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Design, User Experience, and Usability : 12th International Conference, DUXU 2023, Held As Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23-28, 2023, Proceedings, Part V / / edited by Aaron Marcus, Elizabeth Rosenzweig, and Marcelo M. Soares
Design, User Experience, and Usability : 12th International Conference, DUXU 2023, Held As Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23-28, 2023, Proceedings, Part V / / edited by Aaron Marcus, Elizabeth Rosenzweig, and Marcelo M. Soares
Edizione [First edition.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2023]
Descrizione fisica 1 online resource (557 pages)
Disciplina 005.437
Collana Lecture Notes in Computer Science Series
Soggetto topico Human-computer interaction
User-centered system design
ISBN 3-031-35705-1
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 V -- DUXU for Cultural Heritage -- Research on the Development of Spatial Model and Value Perceptions of Lingnan's "Water Cultural Heritage" in the Context of Generative Whole Theory -- 1 Introduction -- 2 Methods -- 2.1 Bibliometric Analysis of the Status of Hydrological Heritage Conservation -- 2.2 Digital Information Modeling Techniques and Methods of Heritage Landscape -- 3 Results -- 4 Discussion -- 5 Conclusion -- References -- Design of a Multi-user Collaborative Innovation Digital Resource Library for Miao Embroidery -- 1 Introduction -- 2 Current Status of Digital Resource Library for Traditional Handicrafts in China -- 2.1 Digital Resource Library are an Effective Way to Preserve Intangible Cultural Heritage -- 2.2 Necessity of the Construction of Miao Embroidery Digital Resource Library -- 2.3 Problem Analysis of Traditional Handicraft Digital Resource Library -- 3 Design of a Multi-user Collaborative Innovation Digital Resource Library for Miao Embroidery -- 3.1 Construction Concept -- 3.2 System Construction -- 3.3 Multi-user Role Positioning -- 4 Conclusion -- References -- Scenes, Interaction, Community and Values: A Service Experience Design Framework for Museum Public Space Based on the Theory of Experience Preference -- 1 Introduction -- 2 The Development Trend of Public Space Under the Transformation of Museums -- 2.1 Definition of Public Space in Museums -- 2.2 Experience Preference Theory Based on Museum Audience Experience -- 3 Insights into Opportunities to Intervene in the Audience Service Experience.
3.1 Building a New Service Perception: The Palace Museum -- 3.2 Provide Multiple Experience Scenes: Nanjing Museum -- 3.3 Enhancing the Interactive Experience of Visitors: Suzhou Museum -- 3.4 A "Museum-Style" Consumer Space: Starbucks Workshop -- 4 SICV Service Experience Design Framework for Museum Public Space -- 4.1 Museum Embodied Scene and Space Construction -- 4.2 Character Interaction and Experience Optimization -- 4.3 Community Maintenance and Operational Segmentation -- 4.4 Value Transformation and Perception Empowerment -- 5 Conclusion -- References -- The Penta Model of Flow Experience: A Study on Service Design of Duan Inkstone Art Exhibition in Guangdong Museum -- 1 Introduction -- 2 Flow Experience Theory -- 3 The Construction of Penta-Model of Flow Experience in MPES -- 3.1 Goals and User Attraction -- 3.2 Challenges and User Involvement -- 3.3 Integration and Human-Computer/Objects Interaction -- 3.4 Feedback and Content Acquisition -- 3.5 Competence and Value Co-creation -- 4 Duan Inkstone Art Exhibition Public Education Services Design Based on Flow Experience of Penta-Model -- 4.1 The STQ of Duan Inkstone Art Exhibition in Guangdong Museum -- 4.2 User Research and Demand Insight -- 4.3 Guanyan: Curation and Visiting Services Design of Duan Inkstone Art Exhibition -- 5 Conclusion -- References -- A New Transmission Mode of Chinese Neo-confucianism Combined with Digital Technology: A Case of Guanhai Lou -- 1 Introduction -- 2 Literature Review -- 2.1 Digital Technology in Cultural Dissemination: Applications and Issues -- 2.2 Orienteering in Cultural Dissemination: Applications and Issues -- 2.3 Narrative Design in Cultural Dissemination: Applications and Issues -- 2.4 Analysis of the Complementary Advantages of Digital Technology, Orienteering, and Narrative Design -- 3 Method -- 3.1 Discover -- 3.2 Define -- 3.3 Co-create Workshop.
