Ebook: Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience: Second International Conference, DUXU 2013, Held as Part of HCI International 2013, Las Vegas, NV, USA, July 21-26, 2013, Proceedings, Part II
Author: Maram S. Alhafzy Ebtesam A. Alomari Hind H. Mahdy Maysoon F. Abulkhair (auth.) Aaron Marcus (eds.)
- Tags: User Interfaces and Human Computer Interaction, Computing Milieux, Computer Applications, Information Systems Applications (incl. Internet), Information Storage and Retrieval
- Series: Lecture Notes in Computer Science 8013
- Year: 2013
- Publisher: Springer-Verlag Berlin Heidelberg
- Edition: 1
- Language: English
- pdf
The four-volume set LNCS 8012, 8013, 8014 and 8015 constitutes the proceedings of the Second International Conference on Design, User Experience, and Usability, DUXU 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 282 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 67 papers included in this volume are organized in the following topical sections: cross-cultural and intercultural user experience; designing for the learning and culture experience; designing for the health and quality of life experience; and games and gamification.
The four-volume set LNCS 8012, 8013, 8014 and 8015 constitutes the proceedings of the Second International Conference on Design, User Experience, and Usability, DUXU 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 282 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 67 papers included in this volume are organized in the following topical sections: cross-cultural and intercultural user experience; designing for the learning and culture experience; designing for the health and quality of life experience; and games and gamification.
The four-volume set LNCS 8012, 8013, 8014 and 8015 constitutes the proceedings of the Second International Conference on Design, User Experience, and Usability, DUXU 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 282 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 67 papers included in this volume are organized in the following topical sections: cross-cultural and intercultural user experience; designing for the learning and culture experience; designing for the health and quality of life experience; and games and gamification.
Content:
Front Matter....Pages -
Front Matter....Pages 1-1
A Novel Reading Technique Application: Exploring Arabic Children Experience....Pages 3-10
Observation Analysis Method for Culture Centered Design – Proposal of KH Method –....Pages 11-19
Lessons Learned from Projects in Japan and Korea Relevant for Intercultural HCI Development....Pages 20-27
Usability Evaluation of Two Chinese Segmentation Methods in Subtitles to Scaffold Chinese Novice....Pages 28-37
Young Egyptians Use of Social Networks and the January 2011 Revolution....Pages 38-43
Designing for a Thumb: An Ideal Mobile Touchscreen Interface for Chinese Users....Pages 44-53
Examining Interdisciplinary Prototyping in the Context of Cultural Communication....Pages 54-61
Intercultural User Interface Design – Culture-Centered HCI Design – Cross-Cultural User Interface Design: Different Terminology or Different Approaches?....Pages 62-71
User-Experience and Science-Fiction in Chinese, Indian, and Japanese Films....Pages 72-78
Two Solitudes Revisited: A Cross-Cultural Exploration of Online Image Searcher’s Behaviors....Pages 79-88
Usability Assessment in the Multicultural Approach....Pages 89-94
Lessons from Intercultural Project Management for the Intercultural HCI Design Process....Pages 95-104
Localization beyond National Characteristics: The Impact of Language on Users’ Performance with Different Menu Structures....Pages 105-114
Tracing Technology Diffusion of Social Media with Culturally Localized User Experience Approach....Pages 115-120
The Interactive Media between Human and the Sacred....Pages 121-128
Banner Evaluation Predicted by Eye Tracking Performance and the Median Thinking Style....Pages 129-138
Intercultural Design for Use – Extending Usage-Centered Design by Cultural Aspects....Pages 139-148
A Usability Testing of Chinese Character Writing System for Foreign Learners....Pages 149-157
Front Matter....Pages 159-159
A Cross-Cultural Evaluation of HCI Student Performance – Reflections for the Curriculum....Pages 161-170
Desirability of a Teaching and Learning Tool for Thai Dance Body Motion....Pages 171-179
Front Matter....Pages 159-159
Improving User Experience in e-Learning, the Case of the Open University of Catalonia....Pages 180-188
Math Fluency through Game Design....Pages 189-198
Musical Experience Development Model Based on Service Design Thinking....Pages 199-208
Investigation of Interaction Modalities Designed for Immersive Visualizations Using Commodity Devices in the Classroom....Pages 209-218
