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15th HCI 2013: Las Vegas, Nevada, USA
- Aaron Marcus:
Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience - Second International Conference, DUXU 2013, Held as Part of HCI International 2013, Las Vegas, NV, USA, July 21-26, 2013, Proceedings, Part II. Lecture Notes in Computer Science 8013, Springer 2013, ISBN 978-3-642-39240-5
Cross-Cultural and Intercultural User Experience
- Maram S. Alhafzy, Ebtesam Ahmad Alomari, Hind H. Mahdy, Maysoon F. Abulkhair:
A Novel Reading Technique Application: Exploring Arabic Children Experience. 3-10 - Kaho Asano, Kazuhiko Yamazaki:
Observation Analysis Method for Culture Centered Design - Proposal of KH Method -. 11-19 - Martin Blankl, Peter Biersack, Rüdiger Heimgärtner:
Lessons Learned from Projects in Japan and Korea Relevant for Intercultural HCI Development. 20-27 - Chih-Kai Chang:
Usability Evaluation of Two Chinese Segmentation Methods in Subtitles to Scaffold Chinese Novice. 28-37 - Ghada R. El Said:
Young Egyptians Use of Social Networks and the January 2011 Revolution. 38-43 - Qian Fei:
Designing for a Thumb: An Ideal Mobile Touchscreen Interface for Chinese Users. 44-53 - Michael Heidt:
Examining Interdisciplinary Prototyping in the Context of Cultural Communication. 54-61 - Rüdiger Heimgärtner:
Intercultural User Interface Design - Culture-Centered HCI Design - Cross-Cultural User Interface Design: Different Terminology or Different Approaches? 62-71 - Aaron Marcus:
User-Experience and Science-Fiction in Chinese, Indian, and Japanese Films. 72-78 - Elaine Ménard, Nouf Khashman, Jonathan Dorey:
Two Solitudes Revisited: A Cross-Cultural Exploration of Online Image Searcher's Behaviors. 79-88 - Maria Lúcia L. R. Okimoto, Cristina Olaverri-Monreal, Klaus-Josef Bengler:
Usability Assessment in the Multicultural Approach. 89-94 - Yvonne Schoper, Rüdiger Heimgärtner:
Lessons from Intercultural Project Management for the Intercultural HCI Design Process. 95-104 - Christian Sturm, Gerhard Strube, Sara Gouda:
Localization beyond National Characteristics: The Impact of Language on Users' Performance with Different Menu Structures. 105-114 - Huatong Sun:
Tracing Technology Diffusion of Social Media with Culturally Localized User Experience Approach. 115-120 - Pi-Fen Wang:
The Interactive Media between Human and the Sacred - An Example for Taiwanese Spiritual Practice. 121-128 - Man-Ying Wang, Da-Lung Tang, Chih-Tung Kao, Vincent C. Sun:
Banner Evaluation Predicted by Eye Tracking Performance and the Median Thinking Style. 129-138 - Helmut Windl, Rüdiger Heimgärtner:
Intercultural Design for Use - Extending Usage-Centered Design by Cultural Aspects. 139-148 - Manlai You, Yu-Jie Xu:
A Usability Testing of Chinese Character Writing System for Foreign Learners. 149-157
Designing for the Learning and Culture Experience
- José L. Abdelnour-Nocera, Ann Austin, Mario Michaelides, Sunila Modi:
A Cross-Cultural Evaluation of HCI Student Performance - Reflections for the Curriculum. 161-170 - Worawat Choensawat, Kingkarn Sookhanaphibarn, Chommanad Kijkhun, Kozaburo Hachimura:
Desirability of a Teaching and Learning Tool for Thai Dance Body Motion. 171-179 - Eva de Lera, Magí Almirall, Llorenç Valverde, Mercè Gisbert Cervera:
Improving User Experience in e-Learning, the Case of the Open University of Catalonia. 180-188 - Wanda Eugene, Tiffany Barnes, Jennifer Wilson:
Math Fluency through Game Design. 189-198 - Sunyoung Kim, Eui-Chul Jung:
