
Advances in Usability and User Experience
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Content
- Intro
- Advances in Human Factors and Ergonomics 2019
- Preface
- Usability and User Experience
- Assistive Technology
- Contents
- User Experience and User-Centered Design
- Evaluation of Online Consulting Using Co-browsing: What Factors Are Related to Good User Experience?
- Abstract
- 1 Introduction
- 1.1 Theoretical Foundation of Evaluation Criteria
- 2 Study 1
- 2.1 Methods
- 2.2 Participants
- 2.3 Procedure
- 2.4 Results
- 2.4.1 Representation of the Functions
- 2.4.2 Understanding of the "Co-Browsing" Term
- 2.4.3 Control Perception of the End Customer
- 3 Study 2
- 3.1 Method
- 3.2 Participants
- 3.3 Procedure
- 3.4 Results
- 4 Discussion
- References
- Closing the Gap of Creating Design Concepts for DSS by Applying the Situation Awareness Oriented Design Principles
- Abstract
- 1 Introduction
- 2 Methods
- 2.1 ACWA
- 2.2 SAOD
- 2.3 Formulating Design Concepts as an Essential Step Before Developing Visualizations
- 3 Use Case
- 3.1 Conducting ACWA
- 3.2 Applying SAOD Principles
- 4 Conclusion
- Acknowledgments
- References
- Building a House with a Limited Tool Set: Overcoming the Challenge of Incorporating Usability in the Acquisition Process
- Abstract
- 1 Introduction
- 1.1 Background
- 1.2 Scope
- 2 Methods
- 3 Results
- 4 Conclusion
- 5 Future Research
- References
- Comparison of Information Technology Service Management (ITSM) Practices in e-Infrastructures, Libraries, Public Administration and the Private Sector
- Abstract
- 1 Introduction
- 2 Literature Review
- 2.1 Commerce
- 2.2 Public Sector
- 2.3 Libraries
- 2.4 e-Science Infrastructures
- 3 Method
- 4 Results
- 5 Discussion
- 6 Conclusion
- References
- Human-Computer Interaction in Business Process External Tasks
- Abstract
- 1 Introduction
- 2 Process External Tasks
- 3 Presenting Task and Information to Remote Users
- 4 Integration and Safe Data Exchange Methods
- 5 System Architecture
- 6 Conclusion
- Acknowledgment
- References
- Heuristic and Bias Information on Ship Engine Operation Alarm Display
- Abstract
- 1 Background
- 1.1 The Importance of Alarm in Autonomous System
- 1.2 Alarm Display and Requirements
- 1.3 Alarm Handling and Information Process
- 2 Methods
- 2.1 Task and Evaluation
- 3 Results
- 4 Discussion and Conclusion
- References
- Towards an Accessible UX for People with Disabilities in Open Educational Resources Websites
- Abstract
- 1 Introduction
- 2 Accessible User Experience
- 2.1 Accessibility
- 2.2 Usability
- 2.3 Information Architecture
- 2.4 Personalization of the OER Environment
- 2.5 Adaptation of Resources
- 3 OER Website
- 3.1 Metadata Standards for Resources
- 3.2 Adaptive Visual Behavior
- 3.3 User Testing
- 4 Embedded Markup for OER
- 5 Conclusions and Future Work
- References
- User Experience in Healthcare and Medical Applications
- User Experiences and Satisfaction with an Electronic Health Record System
- Abstract
- 1 Introduction
- 2 Methodology
- 2.1 The Data Collection
- 2.2 Ethical Considerations
- 3 Results
- 3.1 The System and the User Interface
- 3.2 The User Experiences and User Satisfaction
- 3.3 The Workstations and Ergonomics
- 4 Discussion
- 5 Conclusion
- Acknowledgments
- References
- The Effects of Clinical Task Interruptions on Subsequent Performance of a Medication Pre-Administration Task
- Abstract
- 1 Introduction
- 2 Method
- 3 Results
- 4 Discussion
- References
- The Impact of Binaural Beats on User Performance and Emotions Using a BCI for Robot Control
- Abstract
- 1 Introduction
- 1.1 Aim and Research Questions
- 1.2 Hypotheses
- 2 Background
- 2.1 Human-Computer Interaction
- 2.2 Binaural Beats
- 2.3 Brainwaves
- 2.4 Brain-Computer Interface (BCI)
- 2.5 Robotics
- 3 Research Design and Methodology
- 3.1 Research Design
- 3.2 Data Gathering
- 3.3 Population and Sampling
- 3.4 Methodology
- 4 Analysis and Findings
- 4.1 Demographic Data
- 4.2 Questionnaires and Observations
- 4.3 Data Analysis Between Treatments
- 4.4 Data Analysis Between Directions
- 4.5 Data Analysis Between Genders
- 4.6 Data Analysis Between Age Groups
- 5 Conclusions
- References
- Classification of Similarity-Looking Drugs by Human Perception
- Abstract
- 1 Introduction
- 2 Background
- 2.1 Similarity
- 2.2 Perception of Images
- 3 Methods
- 3.1 Drug Data Preparation
- 3.2 Participants
- 3.3 Card Sorting
- 3.4 Experiment Procedures
- 4 Results
- 4.1 Multidimensional Scaling (MDS)
- 4.2 Multidimensional Scaling Analysis
- 4.3 Qualitative Analysis
- 5 Discussion
- 6 Conclusions
- Acknowledgement
- References
- A Healthy Smartphone Application to Enhance Patient Services in Saudi Arabia in a Human Centered Design Approach
- Abstract
- 1 Introduction
- 2 State of the Art
- 2.1 What Is the Distinction Between Old and New Ways of Patient Treatment?
