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Design, User Experience, and Usability (Lecture Notes in Computer Science)

✍ Scribed by Aaron Marcus (editor), Elizabeth Rosenzweig (editor), Marcelo M. Soares (editor)


Publisher
Springer
Year
2023
Tongue
English
Leaves
476
Category
Library

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✦ Synopsis


This 5-volume HCII-DUXU 2023 book set constitutes the refereed proceedings of the 12th International Conference on Design, User Experience, and Usability, DUXU 2023, held as part of the 24th International Conference, HCI International 2023, which took place in Copenhagen, Denmark, in July 2023.

A total of 1578 papers and 396 posters have been accepted for publication in the HCII 2023 proceedings from a total of 7472 submissions.

The papers included in this volume set were organized in topical sections as follows:

Part I: Design methods, tools and practices; emotional and persuasive design;

Part II: Design case studies; and creativity and design education;

Part III: Evaluation methods and techniques; and usability, user experience and technology acceptance studies;

Part IV: Designing learning experiences; and chatbots, conversational agents and robots: design and user experience;

Part V: DUXU for cultural heritage; and DUXU for health and wellbeing.

✦ Table of Contents


Foreword
HCI International 2023 Thematic Areas and Affiliated Conferences
List of Conference Proceedings Volumes Appearing Before the Conference
Preface
12th International Conference on Design, User Experience and Usability (DUXU 2023)
HCI International 2024 Conference
Contents – Part III
Evaluation Methods and Techniques
Usage and Application of Heatmap Visualizations on Usability User Testing: A Systematic Literature Review
1 Introduction
2 Background
2.1 User Experience
2.2 Usability
2.3 Usability Test
2.4 Heatmap
2.5 Eye Tracking
2.6 Data Visualization
2.7 User Experience Metric
3 Systematic Literature Review
3.1 Review Goal
3.2 Review Questions
3.3 Search Strategy
3.4 Search Results
3.5 Data Extraction
4 Data, Analysis, and Results
4.1 Answer to Review Question RQ1
4.2 Answer to Review Question RQ2
4.3 Answer to Review Question RQ3
5 Conclusion
References
A Comparison Between Performing a Heuristic Evaluation Based on a Formal Process Using a System and the Traditional Way: A Case Study
1 Introduction
2 Background
2.1 Usability
2.2 Heuristic Evaluation
2.3 Heuristic Evaluation Formal Process
3 Selecting a Heuristic Evaluation Formal Process and Developing a Software Product that Used It as the Basis
4 Elaboration of the Case Study
5 Execution and Results of the Case Study
6 Conclusions and Future Works
References
A Review of Usability Guidelines for E-Commerce Website Design
1 Introduction
2 Homepage or Landing Page
2.1 Establish Brand Identity
2.2 Minimize Content
2.3 Organise Content
3 Navigation
3.1 Make Navigating Easy
3.2 Primary Navigation
3.3 Breadcrumb Line or Progress Bar
4 Search Engine Effectiveness
5 Responsive Design
6 Make the Website Accessible
6.1 Follow WCAG Standards
7 Page Layout
7.1 Font Visibility
7.2 Creating a Visual Hierarchy
7.3 Readability
7.4 Website Patterns
8 Checkout Process
8.1 Simplify the Checkout Process
8.2 Have a Save Cart Function
8.3 Communicate Good Security
9 Trust and Credibility
10 Reviews and Feedback
11 Building a Positive Experience
12 Security and Accepted Payment Methods
13 Consistency with Existing Designs
14 Minimise Page Load Times
15 Marketing and Analytics
16 Usability Goals v Business Goals
17 Conclusion
References
User Generated Inverted Item Evaluation (UGIIE)
1 Introduction
2 Background
2.1 Understanding User Experience
2.2 Relationship of User Experience and Usability
3 User Generated Inverted Item Evaluation (UGIIE)
3.1 Classification
3.2 I. Briefing
3.3 II. Execution
3.4 III. Questioning
3.5 IV. Assembling Item List
3.6 V. Results Gathering
4 Evaluating UGIIE
4.1 Hypotheses
4.2 Methodology
4.3 Procedure
4.4 Task 1: Drone
4.5 Task 2: Unknown Smartphone App
4.6 Task 3: Projector
4.7 Task 4: Familiar Smartphone App
4.8 Participants
4.9 Data Gathering
4.10 Results
5 Discussion
5.1 Advantages
5.2 Further Insights
5.3 Challenges
5.4 Methodological Limitations
6 Related Work
6.1 Overview of UX Evaluation Methods
6.2 Quantitative UX Evaluation Methods for Single Episodes