4 Results -- 4.1 Design Details -- 4.2 Prototype Design -- 5 Discussion -- 6 Conclusion -- References -- Gamified Participatory Exhibition Design Research for Future Museums -- 1 Introduction -- 1.1 Why Museum as Study Focus? -- 1.2 Why Do We Provide Participatory Experience and Do Participatory Design in Museums? -- 2 How to Create a Museum Participatory Experience -- 2.1 Gamified Participatory Design -- 2.2 Adopt Gamified Participatory Design Approach to Form the Co-design and Learning -- 3 Organize and Conduct the Gamified Participatory Design Workshop for the Museum Exhibition -- 3.1 Phases to Conduct the Workshop -- 3.2 Carry Out the Workshop -- 4 The Contribution of Gamification -- 5 Conclusion -- References -- Play and Interpret in Art Museum's Games: A Systematic Review -- 1 Introduction -- 2 Previous Work -- 3 Methodology -- 3.1 Keyword Search -- 3.2 Titles and Abstracts Screening -- 3.3 Full-Text Screening -- 4 Results -- 5 Discussion -- 5.1 Game Design -- 5.2 Learning Outcome and Evaluation -- 5.3 Other Findings -- 6 Conclusions -- References -- Research on the Design of Interactive Installation in New Media Art Based on Machine Learning -- 1 Introduction -- 2 Background -- 2.1 Media Convergence in the Context of Digital Narrative -- 2.2 New Media Interactive Device -- 3 Application of Artificial Intelligence in Interactive Installation Art -- 4 Application of Machine Learning Algorithms in New Media Interaction Devices -- 4.1 Application of Machine Learning Algorithms -- 4.2 Expression of Machine Learning Applied to the Art of Interactive Installation -- 4.3 Development Trend of New Media Interactive Installation -- 5 Conclusion and Future Work -- References -- A View of Chinese Character Design in Traditional Culture from the Perspective of Daily Articles -- 1 Introduction -- References.
The Experience Design of Cultural Heritage Tourism in the Perspective of Gamification -- 1 Research Background -- 2 Target: To Realize Users' Cultural Standard Demands -- 3 Method and Design: The Song Dynasty Cultural Heritage Park, Huanghuacheng Island Gamified Tourism Experience Project -- 3.1 A Gamification Experience Design Strategy Theory Model for the Purpose of "Sense of Learning of Participants" -- 3.2 Gamified Contens 1: To Build up Gamified Elements and Contents Using Narration as the Thread -- 3.3 Gamified Content 2: Establishment of Online and Offline Interactive Gaming Mechanism -- 3.4 Project Summary -- 4 Conclusion -- References -- Research on the Application of Participatory Design in the Digitalization of Traditional Culture -- 1 Background -- 2 Digitalization of Traditional Culture -- 3 Participatory Design -- 3.1 Introduction to Participatory Design -- 3.2 Participation Design Approach -- 4 Participatory Design is a Design Strategy in the Digitalization of Traditional Culture -- 4.1 Participatory Design is a Design Principle in the Digitalization of Traditional Culture -- 4.2 The Change of Method in Participatory Design for the Digitalization of Traditional Culture -- 5 The Participatory Design Activity of Yangzhen Dragon Lantern Festival -- 5.1 Research and Analysis -- 5.2 Plan Design -- 5.3 Application Design -- 6 Conclusion -- References -- Research on the Design of Red Cultural and Creative Products Based on Digitalization -- 1 Introduction -- 1.1 Review of Related Studies -- 2 Basic Overview of Interactive Technology, Red Culture and Digital Culture Industry -- 2.1 Overview of Interactive Technologies -- 2.2 Overview of Red Culture -- 2.3 Overview of the Digital Culture Industry -- 3 Exploring the Feasibility of Red Culture in Digital Product Design -- 3.1 Feasibility Summary.
