Aaron Marcus
Proceedings of the Third International Conference on Design, User Experience, and Usability. Part IV: User Experience Design Practice
HCI/DUXU p4, 2014.
@proceedings{DUXU-DP-2014, address = "Crete, Greece", doi = "10.1007/978-3-319-07638-6", editor = "Aaron Marcus", isbn = "978-3-319-07637-9", publisher = "{Springer International Publishing}", series = "{Lecture Notes in Computer Science}", title = "{Proceedings of the Third International Conference on Design, User Experience, and Usability. Part IV: User Experience Design Practice}", volume = 8520, year = 2014, }
Contents (45 items)
- DUXU-DP-2014-AlmeidaRN #evaluation #framework #optimisation
- Methodological Framework for Control Centres Evaluation and Optimization (AA, FR, PN), pp. 3–11.
- DUXU-DP-2014-ChapmanP #effectiveness #maturity #user interface
- A UX Maturity Model: Effective Introduction of UX into Organizations (LC, SP), pp. 12–22.
- DUXU-DP-2014-GokturkS #approach #development #interface
- A Perception Oriented Approach for Usable and Secure Interface Development (MG, IS), pp. 23–31.
- DUXU-DP-2014-HamachiTN #integration #process #quality
- Activities to Improve System Integration and Service Quality and Add Additional Values — Reducing the Cost in Applying Human-Centered-Design Process (RH, IT, HN), pp. 32–38.
- DUXU-DP-2014-Heimgartner #process #standard #usability
- ISO 9241-210 and Culture? — The Impact of Culture on the Standard Usability Engineering Process (RH), pp. 39–48.
- DUXU-DP-2014-KarapantelakisG #deployment #design #effectiveness #evaluation #scalability #social
- Design, Deployment and Evaluation of a Social Tool for Developing Effective Working Relationships in Large Organizations (AK, YG), pp. 49–60.
- DUXU-DP-2014-Kumar #delivery #enterprise #experience #user interface
- Humanizing the Enterprise — Delivering Best in Class User Experience to Business Software Users (JK), pp. 61–70.
- DUXU-DP-2014-MukherjeeWHCR #design #tool support
- Designing Financial Literacy and Saving Tools for the Unbanked and under-banked in Brazil (AM, CW, SH, FC, WR), pp. 71–80.
- DUXU-DP-2014-OnalMMO #case study #challenge #experience #user interface
- Enabling Better User Experiences across Domains: Challenges and Opportunities Facing a Human Factors Professional (EO, SM, CM, OO), pp. 81–89.
- DUXU-DP-2014-SilvaPS #analysis #concept #using
- Brands Analysis Using Informational Ergonomics Concepts: A Proposal (JCRPdS, LCP, JCPdS), pp. 90–101.
- DUXU-DP-2014-Al-RubaianAAAAAAAAAAAAA #design #development #game studies
- The Design and Development of Empathetic Serious Games for Dyslexia: BCI Arabic Phonological Processing Training Systems (AAR, LA, RA, WA, HA, NA, HAN, AA, SA, RA, AAS, DAO, GA, AAW), pp. 105–112.
- DUXU-DP-2014-AncientG #design #interface #people
- Considering People Living with Dementia When Designing Interfaces (CA, AG), pp. 113–123.
- DUXU-DP-2014-BarrosSF14a #analysis #artificial reality #evaluation #using
- Ergonomic Evaluation of Manual Force Levels of the Elderly in the Handling of Products: An Analysis Using Virtual Reality (RQB, MMS, MGF), pp. 124–132.
- DUXU-DP-2014-Darvishy #mobile #platform
- Accessibility of Mobile Platforms (AD), pp. 133–140.
- DUXU-DP-2014-DiasPdS #communication #design #interface #multimodal #named #people
- TAC-ACCESS — Technologies to Support Communication from Interfaces Accessible and Multimodal for People with Disabilities and Diversity: Context-Centered Design of Usage (CdOD, LMP, CdCL, EGS), pp. 141–151.
- DUXU-DP-2014-KramerN #design
- Designing with the User in Mind a Cognitive Category Based Design Methodology (JK, SN), pp. 152–163.
- DUXU-DP-2014-RizvanogluOA
- The Impact of Human Likeness on the Older Adults’ Perceptions and Preferences of Humanoid Robot Appearance (KR, ÖÖ, ÖA), pp. 164–172.
- DUXU-DP-2014-StamatoQM #challenge
- Aging and New Technologies: Challenges and Perspectives (CS, MQ, CRM), pp. 173–184.
- DUXU-DP-2014-YantacOC #case study #design #education #interactive
- A Challenging Design Case Study for Interactive Media Design Education: Interactive Media for Individuals with Autism (AEY, SEO, AÜÇ), pp. 185–196.
- DUXU-DP-2014-AlTaboli #design #interface #visual notation
- Further Investigation of the Effects of Font Styles on Perceived Visual Aesthetics of Website Interface Design (AA), pp. 199–207.
- DUXU-DP-2014-BuchdidPB #aspect-oriented #persuasion
- You Can Interact with Your TV and You May Like It an Investigation on Persuasive Aspects for an iDTV Application (SBB, RP, MCCB), pp. 208–219.
