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Design, User Experience, and Usability

Overview of attention for book
Design, User Experience, and Usability
Springer Nature Switzerland

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Design Specifications for Bidirectional Feedback on Indoor Environmental Quality
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    Chapter 2 Digital Fabrication in the Industrial Sector in Middle East, General Overview
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    Chapter 3 Colour Accuracy in Fashion E-tail
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    Chapter 4 Ux in Immersive Reality: The Power of the Users
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    Chapter 5 Applying Service Design Thinking to UX Research: A Case of Smart Campus Dance Experience Design
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    Chapter 6 Beyond Car Human-Machine Interface (HMI): Mapping Six Intelligent Modes into Future Cockpit Scenarios
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    Chapter 7 Research on Lacquer Display Design in Digital Age
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    Chapter 8 Pedestrian Presence Detection in Areas of Interest Using Multiple Cameras
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    Chapter 9 Research on Retail Media Advertisements and Consumer Requirements - Taking E-Commerce Listing Pages as an Example
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    Chapter 10 Research on the Ageing-Friendly Design of Smart Entertainment Products Based on the Perceived Affordances Perspective
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    Chapter 11 Digital Technology and Interactive Experience: Children’s Product Design Based on Zhuang Brocade Cultural Elements
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    Chapter 12 Exploring the Potential Causes of Dormitory Relationship in University Students in Terms of Experiences and Behaviors
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    Chapter 13 Research on User Experience Design Strategy of Digital Aquarium Based on UTAUT2 Model
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    Chapter 14 Research on the Strategy of Digital Services in the Adoption Scene of Pet Shelters
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    Chapter 15 A Study on the Service Design of Leisure Campsites in Shanghai Based on Kansei Engineering
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    Chapter 16 Cognitive Mapping for AI-Augmented Interactive Print
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    Chapter 17 Listening Through Technology: An Interactive Sound Walk for a Suburb in Shenzhen
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    Chapter 18 Designing a Robot for Enhancing Attention of Office Workers with the Heavily Use of Screen
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    Chapter 19 The Strategy of Sustainable Concepts in the Design of Digital Services for Broken Screen Insurance
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    Chapter 20 POLARISCOPE – A Platform for the Co-creation and Visualization of Collective Memories
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    Chapter 21 Applying UX Design Process for a Web-Documentary Development: A Project Development
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    Chapter 22 IPlay: Towards Social Media for Community-Design Design
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    Chapter 23 Research on the Application of Clothing Elements of Ming Dynasty in Confucian Mansion Collection in Home Textile Design
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    Chapter 24 Visual Design for Predictive Display in Spatial Time-Delay Environments Considering Workload
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    Chapter 25 Exploration of the Interactive Design of Interior Space Under the New Retail Mode – Based on the Case of “Cultural and Creative Space” in the Traditional Dong Villages
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    Chapter 26 Cooking Experience Design for Generation Z in the Digital Age
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    Chapter 27 Industrial Design Education and Immersive Virtual Reality: Perceptions on Utility and Integration
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    Chapter 28 Presenting a Digital Toolkit for Training Hyper-Observant Experience Design Researchers
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    Chapter 29 Embodied Virtuality: A Method on the Exploration of Sound-Based Virtual Jewellery
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    Chapter 30 M-term Architectonic Context and Meditation Practitioners: A Concept to Be Implemented in an Informatic Application to Help Architects
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    Chapter 31 Construction and Practice of “Lean” Teaching Mode
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    Chapter 32 Virtual Reality in the Teaching of History of Architecture and Urbanism: A Literature Review
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    Chapter 33 The Comparison of Slider and Somatosensory Interfaces in Parametric Modeling for Chair Shape Manipulation
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    Chapter 34 The Feasibility Study Using Geometric Objects Constructed by Grasshopper (GH) as Shape Thinking Stimulation
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    Chapter 35 Cultivating Researcher-Sensibility in Novice Designers: Exploring Genre-Specific Heuristics for Game Evaluation in a Design Studio
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    Chapter 36 Optimizing the Design Process of 3D Printing Services for Personal Customization
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    Chapter 37 The ‘Three Creative’ Talent Characteristics Model
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    Chapter 38 Metadesign Tool for PBL-Based Design Masters Program
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    Chapter 39 Connected: How Virtual Experiences Are Redefining Margins by Expanding Opportunities for Students at Historically Black Colleges and Universities
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    Chapter 40 Development of a Co-Creation Toolkit for Designing Smart Product–Service Systems: A Health Device–Related Case Study
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    Chapter 41 Research on Evaluation Elements of Design Works for Design Education
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    Chapter 42 CTM Design Thinking Tool Stimulates Creative α and β Brain Activities
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    Chapter 43 Research on R&D Strategy of Cultural Creativity Publishing in Beijing from the Perspective of Cultural Symbiosis
Attention for Chapter 18: Designing a Robot for Enhancing Attention of Office Workers with the Heavily Use of Screen
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Chapter title
Designing a Robot for Enhancing Attention of Office Workers with the Heavily Use of Screen
Chapter number 18
Book title
Design, User Experience, and Usability
Published by
Springer, Cham, January 2023
DOI 10.1007/978-3-031-35696-4_18
Book ISBNs
978-3-03-135695-7, 978-3-03-135696-4
Authors

Tan, Zhiya, Liu, Zhen, Guo, Zixin, Gong, Shiqi

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Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 3 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 3 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 1 33%
Unknown 2 67%
Readers by discipline Count As %
Neuroscience 1 33%
Unknown 2 67%