specialized Embeddings and Sociocultural Diversity -- 1 Introduction -- 2 Theoretical Foundation -- 2.1 Large Language Models (LLMs): Their Role in AI and Application in squad.ai -- 2.2 Specialized Embeddings: Introduction, Benefits, and Their Integration with LLMs -- 2.3 Jungian Archetypes: Foundation and Their Relevance in Modeling Agent Behaviors -- 2.4 Identity and Educational Attributes: Amplifying the Sociocultural Diversity of Agents -- 2.5 Prompt Engineering: Its Significance in Agent Specialization and Interactivity -- 3 Methodology -- 3.1 squad.ai's LLM Base: Discussion on the Underlying Language Model -- 3.2 Integration of Specialized Embeddings: Real-Time Process and Technique -- 3.3 Definition of Identity and Training: Real-Time Construction with Diversity and Depth -- 3.4 Behavior Modelling: Dynamic Generation Using Jungian Archetypes and Prompt Engineering -- 3.5 On the Responsibility Ascription and Ethical Concerns of Artificial Agents -- 4 Operation of squad.ai -- 4.1 Formation and Interactivity of Squads: Mechanism of Grouping and Collaboration -- 4.2 Agent-Agent Collaboration: Protocols and Collaboration Mechanisms -- 4.3 Agent-Human Collaboration: Interfaces, Protocols, and Feedback -- 5 Potential Use Cases and Applications -- 6 Experimental Application -- 6.1 Experiment Description -- 6.2 Discussion of Results. 6.3 Conclusion on squad.ai's Experiment -- 7 Conclusion -- References -- Designing Conversational Human-Robot Collaborations in Silence -- 1 Introduction -- 2 Previous Work -- 3 Behavior Design -- 3.1 You-Condition -- 3.2 All-of-You-Condition -- 3.3 We-Condition -- 3.4 The Conversation Promotion Robot Neut -- 4 Experiment -- 4.1 Participants -- 4.2 Experimental Procedure -- 4.3 Experimental Setup for Video Analysis -- 5 Result -- 5.1 Impressions of Robot Behaviors -- 5.2 Video-Recorded Behavior Analysis -- 5.3 Examples of the "You Condition" -- 5.4 Examples of the "All-of-You Condition" -- 5.5 Examples of the "We Condition" -- 6 Discussion -- 7 Conclusion -- References -- Will You Work with Us to Design a Robot? Boys' and Girls' Choices of Anthropomorphic Robots According to Their Gender -- 1 Introduction -- 2 Related Work -- 3 The Study -- 4 Methods -- 5 Results and Discussion -- 6 Conclusion -- References -- Comparison of Robot Assessment by Using Physical and Virtual Prototypes: Assessment of Appearance Characteristics, Emotional Response and Social Perception -- 1 Introduction -- 2 Related Work -- 2.1 Emerging Emotional Roles of Robots in Society -- 2.2 Increasing Dynamics of Robot Perception Evaluation -- 2.3 Robot Assessment Using Physical and Virtual Prototype -- 3 Research Methodology and Application Processes -- 3.1 Objective -- 3.2 Methodology -- 3.3 Procedure -- 4 Analysis and Results -- 5 Discussion and Conclusion -- References -- Automotive Interactions and Smart Mobility Solutions -- Research on Design Methods of Smart Service Systems Driven by Autonomous Vehicles -- 1 Research Background -- 2 Types of Smart Service System -- 2.1 Multi-service Platform Oriented -- 2.2 Multi-information Channel Oriented -- 2.3 Multi-intelligent Medium Oriented -- 3 Smart Service System Innovation Model -- 3.1 Service System Innovation Model. 