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Human-Computer Interaction. User Experience and Behavior (Lecture Notes in Computer Science)

✍ Scribed by Masaaki Kurosu (editor)


Publisher
Springer
Year
2022
Tongue
English
Leaves
644
Category
Library

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✦ Synopsis


The three-volume set LNCS 13302, 13303 and 13304 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 24th International Conference on Human-Computer Interaction, HCII 2022, which took place virtually in June-July 2022.

The 132 papers included in this HCI 2022 proceedings were organized in topical sections as follows:

Part I: Theoretical and Multidisciplinary Approaches in HCI; Design and Evaluation Methods, Techniques and Tools; Emotions and Design; and Children-Computer Interaction,

Part II: Novel Interaction Devices, Methods and Techniques; Text, Speech and Image Processing in HCI; Emotion and Physiological Reactions Recognition; and Human-Robot Interaction,

Part III: Design and User Experience Case Studies, Persuasive Design and Behavioral Change; and Interacting with Chatbots and Virtual Agents.

✦ Table of Contents


Foreword
HCI International 2022 Thematic Areas and Affiliated Conferences
List of Conference Proceedings Volumes Appearing Before the Conference
Preface
Human-Computer Interaction Thematic Area (HCI 2022)
HCI International 2023
Contents – Part III
Design and User Experience Case Studies
A Study on How Users Choose Apps
1 Introduction
2 Background and Related Work
2.1 Heuristics
2.2 App Selection Studies
2.3 Data Mining
3 Research Objective
4 Method
4.1 Participants
4.2 Procedure
4.3 Measures Used for Data Preparation and Analysis
5 Results
5.1 A Model of How Users Choose Apps
5.2 Identifying Decision-Making Patterns
5.3 The Use of Multiple Heuristics and the Return to the First Heuristic
5.4 Cues and Factors Influencing App Selection
5.5 Models for Patterns Discovery
5.6 The Derived Association Rules
6 Discussion
6.1 The Assumptions of the Importance of First Information Cues
7 Limitations
8 Future Work
9 Conclusion
A Supplementary Details
References
Create More Than One Design: A Case Study of Applying Ethnographic Approach to Explore the Potential Information Application in Senior Karaoke Community
1 Introduction
2 Related Works
2.1 Design Ethnography
2.2 Design Ethnography in HCI
2.3 Design Ethnography and the Technology Design for the Elderly
3 Contexts of the Design Ethnography Study
3.1 Research Design
3.2 The Field Sites
4 Findings of the Field Studies
4.1 Karaoke Singing Activities
4.2 The Community Karaoke Activities as Events of Performing Singing
4.3 Exercising While Waiting for Their Turns of Singing
5 Discussion
5.1 A Complete User Experience of Singing
5.2 Generate More Than One Focus in the Field: The Benefits of Maintaining an Open Attitude Toward the Field Sites
5.3 The Importance of Immersion
6 Conclusion
References
Designing to Fight Pandemics: A Review of Literature and Identifying Design Patterns for COVID-19 Tracing Apps
1 Introduction
2 Methods
2.1 Literature Review
2.2 App Review
3 Results
3.1 Factors Affecting Adoption
3.2 The Design Patterns
3.3 Prevalence of Identified Design Patterns
4 Discussion
5 Conclusion
References
Educational AGV Design by AHP and DFX Methods
1 Introduction
2 Methodology
2.1 AHP (Analytic Hierarchy Process)
2.2 DFX (Design for Excellence)
3 AGV Body Design and Evaluation
3.1 Panel Module
3.2 Front-Wheel Module
3.3 Rear-Wheel Module
3.4 Chassis Module
3.5 Transmission System
3.6 Power Module
3.7 Communication Module
3.8 Identification Module
3.9 DFX Verifications with DFA & DFM
4 Results and Contributions
References
Research on Auditory Performance of Vehicle Voice Interaction in Different Sound Index