- 2.2 How Is Technology Used in This Area?
- 2.3 Cognition and Emotion
- 2.4 Literature Review (Causes of Inadequate Health Services)
- 2.5 Health Care Workforce
- 2.6 Health Insurance
- 2.7 Accessibility to Health Services
- 2.8 Pattern of Diseases
- 2.9 E-Health Care System
- 2.10 New Strategies Policies
- 3 Solution
- 3.1 Solution
- 4 Conclusion
- References
- User Experience and Human Machine Interaction
- User Centered Design Strategies for Improving Visualization of Sensor Data in Rotorcraft Cockpit Displays for Degraded Visual Environment Operations
- Abstract
- 1 Introduction
- 2 Methods
- 2.1 Participants
- 2.2 Stimuli
- 2.3 Questionnaires
- 2.4 Visualization Design Options
- 2.5 Procedures
- 3 Results and Discussion
- 3.1 Questionnaires
- 3.2 Preferences from Semi-structured User Interviews
- 4 Conclusions
- References
- The Development of an Adaptive HMI - From the Idea to the Prototype
- Abstract
- 1 Introduction
- 2 Analysis
- 3 Method and Tool Usage
- 4 Results
- 5 Conclusion
- Acknowledgments
- References
- Comparative Analysis of Controlling Drone
- Abstract
- 1 Introduction
- 2 Experiment
- 2.1 Subjects
- 2.2 Experimental Equipment
- 2.3 Experimental Design
- 2.4 Experimental Procedure
- 2.5 Experimental Result
- 3 Result
- 4 Discussion and Conclusion
- Acknowledgments
- References
- A Smart Factory in a Laboratory Size for Developing and Testing Innovative Human-Machine Interaction Concepts
- Abstract
- 1 Introduction
- 2 The Model Factory
- 2.1 The Subsystems of the Model Factory
- 2.2 Communication with Internal and External Systems
- 3 Research Projects with This Model Factory
- 3.1 Research on Virtual Engineering
- 3.2 Research on Supervisory Control via AR
- 4 Outlook
- References
- User Experience: Smart Phone and Mobile Devices
- Using Established UX Design Techniques and Visual Enhancements to Redesign an Enterprise Mobile App and Improve Employee Productivity and Engagement
- Abstract
- 1 Introduction
- 2 Objective
- 3 Challenges
- 4 Usability Test Sessions
- 5 UI UX Improvements
- 5.1 Improved Functionality
- 5.2 Visual Enhancement
- 6 Pilot Survey
- 7 Conclusion
- References
- UTAUT-QiU: Technology Acceptance Evaluation Model with Integrated Quality-in-Use Assessment for Mobile UI Adapted for Low- and Post-literate Users
- Abstract
- 1 Introduction
- 2 Background and Related Work
- 3 The New UTAUT-QiU Model
- 4 Description of the MedPro Application
- 5 Empirical Study
- 6 Conclusions and Future Work
- References
- A Training Social Media Mobile App Prototype for the Elderly: A Pilot Study
- Abstract
- 1 Introduction
- 2 Literature Review
- 2.1 Social Media Training on Mobile Platforms
- 2.2 Mobile Device Ownership Among Elderly
- 3 Research Methodology
- 4 Prototype Design
- 5 Results
- 5.1 Prototype Design Flaws
- 5.2 Prototype Design Strengths
- 6 Conclusion and Future Work
- References
- Design and Research on Evaluation Model of User Experience on Mobile Terminal Products
- Abstract
- 1 Introduction
- 2 Research Status of User Experience Evaluation
- 3 Design and Research of User Experience Evaluation Model
- 3.1 Five Elements of User Experience
- 3.2 Heuristic Evaluation Methods
- 3.3 Evaluation Model and Radar Chart Method
- 4 Construction and Process of CIV Evaluation Model
- 4.1 Construction of CIV Evaluation Model
- 4.2 Heuristic Evaluation Methods and Problem Classification
- 4.3 Radar Chart Visualization
- 4.4 The Process of Using CIV Evaluation Model
- 5 Example Application of CIV Evaluation Model
- 5.1 Evaluation Sample Establishment
- 5.2 User Experience Evaluation Test
- 6 Conclusion
- References
- Text Entry Performance on an Expandable Socket Attached Smartphone in Stationary and Mobile Settings
- Abstract
- 1 Introduction
- 1.1 Motivation
- 2 Related Work
- 2.1 Nomadic Text Entry
- 3 An Experiment
- 3.1 Apparatus
- 3.2 Participants
- 3.3 Design
- 3.4 Procedure
- 4 Results
- 4.1 Words per Minute
- 4.2 Error Rate
- 4.3 Keystrokes per Character (KSPC)
- 5 User Feedback
- 5.1 Perceived Entry Speed
- 5.2 Perceived Accuracy
- 5.3 Preference/Willingness to Use
- 6 Discussion
- 7 Conclusion
- 8 Future Work
- References
- A Study of User Experience of Angle Recognition Designed to Correct People's Poor Posture when Using Smart Phones
- Abstract
- 1 Introduction
- 2 Relate Work
- 3 The User Experience Design of Angle Recognition
- 3.1 Technical Principle
- 3.2 Angle Recognition and Posture State Acquisition
- 3.3 Interventions and Posture Correction
- 4 Experiment and Discussion
- 4.1 Procedure
- 4.2 Results and Analysis
- 5 Conclusion and Future Work
- References
- User Interface for Accessibility
- Being Inclusive: Is It Possible a Blind Person Learn Playing Guitar in an [Really] Accessible App?
