Nicht aus der Schweiz? Besuchen Sie lehmanns.de
Design, User Experience, and Usability: Design for Emotion, Well-being and Health, Learning, and Culture -

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
Buch | Softcover
XIX, 505 Seiten
2022 | 1st ed. 2022
Springer International Publishing (Verlag)
978-3-031-05899-8 (ISBN)
CHF 134,80 inkl. MwSt
  • Versand in 15-20 Tagen
  • Versandkostenfrei
  • Auch auf Rechnung
  • Artikel merken
This book constitutes the refereed proceedings of the 11th International Conference on Design, User Experience, and Usability, DUXU 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022.

The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions.

The DUXU 2022 proceedings comprise three volumes; they were organized in the following topical sections:

Part I: Processes, Methods, and Tools for UX Design and Evaluation; User Requirements, Preferences, and UX Influential Factors; Usability, Acceptance, and User Experience Assessment.

Part II: Emotion, Motivation, and Persuasion Design; Design for Well-being and Health.- Learning Experience Design; Globalization, Localization, and Culture Issues.

Part III: Design Thinking and Philosophy; DUXU Case Studies; Design and User Experience in Emerging Technologies.

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.- PressureSensitivity 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.

Erscheinungsdatum
Reihe/Serie Lecture Notes in Computer Science
Zusatzinfo XIX, 505 p. 221 illus., 168 illus. in color.
Verlagsort Cham
Sprache englisch
Maße 155 x 235 mm
Gewicht 801 g
Themenwelt Mathematik / Informatik Informatik Betriebssysteme / Server
Mathematik / Informatik Informatik Netzwerke
Informatik Software Entwicklung User Interfaces (HCI)
Informatik Theorie / Studium Kryptologie
Schlagworte Applications • architecture designs • Computer-Aided Design (CAD) • Computer Networks • Computer Science • computer vision • conference proceedings • Data communication systems • Education • Human-Computer Interaction (HCI) • Human engineering • Informatics • information systems • Information Technology • Intelligent Systems • machine learning • Network Protocols • pattern recognition • Quality of Service (QoS) • Research • Signal Processing • software architecture • Software engineering • User Experience • User Interfaces
ISBN-10 3-031-05899-2 / 3031058992
ISBN-13 978-3-031-05899-8 / 9783031058998
Zustand Neuware
Haben Sie eine Frage zum Produkt?
Mehr entdecken
aus dem Bereich
Aus- und Weiterbildung nach iSAQB-Standard zum Certified Professional …

von Mahbouba Gharbi; Arne Koschel; Andreas Rausch; Gernot Starke

Buch | Hardcover (2023)
dpunkt Verlag
CHF 48,85
Lean UX und Design Thinking: Teambasierte Entwicklung …

von Toni Steimle; Dieter Wallach

Buch | Hardcover (2022)
dpunkt (Verlag)
CHF 48,85
Wissensverarbeitung - Neuronale Netze

von Uwe Lämmel; Jürgen Cleve

Buch | Hardcover (2023)
Carl Hanser (Verlag)
CHF 48,95