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Design, User Experience, and Usability. Application Domains

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Cover of 'Design, User Experience, and Usability. Application Domains'

Table of Contents

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    Book Overview
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    Chapter 1 Designing the Way We Move: From Navigating the Users to Users of Navigation Devices
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    Chapter 2 Study on the Usability of Residential Buildings in Traditional Villages in Southern China from the Perspective of Human Settlements
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    Chapter 3 A Literature Review of the Research on Interaction Mode of Self-driving Cars
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    Chapter 4 Research on Design Model of Human-Machine Interface of Automatic Driving Takeover System Based on User Experience
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    Chapter 5 A Study of Lingnan Garden’s Adaptability to Hot and Humid Climate
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    Chapter 6 Extracting Contour Shape of Passenger Car Form in Front View Based on Form Similarity Judgement by Young Chinese Consumers
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    Chapter 7 Based on Usability Experience-Enhanced Potential Community Transportation Design Study in China: A Case of Kindergarten Bus Stop Design
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    Chapter 8 Transition to Automated: The Interaction of Activating the In-vehicle Automated Driving System
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    Chapter 9 Usability Experiment of Waste Materials in Pulp Design
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    Chapter 10 A Method to Automatic Measuring Riding Comfort of Autonomous Vehicles: Based on Passenger Subjective Rating and Vehicle Parameters
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    Chapter 11 A Study on the User Interaction Information System Design of a City Park Planning
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    Chapter 12 A Literature Review of the Research on Take-Over Situation in Autonomous Driving
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    Chapter 13 Research on Interactive Strategy for Boosting Novice Drivers’ Confidence Based on Internet of Vehicles
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    Chapter 14 From the Museum-Temple to the Museum-Interface: A Case Study of the Virtual Museum Paço Das Artes
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    Chapter 15 Gamified Participatory Museum Experience for Future Museums
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    Chapter 16 Design and Research of Museum Matching Digital Applicationlication Based on Exhibition Content and User Demand
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    Chapter 17 Design of a Contextual Digital Wayfinding Environment
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    Chapter 18 Gamification in Local Intangible Cultural Heritage Museums for Children: A Case Design
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    Chapter 19 Investigation on the Current Status of Qingdao’s Li House and Countermeasures for the Reconstruction of Li House Area for Service Design
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    Chapter 20 Reflection on Museum Service Design Based on a UX Foundation Course
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    Chapter 21 Research on the Furniture Design Criteria for Children’s Psychological Development in Home Environment
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    Chapter 22 “Thanks for Writing, But I’m Not Interested”: A Qualitative Analysis of Men’s Experiences of Online Dating
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    Chapter 23 Gamification of a Stress Management App: Results of a User Study
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    Chapter 24 A Prototype System for Saving and Representing Personal Moments
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    Chapter 25 The Potential Role of Digital Nudging in the Digital Transformation of the Healthcare Industry
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    Chapter 26 Development and Usability Evaluation of a Nutrition and Lifestyle Guidance Application for People Living with and Beyond Cancer
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    Chapter 27 An Interaction Design Approach of Fitness APP
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    Chapter 28 Design of an Anti-domestic Violence Product Based on Emotion Regulation
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    Chapter 29 The Potential Impact of Depression User Spatial Experience on Emotional Management: A Case of High School in Greater Bay Area, China
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    Chapter 30 Intelligent Service System Design of Food Therapy Experience into Chronic Disease
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    Chapter 31 Improving Mobile News Reading Experience for Chinese Users: An User Interview and Eye Tracking Study
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    Chapter 32 Research on Chinese Traditional Handicraft Education Expansion Model Based on STEAM
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    Chapter 33 Application Experience of Human-Computer Interaction in Educational Management at Colleges and Universities
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    Chapter 34 The Application of Student Participation in the Design of Virtual Reality Educational Products
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    Chapter 35 Design and Application of University Intelligent Learning Environment Centered on Improving User Experience
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    Chapter 36 Universal Quadrant Model (UQM): Enhancing Usability of a Collaborative Cloud Tool for Sharing Best Practices Among Novice Users
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    Chapter 37 Interaction Testing on Using an E-Book Authoring Tool: A Case Study of the SaiteBooker (UNA-SUS/UFMA, Brazil)
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    Chapter 38 Digital vs. Hard Copy? A Preliminary Study of Reading Style in Children Using Touch Screen and Paper Books
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    Chapter 39 Design for Teaching Surroundings Based on Human-Computer Interaction Techniques
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    Chapter 40 Research on the Influence of Situational Teaching Mode on Online Learning Experience
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    Chapter 41 Designing an Artificial Intelligence Platform to Assist Undergraduate in Art and Design to Develop a Personal Learning Plans
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Title
Design, User Experience, and Usability. Application Domains
Published by
Springer International Publishing, September 2019
DOI 10.1007/978-3-030-23538-3
ISBNs
978-3-03-023537-6, 978-3-03-023538-3
Editors

Marcus, Aaron, Wang, Wentao

X Demographics

X Demographics

The data shown below were collected from the profiles of 2 X users 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 23 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 23 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 3 13%
Student > Master 1 4%
Unknown 19 83%
Readers by discipline Count As %
Engineering 2 9%
Decision Sciences 1 4%
Computer Science 1 4%
Unknown 19 83%