7 Conclusion
References
Comparing Two Sets of Usability Heuristics in a User Experience Evaluation: A Case Study in an E-Commerce Mobile Application
1 Introduction
2 Related Works
3 A Comparative Case Study
4 Analysis of the Results
5 Conclusions and Future Works
References
Detect and Interpret: Towards Operationalization of Automated User Experience Evaluation
1 Introduction
2 Approaches to Automated UX Evaluation
3 Traditional UX Evaluation: Types of Users’ Data Collected in UX Evaluation
3.1 Users’ Self-reported Data
3.2 Users’ Behavioral Data
3.3 Users’ Physiological Data
3.4 Expert Evaluation
4 A Two-Tier Framework for Automated UX Evaluation
4.1 First-Tier Measurements: UX Signals
4.2 Second-Tier Measurements: UX Diagnostics
5 Conclusion
References
UX Calculator: An Online Tool to Support User Testing
1 Introduction
2 Approaches
3 Results
3.1 User Input
3.2 System Output
4 Discussion
4.1 Usage Statistics
4.2 Future Work
References
Usability, User Experience and Technology Acceptance Studies
Preliminary Usability Evaluation of UpSkill@Mgmt 4.0: A Tool to Promote Competency and Career Management in Industry 4.0
1 Introduction
2 Theoretical Background
2.1 Sustainability in I4.0: A Brief Context of One Challenge Faced by the Social Pillar
2.2 The Importance of User Experience: User Testing and Co-design Approaches
3 Goals and Methods
3.1 Usability Evaluation Protocol and Data Collection Tools
3.2 The Sample
4 Results
4.1 Description of the Concept – Previous Work
4.2 Prototype Validation – Usability Tests
4.3 Some Inputs to Readjust the Interface Design: The Co-design Process
5 Discussion
6 Conclusion
References
Vibration Strength Comfort of Smartwatch in Notification Scene
1 Introduction
2 Object and Motivation
3 Experiment Method
3.1 Materials
3.2 Participants
3.3 Questionnaire Design
3.4 Experimental Procedure
4 Results
4.1 Vibration Comfort Score at Each Frequency
4.2 Comfortable Strength at Each Frequency
5 Discussion
References
Evaluation of Usability and User Experience of Dishwasher Rack Design for Chinese Families
1 Introduction
2 Research Process
2.1 Study Design
2.2 Participants and Data Collection
3 Ethnographic Study
4 Usability Testing for the Comparison of Existing Products
4.1 Experiment Design and Participants
4.2 Evaluation Criteria and Data Analysis
4.3 Results of the Experiment
4.4 Design Guidelines
5 Redesigning and Prototyping Based on the Design Guidelines
6 A/B Testing
6.1 Experiment Design and Participants
6.2 Evaluation Criteria and Data Analysis
6.3 Results of the Experiment
7 Discussion
7.1 Principle Findings
7.2 Limitation
8 Conclusion
Appendix 1: Questions for the Evaluation of Dishwasher Racks in the Comparative Usability Testing
Appendix 2: Longitudinal Comparison of Three Racks
Appendix 3: Questions for the Evaluation of Dishwasher Racks in the A/B Testing
Appendix 4: The Results of the A/B Testing
References
Research About Usability Improvement in Cursor Operation of 3D Configurator
1 Introduction
2 Literature Review: User Perception of Information Manipulation
2.1 Information Processing Model in Interaction Operations
2.2 Norman’s Gulf Model by Perception of Information Manipulation
2.3 Improved Usability in the 3D Configurator
3 Experiments on Cursor Manipulation
3.1 Methods
3.2 Result
3.3 Discussion
4 Experiments on Rotational Speed
4.1 Methods
4.2 Results
4.3 Discussion
5 Conclusion
6 Further Work
References
The Effect of Time Lapse on the Halo Effect in the Subjective Evaluation of Digital Interfaces
1 Introduction
2 Methodology
2.1 Materials
2.2 Subjects
2.3 Experimental Equipment and Experimental Procedures
3 Results
3.1 Visual Aesthetics Data
3.2 Usability Data
3.3 The Halo Effect Data
4 Discussion
4.1 The Halo Effect Caused by Visual Aesthetics
4.2 The Halo Effect Caused by Usability
5 Conclusions
Appendix 1 Assessing Dimensions of Perceived Visual Aesthetics of Web Sites
Appendix 2 Perceived Usefulness and Ease of Use
References
The Usability Assessment of Meta Quest2 and Recommendations for Improving
1 Introduction
2 Research Method
2.1 Analyzing the User Interfaces of Meta Quest2
2.2 Holistic Evaluation Using Task Analysis and Usability Inspection
2.3 Physical Product Evaluation Using User Testing and Interview
2.4 Software Interface Evaluation Using Property Checklist, Think-Aloud Protocols and Interview
