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Human-Computer Interaction – INTERACT 2019

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Cover of 'Human-Computer Interaction – INTERACT 2019'

Table of Contents

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    Book Overview
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    Chapter 1 A Serious Game for Raising Designer Awareness of Web Accessibility Guidelines
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    Chapter 2 Aestimo: A Tangible Kit to Evaluate Older Adults’ User Experience
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    Chapter 3 Towards Reliable Accessibility Assessments of Science Center Exhibits
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    Chapter 4 Understanding the Authoring and Playthrough of Nonvisual Smartphone Tutorials
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    Chapter 5 User Study: A Detailed View on the Effectiveness and Design of Tactile Charts
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    Chapter 6 A User-Centred Methodology for the Development of Computer-Based Assistive Technologies for Individuals with Autism
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    Chapter 7 Classifying Sensitive Issues for Patients with Neurodevelopmental Disorders
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    Chapter 8 Effects of Menu Organization and Visibility on Web Navigation for People with Dyslexia
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    Chapter 9 ELE - A Conversational Social Robot for Persons with Neuro-Developmental Disorders
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    Chapter 10 S $$^{2}$$ C $$^{2}$$ : Toward an App to Support Social Story $$^\mathrm{TM}$$ Comprehension Checking in Children with ASD
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    Chapter 11 (How) Can an App Support Physiotherapy for Frozen Shoulder Patients?
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    Chapter 12 A Digitally-Augmented Ground Space with Timed Visual Cues for Facilitating Forearm Crutches’ Mobility
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    Chapter 13 Analyzing Accessibility Barriers Using Cost-Benefit Analysis to Design Reliable Navigation Services for Wheelchair Users
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    Chapter 14 Bridging the Gap: Creating a Clinician-Facing Dashboard for PTSD
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    Chapter 15 Using Artificial Intelligence for Augmentative Alternative Communication for Children with Disabilities
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    Chapter 16 Comparing User Performance on Parallel-Tone, Parallel-Speech, Serial-Tone and Serial-Speech Auditory Graphs
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    Chapter 17 Factors that Impact the Acceptability of On-Body Interaction by Users with Visual Impairments
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    Chapter 18 Faster and Less Error-Prone: Supplementing an Accessible Keyboard with Speech Input
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    Chapter 19 Investigating Feedback for Two-Handed Exploration of Digital Maps Without Vision
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    Chapter 20 Perception of Tactile Symbols by Visually Impaired Older Adults
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    Chapter 21 Able to Create, Able to (Self-)Improve: How an Inclusive Game Framework Fostered Self-Improvement Through Creation and Play in Alcohol and Drugs Rehabilitation
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    Chapter 22 Cinévoqué: Design of a Passively Responsive Framework for Seamless Evolution of Experiences in Immersive Live-Action Movies
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    Chapter 23 P(L)AY ATTENTION! Co-designing for and with Children with Attention Deficit Hyperactivity Disorder (ADHD)
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    Chapter 24 Technology, Theatre and Co-design: Impact and Design Considerations
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    Chapter 25 Visual Fixations Duration as an Indicator of Skill Level in eSports
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    Chapter 26 #TheDay: Triggering User Generated Videos in Participatory Media Productions
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    Chapter 27 A Literature Review of the Practice of Educating Children About Technology Making
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    Chapter 28 Effect of Cognitive Abilities on Crowdsourcing Task Performance
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    Chapter 29 Insights on Older Adults’ Attitudes and Behavior Through the Participatory Design of an Online Storytelling Platform
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    Chapter 30 Participatory Evaluation of Human-Data Interaction Design Guidelines
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    Chapter 31 Comparative Evaluation of Node-Link and Sankey Diagrams for the Cyber Security Domain
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    Chapter 32 Comparing “Challenge-Based” and “Code-Based” Internet Voting Verification Implementations
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    Chapter 33 Mouse Behavior as an Index of Phishing Awareness
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    Chapter 34 Perceptions of Risk, Benefits and Likelihood of Undertaking Password Management Behaviours: Four Components
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    Chapter 35 Social Engineering and Organisational Dependencies in Phishing Attacks
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    Chapter 36 Vote-for-It: Investigating Mobile Device-Based Interaction Techniques for Collocated Anonymous Voting and Rating
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    Chapter 37 Design Requirements of Tools Supporting Reflection on Design Impact
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    Chapter 38 Designer Led Computational Approach to Generate Mappings for Devices with Low Gestural Resolution
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    Chapter 39 Ensuring the Consistency Between User Requirements and GUI Prototypes: A Behavior-Based Automated Approach
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    Chapter 40 Integrating Personas and Use Case Models
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    Chapter 41 Smart Interactive Packaging as a Cyber-Physical Agent in the Interaction Design Theory: A Novel User Interface
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    Chapter 42 Deep System Knowledge Required: Revisiting UCD Contribution in the Design of Complex Command and Control Systems
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    Chapter 43 Detecting and Influencing Driver Emotions Using Psycho-Physiological Sensors and Ambient Light
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    Chapter 44 Evaluating Mixed Reality Notifications to Support Excavator Operator Awareness
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    Chapter 45 Exploring the Effects of Replicating Shape, Weight and Recoil Effects on VR Shooting Controllers
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    Chapter 46 On the Reliability and Factorial Validity of the Assessment Scale for Creative Collaboration
Attention for Chapter 13: Analyzing Accessibility Barriers Using Cost-Benefit Analysis to Design Reliable Navigation Services for Wheelchair Users
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Chapter title
Analyzing Accessibility Barriers Using Cost-Benefit Analysis to Design Reliable Navigation Services for Wheelchair Users
Chapter number 13
Book title
Human-Computer Interaction – INTERACT 2019
Published by
Springer, Cham, August 2019
DOI 10.1007/978-3-030-29381-9_13
Book ISBNs
978-3-03-029380-2, 978-3-03-029381-9

Benjamin Tannert, Reuben Kirkham, Johannes Schöning

Twitter Demographics

Twitter Demographics

The data shown below were collected from the profiles of 5 tweeters 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 21 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 21 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 5 24%
Student > Ph. D. Student 4 19%
Researcher 3 14%
Student > Bachelor 2 10%
Lecturer > Senior Lecturer 1 5%
Other 2 10%
Unknown 4 19%
Readers by discipline Count As %
Computer Science 4 19%
Environmental Science 3 14%
Social Sciences 2 10%
Engineering 2 10%
Earth and Planetary Sciences 1 5%
Other 3 14%
Unknown 6 29%