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Design, user experience, and usability . Part III : design for Contemporary Technological Environments: 10th International Conference, DUXU 2021, Held As Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021, Proceedings / / Marcelo M. Soares, Elizabeth Rosenzweig, Aaron Marcus
Design, user experience, and usability . Part III : design for Contemporary Technological Environments: 10th International Conference, DUXU 2021, Held As Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021, Proceedings / / Marcelo M. Soares, Elizabeth Rosenzweig, Aaron Marcus
Autore Soares Marcelo M.
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (599 pages)
Disciplina 004.019
Collana Lecture Notes in Computer Science
Soggetto topico User-centered system design
Human-computer interaction
ISBN 3-030-78227-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword -- HCI International 2021 Thematic Areas and Affiliated Conferences -- Contents - Part III -- Mobile UX Research and Design -- Hybrid Teaching Application and Exploration in the Mobile Media Era--Taking the "Interactive Animation" Course as an Example -- 1 Introduction -- 2 Background Introduction -- 2.1 Summary of Hybrid Teaching Method -- 2.2 The Necessity of Face-to-Face Teaching -- 2.3 Investigation on Platform Functions -- 2.4 The Concept of Precision Teaching -- 3 Solutions to Hybrid Teaching -- 3.1 Helping Students to Construct a Knowledge System -- 3.2 Set up a Hybrid Teaching Framework -- 3.3 Instant Communication and Group Collaboration -- 3.4 Collecting and Analyzing Dynamic Learning Data Through the Teaching Platform -- 4 Follow-Up Work and Outlook -- References -- Effects of Visual Cue Design and Gender Differences on Wayfinding Using Mobile Devices -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Materials and Apparatus -- 2.3 Experimental Procedure -- 3 Results -- 3.1 Task Analysis -- 3.2 NASA-TLX Questionnaire Analysis -- 4 Discussion -- 5 Conclusions -- References -- Can I Talk to Mickey Mouse Through My Phone? Children's Understanding of the Functions of Mobile Phones -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Materials and Procedure -- 2.3 Coding of Justifications -- 3 Results -- 3.1 Event Descriptions -- 3.2 Event Experience -- 3.3 Reality Status Judgments -- 3.4 Justifications for Categorization Judgments -- 4 Discussion -- 4.1 Fantastical Events -- 4.2 Real Events -- References -- Design Innovation of Intangible Cultural Heritage: Challenges on the Basis of Mobile Phone Culture -- 1 Introduction -- 2 Current Status of ICH Mobile Apps in China -- 2.1 Large Amount of Content Information but Few Diversified Messages -- 2.2 Lack of Variation and Diversity in Presentation Forms.
2.3 No or Slow Update of Content and System -- 2.4 ICH App Design Uses Traditional Chinese Elements but Simply Arranges and Combines These Elements -- 2.5 Diversified Design of the Main Interface and Monotonous Design of the Secondary Interface for ICH Apps -- 3 Design Strategy for ICH Apps Based on User Experience -- 3.1 Setting the Objective of Inheriting ICH -- 3.2 Taking User Research as the Starting Point -- 3.3 Taking the Combination with Digital Media Technology as the Innovation Point -- 3.4 Taking the Integration of Traditional Chinese Aesthetic Design with Modern Design as the Breakthrough of Visual Design -- 3.5 Regarding User Experience as the Support Point -- 4 Conclusion -- References -- The Influence of Icons on the Visual Search Performance of APP List Menu -- 1 Introduction -- 2 Related Work -- 2.1 Digital Interface and Visual Search -- 2.2 Classification of Icons -- 3 Method -- 3.1 Experimental Design -- 3.2 Pre Experiments and Materials -- 3.3 Experimental Equipment, Participants, and Procedures -- 4 Result -- 4.1 Rate of Accuracy and Reaction Time -- 4.2 Fixation Count and Average Fixation Duration -- 4.3 First fixation Duration -- 4.4 Fixation Time -- 4.5 Heat Map and Eye Movement Contrail -- 5 Discussion -- 6 Conclusion -- References -- Usability Assessment of the XiaoAi Touch Screen Speaker -- 1 Introduction -- 2 Experiment Method -- 2.1 Method -- 2.2 Participants -- 2.3 Task Analysis -- 2.4 Think Aloud -- 2.5 Questionnaire -- 2.6 Interview -- 2.7 Data Collection Process -- 3 Analysis -- 3.1 Qualitative Data -- 3.2 Quantitative Data -- 4 Findings -- 4.1 Preliminary Ideas -- 4.2 Problems and Improvements -- 5 Conclusion -- References -- Insights and Lessons Learned from the Design, Development and Deployment of Pervasive Location-Based Mobile Systems ``in the Wild'' -- 1 Introduction -- 2 Systems and Studies -- 3 Related Work.
