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Human-computer interaction :
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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:
Human-computer interaction
>
Congresses.
Human-computer interaction
Electronic books.
proceedings (reports)
Conference papers and proceedings
Conference papers and proceedings.
Actes de congrès.
Online Access:
Click for online access
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Description
Table of Contents
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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
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