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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 1st ed. 2022 [Mīkstie vāki]

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  • Formāts: Paperback / softback, 505 pages, height x width: 235x155 mm, weight: 801 g, 168 Illustrations, color; 53 Illustrations, black and white; XIX, 505 p. 221 illus., 168 illus. in color., 1 Paperback / softback
  • Sērija : Lecture Notes in Computer Science 13322
  • Izdošanas datums: 19-May-2022
  • Izdevniecība: Springer International Publishing AG
  • ISBN-10: 3031058992
  • ISBN-13: 9783031058998
  • Mīkstie vāki
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  • Formāts: Paperback / softback, 505 pages, height x width: 235x155 mm, weight: 801 g, 168 Illustrations, color; 53 Illustrations, black and white; XIX, 505 p. 221 illus., 168 illus. in color., 1 Paperback / softback
  • Sērija : Lecture Notes in Computer Science 13322
  • Izdošanas datums: 19-May-2022
  • Izdevniecība: Springer International Publishing AG
  • ISBN-10: 3031058992
  • ISBN-13: 9783031058998
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 Childrens 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 Childrens
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 IndustryTaking Haidilao as an Example.- From Fire Pit to Hall:
Spiritual Space Design in Chinese Family Life.- Dissemination of Sćo Tomé and
Prķncipe 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.