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Design, User Experience, and Usability. Design Philosophy, Methods, and Tools

Overview of attention for book
Cover of 'Design, User Experience, and Usability. Design Philosophy, Methods, and Tools'

Table of Contents

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    Book Overview
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    Chapter 1 Reframed Contexts: Design Thinking for Agile User Experience Design
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    Chapter 2 An Individual Differences Approach to Design Fixation: Comparing Laboratory and Field Research
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    Chapter 3 Techno-imagination and Implicit Knowledge
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    Chapter 4 Context as a System, Product as a Component, and the Relationship as Experience
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    Chapter 5 On the Poetry of Design
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    Chapter 6 Future Fashion – At the Interface
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    Chapter 7 Haptic Interface Aesthetics – ‘Feedback Loops, Live Coding and How to Harness the Potential of Embodied Estrangement in Artistic Practices and Aesthetic Theories within Interface Culture’
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    Chapter 8 Is Reality Real? Thoughts and Conjectures about Culture, Self, Intersubjectivity and Parallel Worlds in Digital Technologies
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    Chapter 9 The Lack of Subjective Experience in Hybrid Intelligent Agents in Interactive Storytelling
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    Chapter 10 Towards Determinants of User-Intuitive Web Interface Signs
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    Chapter 11 Sci-Fi Movies and the Pessimistic View for the Future Controlled Society of Totalitarianism
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    Chapter 12 Interactive Design and the Human Experience: What Can Industrial Design Teach Us
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    Chapter 13 Location, Location, Location: About Home Networking Devices Location and Features
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    Chapter 14 Metacommunication and Semiotic Engineering: Insights from a Study with Mediated HCI
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    Chapter 15 Hypertext in Mutation: The Mapping of a Mythos
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    Chapter 16 Social Movement Information Design and a Curriculum of Proper Knowledge Consumption
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    Chapter 17 Shifting the Focus: An Objective Look at Design Fixation
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    Chapter 18 Semiotics of Void and Information Representation
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    Chapter 19 Of Hoverboards and Hypertext
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    Chapter 20 User-Mobile Phone Interactions: A Postphenomenology Analysis
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    Chapter 21 Assessing Designs of Interactive Voice Response Systems for Better Usability
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    Chapter 22 User Interaction Forensics
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    Chapter 23 The Conjunction Fallacy and Its Impacts in the User’s Data Acquisition Process
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    Chapter 24 Remote Usability Evaluation Using Eye Tracking Enhanced with Intelligent Data Analysis
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    Chapter 25 Beyond Satisfaction Questionnaires: “Hacking” the Online Survey
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    Chapter 26 A Component-Based Evaluation Protocol for Clinical Decision Support Interfaces
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    Chapter 27 Human in the Loop: A Model to Integrate Interaction Issues in Complex Simulations
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    Chapter 28 Towards a Holistic Tool for the Selection and Validation of Usability Method Sets Supporting Human-Centered Design
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    Chapter 29 VMUXE
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    Chapter 30 Customer Recruitment: Ethical, Legal and Practical Issues
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    Chapter 31 Novel Method of Evaluating GUI Design from the Viewpoint of Worker Experience
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    Chapter 32 Understand System’s Relative Effectiveness Using Adapted Confusion Matrix
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    Chapter 33 Development of a General Internet Attitude Scale
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    Chapter 34 The Usability Perception Scale (UPscale): A Measure for Evaluating Feedback Displays
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    Chapter 35 System for Evaluating Usability and User Experience by Analyzing Repeated Patterns
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    Chapter 36 A Color Model in the Usability of Computer Interface Applied to Users with Low Vision
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    Chapter 37 Usability of Virtual Worlds
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    Chapter 38 Assessing Perceived Experience with Magnitude Estimation
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    Chapter 39 SINGRAR Usability Study
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    Chapter 40 Development and Validation of an Instrument to Measure the Usability of Educational Artifacts Created with Web 2.0 Applications
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    Chapter 41 Ergonomic Evaluation of Usability with Users – Application of the Technique of Cooperative Evaluation
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    Chapter 42 Using Eye-Tracking to Test and Improve Website Design
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    Chapter 43 The Dimensions of Positive and Negative User Experiences with Interactive Products
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    Chapter 44 Participatory Design and Usability: A Behavioral Approach of Workers’ Attitudes in the Work Environment
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    Chapter 45 Merging Methodologies: Combining Individual and Group Card Sorting
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    Chapter 46 Engaging Citizens with UX Design
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    Chapter 47 Eliciting User Requirements and Acceptance for Customizing Mobile Device System Architecture
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    Chapter 48 User Experience Starts at the Keystroke Level: The Model of User Experience (MUX)
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    Chapter 49 Designing iDTV Applications from Participatory Use of Patterns
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    Chapter 50 Design Process and Knowledge Searching Model Based on User Creativity
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    Chapter 51 Activity-Based Context-Aware Model
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    Chapter 52 Satisfying Consumers’ Needs through Systematic Empathic Design Model
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    Chapter 53 How to Observe, Share and Apply in Design Process?
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    Chapter 54 Modelling User Behaviour and Experience – The R2D2 Networks Approach
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    Chapter 55 Community Participation Support Using an ICF-Based Community Map
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    Chapter 56 Pragmatic Approach to Cost Benefit Analysis of User Centered Design
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    Chapter 57 Innovative Behavioral Intention and Creativity Achievement in Design: Test of an Integrated Model
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    Chapter 58 A Design Process for New Concept Development
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    Chapter 59 How to Create a User Experience Story
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    Chapter 60 Prototyping with Experience Workshop
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    Chapter 61 Keeping User Centred Design (UCD) Alive and Well in Your Organisation: Taking an Agile Approach
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    Chapter 62 Design Thinking Methodology for the Design of Interactive Real-Time Applications
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    Chapter 63 User Involvement in Idea Brainstorming of Design Process: Finding the Effective Strategy in Social Network Service
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    Chapter 64 Understanding the UX Designer’s Role within Agile Teams
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    Chapter 65 Designing for Resonance by Evocative Objects: An Experiential Interaction Design Method
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    Chapter 66 Usagame – A New Methodology to Support User Centered Design of Touchscreen Applications
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    Chapter 67 A Method for Teaching Affordance for User Experience Design in Interactive Media Design Education
Overall attention for this book and its chapters
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Title
Design, User Experience, and Usability. Design Philosophy, Methods, and Tools
Published by
Lecture notes in computer science, January 2013
DOI 10.1007/978-3-642-39229-0
ISBNs
978-3-64-239228-3, 978-3-64-239229-0
Authors