4 Methodology -- 5 Findings -- 5.1 Design Phase -- 5.2 Development Phase -- 5.3 Execution Phase -- 5.4 Data Analysis Phase -- 6 Conclusion -- References -- Designing the Security Enhancement Features in the Future Headphone Experience -- 1 Introduction -- 2 Related Works and the Taxonomy -- 2.1 Loss Protection (LP) -- 2.2 Ownership Protection (OP) -- 2.3 Data Protection (DP) -- 2.4 Case Study: iPhone -- 3 Headphone LOD Concept Design -- 3.1 LP Concepts -- 3.2 OP Concepts -- 3.3 DP Concepts -- 4 User Survey -- 4.1 Summary -- 4.2 Results -- 5 Discussion -- 5.1 Findings -- 5.2 Implications on Design -- 6 Conclusion -- References -- Usability Assessment of the OSMO Pocket Mini Sports Video Camera and Improvement Plan -- 1 Introduction -- 2 Methodology -- 2.1 Interview -- 2.2 Questionnaire with Feature Checklist -- 2.3 Think Aloud Protocol -- 2.4 Focus Group -- 3 Results -- 3.1 Interview -- 3.2 Questionnaire with Feature Checklist -- 3.3 Think Aloud Protocol -- 3.4 Focus Group -- 4 Findings and Improvement Plan -- 5 Conclusions -- 6 Limitations and Discussion -- Appendix. A-Interview Questions -- References -- The Design of a Mobile App to Promote Young People's Digital Financial Literacy -- 1 Introduction -- 2 Research Questions -- 3 Theoretical Background -- 3.1 The Affordances of Mobile Learning -- 3.2 Mobile Learning Design Approach: Digital Nudges -- 4 Methodology -- 4.1 Research Approach: Design Thinking -- 4.2 Research Design -- 5 Design Procedures -- 5.1 Phase 1: Empathize -- 5.2 Phase 2: Define -- 5.3 Phase 3: Ideate -- 5.4 Phase 4: Prototype -- 5.5 Phase 5: Test -- 5.6 Iteration -- 6 Discussion -- 6.1 Content Design Strategies -- 6.2 Delivery Design Strategies -- 7 Conclusion -- References -- DUXU for Extended Reality -- User Experience in Augmented Reality: A Holistic Evaluation of a Prototype for Assembly Instructions -- 1 Introduction.
2 Method -- 2.1 UX Evaluation Framework -- 2.2 Participants -- 2.3 Materials -- 2.4 Procedure -- 3 Results -- 3.1 Pre-questionnaire -- 3.2 Pragmatic Qualities -- 3.3 Hedonic Qualities -- 3.4 Summarized Results from the UX Testing -- 4 Discussion -- 5 Concluding Remarks -- References -- Virtual Reality and Ergonomics: Making the Immersive Experience -- 1 Introduction -- 2 Evolution of HMD -- 3 Measuring Cybersickness -- 4 VR Sickness and Ergonomics. -- 5 Immersion and Motion Sickness -- 5.1 Multissensory as Immediate and Intuitive Knowledge -- 5.2 Cybersickness - Perceptual Inconsistency of Presence and Non- Presence -- 6 Reducing Adverse Effects -- 7 Conclusion and Future Works -- References -- ExperienceDNA -- 1 Introduction -- 2 Framework Overview -- 2.1 Creating a Highly Immersive Product Testing Experience -- 2.2 Controlling the Product Testing Experience and Initiation of Interactions -- 2.3 Objective Measurement of Interactions, Cognitive-Affective States, and User Behavior -- 3 Applied Use Case -- 3.1 Setup -- 3.2 Procedure -- 3.3 Results -- 3.4 Comments on Findings -- 4 Discussion -- References -- A Study on VR Training of Baseball Athletes -- 1 Introduction -- 2 Literature Review -- 3 Overview of Tasks -- 3.1 Pre- and Post-Test Tasks -- 3.2 Fall Season Training Activities -- 3.3 Virtual Reality Training Tasks -- 4 Methods -- 4.1 Participants -- 4.2 Equipment -- 4.3 Procedures -- 4.4 Data Analysis -- 5 Results -- 6 Discussion -- References -- Augmented Reality Enhanced Traditional Paper Book Reading Experience Design: A Case for University Library -- 1 Introduction -- 2 Method -- 2.1 User Observation -- 2.2 User Interview -- 2.3 Empathy Map -- 2.4 Personas -- 3 Problem Definition -- 3.1 How Might We Brainstorm -- 3.2 User Requirements -- 3.3 Experience Objectives -- 4 Solutions -- 4.1 Product Definition -- 4.2 Software Architecture.
4.3 Task Flow -- 4.4 Low-Fidelity Model Display -- 4.5 Usage Flow -- 4.6 Usability Test -- 5 Discussions -- 6 Conclusions -- References -- Potential Integration of Virtual Reality and Sound for University Student Experience Therapy -- 1 Introduction -- 2 Literature Review -- 2.1 Preface -- 2.2 Virtual Reality Exposure Therapy and in Vivo Exposure Therapy -- 2.3 Music Therapy for SAD -- 2.4 Summary -- 3 Objective -- 3.1 Construction of Mental Model of SAD Patients as University Students -- 3.2 Research for Potential Integration of VR and Sound Therapy -- 4 Method -- 4.1 Questionnaire Formulation -- 4.2 Questionnaire Results -- 4.3 Interview -- 5 Results -- 5.1 Mental Model -- 5.2 Primary Integration and Testable Prototype -- 6 Discussion -- 6.1 Accordance with Previous Studies -- 6.2 Unexpected Results -- 7 Conclusion -- 7.1 Objective -- 7.2 Results -- 7.3 Significance -- 7.4 Limitation -- 7.5 Prospect -- References -- Practical Use of Edutainment Systems for Science Museums with XR Technology -- 1 Introduction -- 2 Motivation -- 3 Case 1: Corotama System -- 3.1 Introduction of "Corotama System" -- 3.2 Corotama System: Overview -- 3.3 The Creative Workshops Using the Corotama System -- 3.4 Findings from Use of the Corotama System -- 4 Case 2: Kuru-Kuru Disc Tops -- 4.1 Introduction of "Kuru-Kuru Disc Tops" -- 4.2 The Concept Behind This Content -- 4.3 The Creative Workshops Using the Kuru-Kuru Disc Tops System -- 4.4 Findings from Use of "Kuru-Kuru Disc" -- 5 Case 3: SUMO SONIC -- 5.1 Introduction of "SUMO SONIC" -- 5.2 The Concept Behind This Content -- 5.3 The Creative Workshops Using SUMO SONIC System -- 5.4 Findings from Use of the SUMO SONIC System -- 6 Edutainment Design Using XR+Crafting -- 6.1 Experiencer Side -- 6.2 Science Museum Side -- 7 Summary -- References.
Immersive and Interactive Digital Stage Design Based on Computer Automatic Virtual Environment and Performance Experience Innovation.
Record Nr. UNISA-996464522003316
Soares Marcelo M.  
