標題: Titlebook: Design, User Experience, and Usability. Interaction Design; 9th International Co Aaron Marcus,Elizabeth Rosenzweig Conference proceedings 2 [打印本頁] 作者: 人工合成 時間: 2025-3-21 19:08
書目名稱Design, User Experience, and Usability. Interaction Design影響因子(影響力)
書目名稱Design, User Experience, and Usability. Interaction Design影響因子(影響力)學(xué)科排名
書目名稱Design, User Experience, and Usability. Interaction Design網(wǎng)絡(luò)公開度
書目名稱Design, User Experience, and Usability. Interaction Design網(wǎng)絡(luò)公開度學(xué)科排名
書目名稱Design, User Experience, and Usability. Interaction Design被引頻次
書目名稱Design, User Experience, and Usability. Interaction Design被引頻次學(xué)科排名
書目名稱Design, User Experience, and Usability. Interaction Design年度引用
書目名稱Design, User Experience, and Usability. Interaction Design年度引用學(xué)科排名
書目名稱Design, User Experience, and Usability. Interaction Design讀者反饋
書目名稱Design, User Experience, and Usability. Interaction Design讀者反饋學(xué)科排名
作者: 亞當(dāng)心理陰影 時間: 2025-3-21 23:43
Star Clusters and Associations,d separately and compared with the contents of the CPM product model and the process steps of PDD. In sum, we identify relevant touch points of the two CUXD and CPM/PDD approaches. This points out on how CPM/PDD can serve as a basis for the formalization of CUXD.作者: 陶瓷 時間: 2025-3-22 00:29 作者: 不可接觸 時間: 2025-3-22 07:36
A Product/Process Model Approach to Formalize Collaborative User Experience Designd separately and compared with the contents of the CPM product model and the process steps of PDD. In sum, we identify relevant touch points of the two CUXD and CPM/PDD approaches. This points out on how CPM/PDD can serve as a basis for the formalization of CUXD.作者: Presbyopia 時間: 2025-3-22 12:13 作者: defeatist 時間: 2025-3-22 14:52
Conference proceedings 2020020 proceedings...The 40 papers included in this volume were organized in topical sections on UX design methods, tools and guidelines, interaction design and information visualization, and emotional design..作者: defeatist 時間: 2025-3-22 17:56
0302-9743 the HCII 2020 proceedings...The 40 papers included in this volume were organized in topical sections on UX design methods, tools and guidelines, interaction design and information visualization, and emotional design..978-3-030-49712-5978-3-030-49713-2Series ISSN 0302-9743 Series E-ISSN 1611-3349 作者: 歡呼 時間: 2025-3-23 00:52 作者: 誰在削木頭 時間: 2025-3-23 01:54
Photometric Concepts and Magnitudes,e compared, based on the results of two experimental procedures; an open online A/B test, with 294 participants, and a triangulated controlled one, based on test-retest, involving 90 people. The aim is impacting both research and practice, regarding the involvement of users in the designing, a complex and widely discussed matter of the discipline.作者: 去世 時間: 2025-3-23 07:22 作者: follicle 時間: 2025-3-23 09:42 作者: Thymus 時間: 2025-3-23 17:03
NeuroDesign: Making Decisions and Solving Problems Through Understanding of the Human Brainsupport significance for this research field. Studies on NeuroDesign are based on neuroscience and use psychology methods and computer models to study design-related activities. The combination of neuroscience and design is an emerging field, and researching in this field has considerable significance.作者: lattice 時間: 2025-3-23 19:22 作者: 踉蹌 時間: 2025-3-23 23:14 作者: AWE 時間: 2025-3-24 05:35
Should We Measure UX Differently?creasing consumerism today, a change in the evaluation criteria and definition of what is ‘good’ and ‘successful’ UX can transform the impact of User Experience design by ensuring that the goal of UX Design is a balance between what is good for the human race and what is good for commerce.作者: GRIPE 時間: 2025-3-24 09:38 作者: 畫布 時間: 2025-3-24 14:41 作者: 遭遇 時間: 2025-3-24 16:29
Robert I. Jaffee,Benjamin A. WilcoxTo address this issue, we interviewed 15 usability experts, all of whom had at least four years of experience and who came from both academia and industry. We analyzed their responses and developed a step-by-step protocol.作者: MERIT 時間: 2025-3-24 21:51 作者: 使入迷 時間: 2025-3-25 02:52
Star Clusters and Associations,in storycraft, as the tools and techniques used in both domains are aimed at creating emotionally satisfying experiences. While harnessing the power of storycraft to elevate strategies in designing for experiences is an attractive idea, which has been embraced earlier by the design research communit作者: Nutrient 時間: 2025-3-25 05:19 作者: 防水 時間: 2025-3-25 09:05
Star Clusters and Associations,only had a little chart drawing experience. Five subjects referenced the chart choosers in the test, and the other five were free to create charts without reference. Finally, semi-structured interviews and SUS usability evaluation were conducted, and the preferences of the six chart choosers were ra作者: Embolic-Stroke 時間: 2025-3-25 12:56 作者: dapper 時間: 2025-3-25 19:41