1 Introduction
2 Literature Review
2.1 Research Background
2.2 The Process of Voice Interaction
2.3 The Status of Relevant Research
3 Methodology
3.1 Design
3.2 Participant
4 Materials
4.1 Procedures
4.2 Experimental Data Analysis
4.3 Experiment Results
5 Conclusion
References
Study on Experience Design of Elderly Online Learning Interface Based on Cognitive Load
1 Introduction
2 Determine Evaluation Indicators
2.1 Determine the Evaluation Index of Cognitive Load
2.2 Determine User Experience Evaluation Indicators
3 Eye Movement Experiment of Interface Layout
3.1 Experimental Design
3.2 Experimental Process
3.3 Analysis of Experimental Results
4 Eye Movement Experiment of Font Size
4.1 Experimental Design
4.2 Experimental Design
4.3 Analysis of Experimental Results
5 Cognitive Load and Subjective Evaluation Scale of User Experience
5.1 Cognitive Load Was Evaluated with Pass Subjective Scale
5.2 Likert Five-Point Scale Was Used to Evaluate User Experience
6 Conclusion
References
Design Study and User Evaluation of an Application Model for Self-management and Rehabilitation Training for Users with Hearing Loss
1 Introduction
1.1 Research Status
1.2 Pure-tone Hearing Threshold Test Theory
1.3 Principle of Listening Rehabilitation Training
1.4 Difficulty Level of Chinese Tongue Twister
2 Methods
2.1 Expert Team Discussion
2.2 Application Model
2.3 User Evaluation
3 Result
3.1 User Statistics
3.2 Evaluation Outcomes
4 Discussion
5 Conclusions
References
Analysis of Responsiveness and Usability in Websites Serving Public Transparency in a Mobile Environment: Case Study in the State of Paraíba Through Heuristic Evaluation
1 Introduction
2 Exercising Citizenship
3 Transparency in Public Administration
4 Transparency Accessible by Smartphones
5 Evaluation Heuristics and the Transition from e-Government to m-Government
6 Methodology
7 Results
7.1 Federation of Industries of the State of Paraíba
7.2 Transparency Portal of the Paraíba State Government
7.3 Transparency Portal of the João Pessoa Municipal Government
7.4 Transparency Portal of the Paraíba’s Legislative House
7.5 Transparency Portal of the Paraíba’s Court of Justice
7.6 Transparency Portal of the Paraíba State Court of Audit (TCE/PB)
8 Conclusions and Future Work
References
Reimagining Space'': An Approach to Increase Participants' Social Aspects During Online Conferencing 1 Introduction 2 Related Works 2.1 Social Aspects in Online Conferencing 2.2 Influence ofSpace'' on Social Interaction
3 Our Approach
3.1 Research Model
3.2 Design
4 Experiment
4.1 Procedure and Tasks
4.2 Data Collection
5 Results
5.1 User Experience Questionnaire
5.2 Comparison with Existing Software
5.3 The Richness of Ambience
5.4 The Flexibility of Distance
5.5 The Serendipity of Interaction
5.6 Limitations and Suggestions
6 Conclusion
References
Vulnerabilities and Secure Coding for Serverless Applications on Cloud Computing
1 Introduction
2 Related Work
3 Application Vulnerabilities
3.1 Serverless Application Design
3.2 Analysis of Possible Vulnerabilities in Serverless Application
4 Secure Coding for Vulnerabilities in Serverless Application
4.1 Server-Side Request Forgery (SSRF)
4.2 Hard-Coded Sensitive Information
4.3 Infinite Loop of Lambda Call
4.4 Sensitive Information Encryption
4.5 Insufficient Logging
5 Conclusion
References
Prototyping the Virtual Reality-Based NIHSS Stroke Assessment Training System
1 Introduction
2 Literature Review
2.1 The National Institutes of Health Stroke Scale (NIHSS)
2.2 Related Studies
2.3 Application of VR in Medical Education
3 Design Methods
3.1 Stakeholders Interview
3.2 Applying VR in NIHSS Training
3.3 Storyboards and Flow Charts
4 System Implementation
4.1 Construction of the Virtual Environment
