| 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 I |
| 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: |
XXXI, 599 p. 237 ilustraciones, 175 ilustraciones en color. |
| ISBN/ISSN/DL: |
978-3-030-49713-2 |
| 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 IngenierÃa Informática Red de computadoras Software de la aplicacion IngenierÃa de software Visión por computador Interfaces de usuario e interacción persona-computadora IngenierÃa Informática y Redes Aplicaciones informáticas y de sistemas de información 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 40 artÃculos incluidos en este volumen se organizaron en secciones temáticas sobre métodos, herramientas y pautas de diseño de UX, diseño de interacción y visualización de información, y diseño emocional. |
| Nota de contenido: |
UX 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. |
| 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 I [documento electrónico] / Marcus, Aaron, ; Rosenzweig, Elizabeth, . - 1 ed. . - [s.l.] : Springer, 2020 . - XXXI, 599 p. 237 ilustraciones, 175 ilustraciones en color. ISBN : 978-3-030-49713-2 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 IngenierÃa Informática Red de computadoras Software de la aplicacion IngenierÃa de software Visión por computador Interfaces de usuario e interacción persona-computadora IngenierÃa Informática y Redes Aplicaciones informáticas y de sistemas de información 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 40 artÃculos incluidos en este volumen se organizaron en secciones temáticas sobre métodos, herramientas y pautas de diseño de UX, diseño de interacción y visualización de información, y diseño emocional. |
| Nota de contenido: |
UX 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. |
| 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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