• Media type: E-Book; Conference Proceedings
  • Title: Human-Computer Interaction. Design and User Experience : Thematic Area, HCI 2020, Held as Part of the 22nd International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part I
  • Contributor: Kurosu, Masaaki [HerausgeberIn]
  • imprint: Cham: Springer International Publishing, 2020.
    Cham: Imprint: Springer, 2020.
  • Published in: Information Systems and Applications, incl. Internet/Web, and HCI ; 12181
    Springer eBook Collection
  • Issue: 1st ed. 2020.
  • Extent: 1 Online-Ressource(XXXIII, 715 p. 307 illus., 181 illus. in color.)
  • Language: English
  • DOI: 10.1007/978-3-030-49059-1
  • ISBN: 9783030490591
  • Identifier:
  • Keywords: Mensch-Maschine-Kommunikation > Benutzerrückmeldung > Gestaltungslehre > Benutzerfreundlichkeit > Visualisierung
  • Origination:
  • Footnote:
  • Description: Design Theory, Methods and Practice in HCI -- Applying Designing Lines to Develop Audiovisual Systems -- “Boundaries do not sit still.” From Interaction to Agential Intra-action in HCI -- Contextual research - why we need to research in context to deliver great products -- Development of an Assessment Model for the Human Centered Design Processes specified in ISO -- Modeling and Runtime Generation of Situation-aware Adaptations -- Ethnographic Practice and the Problem of Context in Interaction Design Education -- Design Interface and Modeling Technique -- Spreading awareness about quality in interaction and UX to young generations -- Ask Me No Questions: Increasing Empirical Evidence for a Qualitative Approach to Technology Acceptance -- Anthropomorphic Design for Everyday Objects -- UX in IxD - User Experience in Interaction Design -- Human Computer Interfaces Reconsidered: A Conceptual Model for Understanding User Interfaces -- Wizardry in Distributed Participatory Design: from design to implementation -- Research on Information Interface Interaction Design Based on Unconscious Cognition -- Understanding Users -- Player Needs First: Understanding Player Needs before Designing a K-pop Themed Mobile Game -- Yayy! You have a new notification: Co-designing Multi-device Locative Media Experiences with Young People -- Observations and Categorisations of Art Practices associated with AI -- DICT and seniors: How can research experience help us map digital skills? -- A Successful Transformation of Work? An Exploratory Analysis on Requirements and Evaluation Criteria -- Insights into the work of Editors of Digital Scholarly Editions for Correspondences -- The Behaviour Observations of Using Rearview Mirror with Distance Indicator -- Research on method of acquiring and screening of personalized functional requirements of smart watches for the elderly based on Kano model -- Human Factors Engineering Development Process in Civil Aircraft Flight Deck Design and Integration -- Documentation tasks with tablet or smartphone in the workplace: A study with respect to OSH -- Research on the Design of Interactive Waiting Interface based on the Elderly User Experience -- Usability, User Experience and Quality -- Evaluating the Usability and the Accessibility of Saudi E-government Websites -- Research on Evaluation Index System of Artificial Intelligence Design Based on User Experience -- Ecological Momentary Assessment Tools: Lessons Learned from an HCI Perspective -- Research on Interactive Usability Evaluation of Mobile Map Navigation Based on User Behavior Pattern -- The Problems with Usability Testing -- Proposal of Quality in Use in Software quality -- Accuracy Assessment of ARKit 2 Based Gaze Estimation -- Usability of Software-Intensive Systems from Developers’ Point of View – Current Status and Future Perspectives of International Standardization of Usability Evaluation -- An Experimental Study of Typography using EEG Signal Parameters -- Research on Evaluation of Perceptual Experience Quality of Web-based Panoramic Navigation System Based on Cognitive Mechanism -- User Loyalty Analysis of Knowledge Payment Platform -- A Quantitative Method to Measure Noticeability of Animation in Mobile Interfaces -- Using Reinforcement Learning Agents to Analyze Player Experience -- Images, Visualization and Aesthetics in HCI -- Generating Graphic Representations of Spoken Interactions Revisited: The Tension Factor and Information Not Uttered in Journalistic Data -- Reflections on Data Visualization Design by Professionals in the Tourism Field -- The Image of Presence and the Presence of the Image -- Applying Holo360 Video and Image Super-Resolution Generative Adversarial Networks to Virtual Reality Immersion -- Single Image Contrast Enhancement by Training the HDR Camera data -- Baguamarsh: An Immersive Narrative Visualization for Conveying Subjective Experience -- Information Visualization-Based Study on Interactive Design of Elderly Health Management Application -- A Hashing Algorithm of Depth Image Matching for Liver Surgery -- Automatic Deformation Detection and Analysis Visualization of 3D Steel Structures in As-Built Point Clouds -- Revisiting Visualization Task Taxonomies: Specifying Functions for the Data Transformations Stage -- Semi-automatic Annotation of OCT Images for CNN Training -- The Impact of Increasing and Decreasing the Professionalism of News Webpage Aesthetics on the Perception of Bias in News Articles.

    The three-volume set LNCS 12181, 12182, and 12183 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 22nd International Conference on Human-Computer Interaction, HCII 2020, which took place in Copenhagen, Denmark, in July 2020.* A total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions. The 145 papers included in this HCI 2020 proceedings were organized in topical sections as follows: Part I: design theory, methods and practice in HCI; understanding users; usability, user experience and quality; and images, visualization and aesthetics in HCI. Part II: gesture-based interaction; speech, voice, conversation and emotions; multimodal interaction; and human robot interaction. Part III: HCI for well-being and Eudaimonia; learning, culture and creativity; human values, ethics, transparency and trust; and HCI in complex environments. *The conference was held virtually due to the COVID-19 pandemic.