| TÃtulo : |
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 |
| Tipo de documento: |
documento electrónico |
| Autores: |
Soares, Marcelo M., ; Rosenzweig, Elizabeth, ; Marcus, Aaron, |
| Mención de edición: |
1 ed. |
| Editorial: |
[s.l.] : Springer |
| Fecha de publicación: |
2021 |
| Número de páginas: |
XXXII, 670 p. 415 ilustraciones, 297 ilustraciones en color. |
| ISBN/ISSN/DL: |
978-3-030-78221-4 |
| 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 Software de la aplicacion Inteligencia artificial IngenierÃa Informática Red de computadoras Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información IngenierÃa Informática y Redes |
| Ãndice Dewey: |
5.437 |
| Resumen: |
Este conjunto de tres volúmenes LNCS 12779, 12780 y 12781 constituye las actas arbitradas de la 10.ª Conferencia Internacional sobre Diseño, Experiencia de Usuario y Usabilidad, DUXU 2021, celebrada como parte de la 23.ª Conferencia Internacional, HCI International 2021, que tuvo lugar en julio. 2021. Debido a la pandemia de COVID-19 la conferencia se realizó de manera virtual. El total de 1276 artÃculos y 241 carteles incluidos en los 39 volúmenes de actas del HCII 2021 se revisó y seleccionó cuidadosamente entre 5222 presentaciones. Los artÃculos de DUXU 2021, Parte I, están organizados en secciones temáticas denominadas: Métodos y técnicas de diseño de UX; Métodos y Técnicas para la Investigación UX; Lenguajes Visuales y Visualización de Información; Educación y práctica del diseño. |
| Nota de contenido: |
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 theDetection 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. |
| 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 |
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 [documento electrónico] / Soares, Marcelo M., ; Rosenzweig, Elizabeth, ; Marcus, Aaron, . - 1 ed. . - [s.l.] : Springer, 2021 . - XXXII, 670 p. 415 ilustraciones, 297 ilustraciones en color. ISBN : 978-3-030-78221-4 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 Software de la aplicacion Inteligencia artificial IngenierÃa Informática Red de computadoras Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información IngenierÃa Informática y Redes |
| Ãndice Dewey: |
5.437 |
| Resumen: |
Este conjunto de tres volúmenes LNCS 12779, 12780 y 12781 constituye las actas arbitradas de la 10.ª Conferencia Internacional sobre Diseño, Experiencia de Usuario y Usabilidad, DUXU 2021, celebrada como parte de la 23.ª Conferencia Internacional, HCI International 2021, que tuvo lugar en julio. 2021. Debido a la pandemia de COVID-19 la conferencia se realizó de manera virtual. El total de 1276 artÃculos y 241 carteles incluidos en los 39 volúmenes de actas del HCII 2021 se revisó y seleccionó cuidadosamente entre 5222 presentaciones. Los artÃculos de DUXU 2021, Parte I, están organizados en secciones temáticas denominadas: Métodos y técnicas de diseño de UX; Métodos y Técnicas para la Investigación UX; Lenguajes Visuales y Visualización de Información; Educación y práctica del diseño. |
| Nota de contenido: |
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 theDetection 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. |
| 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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