- Abstract
- 1 Introduction
- 2 The Accessibility in Usability
- 3 Comparative Analysis Between WCAG 2.1 and the GuAMA
- 4 Conclusions
- Acknowledgments
- References
- Virtual Assistants: An Accessibility Assessment in Virtual Assistants for People with Motor Disability on Mobile Devices
- Abstract
- 1 Introduction
- 1.1 Description of Test Subject
- 2 Method
- 2.1 User Profile and Sample
- 2.2 Pilot and Tests
- 3 Data Analysis
- 3.1 Activities Overview
- 3.2 Level of Satisfaction with VA
- 3.3 Activities Analysis
- 4 Main Findings
- 5 Conclusions
- Acknowledgments
- References
- Disabled User Role on Mobile Accessible Application Development
- Abstract
- 1 Introduction
- 2 General Considerations
- 3 Process Steps
- 3.1 Research
- 3.2 Guideline
- 3.3 Usability Test
- 4 Samsung's Application Relúmino Use Case
- 5 Results
- 6 Conclusion
- References
- How to Overcome the Challenges of Developing Responsive and Accessible Websites - A Case Study
- Abstract
- 1 Introduction
- 2 Definitions
- 3 Guide's First Version - Not Accessible, Not Responsive
- 4 Guide's Second Version - Accessible and Responsive
- 4.1 Initial Point
- 4.2 Focus Management
- 4.3 Alternative Text for Images
- 4.4 Effective Use of Headers
- 4.5 Colors, Contrast and Zoom
- 4.6 Screen Readers
- 4.7 Revision
- 4.8 Evaluator Tools
- 5 Conclusion
- References
- How to Prioritize Accessibility in Agile Projects
- Abstract
- 1 Introduction
- 2 Literature Review
- 2.1 Agile Definition
- 2.2 Digital Accessibility
- 3 Discussion
- 3.1 Agile Manifest
- 3.2 MVP
- 3.3 User Stories
- 3.4 Done's Definition
- 3.5 UX/UI
- 3.6 Usability Test
- 3.7 Automated Testing
- 4 How to Improve
- 4.1 PO
- 4.2 Scrum Master
- 4.3 Development Team
- 5 Conclusion
- References
- CasaE Xperience - Creation Method Focused in Accessibility
- Abstract
- 1 Introduction
- 2 Documentation and Prototyping
- 2.1 Layout Organization (Color and Composition)
- 2.2 Layout Organization (Interaction Flow)
- 2.2.1 Form
- 2.2.2 Description of Visual Contents
- 2.2.3 Cognitive Services
- 2.2.4 Autonomous Narrative Service
- 3 Development
- 3.1 Analysis of Target Devices
- 3.2 Font Settings
- 3.3 ContentDescription Development
- 3.4 Development of Cognitive and TTS Services
- 3.5 Development of the Autonomous Narrative Service
- 4 Tests
- 4.1 Focus Navigation Test
- 4.2 Screen Reading Tests
- 4.3 Layout Test
- 4.4 Test of the Autonomous Narrative Service
- 5 Conclusion
- References
- The Usability of Interactive Interfaces Design of Intelligent Household Appliances: Take Smart Sweeping Robots as an Example
- Abstract
- 1 Introduction
- 2 Method
- 2.1 Experiment Design
- 2.2 Apparatus
- 2.3 Participants
- 2.4 Procedure
- 2.5 Data Analysis
- 3 Results
- 4 Discussion
- 4.1 Overview of Human-Computer Interaction Interface Design Principles
- 4.2 Interface Layout
- 4.3 Terminology and Graphical Symbols and Their Visibility
- 4.4 Information Transfer and Feedback
- 5 Conclusion
- Acknowledgement
- References
- Usability Evaluation and Interface Design
- Effects of Gender and Prior Experience in Immersive User Experience with Virtual Reality
- Abstract
- 1 Introduction
- 2 Methods
- 2.1 Participants
- 2.2 Apparatus
- 2.3 Virtual Environment (VE)
- 2.4 Measures
- 2.5 Procedure
- 2.6 Data Analysis
- 3 Results
- 3.1 Effects of Gender
- 3.2 Effects of Prior Experience
- 4 Discussion and Conclusion
- Acknowledgments
- References
- Humanized Design of Interaction Interfaces for Small Screen Devices: Take Intelligent Lock as an Example
- Abstract
- 1 Introduction
- 2 Method
- 2.1 Experiment Design
- 2.2 Apparatus
- 2.3 Participants
- 2.4 Procedure
- 2.5 Data Analysis
- 3 Results
- 3.1 Repeated-Measure ANOVA of Total Scores of Subjective Satisfaction Scores
- 3.2 Repeated-Measure ANOVA of Scores and Accomplishment Ratio in Typical Tasks
- 3.3 Repeated-Measure ANOVA of Scores of Elements
- 4 Discussion
- 5 Conclusion
- Acknowledgement
- References
- Research on Application Model of Unconsciousness in User Interface
- Abstract
- 1 Introduction
- 2 Unconscious Theory
