| TÃtulo : |
9th International Conference, DUXU 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part III |
| Tipo de documento: |
documento electrónico |
| Autores: |
Marcus, Aaron, ; Rosenzweig, Elizabeth, |
| Mención de edición: |
1 ed. |
| Editorial: |
[s.l.] : Springer |
| Fecha de publicación: |
2020 |
| Número de páginas: |
XXI, 705 p. 335 ilustraciones, 285 ilustraciones en color. |
| ISBN/ISSN/DL: |
978-3-030-49757-6 |
| Nota general: |
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. |
| Palabras clave: |
Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Red de computadoras TeorÃa de la codificación TeorÃa de la información Computadoras Propósitos especiales Ciencias sociales Interfaces de usuario e interacción persona-computadora Redes de comunicación informática TeorÃa de la codificación y la información Sistemas de propósito especial y basados ​​en aplicaciones Aplicación informática en ciencias sociales y del comportamiento Computadoras y Educación |
| Ãndice Dewey: |
5.437 |
| Resumen: |
Este libro constituye las actas arbitradas de la 9.ª Conferencia Internacional sobre Diseño, Experiencia de Usuario y Usabilidad, DUXU 2020, celebrada como parte de la 22.ª Conferencia Internacional sobre Interacción Humano-Computadora, HCII 2020, en Copenhague, Dinamarca, en julio de 2020. La conferencia se llevó a cabo virtualmente debido a la pandemia de COVID-19. De un total de 6326 presentaciones, se aceptó un total de 1439 artÃculos y 238 carteles para su publicación en las actas de HCII 2020. Los 51 artÃculos incluidos en este volumen fueron organizados en secciones temáticas sobre interacciones en contextos públicos, urbanos y rurales; Diseño UX para la salud y el bienestar; DUXU para la creatividad, el aprendizaje y la colaboración; DUXU para la cultura y el turismo. |
| Nota de contenido: |
Interactions in Public, Urban and Rural Contexts -- Applying a UCD Framework for ATM Interfaces on the Design of QR Withdrawal: A Case Study -- Research on the service design of smart campus based on Sustainable Strategy -- taking smart canteen as an example -- Applications of Real-Time Data to Reduce Air Emissions in Maritime Ports -- Experience and Design of Rural Cultural Well-Being in the New Media Age: A Case Study of Shatan Village in China -- User Experience and Usability Design Centered Smart Application Design to Waste Sorting for Citizens Living in Smart City in China -- Evolution of Public Transport in Rural Areas - New Technologies and Digitization -- A Systematic Literature Review about Quantitative Metrics to Evaluate Usability and Security of ATM Interfaces -- Appropriation, Design and User Experience as a Part of the Language of the City -- A Systematic Review of Usability Evaluation Methods and Tools for ATM interfaces -- Approaching urban experience through rhythmanalysis -- Mobile Based Agricultural Management System for Indian Farmers -- Interactive Pavement: Moving Spatial Surface to Dynamically Convey Information -- Usability Testing of Bank of China Automatic Teller Machine -- UX Design for Health and Well-Being -- Transforming Patient Hospital Experience through Smart Technologies -- Gamedesign and physiotherapy: Contribution of gamification and UX techniques to physical teenagers recovery -- UX concerns in developing functional orthodontic appliances -- PLANTY GO: A Smart Planter System to Relieve Stress and Anxiety of Urban Youngsters -- Prototyping a Mental Health Smartphone Application -- Stress Heatmaps: a Fuzzy-based Approach that Uses Physiological Signals -- Exploring Interaction and Experience Design for Long-term Electrocardiogram Monitoring Based on New Hydrogels -- Exploring Experience Activity Potential for Art Therapy to High School Students in International School, Guangzhou, China -- The development of a point of care clinical guidelines mobile application following a user-centred design approach -- Design and Usability of an E-Health Mobile Application -- Preliminary findings regarding the effect of an interactive wall to promote hand hygiene among healthcare workers -- Research on usability evaluation and redesign of treadmill man-machine interface -- Can an Environmental Feature Influence Interview Anxiety? A Virtual Reality Study -- Voice-based Bodyweight Training Support System using Smartphone -- Exploring Information Support in Mobile Terminal Guidance in the Context of Medical Service -- DUXU for Creativity, Learning and Collaboration -- Teaching Discussion on Information Visualization Design -- E.R.A - Augmented Reality Teaching - Assistive Technology developed for the literacy process of children with ASD -- How to Design Potential Solutions for a Cross-Country Platform that Leverages Students' Diversity: A User-Centered Design Approach – and its Challenges -- Design Practice in Online Courses: Applicationof Service Design to MOOC -- Changes in Design Education Promoted by Collaborative Organization:Distribution and Fragmentation -- Engineering Design Entrepreneurship and Innovation: Transdisciplinary Teaching and Learning in a Global Context -- Study on the Criteria of Design of Teaching Toolkit for Design Thinking Courses for Lower Grade Students in Primary School -- Available Technologies: Web Design for Technology Transfer from Public Education and Research Institutions -- Financial shared course design based on human-computer interaction -- Emotional Design and Gamification in Educational Processes: Predictor Model to Increase Video Game Efficiency -- SyncMeet: Virtual Work Environment for Collaborative Manga Creation -- Usability Design Study of University Website: A Case of Normal University in China -- Designing an Innovative Collaborative Learning Application: The Case of Method 300 -- Pedagogical Discussion on the Application of Role Immersion in Interior Design Teaching -- DUXU for Culture and Tourism -- A Study on Travel Experience Design Based on the Motivation of Chinese Millennials to Travel Alone -- Research upon the Relativity between Digital Media and Tourism -- Usability Evaluation Towards a Cultural Perspective: A Systematic Literature Review -- Service Design and Upgrade of Domestic-Ceramic Consumption Idea -- Service Design for Customized Domestic-Ceramic -- A Study on the Space Usability Driven Design of the Ancestral Temple of Xihu Village from the Perspective of Spatial Syntax -- Interactive experience art in exhibition -- User experience requirements and interface design for the TouristHub trip planning platform -- Application of Interactive Design in Shanghai Public Art Practice -- Service Design in the Preservation of Intangible Cultural Heritage: A Case Study in the Legend of the Kitchen God. |
| En lÃnea: |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
| Link: |
https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i |
9th International Conference, DUXU 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part III [documento electrónico] / Marcus, Aaron, ; Rosenzweig, Elizabeth, . - 1 ed. . - [s.l.] : Springer, 2020 . - XXI, 705 p. 335 ilustraciones, 285 ilustraciones en color. ISBN : 978-3-030-49757-6 Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
| Palabras clave: |
Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Red de computadoras TeorÃa de la codificación TeorÃa de la información Computadoras Propósitos especiales Ciencias sociales Interfaces de usuario e interacción persona-computadora Redes de comunicación informática TeorÃa de la codificación y la información Sistemas de propósito especial y basados ​​en aplicaciones Aplicación informática en ciencias sociales y del comportamiento Computadoras y Educación |
| Ãndice Dewey: |
5.437 |
| Resumen: |
Este libro constituye las actas arbitradas de la 9.ª Conferencia Internacional sobre Diseño, Experiencia de Usuario y Usabilidad, DUXU 2020, celebrada como parte de la 22.ª Conferencia Internacional sobre Interacción Humano-Computadora, HCII 2020, en Copenhague, Dinamarca, en julio de 2020. La conferencia se llevó a cabo virtualmente debido a la pandemia de COVID-19. De un total de 6326 presentaciones, se aceptó un total de 1439 artÃculos y 238 carteles para su publicación en las actas de HCII 2020. Los 51 artÃculos incluidos en este volumen fueron organizados en secciones temáticas sobre interacciones en contextos públicos, urbanos y rurales; Diseño UX para la salud y el bienestar; DUXU para la creatividad, el aprendizaje y la colaboración; DUXU para la cultura y el turismo. |
| Nota de contenido: |
