top

  Info

  • Utilizzare la checkbox di selezione a fianco di ciascun documento per attivare le funzionalità di stampa, invio email, download nei formati disponibili del (i) record.

  Info

  • Utilizzare questo link per rimuovere la selezione effettuata.
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. UNINA-9910488720703321
Soares Marcelo M.  
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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