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Design, User Experience, and Usability

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Cover of 'Design, User Experience, and Usability'

Table of Contents

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    Book Overview
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    Chapter 1 Research on the Development of Spatial Model and Value Perceptions of Lingnan’s “Water Cultural Heritage” in the Context of Generative Whole Theory
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    Chapter 2 Design of a Multi-user Collaborative Innovation Digital Resource Library for Miao Embroidery
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    Chapter 3 Scenes, Interaction, Community and Values: A Service Experience Design Framework for Museum Public Space Based on the Theory of Experience Preference
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    Chapter 4 The Penta Model of Flow Experience: A Study on Service Design of Duan Inkstone Art Exhibition in Guangdong Museum
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    Chapter 5 A New Transmission Mode of Chinese Neo-confucianism Combined with Digital Technology: A Case of Guanhai Lou
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    Chapter 6 Gamified Participatory Exhibition Design Research for Future Museums
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    Chapter 7 Play and Interpret in Art Museum’s Games: A Systematic Review
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    Chapter 8 Research on the Design of Interactive Installation in New Media Art Based on Machine Learning
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    Chapter 9 A View of Chinese Character Design in Traditional Culture from the Perspective of Daily Articles
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    Chapter 10 The Experience Design of Cultural Heritage Tourism in the Perspective of Gamification
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    Chapter 11 Research on the Application of Participatory Design in the Digitalization of Traditional Culture
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    Chapter 12 Research on the Design of Red Cultural and Creative Products Based on Digitalization
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    Chapter 13 Research on Rural Cultural Tourism Service Design Based on Customer Perceived Value: Taking “TANXUN” Parent-Child Travel as an Example
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    Chapter 14 Study on the Digital Inheritance Path of Oral Literature Intangible Cultural Heritage
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    Chapter 15 Research on the Aesthetic Connotation of New Media Ink Painting Art Based on Grounded Theory
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    Chapter 16 The Meta-universe Platform Roblox for the Conservation of the Globally Important Agricultural Heritage Systems (GIAHS): The Case of the Floating Garden Agricultural Practices
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    Chapter 17 Augmented Reality Technology in Painting Display
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    Chapter 18 Using the TURF Framework to Design an Enhanced Dosimetry Quality Assurance Checklist in an Academic Medical Center
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    Chapter 19 Towards Co-design with Day Care Teachers Based on In-Situ Behavioral Data: A Case Study of a Workshop for Reflection Based on Video Recordings
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    Chapter 20 Digital Health Twin in the Prevention Era for Personal and Corporate Wellbeing
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    Chapter 21 Improving Pediatric Medical Prescription to Promote First-Time Parent’s Comprehension Through an Information Design Approach
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    Chapter 22 Development of Interactive Visual Communication Tools to Assist Caregivers
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    Chapter 23 Light Therapy Headset Model for Seasonal Affective Disorder Group
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    Chapter 24 Female Menstrual Emergency Service Experience Design for College Students
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    Chapter 25 Objectively Assessing and Comparing the User Experience of Two Thousand Digital Health Apps
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    Chapter 26 Facilitating Empathy for Care Recipients
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    Chapter 27 A Mobile Application to Support Arm Ability Training for Occupational Therapy Patients
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    Chapter 28 Experience Design to Alleviate Social Anxiety in the Playground Under Smart Campus
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    Chapter 29 Research on the Design of Weighing Scale Based on Health Management During Pregnancy
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    Chapter 30 Impact of Healthcare Mobile Apps for Smoking, Sugar Intake, and Obesity on Maintaining Healthy Behavioral Activation
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    Chapter 31 The Artistic Expression of Physiological Activities and Interactive Experience
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    Chapter 32 Porous Ceramics for the Design of Domestic Ecologies
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    Chapter 33 Visual Design Checklist for Glucose Monitor App User Interface Usability Evaluation
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    Chapter 34 The Impact of Technology Affordance of Short Videos on Users’ Health Information Acceptance: A Study Based on Chinese Short Video Users
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    Chapter 35 A New Process Framework for Managing the Fuzzy Front End of New Healthcare Device Development
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    Chapter 36 Applying Motivational Interview in Designing a Pulmonary Rehabilitation Unit
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    Chapter 37 Whether Kangaroo Care Can Be Performed by a Device? A Conceptual Incubator Designed for Preterm Infants
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    Chapter 38 Function and Visual Experience Design Strategy of Chinese Elderly Health Monitoring Smartwatch
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    Chapter 39 Design of Preschool Children’s Diet Education Products
Attention for Chapter 16: The Meta-universe Platform Roblox for the Conservation of the Globally Important Agricultural Heritage Systems (GIAHS): The Case of the Floating Garden Agricultural Practices
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Chapter title
The Meta-universe Platform Roblox for the Conservation of the Globally Important Agricultural Heritage Systems (GIAHS): The Case of the Floating Garden Agricultural Practices
Chapter number 16
Book title
Design, User Experience, and Usability
Published by
Springer, Cham, January 2023
DOI 10.1007/978-3-031-35705-3_16
Book ISBNs
978-3-03-135704-6, 978-3-03-135705-3
Authors

Zhang, Man, Liu, Zhen, Lai, Kaixin

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 6 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 6 100%

Demographic breakdown

Readers by professional status Count As %
Unspecified 1 17%
Professor > Associate Professor 1 17%
Student > Master 1 17%
Unknown 3 50%
Readers by discipline Count As %
Social Sciences 2 33%
Unspecified 1 17%
Unknown 3 50%