Musical Experience Development Model Based on Service Design Thinking. 199-208 - Kira Lawrence, Alisa Maas, Neera Pradhan, Treschiel Ford, Jacqueline Shinker, Amy Ulinski Banic:
Investigation of Interaction Modalities Designed for Immersive Visualizations Using Commodity Devices in the Classroom. 209-218 - Daniel Lourenço, Solange Coutinho:
Legibility in Children's Reading: The Methodological Development of an Experiment for Reading Printed and Digital Texts. 219-228 - Francimar Rodrigues Maciel:
PALMA: Usability Testing of an Application for Adult Literacy in Brazil. 229-237 - Emanuela Marchetti, Eva Petersson Brooks:
Setting Conditions for Learning: Mediated Play and Socio-material Dialogue. 238-246 - Aaron Marcus, Yuan Peng, Nicola Lecca:
The Learning Machine: Mobile UX Design That Combines Information Design with Persuasion Design. 247-256 - Laura Bezerra Martins, Felipe Gabriele:
Information Accessibility in Museums with a Focus on Technology and Cognitive Process. 257-265 - Guilherme de S. Moura, Luis Arthur Vasconcelos, Aline Cavalcanti, Felipe Breyer, Daliton da Silva, João Marcelo X. N. Teixeira, Crystian Wendel M. Leão, Judith Kelner:
Luz, Câmera, Libras!: How a Mobile Game Can Improve the Learning of Sign Languages. 266-275 - John Sadauskas, Daragh Byrne, Robert K. Atkinson:
Toward Social Media Based Writing. 276-285 - José Guilherme Santa Rosa, Andrei Gurgel, Marcel de Oliveira Passos:
Participatory Design for Mobile Application for Academic Management in a Brazilian University. 286-295 - Mounira Taileb, Reem Al-Saggaf, Amal Al-Ghamdi, Maha Al-Zebaidi, Sultana Al-Sahafi:
YUSR: Speech Recognition Software for Dyslexics. 296-303 - Mengping Tsuei, Hsin-Yin Chou, Bo-Sheng Chen:
Measuring Usability of the Mobile Mathematics Curriculum-Based Measurement Application with Children. 304-310 - Andrea Valente, Emanuela Marchetti:
Teachers and Children Playing with Factorization: Putting Prime Slaughter to the Test. 311-320 - Katarzyna Wilkosinska, Andreas Aderhold, Holger Graf, Yvonne Jung:
Towards a Common Implementation Framework for Online Virtual Museums. 321-330
Designing for the Health and Quality of Life Experience
- Bayan Al-Arifi, Arwa Al-Rubaian, Ghadah Al-Ofisan, Norah Al-Romi, Areej Al-Wabil:
Towards an Arabic Language Augmentative and Alternative Communication Application for Autism. 333-341 - Omaima Bamasak, Roa'a Braik, Hadeel Al-Tayari, Shatha Al-Harbi, Ghadeer Al-Semairi, Malak Abu-Hnaidi:
Improving Autistic Children's Social Skills Using Virtual Reality. 342-351 - Jessica D. Bayliss, Indu Vedamurthy, Mor Nahum, Dennis Levi, Daphne Bavelier:
Lazy Eye Shooter: Making a Game Therapy for Visual Recovery in Adult Amblyopia Usable. 352-360 - Katherine S. Blondon, Predrag V. Klasnja:
Designing Supportive Mobile Technology for Stable Diabetes. 361-370 - Sauman Chu, G. Mauricio Mejia:
Application of Rhetorical Appeals in Interactive Design for Health. 371-380 - Martina A. Clarke, Linsey M. Steege, Joi L. Moore, Jeffery L. Belden, Richelle J. Koopman, Min Soon Kim:
Addressing Human Computer Interaction Issues of Electronic Health Record in Clinical Encounters. 381-390 - Jonathan Duckworth, Patrick R. Thomas, David Shum, Peter H. Wilson:
Designing Co-located Tabletop Interaction for Rehabilitation of Brain Injury. 391-400 - Tor-Morten Grønli, Gheorghita Ghinea, Fotios Spyridonis, Jarle Hansen:
Paindroid: A Mobile Tool for Pain Visualization and Management. 401-406 - Chris J. Hass, Dan Berlin:
Usability Testing Medical Devices: A Practical Guide to Minimizing Risk and Maximizing Success. 407-416 - Louise Moody, Andy Turner, Jane Osmond, Joanna Kosmala-Anderson, Louise Hooker, Lynn Batehup:
