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Design, User Experience, and Usability: Theories, Methods, and Tools for Designing the User Experience

Overview of attention for book
Cover of 'Design, User Experience, and Usability: Theories, Methods, and Tools for Designing the User Experience'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Experience Report: The Effectiveness of Paper Prototyping for Interactive Visualizations
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    Chapter 2 A Review of Empirical Intercultural Usability Studies
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    Chapter 3 Towards a Vocabulary of Prototypes in Interaction Design – A Criticism of Current Practice
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    Chapter 4 Agile Usability Patterns for UCD Early Stages
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    Chapter 5 Ideologies in HCI: A Semiotic Perspective
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    Chapter 6 The Language Game
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    Chapter 7 On the Idea of Design: Analyzing the Ideal Form of Cars
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    Chapter 8 M4REMAIP: Method for Requirements Elicitation Based on Mobile Applications under an Interaction Perspective
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    Chapter 9 A Mixed-Method Approach for In-Depth Contextual User Research
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    Chapter 10 Reframing Design under Technical Conditions
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    Chapter 11 Developing UX for Collaborative Mobile Prototyping
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    Chapter 12 Deconstructivist Design within HCI
  14. Altmetric Badge
    Chapter 13 Using Agile Methods in Intercultural HCI Design Projects
  15. Altmetric Badge
    Chapter 14 Revisiting Graspable User Interfaces
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    Chapter 15 Tracing Design Work through Contextual Activity Sampling
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    Chapter 16 Techno-Theoretical Paradigm: Performance, Fashion and Wearables
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    Chapter 17 A User Experience Design Toolkit
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    Chapter 18 How Two become One – Creating Synergy Effects by Applying the Joint Interview Method to Design Wearable Technology
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    Chapter 19 In-Depth Analysis of Non-deterministic Aspects of Human-Machine Interaction and Update of Dedicated Functional Mock-Ups
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    Chapter 20 Grammatical Analysis of User Interface Events for Task Identification
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    Chapter 21 Model-Based User Interface Development for Adaptive Self-Service Systems
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    Chapter 22 Usability Evaluation of Mobile Passenger Information Systems
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    Chapter 23 SCENE: A Structured Means for Creating and Evaluating Behavioral Nudges in a Cyber Security Environment
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    Chapter 24 Attempts to Quantitative Analyze for the Change of Human Brain Activity with Physical and Psychological Load
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    Chapter 25 Measuring Confidence in Internet Use: The Development of an Internet Self-efficacy Scale
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    Chapter 26 Customer Journey Mapping of an Experience-Centric Service by Mobile Self-reporting: Testing the Qualiwall Tool
  28. Altmetric Badge
    Chapter 27 Evaluation of Tablet PC Application Interfaces with Low Vision Users: Focusing on Usability
  29. Altmetric Badge
    Chapter 28 Relationship between Elements of the Usability and Emotions Reported after Use: A Mexican Case
  30. Altmetric Badge
    Chapter 29 Experimental Research in Applying Generative Design and 3D Printers in User Participating Design
  31. Altmetric Badge
    Chapter 30 Building a Semantic Differential Scale as Tool for Assisting UX Evaluation with Home Appliances
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    Chapter 31 Evaluating Quality and Usability of the User Interface: A Practical Study on Comparing Methods with and without Users
  33. Altmetric Badge
    Chapter 32 Multicultural Text Entry: A Usability Study
  34. Altmetric Badge
    Chapter 33 Subjective and Objective Assessment of Mashup Tools
  35. Altmetric Badge
    Chapter 34 Usability Analysis of Smartphone Applications for Drivers
  36. Altmetric Badge
    Chapter 35 Eye Tracking Insights into Effective Navigation Design
  37. Altmetric Badge
    Chapter 36 Changing Paradigm – Changing Experience?
  38. Altmetric Badge
    Chapter 37 Applying the User Experience Questionnaire (UEQ) in Different Evaluation Scenarios
  39. Altmetric Badge
    Chapter 38 Online Psychometric Design (OnPsyD) Tool
  40. Altmetric Badge
    Chapter 39 Comparing Effectiveness, Efficiency, Ease of Use, Usability and User Experience When Using Tablets and Laptops
  41. Altmetric Badge
    Chapter 40 Heuristics for Evaluating the Usability of Mobile Launchers for Elderly People
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    Chapter 41 Heuristic Inspection to Assess Persuasiveness: A Case Study of a Mathematics E-learning Program
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    Chapter 42 Design as a Tool for Managing Risks and Vulnerabilities Regarding Artifacts of Public Safety
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    Chapter 43 Enhancing Usability Engineering in Rural Areas Using Agile Methods
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    Chapter 44 Serious Games and Heuristic Evaluation – The Cross-Comparison of Existing Heuristic Evaluation Methods for Games
  46. Altmetric Badge
    Chapter 45 Towards the Development of Usability Heuristics for Native Smartphone Mobile Applications
  47. Altmetric Badge
    Chapter 46 Common Industry Format (CIF) Report Customization for UX Heuristic Evaluation
  48. Altmetric Badge
    Chapter 47 Evaluating the Usability on Multimodal Interfaces: A Case Study on Tablets Applications
  49. Altmetric Badge
    Chapter 48 Developing Playability Heuristics for Computer Games from Online Reviews
  50. Altmetric Badge
    Chapter 49 Designing Real-Time: On How Events Affect Audiovisual Narrative
  51. Altmetric Badge
    Chapter 50 Post Media: Towards a User Interface Architecture
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    Chapter 51 Interactive Film: The Computer as Medium
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    Chapter 52 Digital Self: Fiction and Non-fiction on the Internet
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    Chapter 53 The Bridge – A Transmedia Dialogue between TV, Film and Gaming
  55. Altmetric Badge
    Chapter 54 Fishtank Everywhere: Improving Viewing Experience over 3D Content
  56. Altmetric Badge
    Chapter 55 The Database on Near-Future Technologies for User Interface Design from SciFi Movies
  57. Altmetric Badge
    Chapter 56 User Interfaces That Appeared in SciFi Movies and Their Reality
  58. Altmetric Badge
    Chapter 57 Bridging the Gap
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    Chapter 58 Film – System – Communication
  60. Altmetric Badge
    Chapter 59 User Experience Technique in Computer Digital Arts Production: Paper Prototyping Used as Material to Define Intentionality
  61. Altmetric Badge
    Chapter 60 Cultural Creativity in Experience Design Model
  62. Altmetric Badge
    Chapter 61 Keeping creative writing on track: Co-designing a framework to support behavior change
  63. Altmetric Badge
    Chapter 62 Challenges in Designing New Interfaces for Musical Expression
  64. Altmetric Badge
    Chapter 63 Collaboration Space for Creative Knowledge Work – Analysis of Industrial Pilots
  65. Altmetric Badge
    Chapter 64 Ornamental Images and Their Digital Occurrences
  66. Altmetric Badge
    Chapter 65 Affording Creativity and New Media Possibilities
  67. Altmetric Badge
    Chapter 66 basil.js – Bridging Mouse and Code Based Design Strategies
Attention for Chapter 36: Changing Paradigm – Changing Experience?
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  • Average Attention Score compared to outputs of the same age and source

