Human-computer interaction : Part I / thematic area, HCI 2023, held as part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23-28, 2023, proceedings. Masaaki Kurosu, Ayako Hashizume, editors.

Saved in:
Bibliographic Details
Corporate Authors: HCI (Thematic area) Copenhagen, Denmark), International Conference on Human-Computer Interaction
Other Authors: Kurosu, Masaaki, 1948- (Editor), Hashizume, Ayako (Editor)
Format: eBook
Language:English
Published: Cham : Springer, [2023]
Series:Lecture notes in computer science ; 14011.
Subjects:
Online Access:Click for online access
Table of Contents:
  • Intro
  • Foreword
  • HCI International 2023 Thematic Areas and Affiliated Conferences
  • List of Conference Proceedings Volumes Appearing Before the Conference
  • Preface
  • Human-Computer Interaction Thematic Area (HCI 2023)
  • HCI International 2024 Conference
  • Contents - Part I
  • Design and Evaluation Methods, Techniques and Tools
  • Co-creating User Journey Map - A Systematic Approach to Exploring Users' Day-to-Day Experience in Participatory Design Workshops
  • 1 Introduction
  • 2 Study Design
  • 2.1 Workshop Participants and Locations
  • 3 PD Workshop
  • 3.1 Workshop 1: Learning NLP Technology
  • 3.2 Workshop 2: Contextual Interview
  • 3.3 Workshop 3: Creating the Journey Map
  • 3.4 Workshop 4: Identifying Problems & Ideation
  • 4 Findings
  • 4.1 User Journey Map Generates Reflections
  • 4.2 What They Also Learned from User Journey Map
  • 4.3 Learning from Other Participants
  • 4.4 Inspiration Brought by Brainwriting
  • 5 Discussion
  • 5.1 User Journey Map Enhanced Mutual Learning
  • 5.2 Contradictory Reactions to the use of LEGO®
  • 6 Conclusion
  • References
  • Integrate Gamification into Questionnaire Design
  • 1 Introduction
  • 1.1 Background and Motivation
  • 1.2 Purpose
  • 2 Methods
  • 2.1 Preparation Phase
  • 2.2 Investigation Phase
  • 2.3 Analysis Phase
  • 3 Results
  • 3.1 Gamification Questionnaire and the Results of IPIP 50
  • 3.2 Gamification Questionnaire and Intrinsic Motivation
  • 4 Discussion
  • 5 Conclusion
  • References
  • Exploring the Tensions of Self-tracking Wearable Technologies Through Design
  • 1 Introduction
  • 2 Self-tracking Practices Mediated by Wearable Technologies
  • 3 Self-tracking Research: Towards Data Analysis, Usability, and Utility
  • 4 Widening the View: Scholarly Debate and Tensions of the Phenomenon
  • 4.1 Allusion to Objectivity and Non-neutrality of Data
  • 4.2 Data Reductionism and Complexity of Lived Phenomena
  • 4.3 Trust in Data and Reliance on Subjective Experience
  • 4.4 Performance and Wellbeing
  • 4.5 Surveillance and Self-surveillance
  • 5 Addressing the Tensions Through Design: Alternative Design Approaches to Solutionism
  • 6 Conclusions
  • References
  • User Clustering Visualization and Its Impact on Motion-Based Interaction Design
  • 1 Introduction
  • 2 Background
  • 2.1 Movement Feature Extraction
  • 2.2 Movement and Feature Visualization
  • 3 Prototype Implementation
  • 3.1 Pose Estimation and Tracking in 3D Space
  • 3.2 Feature Extraction System
  • 3.3 Visualization Engine
  • 4 Proposal Assessment
  • 4.1 Participants
  • 4.2 Interview Method
  • 4.3 Analysis
  • 5 Results
  • 5.1 Understanding User Behavior
  • 5.2 Refining Design Practice
  • 5.3 Impact on the Full Design-Production Cycle
  • 6 Discussion
  • 7 Conclusion and Future Work
  • References
  • eGLU-Box Mobile: A Smartphone App for Usability Testing by Italian Public Administration Webmasters
  • 1 Introduction