Legibility in Children’s Reading: The Methodological Development of an Experiment for Reading Printed and Digital Texts....Pages 219-228
PALMA: Usability Testing of an Application for Adult Literacy in Brazil....Pages 229-237
Setting Conditions for Learning: Mediated Play and Socio-material Dialogue....Pages 238-246
The Learning Machine: Mobile UX Design That Combines Information Design with Persuasion Design....Pages 247-256
Information Accessibility in Museums with a Focus on Technology and Cognitive Process....Pages 257-265
Luz, Camera, Libras!: How a Mobile Game Can Improve the Learning of Sign Languages....Pages 266-275
Toward Social Media Based Writing....Pages 276-285
Participatory Design for Mobile Application for Academic Management in a Brazilian University....Pages 286-295
YUSR: Speech Recognition Software for Dyslexics....Pages 296-303
Measuring Usability of the Mobile Mathematics Curriculum-Based Measurement Application with Children....Pages 304-310
Teachers and Children Playing with Factorization: Putting Prime Slaughter to the Test....Pages 311-320
Towards a Common Implementation Framework for Online Virtual Museums....Pages 321-330
Front Matter....Pages 331-331
Towards an Arabic Language Augmentative and Alternative Communication Application for Autism....Pages 333-341
Improving Autistic Children’s Social Skills Using Virtual Reality....Pages 342-351
Lazy Eye Shooter: Making a Game Therapy for Visual Recovery in Adult Amblyopia Usable....Pages 352-360
Designing Supportive Mobile Technology for Stable Diabetes....Pages 361-370
Front Matter....Pages 331-331
Application of Rhetorical Appeals in Interactive Design for Health....Pages 371-380
Addressing Human Computer Interaction Issues of Electronic Health Record in Clinical Encounters....Pages 381-390
Designing Co-located Tabletop Interaction for Rehabilitation of Brain Injury....Pages 391-400
Paindroid: A Mobile Tool for Pain Visualization and Management....Pages 401-406
Usability Testing Medical Devices: A Practical Guide to Minimizing Risk and Maximizing Success....Pages 407-416
Exploring the Need for, and Feasibility of, a Web-Based Self-Management Resource for Teenage and Young Adult Cancer Survivors in the UK....Pages 417-423
Avatar Interfaces for Biobehavioral Feedback....Pages 424-434
Participatory Interaction Design for the Healthcare Service Field....Pages 435-441
Virtual Environment to Treat Social Anxiety....Pages 442-451
Development and Evaluation of a Knowledge-Based Method for the Treatment of Use-Oriented and Technical Risks Using the Example of Medical Devices....Pages 452-461
Interactive System for Solving Children Communication Disorder....Pages 462-469
Game-Based Interactive Media in Behavioral Medicine: Creating Serious Affective-Cognitive-Environmental-Social Integration Experiences....Pages 470-479
A Mobile Prototype for Clinical Emergency Calls....Pages 480-487
Front Matter....Pages 489-489
The Design in the Development of Exergames: A New Game for the Contribute to Control Childhood Obesity....Pages 491-500
Case Study: Identifying Gamification Opportunities in Sales Applications....Pages 501-507
Interactive Doodles: A Comparative Analysis of the Usability and Playability of Google Trademark Games between 2010 and 2012....Pages 508-517
Exploring Adjustable Interactive Rings in Game Playing: Preliminary Results....Pages 518-527
Gamification at Work: Designing Engaging Business Software....Pages 528-537
Stand Up, Heroes! : Gamification for Standing People on Crowded Public Transportation....Pages 538-547
Applying Gamification in Customer Service Application to Improve Agents’ Efficiency and Satisfaction....Pages 548-557
Front Matter....Pages 489-489
Perception of Gamification: Between Graphical Design and Persuasive Design....Pages 558-567
Interactive Rock Climbing Playground Equipment: Modeling through Service....Pages 568-576
Work and Gameplay in the Transparent ‘Magic Circle’ of Gamification....Pages 577-586
Augmenting Yu-Gi-Oh! Trading Card Game as Persuasive Transmedia Storytelling....Pages 587-596
How Gamification and Behavior Science Can Drive Social Change One Employee at a Time....Pages 597-601
Bridging the Gap between Consumer and Enterprise Applications through Gamification....Pages 602-607
Gamification: When It Works, When It Doesn’t....Pages 608-614
Back Matter....Pages -
The four-volume set LNCS 8012, 8013, 8014 and 8015 constitutes the proceedings of the Second International Conference on Design, User Experience, and Usability, DUXU 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 282 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 67 papers included in this volume are organized in the following topical sections: cross-cultural and intercultural user experience; designing for the learning and culture experience; designing for the health and quality of life experience; and games and gamification.