Aaron Marcus

Editors

Marcus, Aaron

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 187 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Portugal 2 1%
Indonesia 1 <1%
France 1 <1%
Brazil 1 <1%
Finland 1 <1%
United Kingdom 1 <1%
Slovenia 1 <1%
Denmark 1 <1%
China 1 <1%
Other 1 <1%
Unknown 176 94%

Demographic breakdown

Readers by professional status Count As %
Student > Master 60 32%
Student > Ph. D. Student 25 13%
Student > Bachelor 21 11%
Researcher 14 7%
Student > Doctoral Student 9 5%
Other 31 17%
Unknown 27 14%
Readers by discipline Count As %
Computer Science 80 43%
Design 26 14%
Business, Management and Accounting 13 7%
Engineering 10 5%
Psychology 9 5%
Other 19 10%
Unknown 30 16%
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 07 August 2013.
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#15,368,104
of 22,862,742 outputs
Outputs from Lecture notes in computer science
#4,647
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Outputs of similar age
#182,012
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Outputs of similar age from Lecture notes in computer science
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of 314 outputs
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So far Altmetric has tracked 8,127 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.
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We're also able to compare this research output to 314 others from the same source and published within six weeks on either side of this one. This one is in the 22nd percentile – i.e., 22% of its contemporaries scored the same or lower than it.