2.5 A Subsection Sample
3 Research Result and Analysis
3.1 Result of User Interfaces Analysis
3.2 Result of Task Analysis and Usability Inspection
3.3 Result of User Testing and Post-test Interview
3.4 Result of Property Checklist, Think-Aloud Protocols and Interview
3.5 Result of Comparison
4 Discussion
5 Conclusion
References
Interacting with an Algorithm: The Influence of Experience and Individual Differences
1 Introduction
1.1 Algorithm Aversion Within Forecasting Tasks
1.2 Algorithm Aversion and Trust
1.3 Current Study
2 Method
2.1 Participants
2.2 Task
2.3 Measures
2.4 Procedure
3 Results
4 Discussion
4.1 Performance
4.2 Desirability of Control
4.3 Perfect Automation Schema
4.4 Experience
4.5 Implications
4.6 Limitations and Future Directions
4.7 Conclusion
References
Usability Study on the User Interface Design of Ride-hailing Applications
1 Introduction
2 Related Work
3 Experimental Tasks
4 Methods
5 Results and Discussions
5.1 Results
5.2 Discussions
5.3 The Pros and Cons of Interface Analysis
6 Conclusion
References
The False Utopia of VR Gaming: The Mind and Body Under VR Video Games
1 Introduction
2 Definition of Virtual Reality
3 Application of VR in Gaming and VR Games Studies
4 Long-Term Immersion: The Psychological and Physical Impacts
5 Ethical Concerns: Changing Perceptions of Self and World
6 Conclusion
References
Research About Influence of Information Presentation in UI on Scanability
1 Introduction
2 Literature Review
2.1 Self-ordering
2.2 Efficacy of Scanability
2.3 Improved Usability Through Scanability
3 Research and Results
3.1 Observation of Users Using Self-ordering
3.2 Comparative Study of Self-ordering UI
3.3 Experiment 1: Testing the Effect of Product Card Size on Scanability
3.4 Experiment 2: Testing the Effect of Margins on Scanability
3.5 Experiment 2: Testing the Effect of Text Color on Scanability
4 Conclusion
5 Future Consideration
References
Usability of Cloud Computing in Educational Communities of Practice: A Case Study of for Youth for Life Tool (FYFL)
1 Introduction
2 Literature Review
2.1 CSCW to Mold Communities
2.2 Users and User Experiences with CSCW Systems
3 The Approach to the Research
3.1 Phase I: Requirements
3.2 Phase II: Prototyping
3.3 Phase III: Testing and Comprehensive Evaluation
3.4 Phase IV: Group Management Problem
4 The Universal Quadrant Model and Simulation Results
5 The Usability Study Results
5.1 System Support of Usability
5.2 Experimental Procedure
5.3 Usability Results
6 Conclusion
References
Personality Traits Inference in the Hybrid Foraging Search Task
1 Introduction
1.1 Personality Trait in Visual Search
1.2 Personality Trait and Eye-Gaze Pattern
1.3 The Current Study
2 Method
2.1 Participants
2.2 Task and Setting
2.3 Procedure
2.4 Data Processing and Analysis
3 Results
3.1 Correlation Results
3.2 Predicting Personality Traits
4 Discussions
5 Conclusions
References
Perception of the Vibration Intensity of Smartwatches in the Notification Scene
1 Introduce
2 Methods
2.1 Participants
2.2 Materials
2.3 Procedures
3 Result
3.1 Perceived Score of Each Frequency Intensity
4 Comfort Intensity Range of Each Frequency
5 Gender Differences
6 Discussion
7 Conclusion
References
Evaluating Interface Layouts for Conditionally Automated Vehicle Messages
1 Introduction
2 Materials and Methods
2.1 Participants
2.2 Design
2.3 Test Materials
2.4 Online Form Structure
2.5 Data Analysis
3 Results and Discussion
3.1 Data Uniformity Analysis
3.2 Combined Comprehension Score Analysis
3.3 Qualitative Analysis of Participants’ Responses
3.4 Qualitative Analysis of Participants’ Responses for Each Message
4 Conclusion
References
Acceptance of Autonomous Electric Vehicles as a Collective Passenger Transport: The Case of Portugal
1 Introduction
1.1 Previous Studies on Automated Vehicle User Acceptance
1.2 Autonomous Vehicles Acceptance Model (AVAM)
2 Methodology
2.1 The Questionnaire
2.2 Interaction Scenario - Presentation Video
2.3 Survey Protocol
2.4 The Sample
3 Results and Discussion
4 Conclusion
References
Physiological Analysis of Spectator Engagement in Counter Strike: Global Offensive
1 Introduction
1.1 Related Studies
1.2 Spectatorship Engagement
1.3 Studying Emotions
2 Methodology
2.1 BrainAnser Platform
2.2 Picking an eSport
2.3 Creating the Protocol