Content:
Front Matter....Pages -
Front Matter....Pages 1-1
A Novel Reading Technique Application: Exploring Arabic Children Experience....Pages 3-10
Observation Analysis Method for Culture Centered Design – Proposal of KH Method –....Pages 11-19
Lessons Learned from Projects in Japan and Korea Relevant for Intercultural HCI Development....Pages 20-27
Usability Evaluation of Two Chinese Segmentation Methods in Subtitles to Scaffold Chinese Novice....Pages 28-37
Young Egyptians Use of Social Networks and the January 2011 Revolution....Pages 38-43
Designing for a Thumb: An Ideal Mobile Touchscreen Interface for Chinese Users....Pages 44-53
Examining Interdisciplinary Prototyping in the Context of Cultural Communication....Pages 54-61
Intercultural User Interface Design – Culture-Centered HCI Design – Cross-Cultural User Interface Design: Different Terminology or Different Approaches?....Pages 62-71
User-Experience and Science-Fiction in Chinese, Indian, and Japanese Films....Pages 72-78
Two Solitudes Revisited: A Cross-Cultural Exploration of Online Image Searcher’s Behaviors....Pages 79-88
Usability Assessment in the Multicultural Approach....Pages 89-94
Lessons from Intercultural Project Management for the Intercultural HCI Design Process....Pages 95-104
Localization beyond National Characteristics: The Impact of Language on Users’ Performance with Different Menu Structures....Pages 105-114
Tracing Technology Diffusion of Social Media with Culturally Localized User Experience Approach....Pages 115-120
The Interactive Media between Human and the Sacred....Pages 121-128
Banner Evaluation Predicted by Eye Tracking Performance and the Median Thinking Style....Pages 129-138
Intercultural Design for Use – Extending Usage-Centered Design by Cultural Aspects....Pages 139-148
A Usability Testing of Chinese Character Writing System for Foreign Learners....Pages 149-157
Front Matter....Pages 159-159
A Cross-Cultural Evaluation of HCI Student Performance – Reflections for the Curriculum....Pages 161-170
Desirability of a Teaching and Learning Tool for Thai Dance Body Motion....Pages 171-179
Front Matter....Pages 159-159
Improving User Experience in e-Learning, the Case of the Open University of Catalonia....Pages 180-188
Math Fluency through Game Design....Pages 189-198
Musical Experience Development Model Based on Service Design Thinking....Pages 199-208
Investigation of Interaction Modalities Designed for Immersive Visualizations Using Commodity Devices in the Classroom....Pages 209-218
Legibility in Children’s Reading: The Methodological Development of an Experiment for Reading Printed and Digital Texts....Pages 219-228
PALMA: Usability Testing of an Application for Adult Literacy in Brazil....Pages 229-237
Setting Conditions for Learning: Mediated Play and Socio-material Dialogue....Pages 238-246
The Learning Machine: Mobile UX Design That Combines Information Design with Persuasion Design....Pages 247-256
Information Accessibility in Museums with a Focus on Technology and Cognitive Process....Pages 257-265
Luz, Camera, Libras!: How a Mobile Game Can Improve the Learning of Sign Languages....Pages 266-275
Toward Social Media Based Writing....Pages 276-285
Participatory Design for Mobile Application for Academic Management in a Brazilian University....Pages 286-295
YUSR: Speech Recognition Software for Dyslexics....Pages 296-303
Measuring Usability of the Mobile Mathematics Curriculum-Based Measurement Application with Children....Pages 304-310