Interactions in Public, Urban and Rural Contexts -- Applying a UCD Framework for ATM Interfaces on the Design of QR Withdrawal: A Case Study -- Research on the service design of smart campus based on Sustainable Strategy -- taking smart canteen as an example -- Applications of Real-Time Data to Reduce Air Emissions in Maritime Ports -- Experience and Design of Rural Cultural Well-Being in the New Media Age: A Case Study of Shatan Village in China -- User Experience and Usability Design Centered Smart Application Design to Waste Sorting for Citizens Living in Smart City in China -- Evolution of Public Transport in Rural Areas - New Technologies and Digitization -- A Systematic Literature Review about Quantitative Metrics to Evaluate Usability and Security of ATM Interfaces -- Appropriation, Design and User Experience as a Part of the Language of the City -- A Systematic Review of Usability Evaluation Methods and Tools for ATM interfaces -- Approaching urban experience through rhythmanalysis -- Mobile Based Agricultural Management System for Indian Farmers -- Interactive Pavement: Moving Spatial Surface to Dynamically Convey Information -- Usability Testing of Bank of China Automatic Teller Machine -- UX Design for Health and Well-Being -- Transforming Patient Hospital Experience through Smart Technologies -- Gamedesign and physiotherapy: Contribution of gamification and UX techniques to physical teenagers recovery -- UX concerns in developing functional orthodontic appliances -- PLANTY GO: A Smart Planter System to Relieve Stress and Anxiety of Urban Youngsters -- Prototyping a Mental Health Smartphone Application -- Stress Heatmaps: a Fuzzy-based Approach that Uses Physiological Signals -- Exploring Interaction and Experience Design for Long-term Electrocardiogram Monitoring Based on New Hydrogels -- Exploring Experience Activity Potential for Art Therapy to High School Students in International School, Guangzhou, China -- The development of a point of care clinical guidelines mobile application following a user-centred design approach -- Design and Usability of an E-Health Mobile Application -- Preliminary findings regarding the effect of an interactive wall to promote hand hygiene among healthcare workers -- Research on usability evaluation and redesign of treadmill man-machine interface -- Can an Environmental Feature Influence Interview Anxiety? A Virtual Reality Study -- Voice-based Bodyweight Training Support System using Smartphone -- Exploring Information Support in Mobile Terminal Guidance in the Context of Medical Service -- DUXU for Creativity, Learning and Collaboration -- Teaching Discussion on Information Visualization Design -- E.R.A - Augmented Reality Teaching - Assistive Technology developed for the literacy process of children with ASD -- How to Design Potential Solutions for a Cross-Country Platform that Leverages Students' Diversity: A User-Centered Design Approach – and its Challenges -- Design Practice in Online Courses: Applicationof Service Design to MOOC -- Changes in Design Education Promoted by Collaborative Organization:Distribution and Fragmentation -- Engineering Design Entrepreneurship and Innovation: Transdisciplinary Teaching and Learning in a Global Context -- Study on the Criteria of Design of Teaching Toolkit for Design Thinking Courses for Lower Grade Students in Primary School -- Available Technologies: Web Design for Technology Transfer from Public Education and Research Institutions -- Financial shared course design based on human-computer interaction -- Emotional Design and Gamification in Educational Processes: Predictor Model to Increase Video Game Efficiency -- SyncMeet: Virtual Work Environment for Collaborative Manga Creation -- Usability Design Study of University Website: A Case of Normal University in China -- Designing an Innovative Collaborative Learning Application: The Case of Method 300 -- Pedagogical Discussion on the Application of Role Immersion in Interior Design Teaching -- DUXU for Culture and Tourism -- A Study on Travel Experience Design Based on the Motivation of Chinese Millennials to Travel Alone -- Research upon the Relativity between Digital Media and Tourism -- Usability Evaluation Towards a Cultural Perspective: A Systematic Literature Review -- Service Design and Upgrade of Domestic-Ceramic Consumption Idea -- Service Design for Customized Domestic-Ceramic -- A Study on the Space Usability Driven Design of the Ancestral Temple of Xihu Village from the Perspective of Spatial Syntax -- Interactive experience art in exhibition -- User experience requirements and interface design for the TouristHub trip planning platform -- Application of Interactive Design in Shanghai Public Art Practice -- Service Design in the Preservation of Intangible Cultural Heritage: A Case Study in the Legend of the Kitchen God. |
| En lÃnea: |
https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] |
| Link: |
https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i |
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