001447533 000__ 07066cam\a2200541Ia\4500 001447533 001__ 1447533 001447533 003__ OCoLC 001447533 005__ 20230310004122.0 001447533 006__ m\\\\\o\\d\\\\\\\\ 001447533 007__ cr\un\nnnunnun 001447533 008__ 220619s2022\\\\sz\\\\\\o\\\\\101\0\eng\d 001447533 020__ $$a9783031059001$$q(electronic bk.) 001447533 020__ $$a303105900X$$q(electronic bk.) 001447533 020__ $$z3031058992 001447533 020__ $$z9783031058998 001447533 0247_ $$a10.1007/978-3-031-05900-1$$2doi 001447533 035__ $$aSP(OCoLC)1330895556 001447533 040__ $$aYDX$$beng$$cYDX$$dGW5XE$$dOCLCF$$dUKAHL$$dOCLCQ 001447533 049__ $$aISEA 001447533 050_4 $$aQA76.9.U83 001447533 08204 $$a005.437$$223/eng/20220624 001447533 1112_ $$aDUXU (Conference)$$n(11th :$$d2022 :$$cOnline) 001447533 24510 $$aDesign, user experience, and usability :$$bDesign for emotion, well-being and health, learning, and culture : 11th International Conference, DUXU 2022, held as part of the 24th HCI International Conference, HCII 2022, Virtual event, June 26-July 1, 2022, proceedings.$$nPart II /$$cMarcelo M. Soares, Elizabeth Rosenzweig, Aaron Marcus (eds.). 001447533 2463_ $$aDUXU 2022 001447533 2463_ $$aDesign for emotion, well-being and health, learning, and culture 001447533 260__ $$aCham, Switzerland :$$bSpringer,$$c2022. 001447533 300__ $$a1 online resource 001447533 4901_ $$aLecture Notes in Computer Science,$$x1611-3349 ;$$v13322 001447533 500__ $$aIncludes author index. 001447533 5050_ $$aEmotion, Motivation, and Persuasion Design -- Research on Museum Online User Classification and Evaluation Model Based on the Fogg's Behavior Model -- Emotional Design and Research of Childrens Picnic Tableware -- How Architectural Forms can Influence Emotional Reactions: an Exploratory Study -- Research on the Gamification Design of Reading App based on PAD Emotion Model -- In Sync! Design for Social Connection -- Research on the Emotional Expression Design of Robots for Human-Robot Interaction -- Design for Well-being and Health -- Designing a Digital Mental Health App for Opioid Use Disorder Using the UX Design Thinking Framework -- Experiences in the Design of Localized eHealth Tools for Users Facing Inequality of Access to Healthcare -- Visualizing Tacit Knowledge in Cardiac Operating Room: a Need-Finding Study -- Experimental Research on Anthropomorphic Design in Interactive Sleep Persuasion Interface -- Health Knowledge Visualization for the Elderly -- Visualizing the Electroencephalography Signal Discrepancy When Maintaining Social Distancing: EEG-Based Interactive Moire Patterns -- Service Design of Clinical Infusion Monitoring System -- Exploring the Potential Causes of Picky Eating and Relationship Between Experiences and Behaviors for Mental Model of Contemporary Young Adult -- Can Electromyography and Subjective Metrics Work Better Together? Exploring Dynamic Muscle Fatigue to Promote the Design of Health and Fitness Technology -- Learning Experience Design -- Utilization of Digital Fabrication Technology in Hybrid Courses for Industrial Design Education During the COVID-19 Pandemic -- Characteristics of Interaction Design and Advantages of Network Teaching -- Exploring Childrens Behavioral Intention of Using The Expected Game-Based Learning for Protracted Waste Problem -- A Prototype Design and Usability Evaluation of a Chinese Educational System -- A Student Experience Based Research on Brand Creation of a Private College -- Research on Students' Learning Experience after Embedding Data Thinking into Curriculum Take the Course "Staff Career Development" as an Example -- How Should we Educate User Experience Designers (UXD) in Order to Design and Develop Effective Online Learning Platforms? - A Teaching & Learning Framework -- Research on Mixed Teaching Scheme of Human Resource Management Tool Courses Based on Learning Experience -- Teaching a Basic Design Class for Art and Design Freshmen: Course Design and Lessons Learned -- Globalization, Localization, and Culture Issues -- Investigation of New Private Gardens in Yangtze River Delta and Reflection on Design Value -- Anthropometric Hand Dimensions of Chinese Adults Using Three-Dimensional Scanning Technique -- Research on Peak Experience Design in Rural Cultural Tourism Service System: Take Diejiao Water Village of Foshan as an Example -- Measuring Visual Attractiveness of Urban Commercial Street Using Wearable Cameras: A Case Study of Gubei Gold Street in Shanghai -- Pressure Sensitivity Mapping of the Head Region for Chinese Adults for AR Glasses Design -- Analysis on Aesthetic Turn and Social Factors of Beijing Jade Art in the Middle of the 20th Century -- Research on Touchpoint Management in the Catering IndustryTaking Haidilao as an Example -- From "Fire Pi" to Hall : Spiritual Space Design in Chinese Family Life -- Dissemination of Sao Tome and Principe Culture through Virtual Reality: Comparative UX Study Between Potential Tourists from Portugal and Santomean Inhabitants -- Shenzhen Maker Culture with Innovation and Entrepreneurship Policy in the Context of Belt and Road Initiatives -- Research on the Experience of Beautiful Rural Spatial Morphology in Shaoguan Area of Northern Guangdong Province Based on Space Syntax: A Case Study of Bailou Village, Shatian Town, Xinfeng County. 001447533 506__ $$aAccess limited to authorized users. 001447533 520__ $$aThis book constitutes the refereed proceedings of the 11th International Conference on Design, User Experience, and Usability, DUXU 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The DUXU 2022 proceedings comprise three volumes; they were organized in the following topical sections: Part I: Processes, Methods, and Tools for UX Design and Evaluation; User Requirements, Preferences, and UX Influential Factors; Usability, Acceptance, and User Experience Assessment. Part II: Emotion, Motivation, and Persuasion Design; Design for Well-being and Health.- Learning Experience Design; Globalization, Localization, and Culture Issues. Part III: Design Thinking and Philosophy; DUXU Case Studies; Design and User Experience in Emerging Technologies. 001447533 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed June 24, 2022). 001447533 650_0 $$aUser-centered system design$$vCongresses. 001447533 650_0 $$aHuman-computer interaction$$vCongresses. 001447533 655_7 $$aConference papers and proceedings.$$2fast$$0(OCoLC)fst01423772 001447533 655_0 $$aElectronic books. 001447533 7001_ $$aSoares, Marcelo Marcio,$$eeditor. 001447533 7001_ $$aRosenzweig, Elizabeth,$$eeditor. 001447533 7001_ $$aMarcus, Aaron,$$eeditor. 001447533 7112_ $$aInternational Conference on Human-Computer Interaction$$n(24th :$$d2022 :$$cOnline) 001447533 830_0 $$aLecture notes in computer science ;$$v13322.$$x1611-3349 001447533 852__ $$bebk 001447533 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-3-031-05900-1$$zOnline Access$$91397441.1 001447533 909CO $$ooai:library.usi.edu:1447533$$pGLOBAL_SET 001447533 980__ $$aBIB 001447533 980__ $$aEBOOK 001447533 982__ $$aEbook 001447533 983__ $$aOnline 001447533 994__ $$a92$$bISE