2.4 Collected Bio Signals
3 Results
3.1 Comparison Between Protocol Videos
3.2 Comparison of Same Rounds in Different Matches
3.3 Comparison of Different Rounds in the Same Match
4 Conclusion
5 Limitations
References
Multimodal Gaze-Based Interaction in Cars: Are Mid-Air Gestures with Haptic Feedback Safer Than Buttons?
1 Introduction
2 Related Work
3 Methods
3.1 Participants
3.2 Equipment
3.3 Interaction Design
3.4 Procedure
3.5 Logged Data
3.6 Data Processing and Analysis
4 Results
4.1 Driving Attention
4.2 Interaction
4.3 Simulator Sickness
4.4 NASA-TLX Ratings
4.5 Results from the End Questionnaire
5 Discussion
6 Conclusions
References
A Study of Intergenerational Empathy Based on a Survey of Text Communication Characteristics
1 Introduction
2 Current Survey of Online Communication
2.1 Survey of Previous Research on Text Communication
2.2 Differences Between Characteristics of Older and Younger Generations
3 Research Method
3.1 Preparation of Sample Texts for Experiments
3.2 Survey Items
4 Research Content and Result
4.1 Results and Analysis of a Survey of the Younger Generation
4.2 Results and Analysis of a Survey of the Older Generation
5 Conclusion
5.1 Key Characteristics and Differences Identified from the Survey of the Two Generations
5.2 Summary of Considerations
6 Discussion
References
Usability Assessment of Nintendo Switch
1 Introduction
2 Methodology
2.1 Field Observation
2.2 Task Analysis
2.3 Leventhal and Barnes’s Usability Model
3 Results
3.1 Field Observation
3.2 Task Analysis
3.3 Leventhal and Barnes’s Usability Model
4 Limitations and Discussions
5 Recommendations
6 Conclusions
References
Relation Between Different UI Information Representation Methods and User Cognition
1 Introduction
2 Literature: Information Representation and User Cognition and Load
2.1 Human Processing Processes for Information Representation
2.2 The Information Foraging Theory
2.3 The Information Foraging Theory
3 Method
3.1 Survey on Operation and Cognition When Using OTT Services
3.2 Investigation of the Relationship Between Thumbnail Components and Genre
4 Results and Discussion
4.1 Survey Results on OTT Service Use
4.2 Survey Results on Thumbnails and Genres
5 Conclusion
6 Further Work
References
The Differences of Human-Computer Interaction on Smart Home Between the Young and the Elderly Users
1 Introduction
2 Literature Review
3 Research Method
4 Results
4.1 Smart Home Product Categories
4.2 Smart Home Operation Assistance
4.3 Smart Home Interaction Modes
4.4 The Choice of Smart Products
4.5 Satisfaction
5 Conclusion
Appendix
References
Exploring Factors Influencing Community Consensus Building of Web3 Decentralized Apps
1 Introduction
2 Literature Review
2.1 Web3 and Decentralized Community
2.2 Community Consensus
3 Research Method
3.1 Interviewees and In-Depth Interviews
3.2 Grounded Theory and Interview Data Analysis
4 Research Results
5 Conclusion
References
The Effects of Primary Output Design of True Wireless Earbuds on the Wearing Comfort
1 Introduction
2 Survey 1: The Spatial Relationship Between the Ear Canal Entrance Plane and Primary Output Opening Plane of AirPods 2
2.1 Participants
2.2 Data Collection and Processing
2.3 Landmarks and Dimensions
2.4 Results and Discussion
3 Survey 2: Dimensions of the Primary Output Opening Plane of TWS Earbuds and Comfort Perception
3.1 Reconstruction of AirPods 2 Model
3.2 Prototypes
3.3 Participants
3.4 Qualitative Survey
3.5 Objective Data Collection and Processing
3.6 Deviation Analysis
3.7 Results
3.8 Discussion
4 General Discussion
5 Conclusion
References
Effects of Image Size and Position on Text Legibility of Foldable Smartphones
1 Introduction
2 Research Purpose
3 Methodology
3.1 Participants
3.2 Apparatus
3.3 Experiment Design
3.4 Materials
3.5 Procedure
3.6 Data Analysis
4 Results
4.1 Task Completion
4.2 Task Load
4.3 Reading Time and Aesthetic Appeal
5 Discussion
6 Conclusion
References
Effects of Virtual Map Visual Presentations and Gender Differences on Wayfinding Using Touchscreen Electronic Guides
1 Introduction
2 Method
2.1 Participants
2.2 Materials and Apparatus
2.3 Experimental Design and Procedure
3 Results
3.1 Analysis of Task Completion Time
3.2 Analysis of Subjective Evaluations
4 Discussions
5 Conclusions
References
Author Index


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