- 2.1 Unconscious and User Interface
- 2.2 Application of Unconsciousness in the Field of Design
- 3 Unconscious Behavior Collection and Cognition Analysis Based on User Research
- 3.1 Research Methods and Processes
- 3.2 Unconscious Data Acquisition and Analysis
- 4 Application Model of Unconsciousness in User Interface
- 4.1 User Interface Design Dimension
- 4.2 Model Construction Based on User Survey
- 5 Questionnaire Verification
- 6 Conclusion
- References
- Research on Interface Design of Venue Monitoring System Based on Product Semantics
- Abstract
- 1 Introduction
- 1.1 Research Background
- 1.2 Related Literature Review
- 1.3 Research Content and Architecture
- 2 Overview
- 2.1 Product Semantics Overview
- 2.2 Product Semantics and Symbolic Relationship
- 2.3 The Meaning of Product Semantics
- 2.4 Product Semantics Elements of Interface Design
- 3 Application of Product Semantics in Interface Design of Stadium Monitoring System
- 3.1 Venue Monitoring System Interface Design Requirements
- 3.2 Interface Design Principle Based on Product Semantics and Application in Stadium Monitoring System Interface
- 4 Conclusion
- References
- Usability Evaluation of Intelligent Medical Imaging Diagnostic Interface Based on SD Method
- Abstract
- 1 Introduction
- 2 Literature Review
- 2.1 Kansei Engineering
- 2.2 Semantic Differential Method
- 3 Research Method
- 3.1 Participants
- 3.2 Material
- 3.3 Kansei Words
- 3.4 Procedure
- 4 Results and Discussion
- 4.1 Descriptive Analysis
- 4.2 Factor Analysis
- 5 Conclusion
- Acknowledgments
- References
- Usability Evaluation of Different Interaction Modes Based on Washing Machine Controlled Area
- Abstract
- 1 Introduction
- 2 Washing Machine Human-Computer Interaction Mode Classification
- 3 Construction of the Evaluation System
- 3.1 Selection of Usability Evaluation Indicators for Washing Machine Interaction Mode
- 3.2 Method Based on Subjective and Objective Multidimensional Usability Evaluation
- 4 Washing Machine Interaction Mode Usability Evaluation Experiment
- 4.1 Sample Design
- 4.2 Experimental Design
- 4.3 Operation Tasks
- 5 Experimental Results and Analysis
- 5.1 Washing Machine Interaction Mode Objective Usability Assessment Results
- 5.2 Washing Machine Interaction Mode Subjective Usability Assessment Results
- 6 Conclusion
- References
- Study on Interaction Design of SANGFOR Institute Based on Mental Model
- Abstract
- 1 Introduction
- 1.1 Research Background and Research Status
- 1.2 Research Purposes and Significance
- 1.3 Innovation Points
- 1.4 Research Methods and Paper Structure
- 2 Literature Review and Theoretical Research
- 2.1 Interaction Design of Network Learning Platform
- 2.2 Mental Model
- 2.3 Relationship Between Mental Model and User-Centered Design
- 3 Research Methods
- 3.1 Research Plan
- 3.2 Collection and Processing of Mental Models
- 3.3 Building User Role Model and Discover Design Opportunities
- 3.4 Propose Solutions
- 3.5 Implementation and Verification of the Scheme
- 4 Design Practice
- 4.1 Introduction
- 4.2 Determine Design Goals
- 4.3 Construction of User Mental Model
- 4.4 Product Interaction Design
- 5 Conclusions and Outlook
- References
- Application to Guide People with Visual Disability on Internal Buildings, Using Beacon Bluetooth Positioning Systems
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Ibeacons
- 3.1 Eddystone
- 3.2 AltBeacon
- 3.2.1 Application Development
- 3.2.2 Application Architecture
- 3.2.3 Android Application - Studio
- 3.3 Determining the Position
- 3.4 Collection of Data
- 4 Conclusions
- Acknowledgments
- References
- Usability and User Experience Applications
- GEST-DC: Unifying Transportation and Air Quality Information in an mHealth Application
- Abstract
- 1 Introduction
- 2 Air Quality Analysis
- 3 Related Work
- 3.1 Transportation
- 3.2 Air Quality
- 3.2.1 Monitoring Systems from a Scientific Perspective
- 3.2.2 Mobile Applications - Commercially Available
- 3.2.3 Application Programming Interfaces (APIs)
- 4 GEST-DC
- 4.1 Design