3.2 Service Information Innovation Model -- 3.3 Service Product Innovation Model -- 4 Smart Service System Design Model -- 4.1 Design Elements Model of Smart Service System -- 4.2 Design Content Model of Smart Service System -- 5 Smart Service System Design Methods -- 5.1 Service System Architecture Design -- 5.2 Information Relationship Architecture Design -- 5.3 Product Functional Specification Design -- 6 Conclusion -- References -- From Passive to Active: Towards Conversational In-Vehicle Navigation Through Large Language Models -- 1 Introduction -- 2 Related Work -- 2.1 Advancements of In-Vehicle Navigation Systems -- 2.2 In-Context Learning over Large Language Models -- 3 Simulating a Conversational Navigation Assistant -- 3.1 Prompting Large Language Models -- 3.2 Developing the Navigation Assistant -- 4 Subjective Experiments -- 4.1 Hypotheses -- 4.2 Participants -- 4.3 Procedure -- 4.4 Results -- 5 Discussion -- 5.1 Insights of Our Work -- 5.2 Limitation of Our Approach and Future -- 6 Conclusion -- References -- Analysis of Influencing Factors on Advanced Driving Assistance System Purchase Intention in China -- 1 Introduction -- 2 Materials and Methods -- 2.1 ADAS Experience -- 3 Research Design -- 4 Results and Discussion -- 5 Conclusions -- A Appendix -- References -- Advancing Adaptive Decision-Making for Intelligent Cockpit Layouts: Exploring Preferred and Sensitive Joint Angles Across Multi-Type Vehicles -- 1 Introduction -- 2 Materials and Methods -- 2.1 Study Design -- 2.2 Participants -- 2.3 Study Procedure -- 2.4 Data Acquisition and Processing -- 2.5 Data Analysis -- 3 Results -- 3.1 Distribution of Preferred and Sensitive Joint Angle Difference -- 3.2 Effects on Driving Posture Preferred Joint Angle Differences -- 3.3 Effects on Driving Posture Sensitive Joint Angle Differences -- 4 Discussion. 4.1 Factors Influencing the Driving Posture Preferred Joint Angles. |
Record Nr. | UNINA-9910865257703321 |
Marcus Aaron
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Cham : , : Springer, , 2024 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
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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 |
Autore | Marcus Aaron |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Cham : , : Springer, , 2024 |
Descrizione fisica | 1 online resource (404 pages) |
Altri autori (Persone) |
RosenzweigElizabeth
SoaresMarcelo M |
Collana | Lecture Notes in Computer Science Series |
ISBN |
9783031613517
9783031613500 |
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 I -- Information Visualization and Interaction Design -- Interaction Design for Territories: Fostering Community-Centered Design Experiences in Peri-Urban Contexts -- 1 Introduction -- 2 Interaction Design for Territories: A Holistic Approach -- 3 Beyond Aesthetics: The Impact of Experience Design in Tourism -- 4 Service Design and Interaction Design: A Strategic Alliance -- 5 Cultural Mapping of Lousa -- 5.1 Further Research -- 6 Conclusion -- References -- Data Sins: Speculative Design Unveiling Data Colonialism Through AI Imagery -- 1 Introduction -- 2 Theoretical Background -- 2.1 Colonialism and Colonization Strategies -- 2.2 From Historical Colonialism to Data Colonialism -- 2.3 Cloud Metaphor and Self Datafication -- 2.4 The Quantified Self as the Ultimate Frontier of Colonization -- 3 Framing the Context Through Speculative Design -- 3.1 Defining the Speculative Scenario -- 3.2 Materializing the Fiction and Defining the Visual Language -- 4 Findings and Discussion of Results -- 5 Conclusion -- References -- Navigating Government Websites: Optimizing Information Architecture on the US Department of Labor Site -- 1 Introduction -- 2 Theoretical Framework -- 2.1 User-Centered Design -- 2.2 E-government -- 2.3 Information Architecture -- 2.4 Heuristic Evaluation -- 2.5 Card-Sorting -- 2.6 Responsive Design -- 3 Process and User Research -- 4 Prototyping -- 5 User Testing -- 6 Results and Findings -- 7 Conclusions and Future Works -- References -- Conversations in the Cloud: Crafting Harmony in AliCloud Computing Interaction Design.