4.2 The Whole Training Process in the VR System
4.3 Dialogues in the System
4.4 The Doctor Movements
4.5 The Patient Movements
4.6 The Scoring Screen
5 User Study
5.1 Simulating Environment
5.2 Participants
5.3 The Evaluation of NIHSS Assessment Training System
5.4 The Evaluation Results
6 Discussion and Conclusion
6.1 Overall User Experience
6.2 Value of the NIHSS Stroke Assessment Training System
6.3 Solutions for the Pain Points
6.4 Future Work
References
Giving Alexa a Face - Implementing a New Research Prototype and Examining the Influences of Different Human-Like Visualizations on the Perception of Voice Assistants
1 Introduction
2 Related Work
2.1 Research on Voice-Based Assistants
2.2 Research on Combinations of Voice-Based Assistants
3 Contribution 1: The Implementation of a New Research Prototype
3.1 Implementation
4 Contribution 2: Empirical Evaluation of the Research Prototype
4.1 Method
4.2 The Measurements
4.3 Procedure
4.4 Design, Assumptions and Data Analyses
4.5 Results and Short Discussion
5 General Discussion
5.1 Motivation and Aim of Research
5.2 Implications of Results
5.3 Limitations of Results
6 Conclusion
References
Analysis of Unconscious Interaction Design for Smartphone Drop-Down Menu
1 Introduction
1.1 Limitations of Operating a Large Screen Phone with One Hand
1.2 Research on the Advantages of One-Handed Drop-Down Menu Interaction
1.3 Unconscious Design in Drop-Down Menu Interaction Design Process
1.4 Related Jobs
2 Method
2.1 Subject Thumb Data Statistics
2.2 User-Specific Study
2.3 Quantitative Analysis
3 Results
3.1 Average Time Spent
3.2 Average Error Rate
3.3 Subjective Evaluation
4 Discussion
5 Conclusion
References
Analysis of Changes Before, During, and After Simulated Postoperative Delirium Experience Using VR for Clinical Nurses
1 Introduction
2 Objective
3 Method
4 Results
5 Discussion
6 Conclusion
7 Future Works
References
The User Experience of Public Health Websites: A Survey Study
1 Introduction
2 Methods
3 Results
4 Conclusion
References
Connected yet Distant: An Experimental Study into the Visual Needs of the Interpreter in Remote Simultaneous Interpreting
1 Introduction
2 Contribution of Literature
2.1 Cognitive Impacts of RSI
2.2 Causes of the Cognitive Impacts
2.3 Presence and Immersion
2.4 Improving Immersion Through Hardware and Software
2.5 The Flow State
2.6 Interface Design According to Flow
2.7 ASR as a Visual Feature
3 Focus Groups
3.1 Focus Group Preparation
3.2 Outcomes of the Focus Groups
4 Informed Interfaces
4.1 Base Layer Creation
5 Conclusion
References
Anthropomorphic Perceptions of Simple Text-Based Interfaces
1 Introduction
1.1 Background
1.2 Anthropomorphism
1.3 Current Study
2 Method
2.1 Participants
2.2 Design
2.3 Materials
2.4 Procedure
3 Results
4 Discussion
4.1 Summary
4.2 Implications
4.3 Conclusion
References
Revitalize Qiang Language and Culture by Designing Serious Games Based on Interactive Projection
1 Introduction
2 Related Work
2.1 Protection of Indigenous Languages
2.2 Serious Games Used in Indigenous Languages and Cultures
3 Needs Finding
3.1 Study Instruments
3.2 Participants and Procedure
3.3 Key Findings
4 System Design of WhiteStone
4.1 Context Design
4.2 Interactive Design
4.3 System Development
5 Evaluation
5.1 Study Design
5.2 Remote Study
5.3 Field Experiment
6 Discussion
6.1 Indigenous Language Without Written Text
6.2 Participation of Non-Qiang People
6.3 Limitation and Future Work
7 Conclusion
References
Research on Aging Design of ATM Human-Machine Interface Based on Visual Features
1 Introduction
2 Analysis of the Visual Characteristics and Needs of the Elderly
2.1 Visual Characteristics of the Elderly
2.2 Analysis of the Needs of the Elderly