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Design, user experience, and usability . Part 1 : UX research, design, and assessment, 11th International Conference, DUXU 2022 held as part of the 24th HCI International Conference, HCII 2022, Virtual event, June 26-July 1, 2022, proceedings / / Marcelo M. Soares, Elizabeth Rosenzweig, and Aaron Marcus, editors
Design, user experience, and usability . Part 1 : UX research, design, and assessment, 11th International Conference, DUXU 2022 held as part of the 24th HCI International Conference, HCII 2022, Virtual event, June 26-July 1, 2022, proceedings / / Marcelo M. Soares, Elizabeth Rosenzweig, and Aaron Marcus, editors
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (563 pages)
Disciplina 004.019
Collana Lecture Notes in Computer Science Ser.
Soggetto topico Human-computer interaction
User-centered system design
ISBN 3-031-05897-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996478869503316
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Design, user experience, and usability . Part III : design thinking and practice in contemporary and emerging technologies : 11th international conference, DUXU 2022, held as part of the 24th HCI international conference, HCII 2022, virtual event, June 26 - July 1, 2022, proceedings / / Marcelo M. Soares, Elizabeth Rosenzweig, and Aaron Marcus, editors
Design, user experience, and usability . Part III : design thinking and practice in contemporary and emerging technologies : 11th international conference, DUXU 2022, held as part of the 24th HCI international conference, HCII 2022, virtual event, June 26 - July 1, 2022, proceedings / / Marcelo M. Soares, Elizabeth Rosenzweig, and Aaron Marcus, editors
Pubbl/distr/stampa Cham, Switzerland : , : Springer International Publishing, , [2022]
Descrizione fisica 1 online resource (500 pages)
Disciplina 004.019
Collana Lecture Notes in Computer Science Ser.
Soggetto topico Human-computer interaction
User-centered system design
ISBN 3-031-05906-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996478871103316
Cham, Switzerland : , : Springer International Publishing, , [2022]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Design, user experience, and usability . Part II : design for diversity, well-being, and social development : 10th International Conference, DUXU 2021, held as part of the 23rd HCI International Conference, HCII 2021, virtual event, July 24-29, 2021, Proceedings. / / Marcelo M. Soares, Elizabeth Rosenzweig, Aaron Marcus (editors)
Design, user experience, and usability . Part II : design for diversity, well-being, and social development : 10th International Conference, DUXU 2021, held as part of the 23rd HCI International Conference, HCII 2021, virtual event, July 24-29, 2021, Proceedings. / / Marcelo M. Soares, Elizabeth Rosenzweig, Aaron Marcus (editors)
Edizione [First edition.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (XXI, 674 pages) : 352 illustrations, 265 illustrations in colour
Disciplina 004.6
Collana Lecture notes in computer science
Soggetto topico User-centered system design
ISBN 3-030-78224-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword -- HCI International 2021 Thematic Areas and Affiliated Conferences -- Contents - Part II -- Experience Design across Cultures -- Cultural Usability of E-Government Portals: A Comparative Analysis of Job Seeking Web Portals Between Saudi Arabia and the United States -- 1 Introduction -- 2 Background -- 2.1 E-Government -- 2.2 Usability -- 3 Related Work -- 4 Preliminary Analysis -- 5 Research Methodology -- 5.1 Research Design -- 5.2 Research Setting and Sampling -- 5.3 Data Collection -- 6 Results and Findings -- 6.1 Demographic Data -- 6.2 Reliability Analysis -- 6.3 The Saudi Job Seeking Web Portal -- 6.4 The US Job Seeking Web Portal -- 7 Discussion and Conclusion -- References -- Spatial Analysis and Comfort Optimal Experience Design of Rural Landscape in Water Network Area of Southern China -- 1 Introduction -- 2 Literature Review -- 3 Research Method -- 4 Data Collection and Analysis -- 5 Discussion -- 6 Conclusion -- References -- Relations on Cultural Behavior and Technology Adoption: A Chilean Perspective -- 1 Introduction -- 1.1 Theoretical Foundation in Technology Adoption Research - The TOE Framework -- 1.2 Cultural Behavior and Evaluation -- 2 Methods and Materials -- 3 A Preliminary Approach -- 4 Discussion -- References -- User Experience Centered Application Design of Multivariate Landscape in Kulangsu, Xiamen -- 1 Introduction -- 2 Background -- 2.1 Multivariate Landscape in Kulangsu -- 2.2 User Experience -- 2.3 Augment Reality Technology -- 2.4 Comparison of Current Kulangsu Guide Tour Application -- 3 Evaluation -- 3.1 Respondents Interview -- 3.2 Results and Discussions -- 3.3 User Personas -- 4 Problem Statement -- 4.1 User Personas -- 4.2 Objectives -- 5 Prototype Design -- 5.1 Use Case Diagram -- 5.2 User Flow -- 5.3 User Interface Design Style -- 5.4 Low-Fidelity Prototype -- 5.5 High-Fidelity Prototype.