4 Red Cultural and Creative Product Design Concept Based on Digital Technology -- 4.1 Digital Technology for Red Cultural and Creative Product Design Ideas -- 4.2 Combining Digital Applications with Red Culture to Strengthen Users' Emotional Experience -- 4.3 The Practice of Red Cultural and Creative Product Design with Digital Technology -- 5 Conclusion and Outlook -- 6 Fund projects -- References -- Research on Rural Cultural Tourism Service Design Based on Customer Perceived Value: Taking "TANXUN" Parent-Child Travel as an Example -- 1 Introduction -- 2 Overview of Chinese Rural Cultural Tourism -- 3 Rural Parent-Child Tourism Service System Based on CPV -- 3.1 Customer Perceived Value (CPV) -- 3.2 Customer Perceived Value and Rural Cultural Tourism Resources Integrated Framework -- 3.3 Explicit and Implicit Value in Rural Cultural CPV -- 3.4 Rural Parent-Child Tourism Service System Based on Customer Perceived Value -- 4 Design Practice of Rural Parent-Child Cultural Tourism: Take TANXUN as an Example -- 4.1 Design Survey and User's Position -- 4.2 Service Position and Service System Building -- 4.3 Service Touch Points Design -- 5 Conclusion -- References -- Study on the Digital Inheritance Path of Oral Literature Intangible Cultural Heritage -- 1 Introduction -- 2 Current Situation and Significance of Digital Inheritance of Oral Literature Intangible Cultural Heritage -- 2.1 Oral Literature Intangible Cultural Heritage is Facing Inheritance Crisis -- 2.2 The Lack of Overall Support for the Application of Digital Technology in Oral Literature Intangible Cultural Heritage -- 2.3 The Significance of Digital Inheritance of Oral Literature Intangible Cultural Heritage -- 3 On the Inheritance and Protection Path of Oral Literature Intangible Cultural Heritage Enabled by Digital Technology -- A Case Study of Minnan Nursery Rhymes.
3.1 To Construct the Digital Protection Database of Oral Literature Intangible Cultural Heritage.
Record Nr. UNISA-996542667603316
Cham, Switzerland : , : Springer, , [2023]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Design, User Experience, and Usability : 12th International Conference, DUXU 2023, Held As Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23-28, 2023, Proceedings, Part V / / edited by Aaron Marcus, Elizabeth Rosenzweig, and Marcelo M. Soares
Design, User Experience, and Usability : 12th International Conference, DUXU 2023, Held As Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23-28, 2023, Proceedings, Part V / / edited by Aaron Marcus, Elizabeth Rosenzweig, and Marcelo M. Soares
Edizione [First edition.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2023]
Descrizione fisica 1 online resource (557 pages)
Disciplina 005.437
Collana Lecture Notes in Computer Science Series
Soggetto topico Human-computer interaction
User-centered system design
ISBN 3-031-35705-1
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 V -- DUXU for Cultural Heritage -- Research on the Development of Spatial Model and Value Perceptions of Lingnan's "Water Cultural Heritage" in the Context of Generative Whole Theory -- 1 Introduction -- 2 Methods -- 2.1 Bibliometric Analysis of the Status of Hydrological Heritage Conservation -- 2.2 Digital Information Modeling Techniques and Methods of Heritage Landscape -- 3 Results -- 4 Discussion -- 5 Conclusion -- References -- Design of a Multi-user Collaborative Innovation Digital Resource Library for Miao Embroidery -- 1 Introduction -- 2 Current Status of Digital Resource Library for Traditional Handicrafts in China -- 2.1 Digital Resource Library are an Effective Way to Preserve Intangible Cultural Heritage -- 2.2 Necessity of the Construction of Miao Embroidery Digital Resource Library -- 2.3 Problem Analysis of Traditional Handicraft Digital Resource Library -- 3 Design of a Multi-user Collaborative Innovation Digital Resource Library for Miao Embroidery -- 3.1 Construction Concept -- 3.2 System Construction -- 3.3 Multi-user Role Positioning -- 4 Conclusion -- References -- Scenes, Interaction, Community and Values: A Service Experience Design Framework for Museum Public Space Based on the Theory of Experience Preference -- 1 Introduction -- 2 The Development Trend of Public Space Under the Transformation of Museums -- 2.1 Definition of Public Space in Museums -- 2.2 Experience Preference Theory Based on Museum Audience Experience -- 3 Insights into Opportunities to Intervene in the Audience Service Experience.