3 Study on the Effect of Functional Module Layout on Ageing of Human-Machine Interface of ATM Machine with Visual Perception Orientation
3.1 Research Purpose
3.2 Experimental Design
3.3 Results
4 The Design Strategy and Method of ATM Human-Machine Interface Suitable for Aging
4.1 Adjust the Contrast of Interface Function Modules to Meet the Visual Perception of the Elderly
4.2 Ensure that the Interface is Well Laid Out to Meet the Range of Vision of the Elderly
4.3 Improve the Effectiveness of Interface Information to Accommodate the Visual Acuity of the Elderly
5 Conclusion
References
Persuasive Design and Behavioral Change
Mapping Behavior Change Wheel Techniques to Digital Behavior Change Interventions: Review
1 Introduction
1.1 Problem Statement
1.2 Research Question
1.3 The Behavior Change Wheel
2 Related Works
3 Methods
4 Results
4.1 Targeted Domains for Health Behavior Change
4.2 Modes of Delivery
4.3 Utilization of BCTs
4.4 Strategizing BCTs in Digital Interventions
4.5 Commonly Used BCT Groups
5 Discussion
References
Usability Testing of a Gratitude Application for Promoting Mental Well-Being
1 Introduction
2 Background
2.1 Mental Health Interventions
2.2 Usability Testing
3 Gratitude Intervention Design and Development
3.1 Implementation
4 Methodology
4.1 Study Design
4.2 Data Collection and Analysis
5 Results
5.1 Quantitative Results
5.2 Qualitative Results
6 Discussion
6.1 Principal Findings and Design Implications
7 Conclusion
References
Persuasive Mobile NOW Interactions
1 Introduction
2 Background and Related Work
2.1 Self Report Questionnaires
2.2 Adherence and Response Rate
2.3 Responding to Questionnaires
2.4 Questionnaires on Mobile Phones
2.5 Questionnaire Redesigns
3 NOW Interactions
3.1 Design Foundation
3.2 Interaction Model
4 Prototype
4.1 Prototype Development
4.2 Area of Application
4.3 Pilot Study
4.4 Lessons Learned
5 Discussion
6 Conclusion
References
Breathing Cushion: Keep Changing Posture for Reducing the Effects of Sedentary Behavior During Working Times
1 Introduction
2 Background and Related Work
2.1 Sedentary Behavior
2.2 Posture Changes
2.3 Sitting Posture Induction
2.4 Cushion Application
3 Breathing Cushion
3.1 System Design
3.2 Implementation
3.3 Working Process
4 User Study
4.1 Methods
4.2 Participants
4.3 Procedure
5 Results
5.1 Posture Changing
5.2 Sitting Experience
5.3 Qualitative Feedback
5.4 Discussion
6 Conclusion and Future Work
References
User Feedback Design in AI-Driven Mood Tracker Mobile Apps
1 Introduction
2 Related Work
2.1 Implicit and Explicit Feedback
2.2 User Interface and Experience Design Theories
2.3 UI Design of the Feedback Component
3 Research Approaches
3.1 Case Studies Reviews
3.2 User Journey Analysis
4 Prototype Design and Usability Testing
5 Conclusions
References
Keep on Running! An Analysis of Running Tracking Application Features and Their Potential Impact on Recreational Runner's Intrinsic Motivation
1 Introduction
2 Theoretical Framework and Related Work
2.1 Self Determination Theory
2.2 Hierarchical Model of Intrinsic Motivation
2.3 Goal Setting
2.4 Flow
2.5 Running Applications
3 Methodology
3.1 App Selection
3.2 Feature Analysis
4 Discussion of Results
5 Conclusion and Future Outlook
References
SleepyCloud:Examining the Effect of Odor Cue on Reducing Bedtime Procrastination
1 Introduction
2 Related Work
2.1 Bedtime Procrastination (BP): Causes, Consequences, Interventions
2.2 Sensory Interventions for Better and More Regular Sleep
2.3 Effect of Odor on People’s Behavior and Perception
3 Methods
3.1 Study Design and Procedure
3.2 Recruitment and Participant Characteristics
3.3 Data Analysis
4 Design
4.1 Design and Implementation of SleepyCloud
4.2 The Mobile App
5 Results
5.1 Participants’ Pre-bedtime Activities and Procrastination Behavior