5.6 Wire Flow -- 6 Conclusion -- References -- A Study on the Application of Innovative Strategies on Intelligent Mutual-Aid Delivery Services on College Campuses -- 1 Background and Industry Analysis of Intelligent Mutual-Aid Delivery Services on College Campuses -- 1.1 Background -- 1.2 Industry Analysis -- 1.3 Intelligent Campus -- 2 Status Quo of Last-Mile Delivery Service on Campus -- 2.1 Status Quo of Campus Parcels at Home and Abroad -- 2.2 Campus Service Environment Analysis -- 3 Analysis of the Intelligent Mutual-Aid Delivery Service Design at Beijing City University -- 3.1 Existing Problems -- 3.2 Real Demands: User Empathy Map -- 3.3 User Demand Classification and User Satisfaction Analysis -- 3.4 Feasibility Analysis -- 4 Intelligent Mutual-Aid Delivery Service Design at Beijing City University -- 4.1 Design Process -- 4.2 Framework of the Service Functions -- 4.3 Service Blueprint -- 4.4 Conceptual Graph -- 5 Value and Significance of the Present Design -- 5.1 Value -- 5.2 Significance -- 6 Conclusions -- References -- Product Interventions and User Performance: Implications for Public Design to Achieve Sustainable Practice -- 1 Introduction -- 2 Method -- 2.1 Public Space Facilities in Hong Kong -- 2.2 Research Method -- 3 Results and Discussions -- 3.1 Tangible Interventions -- 3.2 Intangible Interventions -- 3.3 Product interventions and user performance -- 3.4 Implications for in Public Design to Achieve Sustainable Practice -- 4 Conclusions -- References -- Participatory Design to Create Digital Technologies for Batik Intangible Cultural Heritage -- 1 Introduction -- 2 Literature Review -- 2.1 Batik as an Intangible Cultural Heritage -- 2.2 Online Communication Model (OCM) -- 2.3 Participatory Design and AWARe - Analysis of Web Applications Requirement -- 2.4 The iWareBatik Case -- 3 Methodology -- 4 Results -- 4.1 Benchmarking.
4.2 Interviews -- 4.3 Survey -- 5 Design Process -- 5.1 Refinement of User Goals -- 5.2 User Composite Profiles, Scenarios, and Priorities -- 5.3 Transition to Design Model -- 6 Discussion and Conclusion -- References -- Methods for Multiple Roles to Build Brands of Service System-A Case Study of Guangzhou Baiyun International Airport -- 1 On Topic Selection -- 1.1 Connotation and Significance of Service Brand Building -- 1.2 "Multiple Roles" in Service System -- 1.3 Methods and Innovations -- 2 On Service Brand -- 2.1 Service Brand -- 2.2 Roles in Service System -- 2.3 Complexity of Service Brand Building -- 3 Research on Role Relationship in Service Brand System -- 3.1 Roles of Services -- 3.2 Role Diversity and Brand Consistency in Service System -- 3.3 Levels and Branding of Service System -- 4 On Service Brand Innovation of Baiyun Airport -- 4.1 Method -- 4.2 Summary and Analysis -- 5 Principles of Building Service Brand System -- 6 Summary -- References -- Analysis and Design of Household Intelligent Planting Products Based on Hall Three-Dimensional Structure -- 1 Introduction -- 2 System Engineering Methodology -- 3 Hall Three-Dimensional Structural Model of Household Intelligent Planting Products -- 3.1 Time Dimension -- 3.2 Logical Dimension -- 3.3 Knowledge Dimension -- 4 Specific Design Process -- 4.1 Market and User Research -- 4.2 Technical Analysis -- 4.3 Scheme Design and User Evaluation Centered Scheme Selection -- 4.4 Design of Supporting APP -- 4.5 Final Design Project Introduction -- 4.6 Product Production and Update -- 5 Conclusion -- References -- Lacquer Jewelry Design of Shanghai Style Based on User Perception Preference -- 1 Introduction -- 2 User Perception Preference of Lacquer Jewelry -- 2.1 Modeling Perception and Emotional Elements in Jewelry Design -- 2.2 Evaluation of User-Perceived Preference of Lacquer Jewelry.
3 User Preference Acquisition Experiment of Lacquer Jewelry Based on EEG Technology -- 3.1 Identify the Target User Groups for Lacquer Jewelry -- 3.2 Summarize the Design Elements and Forms of Lacquer Jewelry -- 3.3 Obtaining Experimental Samples by Orthogonal Test -- 3.4 Experimental Design -- 3.5 Experimental Materials -- 3.6 Experimental Process -- 3.7 Questionnaire Investigation -- 4 Data Analysis -- 4.1 Analysis of EEG Muse Data -- 4.2 Eye movement Data Analysis -- 5 Lacquer Jewelry Design Practice Based on User Perception Preference -- 5.1 Design Scheme -- 6 Design Evaluation -- 7 Conclusion -- References -- Innovation in Teaching Model Based on University Museum Resources -- 1 Introduction -- 2 Research Background -- 3 Theoretical Framework -- 4 Schema and Procedure -- 5 Reflection and Findings -- 5.1 Museum Resources as Course Resources -- 5.2 The Inspiring and Question-Guided Teaching Mode is Adopted to Offer a Stage for Students to Transform from "Research to Designer, Model/Photographer and Curator". From Point to Surface, Knowledge Production is Boosted and the Inheritance and Innovation of Ethnic Costume Culture Are Realized -- 5.3 The Combination of Exhibition and Teaching is also Adopted. Online Exhibitions Are Planned and Resources Platforms Are Structured to Beneficially Supplement the Teaching from Teachers and Provide Students a Source of Independent Learning. It also Archives, Accumulates, and Displays Teaching Results and Further Enriches the Research and Collections of the Museum -- 6 Conclusion -- References -- Research on Intelligent Classified Trash Can and Smart Application Design-Achieving Green Smart Home Living in China -- 1 Introduction -- 2 Related Work -- 2.1 Field Research and User Research -- 2.2 Market Research -- 2.3 Research on Technology of Image Recognition Based on Deep Learning -- 3 Design Concept.
