<span>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
Design, User Experience, and Usability (Lecture Notes in Computer Science)
â Scribed by Aaron Marcus (editor), Elizabeth Rosenzweig (editor), Marcelo M. Soares (editor)
- Publisher
- Springer
- Year
- 2023
- Tongue
- English
- Leaves
- 395
- Category
- Library
No coin nor oath required. For personal study only.
⊠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.
Part I: Design methods, tools and practices; emotional and persuasive design;
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 â Part IV
Designing Learning Experiences
The Attention of Students in the Metaverse: Practical Application
1 Introduction
2 Design, Ergonomics, and Teaching in the Metaverse
3 The Experiment
3.1 Technical Details
3.2 Activity Script
4 Results and Discussion
4.1 Avatar Movements
5 Conclusion
References
Interactive Design of Immersive First Aid Skills Teaching Based on Multimedia Devices
1 Introduction
1.1 Background of My Thesis
1.2 CPR and AED Bystander First Aid
1.3 Key Factors on AED Learning
1.4 Conclusion
2 Methods
2.1 Research Methods
2.2 Design Methods
2.3 Conclusion
3 Design Research
3.1 Current Situation of AED Learning
3.2 Market Research on AED Teaching Aid
3.3 Problems and Needs: Why Both Participants and Instructors Feel Inefficient?
3.4 Technical Feasibility
3.5 Conclusion
4 Product Design of Interactive Design of Immersive First Aid Skills Teaching
4.1 Prototype and Focus Group
4.2 Function Design of the Savebeats
4.3 Key Functions
4.4 Conclusion and Value
References
Interactive Video: Application in Narrative Competence Education of 1st to 3rd Grade Primary School Children
1 Research Motivation and Background
1.1 The Importance of the Development of Children's Narrative Ability
1.2 The Relationship and Impact of Interactive Video and Narrative Education
2 Core Concept Definition
2.1 Core Concept and Development Overview of Interactive Video
2.2 Core Concepts and Development of Interactive Movie Games
2.3 Relationship and Characteristics of Interactive Video and Interactive Movie Games
2.4 The Core Concept of Narrative Competence
2.5 Structure of Interactive Narratives Types
2.6 Comparison of Development of Video and Interactive Video for Children in China and Abroad
3 Experimental Details
3.1 Research Design
3.2 Research Questions
3.3 Research Hypothesis
3.4 Participants
3.5 Research Materials and Procedures
4 Research Conclusions and Educational Recommendations
4.1 Research Conclusions
References
Optimization Strategy of Guidance Methods of Online Education Information Transmission
1 Introduction
2 Theoretical Basis
2.1 Information Transmission in Online Education
2.2 Interaction Guidance
2.3 Digital Media Screen Size Difference
3 Research Method
3.1 Prior Knowledge
3.2 Learning Effect
3.3 Learning Satisfaction
3.4 Learning Engagement
4 Research Design
4.1 Experimental Materials
4.2 Experimental Procedures
5 Research Results
5.1 Results of Analysis of Covariance for Learning Effects
5.2 ANOVA Results of Learning Satisfaction
5.3 ANOVA Results for Learning Engagement
6 Conclusion
References
Multimedia and Multisensory International Learning: Making a Case for Going Beyond the Screen During Creative Virtual Exchanges
1 Introduction
2 Media Benefits and Limitations in Virtual Exchange
2.1 Using the Intercultural Development Inventory (IDI) in COIL
3 Multimedia and Multisensory Intercultural Learning
3.1 Multimedia Learning TheoryÂ
3.2 Multisensory Experiences Go Beyond Multichannel Learning
3.3 Media Richness and Social Presence
4 The Medium is Still the MessageâAnd the Motivation
4.1 Recent Case Study Findings
5 Conclusion
References
A Focused Exploration About How Technologically Enhanced Educational Approaches Can Positively Foster Early Childhood to Young Adult Learning and Creativity
