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Titlebook: Human-Computer Interaction. Design and User Experience; Thematic Area, HCI 2 Masaaki Kurosu Conference proceedings 2020 Springer Nature Swi

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Spreading Awareness About Quality in Interaction and UX to Young Generationsvolution, it is essential to develop training models that allow to interface with these technological and social ecosystems in a sustainable way, providing specific, transversal and interdisciplinary skills to new professionals. They should be able to identify the needs of people and society and to
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: Increasing Empirical Evidence for a Qualitative Approach to Technology Acceptanceinitial study cast doubt on such a causal relationship: poor ease-of-use scores using a standard instrument did not necessarily correspond to poor usefulness comments from users. We follow up in this paper to explore reproducibility and generalizability. Using secondary review of results from testin
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Human Computer Interfaces Reconsidered: A Conceptual Model for Understanding User Interfaces In the last decade a variety of novel user interfaces has been introduced. Both new input and output technologies allow users to communicate with digital artifacts in almost limitless ways. However, our understanding of the human computer interface originates from early HCI research, based on the d
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Wizardry in Distributed Participatory Designods for Distributed Participatory Design. Combining the Wizard-of-Oz technique with oral discussions, in three iterations, we allowed users to actively participate, over distance, in designing a solution for their Events Management and Booking System. A video prototype was captured and used as a spe
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Player Needs First: Understanding Player Needs Before Designing a K-pop Themed Mobile Gamehanics with a K-pop thematic. Thus, we discuss about how User experience (UX) research approaches can be used to drive the definitions of the project scope and bring the perspective of the user (in this case, the player) to the development process. We used Design Thinking’s Double Diamond as a metho
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Yayy! You Have a New Notification: Co-designing Multi-device Locative Media Experiences with Young Pf this work was to understand how multiple devices (phones, tablets and smart watches) could be used within this context. Young people are prolific early adopters and users of mobile technologies. The motivation for involving your people was to gain insights into their ideas and preferences for mult
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