3.1 Intelligent Classified Trash Can (ICTC) -- 3.2 Supporting Smart Application -- 4 Usability Test -- 5 Conclusion -- References -- Research on Design Collaboration Strategy for the Transformation of Historical and Cultural Blocks in Beijing -- 1 Introduction -- 2 Investigation of the Current Situation of Historical and Cultural Blocks in Beijing -- 2.1 Historical Origin and Current Situation of Historical and Cultural Blocks in Beijing -- 2.2 Alleyway and Quadrangle Courtyard: Basic Constitution of Historical and Cultural Blocks in Beijing -- 3 Transformation Mode of Historical and Cultural Blocks in Beijing -- 3.1 Government Oriented-Transformation and Renewal of Qianmen Street -- 3.2 From Government-Oriented to Comprehensive Collaborated-South Luogu Lane and Dashilan Blocks -- 3.3 Construction of the Comprehensive Collaborated Cultural and Creative Blocks-Regeneration Plan of Baita Temple Block and Fayuan Temple Block -- 4 Design Collaboration Strategy Creating Based on Cultural and Creative Blocks -- 4.1 Cultural Space Shaping Based on Cultural Memory -- 4.2 Cultural Ecological Cycle Based on Cultural Consciousness -- 5 Conclusion -- References -- Design for Inclusion and Social Development -- GA-Based Research on Suitability of Recreational Space in Gardens to the Elderly-With Yangzhou Geyuan Garden as an Example -- 1 Introduction -- 2 Research Methodology -- 3 GA-Based Research Process -- 3.1 Identify the Breakthrough Point of "Perception" -- 3.2 Establish Parameter Cells -- 3.3 Write GA -- 3.4 Computer Operation Results -- 3.5 Examination and Analysis of the Computed Results -- 4 Conclusions -- References -- Accessibility Evaluation of E-Government Web Applications: A Systematic Review -- 1 Introduction -- 2 Planning the Review -- 2.1 Definition of Research Questions -- 2.2 Elaboration of Research Strategy.
2.3 Elaboration of Selection Strategy.
Record Nr. UNISA-996464417303316
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Design, user experience, and usability, UX research and design : 10th international conference, DUXU 2021, held as part of the 23rd HCI international conference, HCII 2021, virtual event, July 24-29, 2021, proceedings, part I / / Marcelo M. Soares, Elizabeth Rosenzweig and Aaron Marcus (editors)
Design, user experience, and usability, UX research and design : 10th international conference, DUXU 2021, held as part of the 23rd HCI international conference, HCII 2021, virtual event, July 24-29, 2021, proceedings, part I / / Marcelo M. Soares, Elizabeth Rosenzweig and Aaron Marcus (editors)
Edizione [First edition.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (XXXII, 670 pages) : 415 illustrations, 297 illustrations in colour
Disciplina 005.437
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Computer organization
User interfaces (Computer systems)
Application software
ISBN 3-030-78221-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto A Prototyping Framework for Human-Centered Product Design: Preliminary Validation Study -- A Framework Based on UCD and Scrum for the Software Development Process. -- Science Fiction - An Untapped Opportunity in HCI Research and Education -- To What Extent is Gamification an Effective Tool for Onboarding Users into a DHM Tool -- Newspapers Do Work: Quick and Effective Entanglement Material for Speculation -- Changes of Designers' Roles Based on Self-organizing Design Institutions -- A Systematic Review of User-Centered Design Techniques Applied to the Design of Mobile Application User Interfaces -- Interactionist Approach to Visual Aesthetics in HCI -- Construction of a Novel Production Develop Decision Model based on Text Mined -- Development of User-centred Interaction Design Patterns for the International Data Space -- Envisioning Educational Product User eXperience through Participatory Design Practice-- Operational Usability Heuristics: A Question-Based Approach for Facilitating the Detection of Usability Problems -- Integration of User Experience and Agile Techniques for Requirements Analysis: A Systematic Review -- Is Your App Conducive to Behaviour Change? A Novel Heuristic Evaluation -- Understanding Customer Value Propositions through the Lens of Value Equations Method: A Systematic Approach -- Developing and Validating a Set of Usability and Security Metrics for ATM Interfaces -- Challenges and Opportunities on the Application of Heuristic Evaluations: A Systematic Literature Review -- Consumer Experience Research based on the Background of Experience Economy and Digital Economy -- A Study on Scale Construction of Adjective Pairs for Evaluating Audiovisual Effects in Video Games -- A Review of Automated Website Usability Evaluation Tools: Research Issues and Challenges -- Web Analytics for User Experience: A Systematic Literature Review-- Validation of a Questionnaire to Evaluate the Usability in the Peruvian Context -- Design Research on Visualization of Life Behavior and Rhythm -- YERKISH: A Visual Language for Computer-Mediated Communication by an Ape -- The Canadian Cultural Diversity Dashboard: Data Storytelling and Visualization for the Cultural Sector -- Visual Writing at the State-of-the-Art -- Expressions of Data: Natural State, Specific Application, and General Pattern -- Pasigraphy: Universal Visible Languages -- Emojitaliano: A Social and Crowdsourcing Experiment of the Creation of a Visual International Language -- Research on Information Visualization Design Based on Information Weight - A Case Study of Information-based Scene Design of the Airport -- From Hieroglyphs to Emoji, to IKON: the Search of the (Perfect?) Visual Language -- An Interface for User-centered Process and Correlation between Large Datasets -- Democratizing Information Visualization. A Study to Map the Value of Graphic Design-- The Design of Online Teaching in Digital Image Creation Courses in Colleges and Universities -Based on the Short Film Production Course as an Example -- Research on Practice and Teaching about Digital Media -- Experience Design Teaching Courses Linking US and China in the Context Of the Covid-19 Epidemic: A Dual-end-tutor Online and Offline Blended Teaching Case Study -- Teaching Practice in the "Empathy Design Thinking" Course for Elementary School Students Grounded in Project-based Learning -- A Study of Student Creative Thinking in User-Centred Design -- A Brief Discussion on Design Education and Practice in the Hypermedia Era -- Examining the Impact of Covid-19 Pandemic on UX Research Practice Through UX Blogs -- Research on the Influence Factors of Designer's Emotion in the Design Process -- Research on the Influence of Team Members with Different Creativity Levels and Academic Background on the Collaborative Design Process-- User Experience Design of Navigation via Sense of Smell in Indoor Environment: A Case of Shopping Mall -- Participatory Teaching Service Design and Innovation -- Research on Course Experience Optimization of Online Education Based on Service Encounter.
