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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 /
  • Record Type: Electronic resources : Monograph/item
    Title/Author: Design, user experience, and usability/ edited by Marcelo M. Soares, Elizabeth Rosenzweig, Aaron Marcus.
    Reminder of title: 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.
    remainder title: DUXU 2022
    other author: Soares, Marcelo M.
    corporate name: DUXU (Conference)
    Published: Cham :Springer International Publishing : : 2022.,
    Description: xix, 505 p. :ill., digital ;24 cm.
    [NT 15003449]: 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 Moire 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 -- Pressure Sensitivity 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 Sao Tome and Principe 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.
    Contained By: Springer Nature eBook
    Subject: User-centered system design - Congresses. -
    Online resource: https://doi.org/10.1007/978-3-031-05900-1
    ISBN: 9783031059001
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