Proceedings of the Second International Conference on Design, User Experience, and Usability. Part II: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience
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Aaron Marcus
Proceedings of the Second International Conference on Design, User Experience, and Usability. Part II: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience
HCI/DUXU p2, 2013.

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@proceedings{DUXU-CXC-2013,
	address       = "Las Vegas, Nevada, USA",
	doi           = "10.1007/978-3-642-39241-2",
	editor        = "Aaron Marcus",
	isbn          = "978-3-642-39240-5",
	publisher     = "{Springer International Publishing}",
	series        = "{Lecture Notes in Computer Science}",
	title         = "{Proceedings of the Second International Conference on Design, User Experience, and Usability. Part II: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience}",
	volume        = 8013,
	year          = 2013,
}

Contents (67 items)

DUXU-CXC-2013-AlhafzyAMA #experience #novel
A Novel Reading Technique Application: Exploring Arabic Children Experience (MSA, EAA, HHM, MA), pp. 3–10.
DUXU-CXC-2013-AsanoY #analysis #design
Observation Analysis Method for Culture Centered Design — Proposal of KH Method - (KA, KY), pp. 11–19.
DUXU-CXC-2013-BlanklBH #development #human-computer #lessons learnt
Lessons Learned from Projects in Japan and Korea Relevant for Intercultural HCI Development (MB, PB, RH), pp. 20–27.
DUXU-CXC-2013-Chang #evaluation #segmentation #usability
Usability Evaluation of Two Chinese Segmentation Methods in Subtitles to Scaffold Chinese Novice (CKC), pp. 28–37.
DUXU-CXC-2013-Said #network #social #using
Young Egyptians Use of Social Networks and the January 2011 Revolution (GRES), pp. 38–43.
DUXU-CXC-2013-Fei #design #interface #mobile
Designing for a Thumb: An Ideal Mobile Touchscreen Interface for Chinese Users (QF), pp. 44–53.
DUXU-CXC-2013-Heidt #communication #prototype
Examining Interdisciplinary Prototyping in the Context of Cultural Communication (MH), pp. 54–61.
DUXU-CXC-2013-Heimgartner #design #human-computer #question #user interface
Intercultural User Interface Design — Culture-Centered HCI Design — Cross-Cultural User Interface Design: Different Terminology or Different Approaches? (RH), pp. 62–71.
DUXU-CXC-2013-Marcus
User-Experience and Science-Fiction in Chinese, Indian, and Japanese Films (AM), pp. 72–78.
DUXU-CXC-2013-MenardKD #behaviour #image #online
Two Solitudes Revisited: A Cross-Cultural Exploration of Online Image Searcher’s Behaviors (EM, NK, JD), pp. 79–88.
DUXU-CXC-2013-OkimotoMB #approach #assessment #multi #usability
Usability Assessment in the Multicultural Approach (MLLRO, COM, KJB), pp. 89–94.
DUXU-CXC-2013-SchoperH #design #human-computer #lessons learnt #process #project management
Lessons from Intercultural Project Management for the Intercultural HCI Design Process (YS, RH), pp. 95–104.
DUXU-CXC-2013-SturmSG #locality #performance
Localization beyond National Characteristics: The Impact of Language on Users’ Performance with Different Menu Structures (CS, GS, SG), pp. 105–114.
DUXU-CXC-2013-Sun #approach #experience #locality #social #social media #user interface
Tracing Technology Diffusion of Social Media with Culturally Localized User Experience Approach (HS), pp. 115–120.
DUXU-CXC-2013-Wang13b #interactive
The Interactive Media between Human and the Sacred — An Example for Taiwanese Spiritual Practice (PFW), pp. 121–128.
DUXU-CXC-2013-WangTKS #evaluation #eye tracking #performance #predict
Banner Evaluation Predicted by Eye Tracking Performance and the Median Thinking Style (MYW, DLT, CTK, VCS), pp. 129–138.
DUXU-CXC-2013-WindlH #aspect-oriented #design
Intercultural Design for Use — Extending Usage-Centered Design by Cultural Aspects (HW, RH), pp. 139–148.
DUXU-CXC-2013-YouX #testing #usability
A Usability Testing of Chinese Character Writing System for Foreign Learners (MY, YJX), pp. 149–157.
DUXU-CXC-2013-Abdelnour-NoceraAMM #education #evaluation #human-computer #performance #student
A Cross-Cultural Evaluation of HCI Student Performance — Reflections for the Curriculum (JLAN, AA, MM, SM), pp. 161–170.
DUXU-CXC-2013-ChoensawatSKH #education #learning
Desirability of a Teaching and Learning Tool for Thai Dance Body Motion (WC, KS, CK, KH), pp. 171–179.