Record Nr. UNISA-996464417403316
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Design, User Experience, and Usability. Application Domains [[electronic resource] ] : 8th International Conference, DUXU 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part III / / edited by Aaron Marcus, Wentao Wang
Design, User Experience, and Usability. Application Domains [[electronic resource] ] : 8th International Conference, DUXU 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part III / / edited by Aaron Marcus, Wentao Wang
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Descrizione fisica 1 online resource (XX, 540 p.)
Disciplina 005.437
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Application software
Education—Data processing
Software engineering
Artificial intelligence
User Interfaces and Human Computer Interaction
Information Systems Applications (incl. Internet)
Computers and Education
Computer Appl. in Social and Behavioral Sciences
Software Engineering
Artificial Intelligence
ISBN 3-030-23538-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto DUXU for automated driving, transport, sustainability and smart cities -- DUXU for cultural heritage -- DUXU for well-being -- DUXU for learning.
Record Nr. UNISA-996466353603316
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Design, User Experience, and Usability. Application Domains : 8th International Conference, DUXU 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part III / / edited by Aaron Marcus, Wentao Wang
Design, User Experience, and Usability. Application Domains : 8th International Conference, DUXU 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part III / / edited by Aaron Marcus, Wentao Wang
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Descrizione fisica 1 online resource (XX, 540 p.)
Disciplina 005.437
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Application software
Education—Data processing
Software engineering
Artificial intelligence
User Interfaces and Human Computer Interaction
Information Systems Applications (incl. Internet)
Computers and Education
Computer Appl. in Social and Behavioral Sciences
Software Engineering
Artificial Intelligence
ISBN 3-030-23538-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto DUXU for automated driving, transport, sustainability and smart cities -- DUXU for cultural heritage -- DUXU for well-being -- DUXU for learning.
Record Nr. UNINA-9910349313803321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Design, User Experience, and Usability. Case Studies in Public and Personal Interactive Systems [[electronic resource] ] : 9th International Conference, DUXU 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part III / / edited by Aaron Marcus, Elizabeth Rosenzweig
Design, User Experience, and Usability. Case Studies in Public and Personal Interactive Systems [[electronic resource] ] : 9th International Conference, DUXU 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part III / / edited by Aaron Marcus, Elizabeth Rosenzweig
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020
Descrizione fisica 1 online resource (XXI, 705 p. 335 illus., 285 illus. in color.)
Disciplina 004.6
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Computer communication systems
Coding theory
Information theory
Special purpose computers
Application software
Education—Data processing
User Interfaces and Human Computer Interaction
Computer Communication Networks
Coding and Information Theory
Special Purpose and Application-Based Systems
Computer Appl. in Social and Behavioral Sciences
Computers and Education
ISBN 3-030-49757-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Interactions in Public, Urban and Rural Contexts -- Applying a UCD Framework for ATM Interfaces on the Design of QR Withdrawal: A Case Study -- Research on the service design of smart campus based on Sustainable Strategy -- taking smart canteen as an example -- Applications of Real-Time Data to Reduce Air Emissions in Maritime Ports -- Experience and Design of Rural Cultural Well-Being in the New Media Age: A Case Study of Shatan Village in China -- User Experience and Usability Design Centered Smart Application Design to Waste Sorting for Citizens Living in Smart City in China -- Evolution of Public Transport in Rural Areas - New Technologies and Digitization -- A Systematic Literature Review about Quantitative Metrics to Evaluate Usability and Security of ATM Interfaces -- Appropriation, Design and User Experience as a Part of the Language of the City -- A Systematic Review of Usability Evaluation Methods and Tools for ATM interfaces -- Approaching urban experience through rhythmanalysis -- Mobile Based Agricultural Management System for Indian Farmers -- Interactive Pavement: Moving Spatial Surface to Dynamically Convey Information -- Usability Testing of Bank of China Automatic Teller Machine -- UX Design for Health and Well-Being -- Transforming Patient Hospital Experience through Smart Technologies -- Gamedesign and physiotherapy: Contribution of gamification and UX techniques to physical teenagers recovery -- UX concerns in developing functional orthodontic appliances -- PLANTY GO: A Smart Planter System to Relieve Stress and Anxiety of Urban Youngsters -- Prototyping a Mental Health Smartphone Application -- Stress Heatmaps: a Fuzzy-based Approach that Uses Physiological Signals -- Exploring Interaction and Experience Design for Long-term Electrocardiogram Monitoring Based on New Hydrogels -- Exploring Experience Activity Potential for Art Therapy to High School Students in International School, Guangzhou, China -- The development of a point of care clinical guidelines mobile application following a user-centred design approach -- Design and Usability of an E-Health Mobile Application -- Preliminary findings regarding the effect of an interactive wall to promote hand hygiene among healthcare workers -- Research on usability evaluation and redesign of treadmill man-machine interface -- Can an Environmental Feature Influence Interview Anxiety? A Virtual Reality Study -- Voice-based Bodyweight Training Support System using Smartphone -- Exploring Information Support in Mobile Terminal Guidance in the Context of Medical Service -- DUXU for Creativity, Learning and Collaboration -- Teaching Discussion on Information Visualization Design -- E.R.A - Augmented Reality Teaching - Assistive Technology developed for the literacy process of children with ASD -- How to Design Potential Solutions for a Cross-Country Platform that Leverages Students’ Diversity: A User-Centered Design Approach – and its Challenges -- Design Practice in Online Courses: Application of Service Design to MOOC -- Changes in Design Education Promoted by Collaborative Organization:Distribution and Fragmentation -- Engineering Design Entrepreneurship and Innovation: Transdisciplinary Teaching and Learning in a Global Context -- Study on the Criteria of Design of Teaching Toolkit for Design Thinking Courses for Lower Grade Students in Primary School -- Available Technologies: Web Design for Technology Transfer from Public Education and Research Institutions -- Financial shared course design based on human-computer interaction -- Emotional Design and Gamification in Educational Processes: Predictor Model to Increase Video Game Efficiency -- SyncMeet: Virtual Work Environment for Collaborative Manga Creation -- Usability Design Study of University Website: A Case of Normal University in China -- Designing an Innovative Collaborative Learning Application: The Case of Method 300 -- Pedagogical Discussion on the Application of Role Immersion in Interior Design Teaching -- DUXU for Culture and Tourism -- A Study on Travel Experience Design Based on the Motivation of Chinese Millennials to Travel Alone -- Research upon the Relativity between Digital Media and Tourism -- Usability Evaluation Towards a Cultural Perspective: A Systematic Literature Review -- Service Design and Upgrade of Domestic-Ceramic Consumption Idea -- Service Design for Customized Domestic-Ceramic -- A Study on the Space Usability Driven Design of the Ancestral Temple of Xihu Village from the Perspective of Spatial Syntax -- Interactive experience art in exhibition -- User experience requirements and interface design for the TouristHub trip planning platform -- Application of Interactive Design in Shanghai Public Art Practice -- Service Design in the Preservation of Intangible Cultural Heritage: A Case Study in the Legend of the Kitchen God.