1 Introduction
2 Using Technology to Devise and Navigate Learning Paths: Better Beginnings and Approaches
2.1 Utilizing Technology to Open Effective Learning Paths
3 Educational Siloing: Its Critics, and Responses
3.1 Information Communication Technology (ICT): Curricular Facilitation and Scaffolding
4 Technology Enhanced Education: AÂ Practical Reflection
References
VR and AR Application in Academia, Overview in the Middle East Universities
1 Introduction
2 Methodology
2.1 Literature Review on Current Application of VR and AR in Universities in Middle East
2.2 Current Application of VR and AR in UAE Universities
2.3 Application of VR in Design Courses in AE, COE, UAEU
3 Results
4 Conclusions and Discussion
References
Study on the Tangible User Interface Jigsaw Puzzle for Curing ADHD/ADD Children
1 Introduction
2 Related Work
3 Existing Problems
4 Prototype Design of E-Jigsaw
4.1 Function Design
4.2 Interactive Process Design
5 Design of E-Jigsaw System
5.1 System Introduction
5.2 Central Control Terminal
5.3 Independent Intelligent Module
6 User Testing
7 Conclusion
References
VPlaytime: Face-to-Face Recess in Virtual Reality Classrooms
1 Introduction
2 Research Context and Concepts
2.1 Informal Learning Situation
2.2 The Impact of Extracurricular Activities on Learning
2.3 Learning the Behavioral Characteristics of Art and Design Major Students During Breaks
2.4 The Relationship Between Breaks, Virtual Reality, and Informal Learning
3 Informal Learning Framework in Virtual Reality
3.1 Intention Layer
3.2 Scope Layer
3.3 Interaction Layer
3.4 Situation Layer
4 Informal Learning Framework in Virtual Reality
4.1 Virtual Café
4.2 Virtual Classroom
4.3 Virtual Hallway
5 Conclusion
References
Transdisciplinary Teaching and Learning in Summer Camp by Service Design
1 Background
1.1 Valuing Traveling More Than Delivering Knowledge
1.2 Lack of Interaction Between Trainer and Trainee
1.3 Results Float to the Surface
2 Analyzing
2.1 Solving the Problem of Valuing Traveling More Than Knowledge by Service Design Thinking
2.2 Optimizing Content to Increase Teaching Interaction by Service Blueprint
2.3 Value Co-creation Solves the Problem of Results Floating on the Surface
3 Case
3.1 Integrating Interdisciplinary Courses Through Service Design Thinking
3.2 Service Blueprint Throughout the Teaching Context â Mentors Pointing Out and Developing Awareness
3.3 Value Co-creation â Mutual Respect, Equal Co-creation, Everyone is a Designer
4 Conclusion
References
Chinese Character Learning and Platform Tool Development for Junior Primary School Student Based on Orthographic Awareness
1 Introduction
2 Method
3 Result
3.1 OrthographyâEducation (Year 2005 to 2021)
3.2 OrthographyâChildrenâLearning (Year 1996 to 2021)
3.3 OrthographyâTools (Year 1996 to 2021)
3.4 OrthographyâPlatform
4 Discussion and Conclusion
References
Pair-Teamwork Effect on First Semester IT Students to Achieve Collaborative Learning Through Social Relations
1 Introduction
2 Related Work
3 Framework
4 Analysis of How the Students Responded to Pair-Teamwork
5 Conclusion
6 Future Work
References
Potential Attempt to Treat Attention Deficit/Hyperactivity Disorder (ADHD) Children with Engineering Education Games
1 Introduction
2 Method
2.1 Bibliometric Method
2.2 Experiment
3 Results
3.1 âEngineering Education (EE)â and âGamifiedâ
3.2 âAttention Deficit/Hyperactivity Disorder (ADHD)â and âGamifiedâ
3.3 âAttention Deficit/Hyperactivity Disorder (ADHD) Gamifiedâ and âEngineering Education (EE) Gamifiedâ
3.4 Micro Qualitative Analysis
4 Ongoing Experiment
4.1 Result
5 Discussion and Conclusion
References
Playable Modeling: Interactive Learning Process in Science and Art
1 Introduction: Modeling and Its Playable Possibilities