DUXU-CXC-2013-LeraAVG #experience #user interface
Improving User Experience in e-Learning, the Case of the Open University of Catalonia (EdL, MA, LV, MG), pp. 180–188.
DUXU-CXC-2013-EugeneBW #design #game studies
Math Fluency through Game Design (WE, TB, JW), pp. 189–198.
DUXU-CXC-2013-KimJ #design #development #experience #modelling
Musical Experience Development Model Based on Service Design Thinking (SK, ECJ), pp. 199–208.
DUXU-CXC-2013-LawrenceMPFSB #interactive #using #visualisation
Investigation of Interaction Modalities Designed for Immersive Visualizations Using Commodity Devices in the Classroom (KL, AM, NP, TF, JS, AUB), pp. 209–218.
DUXU-CXC-2013-LourencoC #development #empirical
Legibility in Children’s Reading: The Methodological Development of an Experiment for Reading Printed and Digital Texts (DL, SC), pp. 219–228.
DUXU-CXC-2013-Maciel #named #testing #usability
PALMA: Usability Testing of an Application for Adult Literacy in Brazil (FRM), pp. 229–237.
DUXU-CXC-2013-MarchettiB #game studies #learning
Setting Conditions for Learning: Mediated Play and Socio-material Dialogue (EM, EPB), pp. 238–246.
DUXU-CXC-2013-MarcusPL #design #learning #mobile #persuasion #user interface
The Learning Machine: Mobile UX Design That Combines Information Design with Persuasion Design (AM, YP, NL), pp. 247–256.
DUXU-CXC-2013-MartinsG #information management #process
Information Accessibility in Museums with a Focus on Technology and Cognitive Process (LBM, FG), pp. 257–265.
DUXU-CXC-2013-MouraVCBSTLK #exclamation #game studies #how #learning #mobile
Luz, Câmera, Libras!: How a Mobile Game Can Improve the Learning of Sign Languages (GdSM, LAV, AC, FB, DdS, JMXNT, CWML, JK), pp. 266–275.
DUXU-CXC-2013-SadauskasBA #social #social media #towards
Toward Social Media Based Writing (JS, DB, RKA), pp. 276–285.
DUXU-CXC-2013-RosaGP #design #mobile
Participatory Design for Mobile Application for Academic Management in a Brazilian University (JGSR, AG, MdOP), pp. 286–295.
DUXU-CXC-2013-TailebAAAA #named #recognition #speech
YUSR: Speech Recognition Software for Dyslexics (MT, RAS, AAG, MAZ, SAS), pp. 296–303.
DUXU-CXC-2013-TsueiCC #metric #mobile #usability
Measuring Usability of the Mobile Mathematics Curriculum-Based Measurement Application with Children (MT, HYC, BSC), pp. 304–310.
DUXU-CXC-2013-ValenteM #education #game studies
Teachers and Children Playing with Factorization: Putting Prime Slaughter to the Test (AV, EM), pp. 311–320.
DUXU-CXC-2013-WilkosinskaAGJ #framework #implementation #online #towards
Towards a Common Implementation Framework for Online Virtual Museums (KW, AA, HG, YJ), pp. 321–330.
DUXU-CXC-2013-Al-ArifiAAAA #communication #towards
Towards an Arabic Language Augmentative and Alternative Communication Application for Autism (BAA, AAR, GAO, NAR, AAW), pp. 333–341.
DUXU-CXC-2013-BamasakBAAAA #artificial reality #social #using
Improving Autistic Children’s Social Skills Using Virtual Reality (OB, RB, HAT, SAH, GAS, MAH), pp. 342–351.
DUXU-CXC-2013-BaylissVNLB #game studies #lazy evaluation #visual notation
Lazy Eye Shooter: Making a Game Therapy for Visual Recovery in Adult Amblyopia Usable (JDB, IV, MN, DL, DB), pp. 352–360.
DUXU-CXC-2013-BlondonK #design #mobile
Designing Supportive Mobile Technology for Stable Diabetes (KSB, PVK), pp. 361–370.
DUXU-CXC-2013-ChuM #design #health #interactive
Application of Rhetorical Appeals in Interactive Design for Health (SC, GMM), pp. 371–380.
DUXU-CXC-2013-ClarkeSMBKK #health #interactive
Addressing Human Computer Interaction Issues of Electronic Health Record in Clinical Encounters (MAC, LMS, JLM, JLB, RJK, MSK), pp. 381–390.
DUXU-CXC-2013-DuckworthTSW #design #interactive
Designing Co-located Tabletop Interaction for Rehabilitation of Brain Injury (JD, PRT, DS, PHW), pp. 391–400.
DUXU-CXC-2013-GronliGSH #mobile #named #visualisation
Paindroid: A Mobile Tool for Pain Visualization and Management (TMG, GG, FS, JH), pp. 401–406.