Teachers and Children Playing with Factorization: Putting Prime Slaughter to the Test....Pages 311-320
Towards a Common Implementation Framework for Online Virtual Museums....Pages 321-330
Front Matter....Pages 331-331
Towards an Arabic Language Augmentative and Alternative Communication Application for Autism....Pages 333-341
Improving Autistic Children’s Social Skills Using Virtual Reality....Pages 342-351
Lazy Eye Shooter: Making a Game Therapy for Visual Recovery in Adult Amblyopia Usable....Pages 352-360
Designing Supportive Mobile Technology for Stable Diabetes....Pages 361-370
Front Matter....Pages 331-331
Application of Rhetorical Appeals in Interactive Design for Health....Pages 371-380
Addressing Human Computer Interaction Issues of Electronic Health Record in Clinical Encounters....Pages 381-390
Designing Co-located Tabletop Interaction for Rehabilitation of Brain Injury....Pages 391-400
Paindroid: A Mobile Tool for Pain Visualization and Management....Pages 401-406
Usability Testing Medical Devices: A Practical Guide to Minimizing Risk and Maximizing Success....Pages 407-416
Exploring the Need for, and Feasibility of, a Web-Based Self-Management Resource for Teenage and Young Adult Cancer Survivors in the UK....Pages 417-423
Avatar Interfaces for Biobehavioral Feedback....Pages 424-434
Participatory Interaction Design for the Healthcare Service Field....Pages 435-441
Virtual Environment to Treat Social Anxiety....Pages 442-451
Development and Evaluation of a Knowledge-Based Method for the Treatment of Use-Oriented and Technical Risks Using the Example of Medical Devices....Pages 452-461
Interactive System for Solving Children Communication Disorder....Pages 462-469
Game-Based Interactive Media in Behavioral Medicine: Creating Serious Affective-Cognitive-Environmental-Social Integration Experiences....Pages 470-479
A Mobile Prototype for Clinical Emergency Calls....Pages 480-487
Front Matter....Pages 489-489
The Design in the Development of Exergames: A New Game for the Contribute to Control Childhood Obesity....Pages 491-500
Case Study: Identifying Gamification Opportunities in Sales Applications....Pages 501-507
Interactive Doodles: A Comparative Analysis of the Usability and Playability of Google Trademark Games between 2010 and 2012....Pages 508-517
Exploring Adjustable Interactive Rings in Game Playing: Preliminary Results....Pages 518-527
Gamification at Work: Designing Engaging Business Software....Pages 528-537
Stand Up, Heroes! : Gamification for Standing People on Crowded Public Transportation....Pages 538-547
Applying Gamification in Customer Service Application to Improve Agents’ Efficiency and Satisfaction....Pages 548-557
Front Matter....Pages 489-489
Perception of Gamification: Between Graphical Design and Persuasive Design....Pages 558-567
Interactive Rock Climbing Playground Equipment: Modeling through Service....Pages 568-576
Work and Gameplay in the Transparent ‘Magic Circle’ of Gamification....Pages 577-586
Augmenting Yu-Gi-Oh! Trading Card Game as Persuasive Transmedia Storytelling....Pages 587-596
How Gamification and Behavior Science Can Drive Social Change One Employee at a Time....Pages 597-601
Bridging the Gap between Consumer and Enterprise Applications through Gamification....Pages 602-607
Gamification: When It Works, When It Doesn’t....Pages 608-614
Back Matter....Pages -
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