2 Modeling, a Creative Methodology in Science and Art
2.1 The Principal, Process and Purpose of Modeling
2.2 Modeling Types Allow Participating
3 Modeling as Learning Process
3.1 Modeling Learning as a Social Behaviour
3.2 Set Model Learning as a Game
4 Tangram Blocks: AÂ Possible Versatile Model
4.1 Tangram, the Chinese Wisdom in Puzzle Game
4.2 Snowflake Building Blocks, the Interlocking Blocks to Form Everything
4.3 Tangram Blocks, Gamified Model Combining Tangram and Snowflake Building Blocks
5 Implant Playable Modeling into Museum Participatory Experience
6 Conclusion: The Development Prospect and Future of Playable Modeling in Learning Science and Art
References
A Study on the Effect of Teaching Effectiveness of Online Courses and the Number of Bullet Screen
1 Introduction
2 Analysis of Offline Teaching and Online Teaching Characteristics
3 Relevant Research
4 Experimental Design
5 Experimental Results and Conclusions
5.1 Analysis of Correct Response Rate
5.2 Analysis of Subject Interviews
5.3 Experimental Conclusions
6 Summary and Prospect
References
Research on Undergraduate Classroom Teaching Quality Assurance System Based on Student Experience
1 Introduction
2 Problems in the Evaluation System of Undergraduate Classroom Teaching Quality
3 Construction of Undergraduate Classroom Teaching Quality Assurance System Based on Student Experience
3.1 Quality Objectives and Standards
3.2 Quality Assurance Activities
3.3 Quality Analysis and Evaluation
3.4 Quality Feedback and Improvement
3.5 Quality Support and Assurance
4 Optimization of Undergraduate Classroom Teaching Quality Assurance System Based on Student Experience
4.1 Construct an Effective Closed-loop of Classroom Teaching Quality Assurance to Strengthen the Breadth and Depth of Assurance
4.2 Establish Classroom Quality Construction Objectives and Standards Combining General Standards and Characteristic Standards
4.3 Develop Quality Assurance Activities Combining the Process and Result of Multi-agent Evaluation
4.4 Analysis, Feedback and Continuous Improvement of Quality Management Information
4.5 Establish Effective Classroom Teaching Quality Assurance and Incentive Mechanism
5 Key Problems to Be Solved by Undergraduate Classroom Teaching Quality Evaluation System Based on Student Experience
5.1 Differentiated Quality Objectives and Standards
5.2 Comprehensive Quality Assurance Activities
5.3 Effective Quality Assessment and Continuous Improvement
6 Conclusion
References
Research on the Application of Interaction Design in the Digital Education of Traditional Crafts
1 Introduction
2 Digital Education of Traditional Crafts
3 Interaction Design Promotes the Achievement of Virtual Simulation Teaching Goals for Traditional Crafts
3.1 Define the User of Interaction Design
3.2 Analyze Behavioral Goals and Motivations
3.3 Behavior and Needs Analysis
3.4 Interaction Design Framework
4 Interaction Design Improves the Usability of Traditional Crafts Virtual Simulation Teaching
4.1 Anticipate the Mistakes that Students will Make and Correct the Mistakes
4.2 Anticipate the Needs of Teachers and Students
4.3 Simplified Design Method
5 Interaction Design Enhances User Experience
5.1 The Sensory Experience of Traditional Craft Digital Education Products
5.2 Interactive Experience of Traditional Craft Digital Education Products
5.3 Emotional Experience of Traditional Craft Digital Education Products
6 Conclusion and Outlook
References
Trends in Research Related to Product Design for Rural Teaching from 2012 to 2022: A Bibliometric and Knowledge Mapping Analysis
1 Introduction
2 Materials and Methods
2.1 Data Source and Research Strategy
2.2 Bibliometric and Visualized Analysis
3 Results
3.1 Analysis of Annual Publication Volumes
3.2 Source Country Analysis
3.3 Organizational Analysis
