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Titlebook: Design, User Experience, and Usability: Theories, Methods, and Tools for Designing the User Experien; Third International Aaron Marcus Con

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發(fā)表于 2025-3-21 18:00:44 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書目名稱Design, User Experience, and Usability: Theories, Methods, and Tools for Designing the User Experien
副標(biāo)題Third International
編輯Aaron Marcus
視頻videohttp://file.papertrans.cn/269/268849/268849.mp4
叢書名稱Lecture Notes in Computer Science
圖書封面Titlebook: Design, User Experience, and Usability: Theories, Methods, and Tools for Designing the User Experien; Third International  Aaron Marcus Con
描述The four-volume set LNCS 8517, 8518, 8519 and 8520 constitutes the proceedings of the Third International Conference on Design, User Experience and Usability, DUXU 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 256 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 66 papers included in this volume are organized in topical sections on design theories, methods and tools; user experience evaluation; heuristic evaluation; media and design; design and creativity.
出版日期Conference proceedings 2014
關(guān)鍵詞accessibility; augmented reality; creativity; education; emotions
版次1
doihttps://doi.org/10.1007/978-3-319-07668-3
isbn_softcover978-3-319-07667-6
isbn_ebook978-3-319-07668-3Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightSpringer International Publishing Switzerland 2014
The information of publication is updating

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Towards a Vocabulary of Prototypes in Interaction Design – A Criticism of Current Practiceted. Motivation for this research approach is drawn from cognitive psychology which hypothesizes that the aesthetic cognition of artifacts lies outside the scope of verbal appreciation. First, the shortcomings of the related design research literature are discussed in an attempt to frame a suitable
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Agile Usability Patterns for UCD Early Stagess have been described, lacking a standard that both designers and agile practitioners can understand and apply..This study aims to propose agile usability patterns based on the literature, with a focus on the User-Centered Design early stages. The goal of the proposed patterns is to facilitate the u
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Ideologies in HCI: A Semiotic Perspectiveforms a part of culture that determines us, often without our full awareness. The values and goals of the designers are implicitly encoded in the interface and the documentation but can be in conflict with the values of the user. This is when both the intentional and unintentional manipulation with
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The Language Game machine derived with such thoughtful and sophisticated process mathematically, has found a key and increasingly dominant expression in games, which has a reputation for a lack of seriousness. Games continue to rise as a very popular form of interaction. The paper examines the notion of language as
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On the Idea of Design: Analyzing the Ideal Form of Carst was the . behind ‘.. To achieve this, we analyze different books of the Classical Antiquity and the Renaissance that were mainly important for its invention. Then, the paper will introduce an investigation concept, which takes the peculiarities of the original design into account. Finally, parts o
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Developing UX for Collaborative Mobile Prototyping range of efforts has been taken to adapt professional prototyping tools to the mobile context. However, none of the existing mobile prototyping solutions adapts sufficiently to the needs of multidisciplinary teams or considers the experience of the users’ working environments explicitly. Our goal w
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