https://doi.org/10.1007/978-3-540-34144-4uitable or not. It is important therefore to pay attention to the new technology. The methodology proposed here can help build up information construction to verify whether a better user experience is achieved.?This paper explores argues for this efficient methodology – Rich Media 2.0, a methodology作者: Thyroxine 時間: 2025-3-25 21:54
Star Clusters and Associations,l emotional changes of users and their social world in order to seek new breakthroughs. This paper will start with the research of fuzzy front-end and discuss how user experience will bring innovation to fuzzy front-end. Because of the interaction with the environment, there will inevitably emerge s作者: VEST 時間: 2025-3-26 02:23
https://doi.org/10.1007/978-3-662-03215-2g to provide a once and for all solution, but make the applicability of phenomenological research methods applicable. The proposed framework can provide a possible platform for the discussion of experience classification issues.作者: PALSY 時間: 2025-3-26 07:47 作者: 同來核對 時間: 2025-3-26 10:39
Coherent Heuristic Evaluation (CoHE): Toward Increasing the Effectiveness of Heuristic Evaluation foTo address this issue, we interviewed 15 usability experts, all of whom had at least four years of experience and who came from both academia and industry. We analyzed their responses and developed a step-by-step protocol.作者: cloture 時間: 2025-3-26 13:29 作者: 感激小女 時間: 2025-3-26 20:00 作者: NOCT 時間: 2025-3-26 23:21
The Designer’s Creativity Demand&Influence Factor Model Based on Grounded Theoryubsequent research. In the process, we also found some interesting phenomena. Design content has obvious moderating effect on the creativity of designers. There is a mismatch between supply and demand of incentive measures in all stages of design process, which makes designers unable to maximize the作者: neologism 時間: 2025-3-27 02:29
Online Interactive Chart Choosers for Novice Visual Designers: Assistance and Restrictiononly had a little chart drawing experience. Five subjects referenced the chart choosers in the test, and the other five were free to create charts without reference. Finally, semi-structured interviews and SUS usability evaluation were conducted, and the preferences of the six chart choosers were ra作者: MODE 時間: 2025-3-27 06:59
The Usability Testessen – An Innovative Framework for Usability Testing in Practicey methods. Due to the reduction of costs and effort for the preparation and execution of usability tests, this concept is a great advantage especially for small and medium-sized companies and startups, as they usually have to struggle with scarce resources and at the same time high market pressure. 作者: 專橫 時間: 2025-3-27 11:56 作者: Ibd810 時間: 2025-3-27 16:46 作者: 是突襲 時間: 2025-3-27 21:28 作者: Anonymous 時間: 2025-3-28 01:36
A Systematic Review of User-Centered Design Techniquess, and the reasons why this process took place. A total of 146 studies were identified, of which 19 were selected as relevant to this review. According to the analysis, the most used technique to perform redesigns is prototyping and the usability evaluation method more employed is testing with users作者: 嚴厲譴責(zé) 時間: 2025-3-28 03:41
Coherent Heuristic Evaluation (CoHE): Toward Increasing the Effectiveness of Heuristic Evaluation fo system based on a set of usability guidelines. HE was first introduced by Nielsen and Molich and then revised by Nielsen. Since its introduction, HE has gained wide popularity among human-computer interaction (HCI) and user experience (UX) practitioners and is now one of the most common usability e作者: 政府 時間: 2025-3-28 08:25
House of Prototyping Guidelines: A Framework to Develop Theoretical Prototyping Strategies for Humanategies that are comprehensive and widely accepted. Current prototyping strategies mostly focus on the hands-on activity of building the prototype by relying on the designer’s experience. Another limitation is that prototyping strategies often do not address human factors for prototyping human-cente作者: ORBIT 時間: 2025-3-28 11:00
Applying Storycraft to Facilitate an Experience-Centric Conceptual Design Processstrategic guidance in bringing the emotional, contextual, and temporal aspects of experiences into discussion. Existing externalization strategies are not obviously equipped to help incorporate the transient characteristics of experiences into the designer’s creative thinking. In this paper, we prop作者: 撤退 時間: 2025-3-28 16:48 作者: expdient 時間: 2025-3-28 22:08 作者: 直言不諱 時間: 2025-3-29 00:53 作者: Blazon 時間: 2025-3-29 03:13 作者: legislate 時間: 2025-3-29 09:46
Rich Media 2.0: A Methodology to Enhance Media Information Construction for Creating a Better User E created, one which does not take a specific form for internet communication media. Rich Media refers to the methods of information transmission through animation, sound, video, and interactive mediums. Such a social phenomenon reveals people’s reactions and the way they explore between technology a作者: famine 時間: 2025-3-29 13:18
User Experience: How to Drive Innovation on the Fuzzy Front Endser experience may be replaced directly by empathic design and empathy model for experimental and chaotic nature of the front-end. Meanwhile, with acceleration of product innovation and growth of brand, innovation has become an indispensable part of the development of enterprises. Enterprises could 作者: LATER 時間: 2025-3-29 19:28
Research on User Experience Classification Based on Phenomenological Methodry answer. This makes it difficult for user experience researchers and designers to practice without clear recognition on research objects. This article points out the existing classification methods are inadequate to explain an independent and clear experience phenomenon. The key challenge lies in 作者: 粗魯?shù)娜?nbsp; 時間: 2025-3-29 21:55
A Product/Process Model Approach to Formalize Collaborative User Experience Designn Thinking and Lean UX and represents an agile, hypothesis-based approach. The CUXD model divides the development process into the three phases of “Understanding”, “Exploration”, and “Realization”, each consisting of different workshops with suggested methods. The value of CUXD is illustrated by exa作者: disparage 時間: 2025-3-30 03:57
Should We Measure UX Differently?e one hand and save cost for businesses through efficiency and speed, on the other. The impact of this can be seen in the form of an ever expanding, instant gratification led experience economy that constantly fuels consumerism. Since there is no plan(et) B, if we are to survive as the human race, t作者: isotope 時間: 2025-3-30 06:18
How Do Designers Make User-Experience Design Decisions?primed decision (RPD) mechanisms as well as mental models and information seeking in making design decisions. Based on field observation and interviews in two design teams, we find that the RPD mechanisms of pattern recognition and mental simulation are common in three UX design layers: scope, struc作者: 水槽 時間: 2025-3-30 09:15
NeuroDesign: Making Decisions and Solving Problems Through Understanding of the Human Brain the cutting-edge cross-domain research methods to collect the designer’s physiological data and psychological data, which has essential experimental support significance for this research field. Studies on NeuroDesign are based on neuroscience and use psychology methods and computer models to study作者: GOAD 時間: 2025-3-30 16:01
Strateegia.digital: A Platform that Assumes Design as a Strategic Tooless, product, or service to the platform economy in a detailed, comprehensive, deep, sophisticated in a simple, elegant, effective and efficient way. It is in this sense that we present the strateegia.digital platform, the result of years of experience in creating, evolving and transforming business作者: TOXIN 時間: 2025-3-30 19:32
Why (not) Adopt Storytelling in Design?in literature, the willingness to adopt it in actual practice, especially in students’ design projects, has however been slow. The lack of empirical studies on actual adoption of storytelling calls for a deeper understanding of the considerations that influence design practitioners, especially desig作者: 性學(xué)院 時間: 2025-3-30 22:43
Visually Impaired Accessibility Heuristics Proposal for e-Commerce Mobile Applicationsics as is the case of visually impaired people. This study follows the methodology proposed by Qui?ones to elaborate heuristics centered in a specific user experience aspect as is accessibility, in order to understand needs and help develop better mobile apps.作者: Halfhearted 時間: 2025-3-31 03:03
A Systematic Review of User-Centered Design Techniquesoducts. Therefore, it chooses to redesign these systems through techniques that provide favorable results in usability evaluations. Several authors have proposed the User-Centered Design framework as the right one to obtain optimal results with respect to metrics of this attribute, since it aims to 作者: fluoroscopy 時間: 2025-3-31 06:50 作者: endoscopy 時間: 2025-3-31 11:17
Visually Impaired Accessibility Heuristics Proposal for e-Commerce Mobile Applicationsics as is the case of visually impaired people. This study follows the methodology proposed by Qui?ones to elaborate heuristics centered in a specific user experience aspect as is accessibility, in order to understand needs and help develop better mobile apps.作者: atopic-rhinitis 時間: 2025-3-31 15:44
Robert I. Jaffee,Benjamin A. Wilcox system based on a set of usability guidelines. HE was first introduced by Nielsen and Molich and then revised by Nielsen. Since its introduction, HE has gained wide popularity among human-computer interaction (HCI) and user experience (UX) practitioners and is now one of the most common usability e作者: critic 時間: 2025-3-31 18:30
Photometric Concepts and Magnitudes,ategies that are comprehensive and widely accepted. Current prototyping strategies mostly focus on the hands-on activity of building the prototype by relying on the designer’s experience. Another limitation is that prototyping strategies often do not address human factors for prototyping human-cente作者: 讓步 時間: 2025-3-31 23:09 作者: 辯論的終結(jié) 時間: 2025-4-1 04:34