Questo prodotto usufruisce delle SPEDIZIONI GRATIS
selezionando l'opzione Corriere Veloce in fase di ordine.
Pagabile anche con Carta della cultura giovani e del merito, 18App Bonus Cultura e Carta del Docente
The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions.
The DUXU 2022 proceedings comprise three volumes; they were organized in the following topical sections:
Part I: Processes, Methods, and Tools for UX Design and Evaluation; User Requirements, Preferences, and UX Influential Factors; Usability, Acceptance, and User Experience Assessment.
Part II: Emotion, Motivation, and Persuasion Design; Design for Well-being and Health.- Learning Experience Design; Globalization, Localization, and Culture Issues.
Part III: Design Thinking and Philosophy; DUXU Case Studies; Design and User Experience in Emerging Technologies.Emotion, Motivation, and Persuasion Design.- Research on Museum Online User Classification and Evaluation Model Based on the Fogg's Behavior Model.- Emotional Design and Research of Children’s Picnic Tableware.- How Architectural Forms can Influence Emotional Reactions: an Exploratory Study.- Research on the Gamification Design of Reading App based on PAD Emotion Model.- In Sync! Design for Social Connection.- Research on the Emotional Expression Design of Robots for Human-Robot Interaction.- Design for Well-being and Health.- Designing a Digital Mental Health App for Opioid Use Disorder Using the UX Design Thinking Framework.- Experiences in the Design of Localized eHealth Tools for Users Facing Inequality of Access to Healthcare.- Visualizing Tacit Knowledge in Cardiac Operating Room: a Need-Finding Study.- Experimental Research on Anthropomorphic Design in Interactive Sleep Persuasion Interface.- Health Knowledge Visualization for the Elderly.- Visualizing the Electroencephalography Signal Discrepancy When Maintaining Social Distancing: EEG-Based Interactive Moiré Patterns.- Service Design of Clinical Infusion Monitoring System.- Exploring the Potential Causes of Picky Eating and Relationship Between Experiences and Behaviors for Mental Model of Contemporary Young Adult.- Can Electromyography and Subjective Metrics Work Better Together? Exploring Dynamic Muscle Fatigue to Promote the Design of Health and Fitness Technology.- Learning Experience Design.- Utilization of Digital Fabrication Technology in Hybrid Courses for Industrial Design Education During the COVID-19 Pandemic.- Characteristics of Interaction Design and Advantages of Network Teaching.- Exploring Children’s Behavioral Intention of Using The Expected Game-Based Learning for Protracted Waste Problem.- A Prototype Design and Usability Evaluation of a Chinese Educational System.- A Student Experience Based Research on Brand Creation of a Private College.- Research on Students' Learning Experience after Embedding Data Thinking into Curriculum ——Take the Course "Staff Career Development" as an Example.- How Should we Educate User Experience Designers (UXD) in Order to Design and Develop Effective Online Learning Platforms? - A Teaching & Learning Framework.- Research on Mixed Teaching Scheme of Human Resource Management Tool Courses Based on Learning Experience.- Teaching a Basic Design Class for Art and Design Freshmen: Course Design and Lessons Learned.- Globalization, Localization, and Culture Issues.- Investigation of New Private Gardens in Yangtze River Delta and Reflection on Design Value.- Anthropometric Hand Dimensions of Chinese Adults Using Three-Dimensional Scanning Technique.- Research on Peak Experience Design in Rural Cultural Tourism Service System: Take Diejiao Water Village of Foshan as an Example.- Measuring Visual Attractiveness of Urban Commercial Street Using Wearable Cameras: A Case Study of Gubei Gold Street in Shanghai.- PressureSensitivity Mapping of the Head Region for Chinese Adults for AR Glasses Design.- Analysis on Aesthetic Turn and Social Factors of Beijing Jade Art in the Middle of the 20th Century.- Research on Touchpoint Management in the Catering Industry——Taking Haidilao as an Example.- From “Fire Pit” to “Hall”: Spiritual Space Design in Chinese Family Life.- Dissemination of São Tomé and Príncipe Culture through Virtual Reality: Comparative UX Study Between Potential Tourists from Portugal and Santomean Inhabitants.- Shenzhen Maker Culture with Innovation and Entrepreneurship Policy in the Context of Belt and Road Initiatives.- Research on the Experience of Beautiful Rural Spatial Morphology in Shaoguan Area of Northern Guangdong Province Based on Space Syntax: A Case Study of Bailou Village, Shatian Town, Xinfeng County.
Il sito utilizza cookie ed altri strumenti di tracciamento che raccolgono informazioni dal dispositivo dell’utente. Oltre ai cookie tecnici ed analitici aggregati, strettamente necessari per il funzionamento di questo sito web, previo consenso dell’utente possono essere installati cookie di profilazione e marketing e cookie dei social media. Cliccando su “Accetto tutti i cookie” saranno attivate tutte le categorie di cookie. Per accettare solo deterninate categorie di cookie, cliccare invece su “Impostazioni cookie”. Chiudendo il banner o continuando a navigare saranno installati solo cookie tecnici. Per maggiori dettagli, consultare la Cookie Policy.