Record Nr. UNISA-996418291903316
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Design, User Experience, and Usability. Case Studies in Public and Personal Interactive Systems : 9th International Conference, DUXU 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part III / / edited by Aaron Marcus, Elizabeth Rosenzweig
Design, User Experience, and Usability. Case Studies in Public and Personal Interactive Systems : 9th International Conference, DUXU 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part III / / edited by Aaron Marcus, Elizabeth Rosenzweig
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020
Descrizione fisica 1 online resource (XXI, 705 p. 335 illus., 285 illus. in color.)
Disciplina 004.6
005.437
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Computer networks
Coding theory
Information theory
Computers, Special purpose
Application software
Education—Data processing
User Interfaces and Human Computer Interaction
Computer Communication Networks
Coding and Information Theory
Special Purpose and Application-Based Systems
Computer Appl. in Social and Behavioral Sciences
Computers and Education
ISBN 3-030-49757-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Interactions in Public, Urban and Rural Contexts -- Applying a UCD Framework for ATM Interfaces on the Design of QR Withdrawal: A Case Study -- Research on the service design of smart campus based on Sustainable Strategy -- taking smart canteen as an example -- Applications of Real-Time Data to Reduce Air Emissions in Maritime Ports -- Experience and Design of Rural Cultural Well-Being in the New Media Age: A Case Study of Shatan Village in China -- User Experience and Usability Design Centered Smart Application Design to Waste Sorting for Citizens Living in Smart City in China -- Evolution of Public Transport in Rural Areas - New Technologies and Digitization -- A Systematic Literature Review about Quantitative Metrics to Evaluate Usability and Security of ATM Interfaces -- Appropriation, Design and User Experience as a Part of the Language of the City -- A Systematic Review of Usability Evaluation Methods and Tools for ATM interfaces -- Approaching urban experience through rhythmanalysis -- Mobile Based Agricultural Management System for Indian Farmers -- Interactive Pavement: Moving Spatial Surface to Dynamically Convey Information -- Usability Testing of Bank of China Automatic Teller Machine -- UX Design for Health and Well-Being -- Transforming Patient Hospital Experience through Smart Technologies -- Gamedesign and physiotherapy: Contribution of gamification and UX techniques to physical teenagers recovery -- UX concerns in developing functional orthodontic appliances -- PLANTY GO: A Smart Planter System to Relieve Stress and Anxiety of Urban Youngsters -- Prototyping a Mental Health Smartphone Application -- Stress Heatmaps: a Fuzzy-based Approach that Uses Physiological Signals -- Exploring Interaction and Experience Design for Long-term Electrocardiogram Monitoring Based on New Hydrogels -- Exploring Experience Activity Potential for Art Therapy to High School Students in International School, Guangzhou, China -- The development of a point of care clinical guidelines mobile application following a user-centred design approach -- Design and Usability of an E-Health Mobile Application -- Preliminary findings regarding the effect of an interactive wall to promote hand hygiene among healthcare workers -- Research on usability evaluation and redesign of treadmill man-machine interface -- Can an Environmental Feature Influence Interview Anxiety? A Virtual Reality Study -- Voice-based Bodyweight Training Support System using Smartphone -- Exploring Information Support in Mobile Terminal Guidance in the Context of Medical Service -- DUXU for Creativity, Learning and Collaboration -- Teaching Discussion on Information Visualization Design -- E.R.A - Augmented Reality Teaching - Assistive Technology developed for the literacy process of children with ASD -- How to Design Potential Solutions for a Cross-Country Platform that Leverages Students’ Diversity: A User-Centered Design Approach – and its Challenges -- Design Practice in Online Courses: Application of Service Design to MOOC -- Changes in Design Education Promoted by Collaborative Organization:Distribution and Fragmentation -- Engineering Design Entrepreneurship and Innovation: Transdisciplinary Teaching and Learning in a Global Context -- Study on the Criteria of Design of Teaching Toolkit for Design Thinking Courses for Lower Grade Students in Primary School -- Available Technologies: Web Design for Technology Transfer from Public Education and Research Institutions -- Financial shared course design based on human-computer interaction -- Emotional Design and Gamification in Educational Processes: Predictor Model to Increase Video Game Efficiency -- SyncMeet: Virtual Work Environment for Collaborative Manga Creation -- Usability Design Study of University Website: A Case of Normal University in China -- Designing an Innovative Collaborative Learning Application: The Case of Method 300 -- Pedagogical Discussion on the Application of Role Immersion in Interior Design Teaching -- DUXU for Culture and Tourism -- A Study on Travel Experience Design Based on the Motivation of Chinese Millennials to Travel Alone -- Research upon the Relativity between Digital Media and Tourism -- Usability Evaluation Towards a Cultural Perspective: A Systematic Literature Review -- Service Design and Upgrade of Domestic-Ceramic Consumption Idea -- Service Design for Customized Domestic-Ceramic -- A Study on the Space Usability Driven Design of the Ancestral Temple of Xihu Village from the Perspective of Spatial Syntax -- Interactive experience art in exhibition -- User experience requirements and interface design for the TouristHub trip planning platform -- Application of Interactive Design in Shanghai Public Art Practice -- Service Design in the Preservation of Intangible Cultural Heritage: A Case Study in the Legend of the Kitchen God.