3.4 Author and Study Co-authors Group Analysis
3.5 Source Journal Distribution
3.6 Distribution of Keywords: Hotspots of Product Design for Rural Teaching
4 Discussion
References
A Study on the Fogg Behavior Model in Designing Educational Apps for Children
1 Introduction
2 Fogg Behavior Model
3 Definition and Current Status of Educational Apps for Children
3.1 Definition of Educational Apps for Children
3.2 Current Status of Educational Apps for Children
4 The Relationship between Fogg Behavior Model and the Design of Educational Apps for Kids
4.1 The Relationship Between Motivation and the Design of Educational Apps for Kids
4.2 The Relationship Between Ability and the Design of Educational Apps for Kids
4.3 The Relationship Between Prompts and the Design of Educational Apps for Kids
5 Fogg Behavior Model in the Design Strategy of Children's Educational Apps
5.1 Enhancing User Motivation
5.2 Improving User Abilities
5.3 Trigger Mechanism for Awakening
6 Conclusion
References
Teaching Design Practice of Statistics Course for Economics and Management Majors Based on Humanized Participation Mode Model Technology
1 Introduction
2 Problems in Teaching Statistics in Economics and Management Majors
2.1 Single Teaching Method
2.2 Emphasis on Theory, not on Practice
2.3 The Contents and Methods of Assessment Are not Reasonable
3 BOPPPS Teaching Model Overview
4 Instructional Design Based on the BOPPPS Model
4.1 Bridge-In
4.2 Objective
4.3 Pre-assessment
4.4 Participatory Learning
4.5 Post-assessment
4.6 Summary
5 Teaching Effect
6 Summary
References
Chatbots, Conversational Agents and Robots: Design and User Experience
Exploring Emotions in Avatar Design to Increase Adherence to Chatbot Technology
1 Introduction
2 Method
2.1 Participants
2.2 Apparatus
2.3 Stimuli
2.4 Affective Slider
2.5 Attrakdiff Questionnaire
2.6 Procedure
3 Results
3.1 Interaction with the Chatbot
3.2 Affective Response
3.3 User Experience
3.4 Demographics
4 Discussion
5 Conclusion
References
Rethinking Interaction with Conversational Agents: How to Create a Positive User Experience Utilizing Dialog Patterns
1 Introduction
2 Background
3 Methodology
3.1 Action Design Research
3.2 Data Collection, Analysis, and Procedure
3.3 Evaluation
4 Results
5 Discussion
6 Conclusion
References
Towards Effective Conversational Agents: A Prototype-Based Approach for Facilitating Their Evaluation and Improvement
1 Introduction
2 Background
2.1 AI-Based Conversational Agents
2.2 Quality Criteria Set
3 Methodology
4 Results
4.1 Configuration
4.2 Design and Evaluation
5 Discussion
6 Limitations and Conclusion
References
Towards Validating a Chatbot Usability Scale
1 Introduction
2 Methods
2.1 Participant Recruitment
2.2 Procedures
2.3 Chatbot Selection
2.4 Data Analysis
2.5 Ethics
3 Results
3.1 Intra-rater Reliability
3.2 Factor Analysis
4 Discussion
4.1 Study Limitations
4.2 Future Work
4.3 CUQ Benchmarking
5 Conclusion
References
Exploring Active and Critical Engagement in Human-Robot Interaction to Develop Programming Skills: A Pilot Study
1 Introduction
2 Methods
2.1 Teaching Session
2.2 Data Collection and Procedure
3 Results
3.1 Pedagogical Approach
3.2 Technical Aspects
3.3 Psycho-Social Aspects
4 Discussion and Conclusion
References
A Comparative Analysis of Real Time Open-Source Speech Recognition Tools for Social Robots
1 Introduction
2 Methodology
2.1 Open-Source Speech Recognition Tools Used in the Study
2.2 Evaluation Metrics
3 Results and Discussions
4 Conclusions and Future Work
References
Itâs a Long Way to Neutrality. An Evaluation of Gendered Artificial Faces
1 Introduction
1.1 Related Work
2 The Study
2.1 Procedure
2.2 The Experiment
2.3 Results
3 Discussion
4 Limitations
5 Conclusion
References
Author Index
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