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Cross-Cultural Design

Overview of attention for book
Cover of 'Cross-Cultural Design'

Table of Contents

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    Book Overview
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    Chapter 1 A Reflective Study in Metaphorical Products Design from the Mapping of Relational Similarity Perspective
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    Chapter 2 Introduction Strategies of Service-Oriented Product System Design for the Transformation and Upgrading of Small and Medium Manufacturers in China
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    Chapter 3 The Research of Regional Culture Characteristics of Tourism Commodities Based on Cross-Cultural Experience
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    Chapter 4 Towards the Development of an Inter-cultural Scale to Measure Trust in Automation
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    Chapter 5 The Research on the Logistics Service Design Based on the Theory of Brand Image: A Case for FEELER
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    Chapter 6 Comparing Chinese and German’s Emotional Reaction to Perfume
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    Chapter 7 Designing “Fashion” into Uniform for Taipei City Public Cleaner Team
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    Chapter 8 Research on the Extraction and Visualization of Automobile Brand Form Gene Based on Multi-roles’ Expectation Image
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    Chapter 9 EEG-Based Measurement of Emotion Induced by Mode, Rhythm, and MV of Chinese Pop Music
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    Chapter 10 The Research on the Value Experience in the Brand Culture of SuShan and the Design of Product System Service
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    Chapter 11 A Service Design Research on New Information Technology of Fruit Brand Experience and Innovation
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    Chapter 12 The Research of Product Design Evaluation Method Based on Brand Intention Recognition
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    Chapter 13 Development of a Scale to Assess the Linguistic and Phonological Difficulty of Passwords
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    Chapter 14 An Examination of Typographic Standards and Their Relevance to Contemporary User-Centred Web and Application Design
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    Chapter 15 How Does User’s Access to Object Make HCI Smooth in Recipe Guidance?
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    Chapter 16 Evaluating the Effects of Cultural Preferences on Website Use
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    Chapter 17 A Study of Kinect-Based Smart TV Control Mode
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    Chapter 18 Explore Elder Users’ Reading Behaviors with Online Newspaper
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    Chapter 19 An Approach of Indoor Exercise: Kinect-Based Video Game for Elderly People
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    Chapter 20 Interaction Design of a Semi-automatic Video Face Annotation System
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    Chapter 21 Thumbs Up to Gesture Controls? A Cross-Cultural Study on Spontaneous Gestures
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    Chapter 22 A Low-Cost Approach to Face Behavior for Mental Work
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    Chapter 23 Cross-Cultural Design
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    Chapter 24 Clear, Unambiguous Password Policies: An Oxymoron?
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    Chapter 25 ARITH Product Evaluation System
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    Chapter 26 First-Time User Experience with Smart Phone New Gesture Control Features
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    Chapter 27 Designing "Friendly" into Public Park for Taipei City
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    Chapter 28 Design for Social Interaction in Public Spaces
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    Chapter 29 Smart Asia: A New Platform for Collective Intelligence
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    Chapter 30 Designing “Female Prospect” into Public Space for Taipei City
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    Chapter 31 Social Sustainability in Design: The Window as an Interface for Social Interaction
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    Chapter 32 Designing “Healthy” into Green Environment for Taipei City
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    Chapter 33 Designing “Flourishing” into Green Environment for Taipei City
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    Chapter 34 How to Promote Patient Safety in Social Media: A Comparison between Messages in Social Media and Newspapers
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    Chapter 35 Design Implications of Digital Social Innovation: A Playful Approach to Analyse Cases Study Dataset
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    Chapter 36 Design Trend Research for Building a Future Physical-Cyber Ecosystem
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    Chapter 37 Cross-Culture Thinking in Sustainable Service Design of Social Innovation: Case Comparison between Milan, IT and Wuxi, China
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    Chapter 38 User Adoption and Loyalty of Location Based Social Network Service in China
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    Chapter 39 The Study of Interactive Design in Service Systems for Community Self-help Charitable Facilities
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    Chapter 40 Understanding Emerging Markets by Applying Lean UX
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    Chapter 41 Co-creative Value for Cultural and Creative Economic Growth – Designing a Cultural Merchandise and Constructing a Marketing Model
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    Chapter 42 The Study of Service Design with the Perspective of Cross-Cultural Based on the Advertising Events and the Brand Experience
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    Chapter 43 Newsvendor’s Response to Demand History
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    Chapter 44 Improving the Predictive Validity of NPS in Customer Satisfaction Surveys
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    Chapter 45 Visual Search on E-commerce Category Navigation: A Multi-language Study
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    Chapter 46 Older Adults’ Online Shopping Behavior in China
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    Chapter 47 Behavior Study on Consumer Driven e-Commerce
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    Chapter 48 What Chinese Female Online Shoppers Need
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    Chapter 49 Responsive Web Design and Its Use by an E-Commerce Website
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    Chapter 50 How Different Cultures Affect Online Communication on Knowledge Sharing between the Thais and Chinese
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    Chapter 51 Cultural Difference on the Usage Pattern of Tagging System for Knowledge Sharing
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    Chapter 52 Creating Individualized Learning Paths for Self-regulated Online Learners: An Ontology-Driven Approach
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    Chapter 53 Exploring Children’s Attitude and Reading Comprehension toward Different Styles of Reading Orientation
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    Chapter 54 Culture and Student-Faculty Communication in Higher Education: Implications for the Design of Educational Communication Tools
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    Chapter 55 The Relations between Interface Design of Digital Game-Based Learning Systems and Flow Experience and Cognitive Load of Learners with Different Levels of Prior Knowledge
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    Chapter 56 Intercultural Design in e-Learning: A Comparison of Three Different Approaches
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    Chapter 57 A Cross-Cultural Comparison on Contributors’ Motivations to Online Knowledge Sharing: Chinese vs. Germans
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    Chapter 58 Building the Co-design and Making Platform to Support Participatory Research and Development for Smart City
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    Chapter 59 Designing “Qualia” into Night Market for Taipei City
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    Chapter 60 Building Trust in Hospitality and Culture Exchange Travel Sites: Lessons from Heuristic Evaluation of CouchSurfing
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    Chapter 61 From Adaptive Design to Adaptive City-Design in Motion for Taipei City
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    Chapter 62 Designing “Innovation” into Eslite Group for Taipei City
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    Chapter 63 Designing “Friendly” into Public Bicycle for Taipei City
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    Chapter 64 A Design of Smart Travel Based on City User Experience
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    Chapter 65 Design for the Public Usage of Rural Surplus Space (PURSS): The Case Study of DEISGN Harvests
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    Chapter 66 Designing Cloud Computing into Taipei City: A Pilot Study of the Service Design from Taipei Cloud
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    Chapter 67 When China Encounters Smart TV: Exploring Factors Influencing the User Adoption in China
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    Chapter 68 Designing “Taipei City” as a World Design Capital
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    Chapter 69 Designing ‘Culture and Heritage’ into the C1D1 District of Taipei City
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    Chapter 70 Analysis of Application of Digital Archives to Value-Added Design in Cultural Creative Products
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    Chapter 71 Cultural Creativity in Design Exhibition – A Case Study of Emotional Effects Experienced by the Audience
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    Chapter 72 A Study of Applying Sakizaya Tribe’s Palamal (The Fire God Ritual) into Cultural Creative Products Design
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    Chapter 73 The Sino-Italian Collaborative Design Platform: Designing and Developing an Innovative Product Service System
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    Chapter 74 Cultural Creativity in Design Strategy: A Case Study of User’s Preference of a Bird-Shaped Teapot
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    Chapter 75 The GamiMedia Model: Gamifying Content Culture
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    Chapter 76 Applying the Time and Space Forms of Poetry to Creative Design
Overall attention for this book and its chapters
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About this Attention Score

