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Design, User Experience, and Usability. Case Studies in Public and Personal Interactive Systems

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Cover of 'Design, User Experience, and Usability. Case Studies in Public and Personal Interactive Systems'

Table of Contents

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    Book Overview
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    Chapter 1 Applying a UCD Framework for ATM Interfaces on the Design of QR Withdrawal: A Case Study
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    Chapter 2 Research on the Service Design of Smart Campus Based on Sustainable Strategy – Taking Smart Canteen as an Example
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    Chapter 3 Applications of Real-Time Data to Reduce Air Emissions in Maritime Ports
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    Chapter 4 Experience and Design of Rural Cultural Well-Being in the New Media Age: A Case Study of Shatan Village in China
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    Chapter 5 User Experience and Usability Design Centered Smart Application Design to Waste Sorting for Citizens Living in Smart City in China
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    Chapter 6 Evolution of Public Transport in Rural Areas - New Technologies and Digitization
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    Chapter 7 A Systematic Literature Review About Quantitative Metrics to Evaluate Usability and Security of ATM Interfaces
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    Chapter 8 Appropriation, Design and User Experience in Public Spaces as a Part of the Language of the City
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    Chapter 9 A Systematic Review of Usability Evaluation Methods and Tools for ATM Interfaces
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    Chapter 10 Approaching Urban Experience Through Rhythmanalysis
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    Chapter 11 Mobile Based Agricultural Management System for Indian Farmers
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    Chapter 12 Interactive Pavement: Moving Spatial Surface to Dynamically Convey Information
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    Chapter 13 Usability Testing of Bank of China Automatic Teller Machine
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    Chapter 14 Transforming Patient Hospital Experience Through Smart Technologies
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    Chapter 15 Gamedesign and Physiotherapy: Contribution of Gamification and UX Techniques to Physical Teenagers’ Recovery
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    Chapter 16 UX Concerns in Developing Functional Orthodontic Appliances
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    Chapter 17 PLANTY GO: A Smart Planter System to Relieve Stress and Anxiety of Urban Youngsters
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    Chapter 18 Prototyping a Mental Health Smartphone Application
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    Chapter 19 Stress Heatmaps: A Fuzzy-Based Approach that Uses Physiological Signals
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    Chapter 20 Exploring Experience Activity Potential for Art Therapy to High School Students in International School, Guangzhou, China
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    Chapter 21 The Development of a Point of Care Clinical Guidelines Mobile Application Following a User-Centred Design Approach
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    Chapter 22 Design and Usability of an E-Health Mobile Application
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    Chapter 23 Preliminary Findings Regarding the Effect of an Interactive Wall to Promote Hand Hygiene Among Healthcare Workers
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    Chapter 24 Research on Usability Evaluation and Redesign of Treadmill Man-Machine Interface
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    Chapter 25 Can an Environmental Feature Influence Interview Anxiety?
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    Chapter 26 Voice-Based Bodyweight Training Support System Using Smartphone
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    Chapter 27 Exploring Information Support in Mobile Terminal Guidance in the Context of Medical Service
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    Chapter 28 Teaching Discussion on Information Visualization Design
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    Chapter 29 E.R.A - Augmented Reality Teaching - Assistive Technology Developed for the Literacy Process of Children with ASD
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    Chapter 30 How to Design Potential Solutions for a Cross-country Platform that Leverages Students’ Diversity: A User-Centered Design Approach – and Its Challenges
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    Chapter 31 Design Practice in Online Courses: Application of Service Design to MOOC
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    Chapter 32 Changes in Design Education Promoted by Collaborative Organization: Distribution and Fragmentation
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    Chapter 33 Engineering Design Entrepreneurship and Innovation: Transdisciplinary Teaching and Learning in a Global Context
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    Chapter 34 Study on the Criteria of Design of Teaching Toolkit for Design Thinking Courses for Lower Grade Students in Primary School
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    Chapter 35 Available Technologies: Web Design for Technology Transfer from Public Education and Research Institutions
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    Chapter 36 Financial Shared Course Design Based on Human-Computer Interaction
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    Chapter 37 Emotional Design and Gamification in Educational Processes: Predictor Model to Increase Video Game Efficiency
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    Chapter 38 SyncMeet: Virtual Work Environment for Collaborative Manga Creation
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    Chapter 39 Usability Design Study of University Website: A Case of Normal University in China
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    Chapter 40 Designing an Innovative Collaborative Learning Application: The Case of Method 300
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    Chapter 41 Pedagogical Discussion on the Application of Role Immersion in Interior Design Teaching
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    Chapter 42 A Study on Travel Experience Design Based on the Motivation of Chinese Millennials to Travel Alone
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    Chapter 43 Research Upon the Relativity Between Digital Media and Tourism
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    Chapter 44 Usability Evaluation Towards a Cultural Perspective: A Systematic Literature Review
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    Chapter 45 Service Design and Upgrade of Domestic-Ceramic Consumption Idea
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    Chapter 46 A Study on the Space Usability Driven Design of the Ancestral Temple of Xihu Village from the Perspective of Spatial Syntax
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    Chapter 47 Interactive Experience Art in Exhibition
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    Chapter 48 User Experience Requirements and Interface Design for the TouristHub Trip Planning Platform
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    Chapter 49 Application of Interactive Design in Shanghai Public Art Practice
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    Chapter 50 Service Design in the Preservation of Intangible Cultural Heritage: A Case Study in the Legend of the Kitchen God
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Title
Design, User Experience, and Usability. Case Studies in Public and Personal Interactive Systems
Published by
Springer International Publishing, January 2020
DOI 10.1007/978-3-030-49757-6
ISBNs
978-3-03-049756-9, 978-3-03-049757-6
Editors

Aaron Marcus, Elizabeth Rosenzweig

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