Exploring the Need for, and Feasibility of, a Web-Based Self-Management Resource for Teenage and Young Adult Cancer Survivors in the UK. 417-423 - Tylar Murray, Delquawn Hardy, Donna Spruijt-Metz, Eric B. Hekler, Andrew Raij:
Avatar Interfaces for Biobehavioral Feedback. 424-434 - Takuichi Nishimura, Maiko Kobayakawa, Masato Nakajima, Kosuke C. Yamada, Tomohiro Fukuhara, Masahiro Hamasaki, Hiroyasu Miwa, Kentaro Watanabe, Y. Sakamoto, Takeshi Sunaga, Yoichi Motomura:
Participatory Interaction Design for the Healthcare Service Field. 435-441 - Ana Paula Cláudio, Maria Beatriz Carmo, Tânia Pinheiro, Francisco Esteves, Eder Lopes:
Virtual Environment to Treat Social Anxiety. 442-451 - Simon Plogmann, Armin Janß, Arne Jansen-Troy, Klaus Radermacher:
Development and Evaluation of a Knowledge-Based Method for the Treatment of Use-Oriented and Technical Risks Using the Example of Medical Devices. 452-461 - Wafaa M. Shalash, Malak Bas-sam, Ghada Shawly:
Interactive System for Solving Children Communication Disorder. 462-469 - Alasdair G. Thin, Marientina Gotsis:
Game-Based Interactive Media in Behavioral Medicine: Creating Serious Affective-Cognitive-Environmental-Social Integration Experiences. 470-479 - Cornelius Wille, Thomas Marx, Adam Maciak:
A Mobile Prototype for Clinical Emergency Calls. 480-487
Games and Gamification
- Marina Barros, André Neves, Walter Correia, Marcelo Márcio Soares, Fábio Campos:
The Design in the Development of Exergames: A New Game for the Contribute to Control Childhood Obesity. 491-500 - Joëlle Carignan, Sally Lawler Kennedy:
Case Study: Identifying Gamification Opportunities in Sales Applications. 501-507 - Breno José Andrade de Carvalho, Marcelo Márcio Soares, André Menezes Marques das Neves, Rodrigo Pessoa Medeiros:
Interactive Doodles: A Comparative Analysis of the Usability and Playability of Google Trademark Games between 2010 and 2012. 508-517 - Leonardo Cunha de Miranda, Heiko Horst Hornung, Roberto Pereira, Maria Cecília Calani Baranauskas:
Exploring Adjustable Interactive Rings in Game Playing: Preliminary Results. 518-527 - Janaki Kumar:
Gamification at Work: Designing Engaging Business Software. 528-537 - Itaru Kuramoto, Takuya Ishibashi, Keiko Yamamoto, Yoshihiro Tsujino:
Stand Up, Heroes! : Gamification for Standing People on Crowded Public Transportation. 538-547 - Prerna Makanawala, Jaideep Godara, Eliad Goldwasser, Hang Le:
Applying Gamification in Customer Service Application to Improve Agents' Efficiency and Satisfaction. 548-557 - Cathie Marache-Francisco, Eric Brangier:
Perception of Gamification: Between Graphical Design and Persuasive Design. 558-567 - Mikiko Oono, Koji Kitamura, Yoshifumi Nishida, Yoichi Motomura:
Interactive Rock Climbing Playground Equipment: Modeling through Service. 568-576 - Razvan Rughinis:
Work and Gameplay in the Transparent 'Magic Circle' of Gamification - Insights from a Gameful Collaborative Review Exercise. 577-586 - Mizuki Sakamoto, Tatsuo Nakajima:
Augmenting Yu-Gi-Oh! Trading Card Game as Persuasive Transmedia Storytelling. 587-596 - Susan Hunt Stevens:
How Gamification and Behavior Science Can Drive Social Change One Employee at a Time. 597-601 - Tim Thianthai, Bingjun Zhou:
Bridging the Gap between Consumer and Enterprise Applications through Gamification. 602-607 - Erika Noll Webb:
Gamification: When It Works, When It Doesn't. 608-614
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