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Titlebook: Automotive User Interfaces; Creating Interactive Gerrit Meixner,Christian Müller Book 2017 Springer International Publishing AG 2017 automo

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11#
發(fā)表于 2025-3-23 10:55:07 | 只看該作者
“It’s More Fun to Commute”—An Example of Using Automotive Interaction Design to Promote Well-Being ients of interactive technologies. To advance this argument, we provide an overview of a well-being-oriented experiential approach to AID and discuss the . as an example of a well-being-oriented experiential interactive system.
12#
發(fā)表于 2025-3-23 14:51:20 | 只看該作者
Cultural User Experience in the Car—Toward a Standardized Systematic Intercultural Agile Automotive nted approach makes it possible to track and trace both the culture specific requirements and the design decisions for internationalized HCI in order to produce adequate cultural interaction experiences for users of automotive user interfaces in the car.
13#
發(fā)表于 2025-3-23 20:10:49 | 只看該作者
The Insight–Prototype–Product Cycle Best Practices and Processes to Iteratively Advance In-Vehicle Ies that will help reader create a holistic design space for future mobility. Transitioning between ethnography, insights, prototyping, experience design, and requirements decomposition is a challenging task even for experienced UX professionals. This chapter provides guidance in this matter with practical examples.
14#
發(fā)表于 2025-3-23 23:09:54 | 只看該作者
15#
發(fā)表于 2025-3-24 02:59:41 | 只看該作者
https://doi.org/10.1007/978-3-030-44975-9ten been influenced by upcoming new technologies that customers got used to in their daily lives. Examples of such technologies include the first in-car radio, which was introduced around 1922, or the first in-car phone, which was introduced around 1952. Today, a car without such functionalities is
16#
發(fā)表于 2025-3-24 09:04:09 | 只看該作者
Jinho Yoo,Floris Goerlandt,Aldo ChircopIn this chapter, we explore the opportunities for gamified safe-driving apps provided by real-time data gathered from mobile and wearable devices. The study is grounded in our interest in providing engaging experiences for drives that otherwise lack engagement, both in manual and semi-automated vehi
17#
發(fā)表于 2025-3-24 13:40:21 | 只看該作者
18#
發(fā)表于 2025-3-24 18:22:25 | 只看該作者
https://doi.org/10.1007/978-3-319-51004-0 systems available in cars increased substantially over the recent years. However, AID is still mostly concerned with making interaction either easy or exciting. In this chapter, we argue that AID should focus more on creating and shaping enjoyable and meaningful activities through sensible arrangem
19#
發(fā)表于 2025-3-24 21:32:19 | 只看該作者
Governance of Science Before 1945son to internal combustion engine cars (ICE), the user experience (UX) of EVs is seriously compromised due to shorter and more varied driving range depending on driving style other context of use. A further complication is that recovering from unexpectedly low battery levels is tedious due to long c
20#
發(fā)表于 2025-3-25 02:19:41 | 只看該作者
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