1 Introduction -- 2 Related Works -- 2.1 Analysis of the Cloud Services Market -- 2.2 Overview of Conversational Interaction Design for Cloud Services -- 2.3 Competitor Analysis -- 3 Methodology -- 3.1 Researcher Introspection -- 3.2 One-On-One Qualitative Interviews -- 4 Results -- 4.1 CloudSpace -- 4.2 Agricultural Assistance -- 4.3 Photography -- 4.4 Investment -- 5 Discussion and Reflection -- 5.1 Collaboration with the AliCloud Design Center -- 5.2 Reflection on Professional Knowledge -- 5.3 Innovations in Conversational Interaction Design -- References -- The Impact of Correlated Colour Temperature on Physiological Responses, Task Precision and Subjective Satisfaction in a Simulated Node3 Aft Cabin of the Space Station -- 1 Introduction -- 2 Materials and Methods -- 2.1 Participants -- 2.2 Virtual Reality Equipment -- 2.3 Experimental Apparatus and Scenario -- 2.4 Experimental Procedure -- 2.5 Materials and Data Collection -- 2.6 Statistical Analysis -- 3 Results -- 3.1 Accuracy -- 3.2 Galvanic Skin Response Variations -- 3.3 PANAS Emotional Scale -- 3.4 Visual Comfort Probability (VCP) -- 3.5 NASA Task Load Index (TLX) Scale -- 4 Discussion -- 5 Limitations and Future Research -- 6 Conclusion -- References -- Positive Lab: Intentional Visualization of Positive Emotions in Everyday Face-to-Face Communication -- 1 Introduction -- 2 Related Work -- 2.1 Visualizing Emotions in Everyday Face-to-Face Communication -- 2.2 Social Action of Positive Emotions -- 3 Service Design -- 3.1 Service Overview -- 3.2 A Workshop for System Development -- 3.3 System Design -- 3.4 Implementation -- 4 Experiment -- 4.1 Hypothesis for Usefulness Validation -- 4.2 Experiment Overview -- 4.3 Results and Reviews -- 5 Discussion -- 5.1 Emotional Communication -- 5.2 Effects on Conversation -- 5.3 Effects on Positive Emotion -- 5.4 System Function and Devices. 5.5 Potential Usage Opportunities. -- 6 Conclusion and Future Work -- References -- European Luxury Fashion Brand Websites for the Chinese Market. An Explorative Study on Localization -- 1 Introduction -- 2 Literature Review -- 2.1 Digital Fashion Communication -- 2.2 Localization -- 3 Methodology -- 4 Results and Discussion -- 4.1 Bulgari -- 4.2 Cartier -- 4.3 Gucci -- 4.4 La Prairie -- 4.5 Rolex -- 5 Conclusion and Limitation -- References -- Influence of Color on Information Perception Under AR Simulated Lunar Surface Environment -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Experimental Environment & -- Materials -- 2.3 Experimental Variables -- 2.4 Tasks Setting -- 2.5 Procedure -- 3 Result -- 4 Conclusion -- References -- From Modeling to Fractals: Research on Prototyping of Augmented Fractal Tangram Blocks Set -- 1 Introduction: Modeling and Fractals, The Complementary Representation of Real World -- 2 Fractal, Formatting the World from Simple to Complex -- 2.1 What is a Fractal and How It Works? -- 2.2 Fractal Art -- 2.3 Fractal Thinking in Chinese Culture, Art, and Design -- 3 Thinking Tangram in a Fractal Way -- 3.1 Tangram: The Simple Model of a Fractal -- 3.2 To Develop Fractal Version of TB -- 4 The Prototyping of Augmented FTBS -- 4.1 Generating Fractal Images and Animations Based on FTBS -- 4.2 Using Fractal Thinking to Match Visual and Audio -- 4.3 Combining FTBS with Virtual Fractals -- 5 Conclusion: The Augmented FTBS, a Novelty Tryout in Collaboration with Modeling and Fractals -- References -- Designing a Collaborative Storytelling Platform to Enrich Digital Cultural Heritage Archives and Collective Memory -- 1 Introduction -- 1.1 Aggregation Portals of Digital Collections -- 1.2 Relevant Studies on Storytelling and Visualization Strategies in Digital Cultural Heritage Platforms -- 2 Methodology. 2.1 Literature Review -- 2.2 Focus Groups -- 3 The Concept of an AI-Assisted Collaborative Storytelling Platform -- 4 Results and Discussion of the Literature Review -- 4.1 Use Contexts Resorting on Digital Storytelling and Co-creation Linked to Shared Experiences and Cultural Heritage -- 4.2 Strategies to Enrich and Give More Visibility to Resources and Collections of Museums and Archives Through Community Participation -- 4.3 Features for User Participation -- 5 Results and Discussion of the Focus Groups -- 5.1 Motivations of the Target Audience -- 5.2 Creating and Managing Projects -- 5.3 Machine-Driven Visualizations of a Community Archive -- 5.4 Human-Driven curations with AI support and calls-to-action -- 5.5 Innovation and Foreseen Acceptance as a Future Product -- 6 Final Considerations and Future Work -- References -- Designing Interactive Infographics for Traditional Culture: An Exploration of Interaction Patterns -- 1 Introduction -- 2 Research Context and Concepts -- 2.1 Characteristics and Ways of Traditional Cultural