5.2 Effects of Odor Cue on Participants’ Bedtime During Experiment Weeks (Weeks 2 & 3)
5.3 Effects of Odor Cue on Participants’ Bedtime Procrastination During Experiment Weeks (Weeks 2 & 3)
5.4 Participants’ Perception of SleepyCloudand Its Odor Cue
6 Discussion
6.1 Odor Cue as Useful Behavioral Reminder for Bedtime Procrastination
6.2 Awareness to Pre-bedtime Activities Could Boost Intervention Outcomes
6.3 Bedtime Procrastination Caused by Study Versus Leisure Activities
7 Limitations, Conclusion, and Future Work
References
Case Study of Intelligent Fitness Product Interaction Design Based on Service System
1 Introduction
2 Smart Fitness Products APP Status
2.1 Personalization Brings Higher Popularity to Fitness Products
2.2 Intelligent is the Development Direction of Fitness Product Interaction
2.3 Keep Fitness App Has Developed in the Field of Smart Fitness
3 Gamification Elements Can Enrich the Fitness Experience
4 Establish a Reasonable Fitness APP Service System
5 The Development of Fitness Products and Services System
6 Summary
Appendix: The Existence of Smart Fitness App Products
References
TidyHome: A Persuasive App for Supporting Victims and Survivors of Domestic Violence
1 Introduction
2 Related Work
3 Method
3.1 Study 1: Focus Group
3.2 Study 2: Low-Fidelity Prototype and Evaluation
3.3 Study 3: High-Fidelity Prototype and Evaluation
4 Discussion
5 Conclusion
References
Towards an Architectural Concept for a Wearable Recommendation System to Support Workplace Productivity and Well-Being
1 Introduction and Motivation
2 Background and Related Work
2.1 Quantified Self
2.2 Smart Wearables and Smartwatches as Building Blocks for Wearable Recommender Systems
2.3 Related Work: Architectures of Existing Research-Oriented Systems
3 Motivational Scenarios for Wearable Recommender Systems
3.1 Scenario 1: Self-management Assistance System for Managers, Freelancers, and Knowledge Workers
3.2 Scenario 2: Assistance System to Support Person-Centered Services
4 Architectural Concept
4.1 Area 1: End-User Devices for Sensing, Displaying, and Interacting
4.2 Area 2: Further Data Sources for Sensing
4.3 Area 3: The Server-Side
4.4 Area 4: Access via Web Browser for Displaying and Interacting
4.5 Overall Characteristics of the Architecture
5 Conclusion and Outlook
References
The Influence of Interaction Design on Relation Making: A Scoping Review
1 Introduction
2 Method
3 Findings
3.1 The Influence of the Designed Environment on Behaviour and Interaction
3.2 The Influence of the Interaction Design on Behaviour and Interactions with Others
3.3 The Influence of the User Identity on Interaction and Behaviour
3.4 Implications for Relationship Initiation
4 Discussion
5 Conclusion
References
Keep Moving! A Systematic Review of App-Based Behavior Change Techniques and Visualizations for Promoting Everyday Physical Activity
1 Introduction
2 Method
2.1 Data Sources and Search Strategy
2.2 Data Cleansing and Screening
2.3 Inclusion Criteria of Studies
2.4 Exclusion Criteria of Studies
2.5 Data Analysis
3 Results
3.1 Behavior Change Techniques
3.2 Visualization Types
4 Discussion
4.1 Behavior Change Techniques
4.2 Visualization Types
4.3 Limitations
5 Conclusion and Outlook
References
Interacting with Chatbots and Virtual Agents
Shopping in the Dark
1 Introduction
2 Related Work
2.1 User Interface and the User Experience
2.2 User Interface Stakeholder Values vs. User Values
2.3 Persuasive Technology
2.4 Dark Patterns
2.5 Research Question
3 Method
3.1 Experimental Design
3.2 Variables
3.3 Material
3.4 Hypotheses
3.5 Participants and Procedure
4 Results
4.1 Dark Pattern Recognition
4.2 Perceived Honesty and Navigability
5 Discussion and Conclusion
References
