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E-grāmata: Design, User Experience, and Usability: 13th International Conference, DUXU 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 - July 4, 2024, Proceedings, Part III

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  • Formāts: EPUB+DRM
  • Sērija : Lecture Notes in Computer Science 14714
  • Izdošanas datums: 01-Jun-2024
  • Izdevniecība: Springer International Publishing AG
  • Valoda: eng
  • ISBN-13: 9783031613562
  • Formāts - EPUB+DRM
  • Cena: 130,27 €*
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  • Formāts: EPUB+DRM
  • Sērija : Lecture Notes in Computer Science 14714
  • Izdošanas datums: 01-Jun-2024
  • Izdevniecība: Springer International Publishing AG
  • Valoda: eng
  • ISBN-13: 9783031613562

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This five-volume set LNCS 14712-14716 constitutes the refereed proceedings of the 13th International Conference on Design, User Experience, and Usability, DUXU 2024, held as part of the 26th International Conference, HCI International 2024, in Washington, DC, USA, during June 29 July 4, 2024.





The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions.





The DUXU 2024 proceedings were organized in the following topical sections:





Part I: Information Visualization and Interaction Design; Usability Testing and User Experience Evaluation.





Part II: Designing Interactions for Intelligent Environments; Automotive Interactions and Smart Mobility Solutions; Speculative Design and Creativity.





Part III: User Experience Design for Inclusion and Diversity; Human-Centered Design for Social Impact.





Part IV: Designing Immersive Experiences across Contexts; Technology, Design, and Learner Engagement; User Experience in Tangible and Intangible Cultural Heritage.





Part V: Innovative Design for Enhanced User Experience; Innovations in Product and Service Design.
Part 1: User Experience Design for Inclusion and Diversity: Using The
Technology Acceptance Model to Explore the User Experience of Smart Kitchen
Use Among Older Adult Women.- Empowering Older Adults: A User-Centered
Approach Combining iTV and Voice Assistants to Promote Social Interactions.-
UX Design Curriculum: Intersectionality, Race and Ethnicity in Persona
Construction.- Intersectionality in UX Design and HCI Research and Curriculum
Development: Bringing Race and Ethnicity into Focus.- Proactive TV
Gamification: Engaging Older Adults Socially.- Experience Design Assisted
Healing and Therapeutic Design for Promoting Cultural Heritage: A Case of
China Traditional Lingnan Water Village.- The Experience of Portuguese
Visually Impaired with Interactive Television (iTV) Services: A Questionnaire
Survey.- Challenges and Gaps in Promoting Inclusive Spaces: A Study Based on
Interviews.- Big Movements or Small Motions : Controlling Digital Avatars
with Single-Camera Motion Capture.- Functional Effectiveness and User
Experience Assessment of Knee Joint Protective Gear Fixation Methods during
Physical Activity.- Gamified Participatory Design Empowers Blind Peoples
Emotional Experience - Take "sound·sound" as an Example. Part 2:
Human-Centered Design for Social Impact: Perceived Value of UX in
Organizations: A Systematic Literature Review.- Thinking Interactions and
their Social Impact through Human-Centred Design.- Redesigns in Enterprise
Resource Planning Modules using User-Centered Design Methods: A Systematic
Literature Review.- A Case Study Analyzing an Interdisciplinary Effort to
Guide the Development and Design of a Human-Centered, Digitally Facilitated
System of Care to Support Diabetes Self-Management Education and Support
(DSMES) in Rural Parts of Texas.- Acceptance of Students and Teachers
Regarding a Virtual Reality Tool for Teaching the History of Architecture and
Urbanism.- Facilitating User Engagement: A Systematic, Survey-based
Approach.- A Study on the Impact of Customer Interactions in Virtual Brand
Community on Brand Equity.- Insights from User Perceptions Towards the Design
of a Proactive Intelligent TV Assistant.- Design Methods for Catalyzing
Co-creation in Community Building: An Evaluating Approach.- A Product Design
Strategy that Comprehensively Considers Consumer Behavior and Psychological
Emotional Needs.