  • In the top 5% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (94th percentile)
  • High Attention Score compared to outputs of the same age and source (96th percentile)

Mentioned by

3 news outlets
6 tweeters
2 Wikipedia pages
1 Q&A thread


3 Dimensions

Readers on

37 Mendeley
You are seeing a free-to-access but limited selection of the activity Altmetric has collected about this research output. Click here to find out more.
Cross-Cultural Design
Published by
Lecture notes in computer science, January 2014
DOI 10.1007/978-3-319-07308-8
978-3-31-907307-1, 978-3-31-907308-8

P.L.Patrick Rau

Twitter Demographics

The data shown below were collected from the profiles of 6 tweeters who shared this research output. Click here to find out more about how the information was compiled.

Mendeley readers

The data shown below were compiled from readership statistics for 37 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 37 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 3 8%
Lecturer 1 3%
Student > Ph. D. Student 1 3%
Unknown 32 86%
Readers by discipline Count As %
Design 2 5%
Social Sciences 1 3%
Business, Management and Accounting 1 3%
Unknown 33 89%

Attention Score in Context

This research output has an Altmetric Attention Score of 34. 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 15 February 2021.
All research outputs
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Outputs from Lecture notes in computer science
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Outputs of similar age
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Outputs of similar age from Lecture notes in computer science
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Altmetric has tracked 20,294,453 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 95th percentile: it's in the top 5% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 7,987 research outputs from this source. They receive a mean Attention Score of 4.8. This one has done particularly well, scoring higher than 98% of its peers.
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 368,865 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 94% of its contemporaries.
We're also able to compare this research output to 1,181 others from the same source and published within six weeks on either side of this one. This one has done particularly well, scoring higher than 96% of its contemporaries.