- DUXU-DP-2014-ChangDCCR #experience
- Mood Boards as a Universal Tool for Investigating Emotional Experience (HMC, MD, AC, WC, MR), pp. 220–231.
- DUXU-DP-2014-FarnsworthHHP #data-driven
- Cool in Business: Developing a Data-Based Instrument Measuring “Cool” (CF, KH, TH, SP), pp. 232–243.
- DUXU-DP-2014-Gatsou #generative
- From Inexperienced Users to Co-creators: An Exploration of a Generative Method (CG), pp. 244–252.
- DUXU-DP-2014-GilgenF #interactive #smarttech #user interface
- From Wearables to Soft-Wear: Developing Soft User Interfaces by Seamlessly Integrating Interactive Technology into Fashionable Apparel (DG, TRF), pp. 253–260.
- DUXU-DP-2014-GomezH #case study #design #experience #roadmap #smarttech
- Beyond Wearables: Experiences and Trends in Design of Portable Medical Devices (RG, AH), pp. 261–272.
- DUXU-DP-2014-PosadaHB #motivation #on the #user interface
- On Feelings of Comfort, Motivation and Joy that GUI and TUI Evoke (JEGP, ECSH, MCCB), pp. 273–284.
- DUXU-DP-2014-IpCLS #design #framework #smarttech
- The Wearable Self: Braiding a Feminist Critique within a Somaesthetics Framework for Design (EI, WWYC, SL, TS), pp. 285–296.
- DUXU-DP-2014-ItoHN #design #interface #social #using
- Throwing a Smile: Using Smile Icons to Design Social Interfaces (KI, SH, SN), pp. 297–307.
- DUXU-DP-2014-KremerMSL #development #experience #user interface
- User Experience Milestones — Structuring the Development of Experience Products (SK, IM, CvS, UL), pp. 308–318.
- DUXU-DP-2014-LinkLB #challenge #gamification #metric #smarttech
- Not So Fun? The Challenges of Applying Gamification to Smartphone Measurement (MWL, JL, KB), pp. 319–327.
- DUXU-DP-2014-MiddenH #behaviour #energy #feedback #power of
- The Power of Negative Feedback from an Artificial Agent to Promote Energy Saving Behavior (CJHM, JRCH), pp. 328–338.
- DUXU-DP-2014-NascimentoLPR #design #interface #usability
- Emotion, Affectivity and Usability in Interface Design (RN, CDL, ALSdP, JGSR), pp. 339–346.
- DUXU-DP-2014-Schall14a
- New Methods for Measuring Emotional Engagement (AS), pp. 347–357.
- DUXU-DP-2014-SpillersA #experience #health #mobile #motivation #social #user interface
- Does Social User Experience Improve Motivation for Runners? — A Diary Study Comparing Mobile Health Applications (FS, SA), pp. 358–369.
- DUXU-DP-2014-SauckenMKL #design #exclamation
- Motive-Oriented Design — Helping Automobile Engineers to Take the User’s Perspective! (CvS, IM, SK, UL), pp. 370–377.
- DUXU-DP-2014-CandelloCBP #validation #visual notation
- A Validation Study of a Visual Analytics Tool with End Users (HC, VFC, AB, RAdP), pp. 381–391.
- DUXU-DP-2014-ChunpirB0
- User Support System in the Complex Environment (HIC, AAB, TL), pp. 392–402.
- DUXU-DP-2014-JeurensTB #product line
- Increasing Family Involvement in Elderly Care (JJ, KvT, RB), pp. 403–411.
- DUXU-DP-2014-MieslerGHW #case study #experience #on-demand #user interface
- User Experience of Video-on-Demand Applications for smart TVs: A Case Study (LM, BG, FH, AW), pp. 412–422.
- DUXU-DP-2014-NomisoP #usability
- Usability Methodological Procedures Applied on an Institutional Site (LSN, LCP), pp. 423–433.
- DUXU-DP-2014-Patsoule #agile #interactive #multi
- Interactions around a Multi-touch Tabletop: A Rapid Ethnographic Study in a Museum (EP), pp. 434–445.
- DUXU-DP-2014-ShafiqCIFAAI #design #effectiveness #interactive #personalisation #visual notation
- Skill Specific Spoken Dialogues Based Personalized ATM Design to Maximize Effective Interaction for Visually Impaired Persona (MS, JGC, MI, MF, MA, IA, AI), pp. 446–457.
- DUXU-DP-2014-ShimizuINMHKWK #process
- Consideration for Interpretation of Brain Activity Pattern during Car Driving Based on Human Movements (SS, HI, HN, FM, NH, SK, EW, SK), pp. 458–468.
- DUXU-DP-2014-ZhangZLH #experience #platform #research #scalability #usability #user interface
- Cross-Platform Product Usability and Large Screen User Experience: A Teleconference System U&E Research (YZ, CZ, GL, TH), pp. 469–479.
14 ×#design
9 ×#user interface
8 ×#experience
6 ×#interface
4 ×#case study
4 ×#interactive
4 ×#smarttech
4 ×#usability
3 ×#challenge
3 ×#development
9 ×#user interface
8 ×#experience
6 ×#interface
4 ×#case study
4 ×#interactive
4 ×#smarttech
4 ×#usability
3 ×#challenge
3 ×#development