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 /
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 / [electronic resource] :
edited by Marcelo M. Soares, Elizabeth Rosenzweig, Aaron Marcus.
- 1st ed. 2022.
- XIX, 505 p. 221 illus., 168 illus. in color. online resource.
- Lecture Notes in Computer Science, 13322 1611-3349 ; .
- Lecture Notes in Computer Science, 13322 .
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 Children’s 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 Children’s 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 Industry——Taking Haidilao as an Example -- From “Fire Pit” to “Hall”: Spiritual Space Design in Chinese Family Life -- Dissemination of São Tomé and Príncipe 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.
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.
9783031059001
10.1007/978-3-031-05900-1 doi
User interfaces (Computer systems).
Human-computer interaction.
Coding theory.
Information theory.
Computer engineering.
Computer networks .
Social sciences--Data processing.
Computer vision.
User Interfaces and Human Computer Interaction.
Coding and Information Theory.
Computer Engineering and Networks.
Computer Application in Social and Behavioral Sciences.
Computer Vision.
QA76.9.U83 QA76.9.H85
005.437 004.019
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 Children’s 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 Children’s 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 Industry——Taking Haidilao as an Example -- From “Fire Pit” to “Hall”: Spiritual Space Design in Chinese Family Life -- Dissemination of São Tomé and Príncipe 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.
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.
9783031059001
10.1007/978-3-031-05900-1 doi
User interfaces (Computer systems).
Human-computer interaction.
Coding theory.
Information theory.
Computer engineering.
Computer networks .
Social sciences--Data processing.
Computer vision.
User Interfaces and Human Computer Interaction.
Coding and Information Theory.
Computer Engineering and Networks.
Computer Application in Social and Behavioral Sciences.
Computer Vision.
QA76.9.U83 QA76.9.H85
005.437 004.019