• Produktbild: Design, User Experience, and Usability: Design for Emotion, Well-being and Health, Learning, and Culture
  • Produktbild: Design, User Experience, and Usability: Design for Emotion, Well-being and Health, Learning, and Culture
Band 13322

Design, User Experience, and Usability: Design for Emotion, Well-being and Health, Learning, and Culture 11th International Conference, DUXU 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings, Part II

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

19.05.2022

Abbildungen

XIX, 505 p. 221 illus., 168 illus. in color.

Herausgeber

Marcelo M. Soares + weitere

Verlag

Springer

Seitenzahl

505

Maße (L/B/H)

23,5/15,5/2,9 cm

Gewicht

791 g

Auflage

1st ed. 2022

Sprache

Englisch

ISBN

978-3-031-05899-8

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

19.05.2022

Abbildungen

XIX, 505 p. 221 illus., 168 illus. in color.

Herausgeber

Verlag

Springer

Seitenzahl

505

Maße (L/B/H)

23,5/15,5/2,9 cm

Gewicht

791 g

Auflage

1st ed. 2022

Sprache

Englisch

ISBN

978-3-031-05899-8

Herstelleradresse

Springer-Verlag KG
Sachsenplatz 4-6
1201 Wien
AT

Email: ProductSafety@springernature.com

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  • Produktbild: Design, User Experience, and Usability: Design for Emotion, Well-being and Health, Learning, and Culture
  • Produktbild: Design, User Experience, and Usability: Design for Emotion, Well-being and Health, Learning, and Culture
  • 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.