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Design, User Experience, and Usability: Novel User Experiences

Overview of attention for book
Cover of 'Design, User Experience, and Usability: Novel User Experiences'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Visceral Design: Sites of Intra-action at the Interstices of Waves and Particles
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    Chapter 2 A Study of Attributes of Affective Quality Affecting Judgment of Beauty for Simple Graphic User Interfaces
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    Chapter 3 A Scheme for Representing Beneficial Inconvenience
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    Chapter 4 The Emotion and Personality User Perception in Multi-screen Interaction
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    Chapter 5 Cuteness Design in the UX: An Initial Analysis
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    Chapter 6 The Visceral Voice
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    Chapter 7 User-Interface Supporting Learners’ Motivation and Emotion: A Case for Innovation in Learning Management Systems
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    Chapter 8 Affective Design with Kansei Mining: An Empirical Study from Automotive Industry in Indonesia
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    Chapter 9 Conflict Interfaces
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    Chapter 10 Research on Appearance Design of Outdoor Cabinets Focusing on User’s Emotional Experience
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    Chapter 11 Emotion-Aware Music Recommendation
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    Chapter 12 Toward Long-Term Persuasion Using a Personified Agent
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    Chapter 13 Mechanism of Persuasive Experience-A New Design and Evaluation Framework of Persuasive Systems
  15. Altmetric Badge
    Chapter 14 The Use of OUP E-learning System in Teaching English Language in the Preparatory Year at the University of Dammam, Issues and Challenges
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    Chapter 15 Human-Centered Design with Autistic University Students: Interface, Interaction and Information Preferences
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    Chapter 16 Information and Universal Design in Online Courses
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    Chapter 17 The Design of Guidelines for Teachers and Parents in the Use of iPads to Support Children with Autism in the Development of Joint Attention Skills
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    Chapter 18 Mobile Devices as Assistive Technologies for ASD: Experiences in the Classroom
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    Chapter 19 Evaluating Play-Personas of an Educational 3D Digital Game for University Students to Learn Portuguese as a Foreign Language
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    Chapter 20 Prototyping and Interface Design of an Automated Screening Test to Evaluate the Linguistic Processing Abilities of School Children
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    Chapter 21 User Experience in the Era of O2O - Service Design Revolution of the Online Education
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    Chapter 22 Analyzing Playability in Multi-platform Games: A Case Study of the Fruit Ninja Game
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    Chapter 23 Gamification Design Based Research on Fitness Mobile Application for University Students
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    Chapter 24 A Relational Model for Playful and Smart Game Design
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    Chapter 25 Questing Ruins: A Game for a Digital Inclusion
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    Chapter 26 GEOpod: Using a Game-Style Interface to Explore a Serious Meteorological Database
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    Chapter 27 Validation of a Gamification Design Guide: Does a Gamification Booklet Help UX Designers to Be More Creative?
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    Chapter 28 Information Design Elements in Videogames: A Proposed Classification
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    Chapter 29 Digital Game for Teaching and Learning: An Analysis of Usability and Experience of Educational Games
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    Chapter 30 Gamification in Education Through Design Thinking
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    Chapter 31 Design of a Gamified Interface to Improve Fuel Efficiency and Safe Driving
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    Chapter 32 Usability and Motivational Effects of a Gamified Exercise and Fitness System Based on Wearable Devices
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    Chapter 33 User Experience Changing Patterns of Chinese Users
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    Chapter 34 Health Education in Brazil
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    Chapter 35 How to Improve the Overall Pre-purchase Experience Through a New Category Structure Based on a Compatible Database: Gittigidiyor (Ebay Turkey) Case
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    Chapter 36 Achieving a User Friendly Error Message Design: Understanding the Mindset and Preferences of Turkish Software Developers
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    Chapter 37 TIIARA: A Language Tool for Bridging the Language Gap