- 4.1.1 Beneficiaries and Use Case Scenario
- 4.2 Visualization
- 4.3 User Feedback
- 4.4 Implementation
- 5 Discussion
- 6 Conclusion
- References
- Interplay Between Usability and Information System Continuance: An Extended Model
- Abstract
- 1 Introduction
- 2 Background Research
- 2.1 Expectation-Confirmation Model (ECM)
- 2.2 Usability
- 2.3 Context of Research
- 3 Research Model and Hypotheses
- 4 Instrument Development
- 5 Limitations and Future Research
- 6 Conclusion
- Acknowledgments
- References
- Understanding One-Handed Thumb Interaction with a Mobile Touchscreen Device: Effects of Keyboard Size, Gap and Button Shape
- Abstract
- 1 Introduction
- 2 Methods
- 2.1 Experimental Design
- 2.2 Participants
- 2.3 Materials and Tasks
- 2.4 Procedures
- 2.5 Data Analysis
- 3 Results
- 3.1 Keyboard Size
- 3.2 Gap
- 3.3 Button Shape
- 3.4 User Preference
- 4 Discussion
- 4.1 Effects of Keyboard Size
- 4.2 Effects of Gap
- 4.3 Effects of Button Shape
- 4.4 Implications and Future Directions
- 5 Conclusions
- Acknowledgments
- References
- Application of Universal Design for Design Improvement of Hangers
- Abstract
- 1 Introduction
- 2 Literature Discussion
- 2.1 Definition of Universal Design
- 2.2 The PPP Evaluation Method of Nakagawa Satoshi
- 2.3 Existing Hanger Form
- 2.4 User Experience
- 3 Research Methods
- 4 Research Result
- 5 Conclusion
- References
- Does the Survey Method Affect the Net Promoter Score?
- Abstract
- 1 Introduction
- 2 Case Studies
- 2.1 Case Study 1 - IT Support Portal
- 2.2 Case Study 2 - Global Sales Quote Application
- 2.3 Case Study 3 - Enterprise Directory
- 2.4 Case Study 4 - Intranet Homepage
- 2.5 Case Study 5 - Device Provisioning
- 3 Discussion
- 4 Recommendations
- References
- Enabling SMEs to Conduct User Research: Experience with and Adaption of UX Concept Exploration
- Abstract
- 1 Introduction
- 1.1 The Human-Centered Design Process
- 1.2 How Can SMEs Benefit from the HCD Process?
- 1.3 Challenges of Human-Centered Design for SMEs
- 1.4 User-Driven Innovation - The User as the Source for Innovation
- 1.5 User Experience and Positive Experience as a Success Factor
- 2 User Studies with UX Concept Exploration
- 2.1 Initial Methodological Approach for UX Concept Exploration
- 2.2 UX Concept Exploration 2.0 - Experiences and Adjustments
- 2.3 UX CE 2.0 for Small and Media Sized Companies
- 3 Future Application of UX CE 2.0 at SMEs
- Acknowledgments
- References
- Design Principles for Increasing the Comprehensibility of Icons in HMIs Through Motion Design
- Abstract
- 1 Introduction
- 2 Use of Animation and Icons in Current HMIs
- 2.1 Use of Icons
- 2.2 Use of Animation
- 3 Structure and Interaction
- 3.1 Action to Action
- 3.2 Action to Status
- 3.3 Status to Status
- 3.4 Initial Draft of Design Principles and Animated Icons
- 4 Review with HMI Design Experts
- 4.1 Review
- 4.1.1 Principles
- 4.1.2 Usability and User-Experience
- 5 Design Principles
- 5.1 Direction
- 5.2 Timing
- 5.3 Combination
- 5.4 Focus
- 5.5 Preview
- 5.6 Reasoned Design
- 5.7 Easing
- 6 Conclusion and Outlook
- 6.1 Technical Situation
- 6.2 Greatest Benefit
- 6.3 Future Work
- Acknowledgments
- References
- Let's Make This Personal: Improving the User Experience on Support Portals Through Personalization
- Abstract
- 1 Introduction
- 2 Our Legacy System
- 3 Getting Personal with Your IT Support
- 3.1 Documents
- 3.2 Navigation and Browse
- 3.3 Alerts and Notifications
- 3.4 Contacting the Help Desk
- 4 User-Experience Challenges
- 5 Other Benefits
- 6 Conclusions
- References
- System of Recommendation and Automatic Correction of Web Accessibility Using Artificial Intelligence
- Abstract
- 1 Introduction
- 2 Previous Work
- 3 Methodology
- 3.1 Functionality
- 3.2 Architecture
- 4 Experiments and Discussions
- 5 Conclusions and Future Work
- Acknowledgments
- References
- The New Thinking in Emotional User Experience: From Visual Metaphor to Interactive Affordance
- Abstract
- 1 Introduction
- 2 The Significance of User Experience
- 3 Interactive Affordance in Design