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1 X user

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Chapter title
Changing Paradigm – Changing Experience?
Chapter number 36
Book title
Design, User Experience, and Usability. Theories, Methods, and Tools for Designing the User Experience
Published in
Lecture notes in computer science, June 2014
DOI 10.1007/978-3-319-07668-3_36
Book ISBNs
978-3-31-907667-6, 978-3-31-907668-3
Authors

Tim Schneidermeier, Franziska Hertlein, Christian Wolff, Schneidermeier, Tim, Hertlein, Franziska, Wolff, Christian

X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 10 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Chile 1 10%
Unknown 9 90%

Demographic breakdown

Readers by professional status Count As %
Student > Master 2 20%
Student > Ph. D. Student 2 20%
Student > Bachelor 2 20%
Unspecified 1 10%
Student > Doctoral Student 1 10%
Other 1 10%
Unknown 1 10%
Readers by discipline Count As %
Computer Science 6 60%
Unspecified 1 10%
Business, Management and Accounting 1 10%
Design 1 10%
Unknown 1 10%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 1. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 01 October 2014.
All research outputs
#15,306,972
of 22,765,347 outputs
Outputs from Lecture notes in computer science
#4,648
of 8,125 outputs
Outputs of similar age
#133,706
of 228,061 outputs
Outputs of similar age from Lecture notes in computer science
#67
of 163 outputs
Altmetric has tracked 22,765,347 research outputs across all sources so far. This one is in the 22nd percentile – i.e., 22% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,125 research outputs from this source. They receive a mean Attention Score of 5.0. This one is in the 27th percentile – i.e., 27% of its peers scored the same or lower than it.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 228,061 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 31st percentile – i.e., 31% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 163 others from the same source and published within six weeks on either side of this one. This one is in the 35th percentile – i.e., 35% of its contemporaries scored the same or lower than it.