Record Nr. UNINA-9910413445603321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Design, User Experience, and Usability. Design for Contemporary Interactive Environments [[electronic resource] ] : 9th International Conference, DUXU 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part II / / edited by Aaron Marcus, Elizabeth Rosenzweig
Design, User Experience, and Usability. Design for Contemporary Interactive Environments [[electronic resource] ] : 9th International Conference, DUXU 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part II / / edited by Aaron Marcus, Elizabeth Rosenzweig
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020
Descrizione fisica 1 online resource (XXI, 735 p. 326 illus., 243 illus. in color.)
Disciplina 004.019
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Computer organization
Coding theory
Information theory
Application software
Computers
Software engineering
User Interfaces and Human Computer Interaction
Computer Systems Organization and Communication Networks
Coding and Information Theory
Computer Appl. in Social and Behavioral Sciences
Computing Milieux
Software Engineering
ISBN 3-030-49760-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Interactions in Intelligent and IoT Environments -- Recommendation Systems and Machine Learning: Mapping the User Experience -- Just a Natural Talk? The Rise of Intelligent Personal Assistants and the (Hidden) Legacy of Ubiquitous Computing -- Understanding how visitors interact with voice-based conversational systems -- What are People doing about XAI User Experience? A Survey on AI Explainability Research and Practice -- Design for the Decentralized World: Democratization of Blockchain-Based Software Design -- Babe: An Experience Sharing Design for Enhancing Fatherhood during Pregnancy -- Designing Human-Centered Interactions for Smart Environments based on Heterogeneous, Interrelated Systems: A User Research method for the “Age of Services” (URSERVe) -- Improving the usability of voice user interfaces: A new set of ergonomic criteria -- Dive2Views: A Mobile Camera Application that Dives into Another Device's Camera View -- A Method for Increasing User Engagement with Voice Assistant System -- Holistic Assessment of Situated Cooking Interactions: Preliminary Results of an Observational Study -- Flatpack ML: How to support designers in creating a new generation of customizable machine learning applications -- Speak to Me: Interacting with a Spoken Language Interface -- BlueJourney for AI – a study beyond Design Thinking to develop Artificial Intelligence solutions -- Interaction Design of Smart Fitness Reminder in Car Based on Internet of Vehicle -- Usability Aspects of Handheld and Mobile Devices -- Does the Kindle Conform to Chinese Users' Usage Habits? A Usability Assessment of the Kindle Paperwhite -- Study on Size Coding Identification of Manual Rotary Knob -- Effects of the Chinese Character size, Page Spacing and Scrolling Frequency on Reading Time of Smartphones -- Mobile usability: review, classifications and future directions -- Preliminary Exploration of Interface Design for Senior Citizens: A Study of Smartphone Camera Usage for People above 50 -- Evaluating One-Handed Usability of Phablets: A Comparative Study Into Turkey’s Leading Delivery Applications -- A Study of Middle-aged User’s Acceptance in Mandarin Chinese Font Display on Smart Phones -- A Usability Study of a Brother Printer and Improvement with Ergonomic Recommendations -- Usability Assessment of the Camera GR Ⅱ -- Ergonomics Considerations of Usability Test of UAV Handheld Control Unit -- Exploring Food Literacy through the Use of Mobile Apps in the era of Human-Food Interaction: Kliktag Case -- A Usability Testing Comparing Two Mobile Phone Gimbals -- Designing Games and Immersive Experiences -- Augmented Reality Interface Design to Support Visualisation of ‘Risk Landscapes’ -- Analyzing the User Experience of Virtual Reality Storytelling with Visual and Aural Stimuli -- Automatic Emotional Balancing in Game Design: Use of Emotional Response to Increase Player Immersion -- A Comparative Usability Analysis of Handheld Game Consoles -- Real-Time Interactive Online 3D Graphical User Interface (GUI) Technical Implementation and Usability Test for Architectural Technical Teaching -- An Exploration of Low-Fidelity Prototyping Methods for Augmented and Virtual Reality -- Other Worlds. When worldbuilding and roleplay feed speculation -- UX Criteria Risk in Digital Product Investment: Literature Review -- eSports: How do video game aspects define competitive gaming streams and spectatorship -- Spectator Experience Design for AR Sport Events from a Service Design Perspective – Using HADO as an Example -- VR Appreciation System for Fountain Pens and Analysis of User Behaviors in Museum Exhibition -- Reflecting on New Approaches for the Design for Behavioural Change Research and Practice: Shaping the Technologies through Immersive Design Fiction Prototyping -- Proposal of Perception Method of Existence of Objects in 3D Space using Quasi-electrostatic Field -- JigsAR: A Mixed Reality System for Supporting the Assembly of Jigsaw Puzzles -- Analysis of clustering techniques in MMOG with restricted data: the case of Final Fantasy XIV -- Possibility of Using High-quality Bow Interface in VAIR Field -- UX Studies in Automotive and Transport -- Definition of People with Impediments and Universality Evaluation of Public Service in Airport Travel Scenarios -- Navigating through Haptics and Sound: A Non-visual Navigation System to Enhance Urban Bicycling -- Understanding Engagement in the Workplace: Studying Operators in Chinese Traffic Control Rooms -- Interactive Behavior Model for Physically Disabled People Based on Airport Travel Scene -- Research on the Influence of Emotional Valence and Road Environment Monotony on Driving Behavior -- Research on the Interactive Relations of People with Mobility Difficulties in the Airport Service-Scape -- User Research on Digital Consumption Behavior and Design Guidelines in Connecting Vehicle Context.
Record Nr. UNISA-996418291503316
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui