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Design, User Experience, and Usability: UX Research, Design, and Assessment : 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 I

معرفی کتاب «Design, User Experience, and Usability: UX Research, Design, and Assessment : 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 I» نوشتهٔ Marcelo M. Soares, Elizabeth Rosenzweig, Aaron Marcus، منتشرشده توسط نشر Springer International Publishing AG در سال 1332. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

This book constitutes the refereed proceedings of the 11th International Conference on Design, User Experience, and Usability, DUXU 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. 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. Foreword HCI International 2022 Thematic Areas and Affiliated Conferences List of Conference Proceedings Volumes Appearing Before the Conference Preface 11th International Conference on Design, User Experience and Usability (DUXU 2022) HCI International 2023 Contents – Part I Contents – Part II Contents – Part III Processes, Methods, and Tools for UX Design and Evaluation Customer Hierarchy of Needs: Customer Centric Approach to Agile Product Development 1 Introduction 2 What Is the Customer Hierarchy of Needs 2.1 Functional Needs 2.2 Operational Needs 2.3 Value Needs 2.4 Efficiency Needs 3 Customer Hierarchy of Needs Creation 3.1 Functional Needs 3.2 Operational Needs 3.3 Value Needs 3.4 Efficiency Needs 4 Implications of Customer Hierarchy of Needs 5 Lessons Learned References Context is Key: Mining Social Signals for Automatic Task Detection in Design Thinking Meetings 1 Introduction 2 Related Work and Hypothesis Development 2.1 Collaborative Problem Solving Through Design Thinking 2.2 Modeling Behavioral Patterns During Collaborations 2.3 Context Detection for Speech-based Technology 2.4 Hypothesis Development 3 Methods 3.1 Study Set up 3.2 Thresholding the Outcome Variable 3.3 Features 4 Results 4.1 Predicting Design Thinking Mode 4.2 Understanding Design Thinking Modes 4.3 Evidence for Convergent and Divergent Thinking in Design Thinking Modes 5 Conclusion References Selection and Modeling of a Formal Heuristic Evaluation Process Through Comparative Analysis 1 Introduction 2 Background 2.1 Usability 2.2 Heuristic Evaluation 2.3 Systematic Literature Review 2.4 Heuristic Evaluation Formal Process 3 Characteristics of Protocols or Formal Processes Used to Improve the Performance of Heuristic Evaluations 4 Comparative Analysis and Discussion 5 Selected Formal Process BPMN Model 6 Conclusions and Future Works References Design Trend Analysis and Design Innovation Based on Card Heuristic Method 1 Introduction and Motivation 1.1 Trend Analysis 1.2 Feature of Trends 1.3 Factors Influencing Trends 1.4 Stimulate Creative Ideas 1.5 Motivation 1.6 Introduction 2 Research 2.1 Study 1 2.2 Study 2 3 Evaluation of the Method and Outlook 4 Discussion References Reporting the Application of User Experience Tools and Proxy Users in an Industrial Process Based on Double Diamond 1 Introduction 2 Theoretical Background 2.1 HCI and UX Concepts and Tools 2.2 Proxy Users 2.3 Design Projectual Methodology - Double Diamond 3 Double Diamond Design Method Application 3.1 First Cycle - Problem and User Needs Identification 3.2 Second Cycle - Empathy Tools 3.3 Third Cycle - Process Requirements Definition 3.4 Fourth Cycle - Idea Implementation and Test 4 Conclusions and Future Works References A Process to Support the Remote Tree Testing Technique for Evaluating the Information Architecture of User Interfaces in Software Projects 1 Introduction 2 Context 2.1 Tree Testing 2.2 Information Architecture 2.3 UX 2.4 Process 2.5 BPMN 3 Methods 3.1 Approach 3.2 Systematic Review 3.3 Tree Testing Tools 3.4 Specialists’ Interviews 4 Process Proposed 4.1 Model Description 4.2 Validation 5 Results and Future Works References Developing Personas in UX Process: A Case Study for a Web-Documentary to Increase Empathy Among Social Groups 1 Introduction 2 Theoretical Background 2.1 The Concept of Empathy 2.2 The User Experience (UX) Process 3 Methodology 3.1 Questionnaire Development 4 Results and Discussion 5 Conclusion References The Exploration of Tools and Methods for Designing Smart Products in User Experience 1 The Future of Smart Products 2 The Design Methodologies of Smart Products 2.1 The Design Process and Methods 2.2 The Methods and Tools of the Design Methodologies 2.3 The Flexibility of Design Methodology in Practice 3 The Updated Design Process and Methods for Smart Products 3.1 The Design Process for Smart Products 3.2 The Typical and Updated Design Methodology for Smart Products References Building up Personas by Clustering Behavior Motivation from Extreme Users 1 Introduction 1.1 Persona 1.2 Manual Clustering Method of Persona Development 2 Method 3 Case Studies 3.1 Project Background 3.2 Select Participants 3.3 Research Procedure 4 Results 4.1 Personas and Insights 4.2 Common Trends 5 Discussion and Conclusion References Effective Public Participation in Urban Open Space: Take Yangpu Waterfront Scenario Workshop as an Example 1 Introduction 2 Major Issues of Public Participation in Urban Open Spaces 3 Empirical Analysis Based on Yangpu Waterfront Scenario Workshop 3.1 Preparation 3.2 Implementation 3.3 Presentation of Results 4 Conclusion 5 Discussion 5.1 Strengthen the Disclosure of Information 5.2 Policy Support References Research on Product Design Process Based on the Integration of Perceptual Image and Brand Identity 1 Introduction 1.1 Background and Motivation 1.2 Literature Review 2 Method 2.1 Product Design Process Framework Based on Perceptual Imagery and Brand Identity 2.2 Brand Culture Elements 2.3 Mainstream Elements 2.4 Perceptual Image Elements 3 Result 3.1 Brand Culture Elements 3.2 Mainstream Elements 3.3 Perceptual Image Elements 3.4 Design and Verification 4 Conclusion References User Requirements, Preferences, and UX Influential Factors IOHIVE: Design Requirements for a System that Supports Interactive Journaling for Beekeepers During Apiary Inspections 1 Introduction 1.1 Precision Beekeeping/Apiculture 2 Related Work 2.1 Logging and Journaling Apiculture Practices 2.2 Related Systems and Software 3 Methodology 3.1 User Research 3.2 Interaction Requirements and Interaction Techniques 3.3 Basic Architecture and Infrastructure 4 Future Work and Directions References Combining Virtual Reality and Eye Tracking to Recognize Users’ Aesthetic Preference for Product Modeling 1 Introduction 2 Methods 2.1 Stimuli 2.2 Participants 2.3 Procedures 2.4 Eye Tracking Data Recording 2.5 Data Analyses 3 Results 4 Conclusion References A Study of the Affordance of Haptic Stimuli in a Simulated Haunted House 1 Introduction 2 Related Work 3 Methods 3.1 Participants 3.2 Apparatus 3.3 Stimuli 3.4 Experimental Conditions 3.5 Procedure 3.6 Results 3.7 Discussion 4 Conclusion References Research on the Influencing Factors of Shopping Mall Experiential Marketing on Consumer Attitudes: A Case of Guangzhou Sunac Mall 1 Introduction 2 Literature Review 2.1 Experiential Marketing 2.2 Consumer Attitude Theory 2.3 Research on the Influence Factors of the Consumer Attitudes or Purchase Intentions in Shopping Centers 3 Study Design and Descriptive Statistical Analysis 3.1 Research Objects and Data Sources 3.2 Research Hypothesis and Model Construction 3.3 Descriptive Statistical Analysis 4 Empirical Research 4.1 Reliability and Validity Test 4.2 Correlation Analysis and Regression Analysis 4.3 A Revised Model of the Influence of Consumer Attitudes 5 Conclusion and Suggestion 5.1 Suggestions Based on the Parent-Child Business Experience 5.2 Suggestions for Improvement Based on Life Service Business Experience 5.3 Suggestions for Improvement Based on the Service Experience 5.4 Suggestions for Improvements Based on Parking Services Experience 5.5 Suggestions for Improvement Based on Preferential Promotions Experience 5.6 Suggestions for Improvement Based on the Shopping Environment Experience References Different Sample Sources, Different Results? A Comparison of Online Panel and Mail Survey Respondents 1 Background 1.1 Introduction 1.2 Background 2 Method 2.1 Participants 2.2 Measures 2.3 Analysis Techniques 3 Results 3.1 Nonresponse Bias 3.2 Item Response Bias 3.3 Selectivity Bias 4 Discussion References The Effect of Music Type Association on Design Product Styling 1 Introduction 2 Literature Review 2.1 The Effect and Association of Music 2.2 Design Idea and Association 2.3 The Style of Product Styling 3 Research Method 3.1 The Method and Design Assignments of the Experiment 3.2 Procedure of the Experiment 3.3 Profile of the Design Sketches 3.4 Music-Induced Association Design Style Measureme 3.5 Tool and Music of Experiment 4 Results and Analysis of the Experiment 4.1 Music Type and Conceptual Sketch Features 4.2 Music and Design Style Association 5 Discussion and Conclusion 5.1 Discussion 5.2 Conclusion References The Effect of Camera Viewing Angle on Product Digital Presentation Perception 1 Introduction 2 Method 2.1 Participants 2.2 Stimuli 2.3 Experimental Design and Procedure 3 Results 3.1 Descriptive Statistics 3.2 Analysis of Variance 4 Discussion 5 Conclusions References Demographic Census: Searching for the Best User Experience 1 Introduction 1.1 The Brazilian Demographic Census 2 Data Collection Methods in Demographic Censuses 3 The Importance of Usability and UX 4 Research Method: Affinity Diagram 4.1 Classifying the Suggestions: A Bottom-Up Analysis 5 Proto Heuristics for On-Line Self-administered Questionnaires 5.1 Help and Documentation 5.2 Clarity of Texts and Information 5.3 User Interface (UI) Design 5.4 Validation Rules and Questionnaire Flow 5.5 Reduce the Respondent’s Cognitive Effort 5.6 Communication With the Respondent 5.7 Consistency and Standardization of the Questionnaire 5.8 Corrections and Text Revisions 5.9 Respondent’s Mental Model 5.10 Respondent Control and Freedom 5.11 Ensure Survey Accessibility 5.12 Independence from Technology 5.13 Security and Authentication 5.14 Data Privacy 6 Conclusion and Notes for Discussion References Usability in Automated Teller Machines Interfaces: A Systematic Literature Review 1 Introduction 2 Theoretical Background 2.1 ATM 2.2 Interface 2.3 Usability 2.4 User Centered Design 3 Planning and Executing a SLR 3.1 Objectives of the SLR 3.2 Research Questions 3.3 Search Strategy 3.4 Search Engines 3.5 Search Strings 3.6 Inclusion and Exclusion Criteria 3.7 Documents Found 4 Results of the Systematic Review 4.1 Challenges in the Use of ATMs 4.2 Usability Issues 4.3 ATM Interface Design and Redesign Case Studies 5 Conclusions and Future Works References User Experience Research in China: A 15-Year Bibliometric Analysis 1 Introduction 2 Methods 2.1 Data Sources 2.2 Research Method 3 Results and Analysis 3.1 Bibliometric Analysis 3.2 Core Authors and Institutional Analysis 4 Research Hot Spots and Frontier Analysis 4.1 Analysis of Research Hotspots 5 Discussion 5.1 Hotspots of User Experience Research in China 5.2 Research Trend of User Experience in China 6 Conclusion References Why Some “User-Centred” Medical Devices do not Provide Satisfactory User Experiences? An Investigation on User Information Factors in New Device Development Processes 1 Introduction 2 Method 2.1 Data Analysis 3 Results 3.1 Source of User Data 3.2 Application of User Data 4 Discussion 4.1 Issues Concerning the Sources of User Information 4.2 Issues Concerning the Application of User Information 5 Contribution, Limitation and the Next Step References Comparison of Usability and Immersion Between Touch-Based and Mouse-Based Interaction: A Study of Online Exhibitions 1 Introduction 1.1 Background 1.2 User Behavior in Online Exhibition 1.3 Immersion of Online Exhibition 2 Research Purpose 3 Method 3.1 Participants 3.2 Experiment Design 3.3 Materials 3.4 Questionnaire 3.5 Procedure 4 Results 4.1 Usability Score 4.2 Immersion Score 4.3 Gender Difference 4.4 Operation Behavior 4.5 Subjective Preference 5 Discussion 6 Conclusion References Identifying Key Factors Influencing Mobile Music App User Experience in China Using a Fuzzy DEMATEL Method 1 Introduction 2 Construction of the Index System of Influencing Factors of Mobile Music App User Experience 3 Research Method 3.1 Fuzzy-DEMATEL Model 3.2 Establishment of the Model 4 Results and Discussion 5 Conclusion References Usability, Acceptance, and User Experience Assessment Augmented Reality Books: A User Experience Evaluation 1 Introduction 2 Literature Review 3 Materials and Methods 3.1 Quantitative Experimental Design 3.2 Procedure 3.3 Participants 3.4 Data Collection 3.5 Materials 3.6 Data Analysis 4 Results 4.1 The Star Wars Galaxy Explorer Guide, AR Book 4.2 Frozen II the Ice Kingdom: An Enchanted Adventure, AR Book 4.3 Toy Story 4 Woody the Adventure of Augmented Reality, AR Book 5 Discussion 6 Conclusion References G4NHE Second Edition: Refining a Generic Gamification Technique to Engage HCI Evaluators in Consolidation Tasks 1 Introduction 2 Related Work 3 Game for aNy Heuristic Evaluation (G4NHE) 4 G4NHE Evaluation 5 Evaluating the G4NHE Specialization Guide 5.1 Participants' Profile 5.2 Procedure 5.3 Initial Test 5.4 Final Test 5.5 Consolidation of Results 6 Evaluating G4NHE New Rules 6.1 Participants' Profile 6.2 Procedure 6.3 Focus Group 6.4 Consolidation of Results 7 Conclusion References Towards More Clean Results in Data Visualization: A Weka Usability Experiment 1 Introduction 2 Related Concepts 2.1 Usability 2.2 Knowledge Discovery in Databases 2.3 Classification Techniques 3 Related Works 4 Methods and Materials 4.1 Experimentation Details 5 Results 5.1 Non-expert Users 5.2 Expert Users 5.3 Preliminary Approach 6 Discussion References Usability Assessment and Improvement Plan for Treadmills in Campus Gym 1 Introduction 2 Research Method and Process 2.1 Field Observation 2.2 Treadmill Hardware Evaluation Method 2.3 Treadmill Interface Evaluation Method 3 Results 3.1 Result of Field Observation 3.2 Result of Treadmill Hardware Evaluation 3.3 Result of Treadmill Interface Evaluation 4 Improvement Plan 4.1 Improvement Program of Treadmill Hardware 4.2 Improvement Program of Treadmill Interface 5 Summary and Discussion References Examining the Usability of a Short-Video App Interface Through an Eye-Tracking Experiment 1 Introduction 2 Research Methods 2.1 Experiment Objective 2.2 Experiment Design 2.3 Experiment Materials 2.4 Experimental Environment and Equipment 2.5 Experimental Process 2.6 Participants 3 Data Analysis 3.1 Areas of Interest 3.2 Evaluation Dimensions 3.3 Eye-Tracking Data and Their Interpretations 4 Results 4.1 Eye-Tracking Data Analysis 4.2 Subjective Rating Results 5 Discussion 6 Concluding Remarks References Usability Evaluation and Redesign of an Integrated Chair 1 Product Introduction 2 User Journey Map 3 Usability Evaluation 3.1 Models and Methods of Usability Evaluation 3.2 Usability Evaluation Based on Leventhal and Barnes Usability Model 3.3 Usability Evaluation Based on Human Factor Engineering 4 Summary of Usability Evaluation 5 Redesign 5.1 Shelf Structure 5.2 Desktop Structure 5.3 Signification Design of Desktop 5.4 Chair Back Handle Design 5.5 Optimization of the Stool Surface Promising or Influencing? Theory and Evidence on the Acceptance of Mobile Payment Among the Elderly in China 1 Technology Acceptance Model; Mobile Payment; The Elderly 2 Literature Review 2.1 Mobile Payment 2.2 Physical and Psychological Characteristics of the Elderly 2.3 TAM and Its Use in the Context of Mobile Payment 3 Research Hypotheses and Research Model 3.1 Perceived Ease of Use and Perceived Usefulness 3.2 Social Influence 3.3 Trust 4 Methodology 4.1 Data Collection 4.2 Data Analysis 5 Discussion and Conclusion 5.1 Discussion 5.2 Conclusion References Applying a New Questionnaire to Evaluate the Usability of Peruvian E-Government Websites 1 Introduction 2 Related Work 3 Settings of the Case Study 4 Analysis and Results 5 Conclusions and Future Works References Online Virtual Simulation Course Design for VR Glasses Fit Analysis 1 Introduction 2 Running Logic of Online Virtual Simulation Experiment Platform 2.1 3D Head Scans and Facial Measurements of Chinese Population 2.2 Correct Position of VR Glasses on the Face 2.3 Facial Interface Selection 2.4 Algorithm Development 3 On-Line Course Design 3.1 Steps for Conducting an Experiment 3.2 Assessment 4 Conclusion References A Systematic Review About Quantitative Metrics for the Usability Evaluation of Retail E-commerce Web Sites Based on Open Source Platforms 1 Introduction 2 Background 2.1 Usability 2.2 E-commerce 2.3 Metric 2.4 Systematic Literature Review (SLR) 2.5 Open-Source e-commerce Platforms 3 Conducting the Systematic Literature Review 3.1 Research Questions 3.2 Source Selection 3.3 Search String 3.4 Inclusion and Exclusion Criteria 3.5 Data Collection 4 Report and Analysis of Results 4.1 Metrics Used for the Usability Evaluation of E-Commerce Websites 4.2 Aspects Measured in the Usability Evaluation of E-Commerce Websites 5 Conclusions and Future Work References Usability Study of Museum Website Based on Analytic Hierarchy Process: A Case of Foshan Museum Website 1 Introduction 2 Method 2.1 Usability 2.2 Analytic Hierarchy Process (AHP) 2.3 Usability Testing 3 Results 3.1 Performance Results 3.2 Usability Results 3.3 Behavioural and Physiological Metrics Results 4 Website Redesign 4.1 Application of Hierarchical Task Analysis (HTA) 4.2 Website Optimization 4.3 Optimization Effect Comparison 5 Discussion and Conclusions References Cumulative Distortions in Usability Testing: Combined Impact of Web Design, Experiment Conditions, and Type of Task and Upon User States During Internet Use 1 Introduction 2 Method 2.1 Functional User States in the Context of Usability Testing Factors 2.2 The Research Hypotheses 2.3 Experimental Tasks 2.4 Measures and Instruments 2.5 Experimental Design and Procedures 3 Results 4 Conclusion References Author Index
دانلود کتاب Design, User Experience, and Usability: UX Research, Design, and Assessment : 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 I