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    Chapter 38 Localized Website Design Advisor: A Web-Based Tool Providing Guidelines for Cross-Cultural Websites
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    Chapter 39 Understanding Chinese Internet Users
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    Chapter 40 The Utilization of Chinese Traditional Elements in Social Media Marketing of Indigenous Mobile Terminals
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    Chapter 41 A Review of Intervention Studies Aimed at Domestic Water Conservation
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    Chapter 42 Financial Literacy in China as an Innovation Opportunity
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    Chapter 43 Beyond Innovation Within the City Limits
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    Chapter 44 Why Energy Consumption Feedback Is not (Only) a Display Issue
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    Chapter 45 Chances for Urban Electromobility
  47. Altmetric Badge
    Chapter 46 Disruptive UX for Sustainability
  48. Altmetric Badge
    Chapter 47 Pitfalls and Potentials of Home Energy Monitoring Feedback: An Information Experience Critique
  49. Altmetric Badge
    Chapter 48 User Experience Design for Green IT Products Through Wearable Computing and Quantified Self
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    Chapter 49 Proposal on Service Design for Social Innovation: Self-expression of Adolescent to Parents
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    Chapter 50 The Third-Type Settlement: Research of Unified Urban and Rural Living Organisms and Its Interaction Design
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    Chapter 51 Analysis of Product Use by Means of Eye Tracking and EEG: A Study of Neuroergonomics
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    Chapter 52 A Survey for Monitoring the Users’ Profile and Information Technology Needs in Biodiversity Information Systems
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    Chapter 53 Learnability Testing of a Complex Software Application
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    Chapter 54 Usability Testing Results for a Mobile Medical Transition Application
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    Chapter 55 How Serif and Sans Serif Typefaces Influence Reading on Screen: An Eye Tracking Study
  57. Altmetric Badge
    Chapter 56 Usability Evaluation of a Gestural Interface Application for Children
  58. Altmetric Badge
    Chapter 57 Improvement Design of the Clinical Upper Extremity Rehabilitation Product for Stroke Patients
  59. Altmetric Badge
    Chapter 58 Assessing the Cooperation Portal’s Usability Based on the Proposition of Users’ Needs
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    Chapter 59 What Do Users Prefer: Concrete or Abstract User Interface?
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    Chapter 60 Printed Matter as an Interactive System
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    Chapter 61 How Do the User Experiences of Everyday Content Differ from Those of Academic Content?
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    Chapter 62 Animation on How to Take Medicines: A Study of Electronic Patient Leaflets in Brazil
  64. Altmetric Badge
    Chapter 63 Usability Evaluation of the Cockpit Display System
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    Chapter 64 Based on High Order Aberration Analysis of Influence Index of Vision Fatigue by Watching 3D TV
  66. Altmetric Badge
    Chapter 65 User Experience Studies Based on Expectation Dis-confirmation Theory
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    Chapter 66 Accessibility and Usability of Websites Intended for People with Disabilities: A Preliminary Study
  68. Altmetric Badge
    Chapter 67 Passenger Friendly Bus Stop Signs Design by Integrating Kano’s Model into Riding Needs Analysis
Attention for Chapter 15: Human-Centered Design with Autistic University Students: Interface, Interaction and Information Preferences
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Chapter title
Human-Centered Design with Autistic University Students: Interface, Interaction and Information Preferences
Chapter number 15
Book title
Design, User Experience, and Usability: Novel User Experiences
Published in
Lecture notes in computer science, January 2016
DOI 10.1007/978-3-319-40355-7_15
Book ISBNs
978-3-31-940354-0, 978-3-31-940355-7
Authors

Marc Fabri, Penny C.S. Andrews, Fabri, M

Editors

Aaron Marcus

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

Geographical breakdown

Country Count As %
Unknown 32 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 6 19%
Student > Doctoral Student 4 13%
Researcher 3 9%
Student > Postgraduate 3 9%
Student > Ph. D. Student 3 9%
Other 7 22%
Unknown 6 19%
Readers by discipline Count As %
Computer Science 5 16%
Psychology 4 13%
Social Sciences 4 13%
Design 3 9%
Medicine and Dentistry 3 9%
Other 5 16%
Unknown 8 25%
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 16 November 2016.
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#18,465,704
of 22,880,230 outputs
Outputs from Lecture notes in computer science
#6,015
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#284,574
of 393,712 outputs
Outputs of similar age from Lecture notes in computer science
#446
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We're also able to compare this research output to 581 others from the same source and published within six weeks on either side of this one. This one is in the 13th percentile – i.e., 13% of its contemporaries scored the same or lower than it.