- 4 Design Framework
- 5 Conclusion
- Acknowledgments
- References
- Emotional Effects of Smart Aromatherapeutic Home Devices
- Abstract
- 1 Introduction
- 2 Background
- 2.1 Emotional Effects of Aromas
- 2.2 Smart Aromatherapeutic Home Device
- 3 Design of Smart Aromatherapeutic Home Device
- 3.1 Prototype of Smart Aromatherapeutic Home Device
- 3.2 Two Main Scenarios of the Prototype of Knose
- 4 Conclusion
- References
- Investigation on Visitors Experience of Chinese Family Group in Domestic Child-Oriented Exhibition
- Abstract
- 1 Introduction
- 2 Literature Review
- 2.1 Review of Visitor Study
- 2.2 Review of Visitor Experience Measurement of Museum
- 3 Methodology
- 3.1 Unobtrusive Observations
- 3.2 Online Comments Analysis
- 3.3 Questionnaire
- 4 Data Analysis and Findings
- 4.1 Unobtrusive Observations Analysis and Findings
- 4.2 Online Comments Analysis and Findings
- 4.3 Questionnaire Analysis and Findings
- 5 Conclusion
- References
- Personalized Design of Food Packaging Driven by User Preferences
- Abstract
- 1 Introduction
- 2 Overview of User Preferences
- 3 Graphic Theory
- 3.1 Overview of Raster Graphics Generation
- 4 Research on the Graph Generation Mechanism Driven by User Preference
- 5 Experimental Design and Analysis
- 5.1 The Overview
- 5.2 Experimental Carrier
- 5.3 User Taste Preference Cognitive Research Experiment
- 5.4 User's Taste Preference-Driven Graphical Recommendation and User Taste Prediction
- 6 Design Applications and Practices
- 6.1 Specific Design
- 7 Summary
- References
- Effects of Different Environment Illuminations on Visual Task
- Abstract
- 1 Introduction
- 2 Experimental Design
- 2.1 Experimental Factors
- 2.2 Experimental Tasks
- 2.3 Experimental Platform
- 2.4 Subjects
- 2.5 Experimental Procedure
- 3 Results and Discussion
- 3.1 Behavioral Performance Results
- 3.2 Subjective Evaluation Result
- 4 Conclusion
- References
- Research on User Experience Design of Cross-Border E-commerce Platform Based on CUBI Model and NPS Index in the Context of Expanding Import: A Case Study of KaoLa
- Abstract
- 1 Introduction
- 2 Research Theory: CUBI User Experience Model Theory and User Loyalty Evaluation Indicators NPS
- 2.1 CUBI User Experience Model Theory
- 2.2 User Loyalty Evaluation Index NPS
- 3 Research Process and Conclusions
- 3.1 Quantitative Research
- 4 Suggestions for the Development Path of Cross-Border E-commerce User Experience Design
- 4.1 Demand Orientation
- 4.2 Content Orientation
- 4.3 Credit Perception
- 4.4 Interactive Perception
- 4.5 Visual Performance
- 5 Summary
- References
- Optimal Design of Smarter Tourism User Experience Driving by Service Design
- Abstract
- 1 Introduction
- 2 Service Design and "Smarter Tourism" User Experience
- 3 "Smarter Tourism" Touch Point Analysis
- 3.1 Scenic Spot Reservation
- 3.2 Arrive at the Scenic Spot
- 3.3 Enter
- 3.4 Play in the Scenic Area
- 3.5 Leave the Scenic Spot
- 4 Service Design-Driven Smarter Tourism User Experience Optimization Design Practice
- 4.1 Discover
- 4.2 Define
- 4.3 Develop
- 4.4 Deliver
- 5 Conclusion
- 6 Discuss
- Acknowledgments
- References
- Sustainable Design Based on User Research
- Abstract
- 1 Introduction
- 2 User Research Strategy for Design in Sustainable Context
- 2.1 Sustainable Design Based on Lifestyle Research
- 2.2 Sustainable Design Based on User Behavior Research
- 2.3 Sustainable Design Based on User Experience Research
- 3 Case Study
- 3.1 Sustainable Design for LOHAS
- 3.2 Design to Adapting and Optimizing User Behavior
- 3.3 User Experience in Sustainable Design
- 4 Conclusion
- References
- Discuss the Use of Lip Gloss and Design Improvement with Universal Design
- Abstract
- 1 Research Background and Motivation
- 2 Literature Discussion
- 2.1 Definition of Universal Design
- 2.2 PPP Evaluation of Nakagawa Satoshi
- 2.3 Emotional Design and Cognitive Human Factors
- 2.4 Existing Lip Gloss Types
- 3 Research Methods
- 4 Research Results
- 5 Conclusions and Recommendations
- References