3.1 Building a New Service Perception: The Palace Museum -- 3.2 Provide Multiple Experience Scenes: Nanjing Museum -- 3.3 Enhancing the Interactive Experience of Visitors: Suzhou Museum -- 3.4 A "Museum-Style" Consumer Space: Starbucks Workshop -- 4 SICV Service Experience Design Framework for Museum Public Space -- 4.1 Museum Embodied Scene and Space Construction -- 4.2 Character Interaction and Experience Optimization -- 4.3 Community Maintenance and Operational Segmentation -- 4.4 Value Transformation and Perception Empowerment -- 5 Conclusion -- References -- The Penta Model of Flow Experience: A Study on Service Design of Duan Inkstone Art Exhibition in Guangdong Museum -- 1 Introduction -- 2 Flow Experience Theory -- 3 The Construction of Penta-Model of Flow Experience in MPES -- 3.1 Goals and User Attraction -- 3.2 Challenges and User Involvement -- 3.3 Integration and Human-Computer/Objects Interaction -- 3.4 Feedback and Content Acquisition -- 3.5 Competence and Value Co-creation -- 4 Duan Inkstone Art Exhibition Public Education Services Design Based on Flow Experience of Penta-Model -- 4.1 The STQ of Duan Inkstone Art Exhibition in Guangdong Museum -- 4.2 User Research and Demand Insight -- 4.3 Guanyan: Curation and Visiting Services Design of Duan Inkstone Art Exhibition -- 5 Conclusion -- References -- A New Transmission Mode of Chinese Neo-confucianism Combined with Digital Technology: A Case of Guanhai Lou -- 1 Introduction -- 2 Literature Review -- 2.1 Digital Technology in Cultural Dissemination: Applications and Issues -- 2.2 Orienteering in Cultural Dissemination: Applications and Issues -- 2.3 Narrative Design in Cultural Dissemination: Applications and Issues -- 2.4 Analysis of the Complementary Advantages of Digital Technology, Orienteering, and Narrative Design -- 3 Method -- 3.1 Discover -- 3.2 Define -- 3.3 Co-create Workshop.
4 Results -- 4.1 Design Details -- 4.2 Prototype Design -- 5 Discussion -- 6 Conclusion -- References -- Gamified Participatory Exhibition Design Research for Future Museums -- 1 Introduction -- 1.1 Why Museum as Study Focus? -- 1.2 Why Do We Provide Participatory Experience and Do Participatory Design in Museums? -- 2 How to Create a Museum Participatory Experience -- 2.1 Gamified Participatory Design -- 2.2 Adopt Gamified Participatory Design Approach to Form the Co-design and Learning -- 3 Organize and Conduct the Gamified Participatory Design Workshop for the Museum Exhibition -- 3.1 Phases to Conduct the Workshop -- 3.2 Carry Out the Workshop -- 4 The Contribution of Gamification -- 5 Conclusion -- References -- Play and Interpret in Art Museum's Games: A Systematic Review -- 1 Introduction -- 2 Previous Work -- 3 Methodology -- 3.1 Keyword Search -- 3.2 Titles and Abstracts Screening -- 3.3 Full-Text Screening -- 4 Results -- 5 Discussion -- 5.1 Game Design -- 5.2 Learning Outcome and Evaluation -- 5.3 Other Findings -- 6 Conclusions -- References -- Research on the Design of Interactive Installation in New Media Art Based on Machine Learning -- 1 Introduction -- 2 Background -- 2.1 Media Convergence in the Context of Digital Narrative -- 2.2 New Media Interactive Device -- 3 Application of Artificial Intelligence in Interactive Installation Art -- 4 Application of Machine Learning Algorithms in New Media Interaction Devices -- 4.1 Application of Machine Learning Algorithms -- 4.2 Expression of Machine Learning Applied to the Art of Interactive Installation -- 4.3 Development Trend of New Media Interactive Installation -- 5 Conclusion and Future Work -- References -- A View of Chinese Character Design in Traditional Culture from the Perspective of Daily Articles -- 1 Introduction -- References.
The Experience Design of Cultural Heritage Tourism in the Perspective of Gamification -- 1 Research Background -- 2 Target: To Realize Users' Cultural Standard Demands -- 3 Method and Design: The Song Dynasty Cultural Heritage Park, Huanghuacheng Island Gamified Tourism Experience Project -- 3.1 A Gamification Experience Design Strategy Theory Model for the Purpose of "Sense of Learning of Participants" -- 3.2 Gamified Contens 1: To Build up Gamified Elements and Contents Using Narration as the Thread -- 3.3 Gamified Content 2: Establishment of Online and Offline Interactive Gaming Mechanism -- 3.4 Project Summary -- 4 Conclusion -- References -- Research on the Application of Participatory Design in the Digitalization of Traditional Culture -- 1 Background -- 2 Digitalization of Traditional Culture -- 3 Participatory Design -- 3.1 Introduction to Participatory Design -- 3.2 Participation Design Approach -- 4 Participatory Design is a Design Strategy in the Digitalization of Traditional Culture -- 4.1 Participatory Design is a Design Principle in the Digitalization of Traditional Culture -- 4.2 The Change of Method in Participatory Design for the Digitalization of Traditional Culture -- 5 The Participatory Design Activity of Yangzhen Dragon Lantern Festival -- 5.1 Research and Analysis -- 5.2 Plan Design -- 5.3 Application Design -- 6 Conclusion -- References -- Research on the Design of Red Cultural and Creative Products Based on Digitalization -- 1 Introduction -- 1.1 Review of Related Studies -- 2 Basic Overview of Interactive Technology, Red Culture and Digital Culture Industry -- 2.1 Overview of Interactive Technologies -- 2.2 Overview of Red Culture -- 2.3 Overview of the Digital Culture Industry -- 3 Exploring the Feasibility of Red Culture in Digital Product Design -- 3.1 Feasibility Summary.