Information Dissemination -- 2.2 Status and Characteristics of Traditional Cultural Information Design -- 2.3 Characteristics of Interactive Visualisation -- 2.4 Advantages of Interactive Infographics in Traditional Cultural Communication -- 3 Interactive Mode of Cultural Infographics -- 3.1 Timeline Infographics -- 3.2 Map Infographics -- 3.3 Process Infographics -- 3.4 Informative Infographics -- 3.5 Hierarchical Infographics -- 3.6 List Infographics -- 3.7 Data Visualisation Infographics -- 3.8 Comparison Infographics -- 4 Interactive Infographic Design for Beijing Axis Culture -- 4.1 Timeline Infographics -- 4.2 Informative Infographics -- 4.3 Process Infographics -- 5 Conclusion -- References -- The Effect of Color on Responsiveness in the Interactive Interface of the Space Station Alerting Task (SSAT). 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Equipment -- 2.3 Warning Color Samples -- 2.4 Procedures -- 3 Results -- 3.1 Results of Reaction Time Analysis -- 3.2 Hue-Reaction Time Multiple Comparison Results -- 3.3 Brightness-Reaction Time Multiple Comparison Results -- 3.4 Saturation-Reaction Time Multiple Comparison Results -- 3.5 Results of Correctness Analysis -- 4 Discussion -- 5 Conclusion -- References -- Usability Testing and User Experience Evaluation -- Workshop DUXAIT: Conducting Efficient Heuristic Evaluations with the Duxait-Ng Tool. A Case Study -- 1 Introduction -- 2 Background -- 2.1 Workshop -- 2.2 NPS -- 2.3 SUS -- 2.4 TAM2 -- 2.5 Heuristic Evaluation -- 2.6 Tree Testing -- 3 Case Study DUXAIT Workshop 2023 -- 3.1 Conducting the Workshop -- 3.2 Virtual Session -- 3.3 Practical Session -- 4 Evaluating the Experience -- 5 Conclusions and Future Works -- References -- A Study of the Usability and Experience of Public Space in Rural Watershed Environments -- 1 Introduction -- 2 Literature Review -- 3 Research Method -- 4 Data Collection and Analysis -- 5 Discussion -- 5.1 Public Space Optimization Content and Experience Enhancement -- 5.2 Optimization Strategies for Experience Enhancement in Public Spaces -- 6 Conclusion -- References -- Optimization of Display Content Switching Under Multiple Large-Screen Displays: A Multi-channel Interaction Usability Evaluation -- 1 Introduction -- 2 Related Work -- 3 Methods -- 3.1 Participants -- 3.2 Experimental Facility -- 3.3 Experimental Tasks -- 3.4 Experimental Procedures -- 4 Results -- 4.1 Task Completion Time -- 4.2 User Interviews -- 5 Discussion -- 5.1 Influencing Factors of Task Performance -- 5.2 Impact of Interaction Modality on User Experience -- 5.3 Limitations -- 6 Summary -- References. Optimizing Information Seeking for Multi-person Collaboration: Evaluating the Influence of Various Zoom Centers and Interaction Modals. |
Record Nr. | UNINA-9910865241903321 |
Marcus Aaron
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Cham : , : Springer, , 2024 | ||
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Lo trovi qui: Univ. Federico II | ||
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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 |
Autore | Marcus Aaron |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Cham : , : Springer, , 2024 |
Descrizione fisica | 1 online resource (436 pages) |
Altri autori (Persone) |
RosenzweigElizabeth
SoaresMarcelo M |
Collana | Lecture Notes in Computer Science Series |
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
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Cham : , : Springer, , 2024 | ||
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Lo trovi qui: Univ. Federico II | ||
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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 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
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Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
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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 |
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
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Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
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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 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
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Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
![]() | ||
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 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. |
Record Nr. | UNISA-996542670703316 |
Marcus Aaron
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Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
![]() | ||
Lo trovi qui: Univ. di Salerno | ||
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