- Research on Emotional Design of Electric Power Products in Experience Economy Era
- Abstract
- 1 Introduction
- 1.1 Research on the Characteristics of the Era of Experience Economy - "Good Experience and Brand Characteristics"
- 1.2 Research on the Characteristics of the Era of Experience Economy - "Good Experience and Brand Characteristics"
- 1.3 Current Situation of Electricity Products
- 2 Influence of Emotional Design Concept on Electricity Product Design
- 2.1 The Feeling and Impression that Electricity Product Gives Users
- 2.2 Functional Embodiment in the Use of Electricity Products
- 2.3 Functional Embodiment in the Use of Electricity Products
- 3 Examples of Emotional Design of Power Products
- 3.1 Investigation and Analysis
- 3.2 Design Orientation Design Position
- 3.3 Design Plan
- 3.4 Comparison and Evaluation
- 4 Conclusion
- References
- Research on the Regeneration of Endangered Traditional Handicraft Art in Modern Life: Taking the Bamboo Knitting Art of Dongyang as an Example
- Abstract
- 1 Introduction
- 1.1 Dongyang Bamboo Weaving Development Status
- 1.2 Interactive Design Concept
- 2 The Feasibility Analysis of Dong Yang Bamboo Weaving Interactive Design
- 2.1 Interaction Between People
- 2.2 Interaction Between People and Objects
- 2.3 Interactions Among People, Objects and Environment
- 3 Application of Interactive Design in Dong Yang Bamboo Weaving Design
- 3.1 Develop User-Centered Experiential Participation
- 3.2 Cross-Border Integration and Diversified Innovation
- 3.3 Return to Origin and Nature
- 4 Conclusion
- References
- An Ergonomic Assessment of Transmission, Layout, and Content of Philippine Fast-Food Chains' Customer Feedback Surveys for Effective Data Collection
- Abstract
- 1 Introduction
- 2 Methods
- 2.1 Data Collection
- 3 Results and Discussions
- 3.1 Sample Assessment
- 3.2 Synthesis of Analysis
- 3.3 Guidelines
- 3.4 Ideal Survey
- 3.5 Usability of the Questionnaire
- 4 Conclusion and Recommendations
- References
- Spatial Heuristic Evaluation Through Wayfinding: A Tale of Two Indian Cities
- Abstract
- 1 Introduction
- 1.1 Jodhpur
- 1.2 Jaipur
- 2 Need of Research: Similar Urban Fabric with Distinct Tales
- 2.1 Impact of Urban Morphology on Imageability
- 2.2 Wayfinding as a Tool to Decode Imageability
- 3 Methodology
- 3.1 Real World Experiment
- 3.1.1 Subjects
- 3.1.2 Survey
- 3.1.3 Area of Study
- 3.2 Tasks
- 3.2.1 Spatial Task: Route Tracing
- 3.2.2 Recall Tasks
- 3.3 Virtual World Experiment
- 3.3.1 Eye-Tracker
- 3.3.2 Tasks
- 4 Observations: Comparative Analysis
- 4.1 Points of Disorientation
- 4.2 Landmark and Activities
- 4.3 Comparison with Mental-Map
- 4.4 Signage
- 5 Conclusion
- 5.1 Pathway Pattern
- 5.2 Built Fabric and Streetscape Elements
- 5.3 Activities
- 5.4 The Manifestation of Urban Fabric on Wayfinding Behaviour
- 6 The Story Forward
- References
- Research on Electronic Lock Structure Evaluation Based on User Experience
- Abstract
- 1 Introduction
- 2 Experiment
- 2.1 Experimental Environment
- 2.2 Installation Height
- 2.3 Participants
- 2.4 Experiment Procedures
- 2.5 Data Analysis
- 3 Results
- 4 Discussion and Conclusion
- Acknowledgments
- References
- Iterative Symbiosis Between Multi-role User Requirements and Data Information Visualization
- Abstract
- 1 Introduction
- 2 "Human Factors" and Multi-user Roles of the Guide System Design
- 3 Guidance System in Colleges and Universities
- 3.1 The Guidance System of Colleges and Universities Is Different from the Traditional Public Space
- 3.2 Cases of Excellent University Guidance System
- 3.2.1 Yale University Campus Guidance System
- 3.2.2 Indoor Guidance System of Sichuan University
- 3.2.3 Campus Guidance System of Charles Sturt University
- 3.2.4 Summary
- 4 Guidance System of Hunan University
- 4.1 The Present Situation of the Guidance System of Hunan University
- 4.2 Guidance System and Multi-user Role
- 4.3 Design Contents of Guidance System of Hunan University
- 5 What Methods Are Used in Data Screening and Information Planning of the Guidance System?