4 Red Cultural and Creative Product Design Concept Based on Digital Technology -- 4.1 Digital Technology for Red Cultural and Creative Product Design Ideas -- 4.2 Combining Digital Applications with Red Culture to Strengthen Users' Emotional Experience -- 4.3 The Practice of Red Cultural and Creative Product Design with Digital Technology -- 5 Conclusion and Outlook -- 6 Fund projects -- References -- Research on Rural Cultural Tourism Service Design Based on Customer Perceived Value: Taking "TANXUN" Parent-Child Travel as an Example -- 1 Introduction -- 2 Overview of Chinese Rural Cultural Tourism -- 3 Rural Parent-Child Tourism Service System Based on CPV -- 3.1 Customer Perceived Value (CPV) -- 3.2 Customer Perceived Value and Rural Cultural Tourism Resources Integrated Framework -- 3.3 Explicit and Implicit Value in Rural Cultural CPV -- 3.4 Rural Parent-Child Tourism Service System Based on Customer Perceived Value -- 4 Design Practice of Rural Parent-Child Cultural Tourism: Take TANXUN as an Example -- 4.1 Design Survey and User's Position -- 4.2 Service Position and Service System Building -- 4.3 Service Touch Points Design -- 5 Conclusion -- References -- Study on the Digital Inheritance Path of Oral Literature Intangible Cultural Heritage -- 1 Introduction -- 2 Current Situation and Significance of Digital Inheritance of Oral Literature Intangible Cultural Heritage -- 2.1 Oral Literature Intangible Cultural Heritage is Facing Inheritance Crisis -- 2.2 The Lack of Overall Support for the Application of Digital Technology in Oral Literature Intangible Cultural Heritage -- 2.3 The Significance of Digital Inheritance of Oral Literature Intangible Cultural Heritage -- 3 On the Inheritance and Protection Path of Oral Literature Intangible Cultural Heritage Enabled by Digital Technology -- A Case Study of Minnan Nursery Rhymes.
3.1 To Construct the Digital Protection Database of Oral Literature Intangible Cultural Heritage.
Record Nr. UNINA-9910734858603321
Cham, Switzerland : , : Springer, , [2023]
Materiale a stampa
Lo trovi qui: Univ. Federico II
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 . 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. UNINA-9910488713103321
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
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. UNINA-9910488724303321
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
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. Design for emotion, well-being and health, learning, and culture : 11th International Conference, DUXU 2022, held as part of the 24th HCI International Conference, HCII 2022, Virtual event, June 26-July 1, 2022, proceedings. Part II / / Marcelo Marcio Soares, Elizabeth Rosenzweig, Aaron Marcus (editors)
Design, user experience, and usability. Design for emotion, well-being and health, learning, and culture : 11th International Conference, DUXU 2022, held as part of the 24th HCI International Conference, HCII 2022, Virtual event, June 26-July 1, 2022, proceedings. Part II / / Marcelo Marcio Soares, Elizabeth Rosenzweig, Aaron Marcus (editors)
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (517 pages)
Disciplina 004.019
Collana Lecture notes in computer science
Soggetto topico Human-computer interaction
User-centered system design
ISBN 3-031-05900-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996478871903316
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Design, User Experience, and Usability: Design for Emotion, Well-being and Health, Learning, and Culture : 11th International Conference, DUXU 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings, Part II / / edited by Marcelo M. Soares, Elizabeth Rosenzweig, Aaron Marcus
Design, User Experience, and Usability: Design for Emotion, Well-being and Health, Learning, and Culture : 11th International Conference, DUXU 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings, Part II / / edited by Marcelo M. Soares, Elizabeth Rosenzweig, Aaron Marcus
Edizione [1st ed. 2022.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2022
Descrizione fisica 1 online resource (517 pages)
Disciplina 004.019
005.437
Collana Lecture Notes in Computer Science
Soggetto topico User interfaces (Computer systems)
Human-computer interaction
Coding theory
Information theory