DUXU-CXC-2013-HassB #testing #usability
Usability Testing Medical Devices: A Practical Guide to Minimizing Risk and Maximizing Success (CH, DB), pp. 407–416.
DUXU-CXC-2013-MoodyTOKHB #self
Exploring the Need for, and Feasibility of, a Web-Based Self-Management Resource for Teenage and Young Adult Cancer Survivors in the UK (LM, AT, JO, JKA, LH, LB), pp. 417–423.
DUXU-CXC-2013-MurrayHSHR #behaviour #feedback #interface
Avatar Interfaces for Biobehavioral Feedback (TM, DH, DSM, EBH, AR), pp. 424–434.
DUXU-CXC-2013-NishimuraKNYFHMWSSM #design #interactive
Participatory Interaction Design for the Healthcare Service Field (TN, MK, MN, KCY, TF, MH, HM, KW, YS, TS, YM), pp. 435–441.
DUXU-CXC-2013-ClaudioCPEL #social
Virtual Environment to Treat Social Anxiety (APC, MBC, TP, FE, EL), pp. 442–451.
DUXU-CXC-2013-PlogmannJJR #development #evaluation #knowledge-based #risk management #using
Development and Evaluation of a Knowledge-Based Method for the Treatment of Use-Oriented and Technical Risks Using the Example of Medical Devices (SP, AJ, AJT, KR), pp. 452–461.
DUXU-CXC-2013-ShalashBS #communication #interactive
Interactive System for Solving Children Communication Disorder (WMS, MBs, GS), pp. 462–469.
DUXU-CXC-2013-ThinG #behaviour #case study #experience #game studies #integration #interactive
Game-Based Interactive Media in Behavioral Medicine: Creating Serious Affective-Cognitive-Environmental-Social Integration Experiences (AGT, MG), pp. 470–479.
DUXU-CXC-2013-WilleMM #mobile #prototype
A Mobile Prototype for Clinical Emergency Calls (CW, TM, AM), pp. 480–487.
DUXU-CXC-2013-BarrosNCSC #design #development #game studies
The Design in the Development of Exergames: A New Game for the Contribute to Control Childhood Obesity (MB, AN, WC, MMS, FC), pp. 491–500.
DUXU-CXC-2013-CarignanK #case study #gamification #identification
Case Study: Identifying Gamification Opportunities in Sales Applications (JC, SLK), pp. 501–507.
DUXU-CXC-2013-CarvalhoSNM #analysis #comparative #game studies #interactive #usability
Interactive Doodles: A Comparative Analysis of the Usability and Playability of Google Trademark Games between 2010 and 2012 (BJAdC, MMS, AMMdN, RPM), pp. 508–517.
DUXU-CXC-2013-MirandaHPB #game studies #interactive
Exploring Adjustable Interactive Rings in Game Playing: Preliminary Results (LCdM, HHH, RP, MCCB), pp. 518–527.
DUXU-CXC-2013-Kumar #design #gamification
Gamification at Work: Designing Engaging Business Software (JK), pp. 528–537.
DUXU-CXC-2013-KuramotoIYT #exclamation #gamification #people
Stand Up, Heroes! : Gamification for Standing People on Crowded Public Transportation (IK, TI, KY, YT), pp. 538–547.
DUXU-CXC-2013-MakanawalaGGL #gamification #performance
Applying Gamification in Customer Service Application to Improve Agents’ Efficiency and Satisfaction (PM, JG, EG, HL), pp. 548–557.
DUXU-CXC-2013-Marache-FranciscoB #design #gamification #persuasion #visual notation
Perception of Gamification: Between Graphical Design and Persuasive Design (CMF, EB), pp. 558–567.
DUXU-CXC-2013-OonoKNM #interactive #modelling
Interactive Rock Climbing Playground Equipment: Modeling through Service (MO, KK, YN, YM), pp. 568–576.
DUXU-CXC-2013-Rughinis #collaboration #gamification #overview
Work and Gameplay in the Transparent “Magic Circle” of Gamification — Insights from a Gameful Collaborative Review Exercise (RR), pp. 577–586.
DUXU-CXC-2013-SakamotoN13a #exclamation #game studies #persuasion
Augmenting Yu-Gi-Oh! Trading Card Game as Persuasive Transmedia Storytelling (MS, TN), pp. 587–596.
DUXU-CXC-2013-Stevens #behaviour #gamification #how #social
How Gamification and Behavior Science Can Drive Social Change One Employee at a Time (SHS), pp. 597–601.
DUXU-CXC-2013-ThianthaiZ #enterprise #gamification
Bridging the Gap between Consumer and Enterprise Applications through Gamification (TT, BZ), pp. 602–607.
DUXU-CXC-2013-Webb #gamification #named
Gamification: When It Works, When It Doesn’t (ENW), pp. 608–614.

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