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020 _a9783030497132
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024 7 _a10.1007/978-3-030-49713-2
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050 4 _aQA76.9.H85
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082 0 4 _a005.437
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082 0 4 _a004.019
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245 1 0 _aDesign, User Experience, and Usability. Interaction Design
_h[electronic resource] :
_b9th International Conference, DUXU 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, Proceedings, Part I /
_cedited by Aaron Marcus, Elizabeth Rosenzweig.
250 _a1st ed. 2020.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2020.
300 _aXXXI, 599 p. 237 illus., 175 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
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490 1 _aInformation Systems and Applications, incl. Internet/Web, and HCI,
_x2946-1642 ;
_v12200
505 0 _aUX Design Methods, Tools and Guidelines -- Coherent Heuristic Evaluation (CoHE): Toward Increasing The Effectiveness of Heuristic Evaluation for Novice Evaluators -- House of Prototyping Guidelines: A Framework to Develop Theoretical Prototyping Strategies for Human-Centered Design -- Applying Storycraft to Facilitate an Experience-Centric Conceptual Design Process -- Scales for Knowledge Elicitation; An Experimental Comparison Study -- The Designer's Creativity Demand&Influence Factor Model Based on Grounded Theory -- Online Interactive Chart Choosers for Novice Visual Designers: Assistance and Restriction -- The Usability Testessen - An Innovative Framework for Usability Testing in Practice -- Rich Media 2.0: A Methodology to Enhance Media Information Construction for Creating a Better User Experience -- User Experience: How to Drive Innovation on the Fuzzy Front End -- Research on User Experience Classification Based on Phenomenological Method -- A Product/Process Model Approach to Formalize Collaborative User Experience Design -- Should We Measure UX Differently -- How Do Designers Make User-Experience Design Decisions -- NeuroDesign: Making Decisions and Solving Problems through Understanding of the Human Brain -- Strateegia.digital: a Platform that Assumes Design as a Strategic Tool -- Why (not) Adopt Storytelling in Design? Identifying Opportunities to Enhance Students' Acceptance of Storytelling -- Visually Impaired Accessibility Heuristics Proposal for e-Commerce Mobile Applications -- A Systematic Review of User-Centered Design Techniques -- How Effectively Do Experts Predict Elderly Target-users of Assistive Devices? Importance of Expert Knowledge in Device Development -- Usability Heuristic Evaluation for the Hearing Impaired Language Training Mobile App -- Interaction Design and Information Visualization -- Lifestyle as the Object of Design: Elements Exploration from Experience Perspective -- Embodied Cognition and Tactile Interaction: A Review on how Multi-sensorimotor Experiences Assisted by 3D Printing can Shape the General Perception of Daily Activities -- Transforming Diagrams' Semantics to Text for Visually Impaired -- Usability Heuristics Evaluation in Search Engine -- Managing Information in the Case of Opinion Spamming -- Make Me Care: Ethical Visualization for Impact in the Sciences and Data Sciences -- Involving Users in Sound Design -- Visualizing Information in Scientific Figures: What Do You Want Me to Know -- Intermodal Improvement: Nudging Users to Use Keyboard Shortcuts -- Identifying interaction patterns for face recognition interfaces through research, prototyping and testing -- The Impact of Expectation and Disconfirmation on User Experience and Behavior Intention -- Usability Oriented New Baren Product Design and Test Practice -- Emotional Design -- How motion graphics affect emotional quality: In the context of an in-vehicle information system -- Designing a Multimodal Emotional Interface in the context of Negotiation -- Multimodality, Naturalness and Transparency in Affective Computing for HCI -- palmScape: Calm and Pleasant Vibrotactile Signals -- Visualizing a User's Cognitive and Emotional Journeys: A FinTech Case -- A Comparative Research on Designer and Customer Emotional Preference Models of New Product Development -- Systematic Review on Using Biofeedback (EEG and Infrared Thermography) to Evaluate Emotion and User Perception Acquired by Kansei Engineering.
520 _aThis book constitutes the refereed proceedings of the 9th International Conference on Design, User Experience, and Usability, DUXU 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020, in Copenhagen, Denmark, in July 2020. The conference was held virtually due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters has been accepted for publication in the HCII 2020 proceedings. The 40 papers included in this volume were organized in topical sections on UX design methods, tools and guidelines, interaction design and information visualization, and emotional design.
650 0 _aUser interfaces (Computer systems).
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650 0 _aHuman-computer interaction.
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650 0 _aComputer engineering.
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650 0 _aComputer networks .
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650 0 _aApplication software.
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650 0 _aSoftware engineering.
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650 0 _aComputer vision.
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650 0 _aEducation
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650 1 4 _aUser Interfaces and Human Computer Interaction.
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650 2 4 _aComputer Engineering and Networks.
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650 2 4 _aComputer and Information Systems Applications.
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650 2 4 _aSoftware Engineering.
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650 2 4 _aComputer Vision.
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650 2 4 _aComputers and Education.
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700 1 _aMarcus, Aaron.
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700 1 _aRosenzweig, Elizabeth.
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710 2 _aSpringerLink (Online service)
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773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
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776 0 8 _iPrinted edition:
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830 0 _aInformation Systems and Applications, incl. Internet/Web, and HCI,
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856 4 0 _uhttps://doi.org/10.1007/978-3-030-49713-2
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