Interacting with Chatbots and Virtual Agents
Defining Requirements for the Development of Useful and Usable Chatbots: An Analysis of Quality Attributes from Academy and Industry
1 Introduction
2 Background
2.1 Chatbots and Current Status
2.2 Related Work
3 Research Methodology
4 Results and Discussion
5 Conclusions and Future Work
References
Exploring the Opinions of Experts in Conversational Design: A Study on Users’ Mental Models of Voice Assistants
1 Introduction
2 Method
2.1 Participants and Recruitment
2.2 Study’s Format, Procedure, Materials, and Analysis
3 Results
3.1 Causes for Issues in Users’ Mental Models
3.2 Solutions to Deal with Misalignments in Users’ Mental Models
4 Discussion
5 Conclusion
References
``I Am Scared of Viruses, Too'' - Studying the Impact of Self-disclosure in Chatbots for Health-Related Applications
1 Motivation
2 Related Work
3 Methods
3.1 Study A: Health Assessment Chatbot
3.2 Study B: Health Information Chatbot
4 Results
4.1 Study A: Health Assessment Chatbot
4.2 Study B: Health Information Chatbot
5 Discussion
6 Conclusion
References
Don’t Throw It Over the Fence! Toward Effective Handover from Conversational Agents to Service Employees
1 Introduction
2 Conceptual Background
2.1 Online Customer Service and Service Failure
2.2 Hybrid Service Delivery
3 Research Approach
4 Design, Development, and Demonstration
4.1 Meta-requirements
4.2 Design Principles and Instantiation
5 Evaluation
6 Discussion and Conclusion
References
Virtual Safety Assistant: An Efficient Tool for Ensuring Safety During Covid-19 Pandemic
1 Introduction
2 Literature Review
3 Platform Architecture
3.1 Face Recognition
3.2 Temperature Measurement
4 Experimental Study
4.1 Experiment
4.2 Setup
4.3 Survey Questionnaire
5 Results and Discussion
5.1 Accurate Detection
5.2 Usability of Chloe
5.3 Maintaining Safety Protocols for Covid-19 and Comparison to Previous Method
6 Conclusion
References
Assisting the Assistant
1 Introduction
2 Theoretical Framework
2.1 The Media Equation and the Computers Are Social Actors Paradigm
2.2 Social Norms in Human-Computer Interaction
2.3 Previous Research
2.4 Extending the CASA Paradigm
2.5 Hypothesis
3 Method
3.1 Sample
3.2 Materials
3.3 Procedure
3.4 Measures
4 Results
5 Discussion
6 Conclusion
References
Toward Charismatic Virtual Agents: How to Animate Your Speech and Be Charismatic
1 Introduction
2 Related Work
2.1 Charisma
2.2 Speech Synthesis
3 Charismatic Speech Dataset
3.1 Charismatic Verbal Strategies
3.2 Data Collection
4 Results
4.1 Charismatic vs. Non-charismatic Speeches
4.2 Pauses in Charismatic Speech
5 Discussion
References
Enabling Embodied Conversational Agents to Respond to Nonverbal Behavior of the Communication Partner
1 Introduction
2 Related Work
3 Embodied Agent System
3.1 Embodiement
3.2 Perception
3.3 Social Signals
3.4 Animations
4 Methodology
4.1 Study Design
4.2 Participants
4.3 Procedure
4.4 Dependent Measures
5 Findings
6 Discussion and Future Work
7 Conclusion
References
Giving Alexa a Face - Implementing a New Research Prototype and Examining the Influences of Different Human-Like Visualizations on the Perception of Voice Assistants
1 Introduction
2 Related Work
2.1 Research on Voice-Based Assistants
2.2 Research on Combinations of Voice-Based Assistants
3 Contribution 1: The Implementation of a New Research Prototype
3.1 Implementation
4 Contribution 2: Empirical Evaluation of the Research Prototype
4.1 Method
4.2 The Measurements
4.3 Procedure
4.4 Design, Assumptions and Data Analyses
4.5 Results and Short Discussion
5 General Discussion
5.1 Motivation and Aim of Research
5.2 Implications of Results
5.3 Limitations of Results
6 Conclusion
References
Author Index


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