Computer engineering
Computer networks
Social sciences - Data processing
Computer vision
User Interfaces and Human Computer Interaction
Coding and Information Theory
Computer Engineering and Networks
Computer Application in Social and Behavioral Sciences
Computer Vision
ISBN 3-031-05900-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Emotion, Motivation, and Persuasion Design -- Research on Museum Online User Classification and Evaluation Model Based on the Fogg's Behavior Model -- Emotional Design and Research of Children’s Picnic Tableware -- How Architectural Forms can Influence Emotional Reactions: an Exploratory Study -- Research on the Gamification Design of Reading App based on PAD Emotion Model -- In Sync! Design for Social Connection -- Research on the Emotional Expression Design of Robots for Human-Robot Interaction -- Design for Well-being and Health -- Designing a Digital Mental Health App for Opioid Use Disorder Using the UX Design Thinking Framework -- Experiences in the Design of Localized eHealth Tools for Users Facing Inequality of Access to Healthcare -- Visualizing Tacit Knowledge in Cardiac Operating Room: a Need-Finding Study -- Experimental Research on Anthropomorphic Design in Interactive Sleep Persuasion Interface -- Health Knowledge Visualization for the Elderly -- Visualizing the Electroencephalography Signal Discrepancy When Maintaining Social Distancing: EEG-Based Interactive Moiré Patterns -- Service Design of Clinical Infusion Monitoring System -- Exploring the Potential Causes of Picky Eating and Relationship Between Experiences and Behaviors for Mental Model of Contemporary Young Adult -- Can Electromyography and Subjective Metrics Work Better Together? Exploring Dynamic Muscle Fatigue to Promote the Design of Health and Fitness Technology -- Learning Experience Design -- Utilization of Digital Fabrication Technology in Hybrid Courses for Industrial Design Education During the COVID-19 Pandemic -- Characteristics of Interaction Design and Advantages of Network Teaching -- Exploring Children’s Behavioral Intention of Using The Expected Game-Based Learning for Protracted Waste Problem -- A Prototype Design and Usability Evaluation of a Chinese Educational System -- A Student Experience Based Research on Brand Creation of a Private College -- Research on Students' Learning Experience after Embedding Data Thinking into Curriculum ——Take the Course "Staff Career Development" as an Example -- How Should we Educate User Experience Designers (UXD) in Order to Design and Develop Effective Online Learning Platforms? - A Teaching & Learning Framework -- Research on Mixed Teaching Scheme of Human Resource Management Tool Courses Based on Learning Experience -- Teaching a Basic Design Class for Art and Design Freshmen: Course Design and Lessons Learned -- Globalization, Localization, and Culture Issues -- Investigation of New Private Gardens in Yangtze River Delta and Reflection on Design Value -- Anthropometric Hand Dimensions of Chinese Adults Using Three-Dimensional Scanning Technique -- Research on Peak Experience Design in Rural Cultural Tourism Service System: Take Diejiao Water Village of Foshan as an Example -- Measuring Visual Attractiveness of Urban Commercial Street Using Wearable Cameras: A Case Study of Gubei Gold Street in Shanghai -- Pressure Sensitivity Mapping of the Head Region for Chinese Adults for AR Glasses Design -- Analysis on Aesthetic Turn and Social Factors of Beijing Jade Art in the Middle of the 20th Century -- Research on Touchpoint Management in the Catering Industry——Taking Haidilao as an Example -- From “Fire Pit” to “Hall”: Spiritual Space Design in Chinese Family Life -- Dissemination of São Tomé and Príncipe Culture through Virtual Reality: Comparative UX Study Between Potential Tourists from Portugal and Santomean Inhabitants -- Shenzhen Maker Culture with Innovation and Entrepreneurship Policy in the Context of Belt and Road Initiatives -- Research on the Experience of Beautiful Rural Spatial Morphology in Shaoguan Area of Northern Guangdong Province Based on Space Syntax: A Case Study of Bailou Village, Shatian Town, Xinfeng County.
Record Nr. UNINA-9910578691503321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2022
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