- 5.1 Integration and Analysis of Main Data
- 5.2 Combining Local Conditions with Actual Scenes
- 5.3 User-Centered
- 6 Conclusion
- References
- Influence of the User Experience in Switching Speed of the Digital Reading Interface
- Abstract
- 1 Introduction
- 2 Digital Reading and User Experience
- 2.1 Digital Reading
- 2.2 User Experience
- 3 Research on the Digital Reading User Experience and the Moving Speed of Interface Switching
- 3.1 User Experience of Digital Reading
- 3.2 Interface Switching and Interface Switching Speed
- 4 Experimental Methods
- 4.1 Subject Selection
- 4.2 Experimental Material
- 4.3 Experimental Methods
- 5 Data Processing
- 6 Experimental Conclusion
- 7 Conclusion
- References
- User Experience Improvement Design of Shopping Mall Based on Crowd Classification Research
- Abstract
- 1 Introduction
- 2 Research Status
- 3 Research Methods
- 3.1 Activity Note
- 3.2 Tracking Method
- 3.3 Interview Method and 6w
- 4 Result - Persona
- 4.1 Enhance Relationship Type
- 4.2 Clear Needs Type
- 4.3 Random Exploration Type
- 5 Discussion and Strategy
- 5.1 Enhance Relationship Type
- 5.2 Clear Needs Type
- 5.3 Random Exploration Type
- 6 Conclusion and Scope of Application
- References
- Young Chinese Users' Perception of Passenger Car Form in Front Quarter View Analyzed with Quantitative and Qualitative Methods
- Abstract
- 1 Introduction
- 2 Quantitative and Qualitative Analyses Procedure
- 2.1 Stimuli
- 2.2 Grouping Task Experiment
- 2.3 The Perceptional Mapping and Qualitative Analysis
- 3 Result of Qualitative Analysis
- 3.1 Form Changes Along the Horizontal Dimension
- 3.2 Form Changes Along the Vertical Dimension
- 4 Conclusion
- Acknowledgments
- References
- Gamification Design of Shared Bicycle System Based on Fogg Behavior Model
- Abstract
- 1 Introduction
- 2 Design Paradigm
- 2.1 Fogg Behavior Model
- 2.2 Traditional Shared Bicycle Interaction System
- 2.3 New Shared Bicycle Interaction System
- 3 Gamification Design in New Shared Bicycle System
- 3.1 Gamification
- 3.2 Structure in New Shared Bicycle Interaction System
- 4 Discussion
- 5 Conclusion
- References
- User Experience Research on the Human-Computer Interaction System of Connected Car
- Abstract
- 1 Introduction
- 1.1 Definition of Automotive HMI
- 1.2 Research Background
- 2 Research Status
- 2.1 Current Academic Research
- 2.2 Current Design and Applications
- 3 Method
- 3.1 Participants
- 3.2 Interview
- 3.3 Brand Positioning
- 4 Results
- 4.1 Future Design Positioning of Roewe Automobile HMI
- 4.2 Future Design Concepts of Roewe Automobile HMI
- 5 Conclusion and Discussion
- Acknowledgements
- References
- Research on Obstacles for Open Design to Be Adapted by the Masses
- Abstract
- 1 The Development of Open Design
- 2 Open Design as a Habit to Get New Stuffs
- 3 Different Open Design Models
- 4 Obstacles in Open Design Performing
- 4.1 Software Skill
- 4.2 Expression of the Ideas
- 4.3 Design Ability
- 4.4 Confidence
- 5 A Model for Building Better Open Design
- 5.1 The Strategy Plane
- 5.2 The Scope Plane
- 5.3 The Structure Plane
- 5.4 The Skeleton Plane
- 5.5 The Surface Plane
- 6 A New Aspect of Open Design Should Be Considered
- 7 Conclusion
- References
- Applying the Technology Acceptance Model to Consumer Behavior Towards Virtual Reality Service
- Abstract
- 1 Introduction
- 2 Methods
- 3 Results
- 3.1 Factor Analysis and Reliability Analysis
- 3.2 Correlation Analysis
- 3.3 Hierarchical Multiple Regression Analysis
- 4 Discussion
- 5 Conclusion
- References
- Logic of Behaviors and Somaesthetics Driven User Experience Research: Design and Innovation in Air Energy Products
- Abstract
- 1 Introduction
- 2 Theory
- 2.1 Logic of Behaviors
- 2.2 Somaesthetics
- 2.2.1 The Body as the Aesthetic Object
- 2.2.2 The Body as the Aesthetic Subject
- 2.2.3 Aesthetic Embodiment
- 3 Driven User Experience Research
- 3.1 The Relationship Between Logic of Behaviors and Somaesthetics
- 3.2 Logic of Behaviors and Somaesthetics Driven User Experience
- 4 Product Design and Innovation
- 4.1 Bathing Behavior and Its User Experience
- 4.2 The User Experience of Air Energy Water Heaters
- 4.3 Product User Experience Design and Innovation
- 4.3.1 Turn on the Water Heater
- 4.3.2 Remove Clothes
- 4.3.3 Place Clothes
- 4.3.4 Adjust Water Temperature
- 4.3.5 Taking a Bath
- 4.3.6 During Bathing
- 5 Summary
- References
- Interface Design of GIS System Based on Visual Complexity
- Abstract
- 1 Introduction
- 2 Literature Review
- 3 Analysis
- 3.1 User Cognition
- 3.2 Complexity Analysis
- 4 Discussion
- 4.1 Model Construction
- 4.2 Design Strategy
- 5 Conclusion
- Acknowledgments
- References
- User Emotional Experience Evaluation on Bicycle Design from a Multi-sensory Perspective
- Abstract
- 1 Introduction
- 2 Related Works
- 3 Method
- 3.1 Bicycle Samples
- 3.2 Semantic Database
- 3.3 Multi-sensory Interaction Experiment
- 4 Results Analysis
- 5 Conclusion
- Acknowledgments
- References
- Prototyping in Human Computer Interaction
- Abstract
- 1 Introduction
- 2 Literature Review
- 3 Methodology
- 3.1 Task Specification
- 3.2 System Functionality
- 3.3 Screen Layouts and Behavior
- 3.4 Design Rationale
- 3.5 User Feedback
- 3.6 Response Times
- 3.7 Reusable Code
- 4 Prototyping Types
- 4.1 Rapid Prototyping
- 4.2 User Interface Prototyping
- 4.3 Service Prototyping (Design Thinking)
- 4.4 User Involvement in Prototyping
- 5 Fidelity Dimensions in Prototyping
- 5.1 High and Low
- 6 Multiple Dimensions in Prototyping
- 6.1 Shape Recognition
- 6.2 Fidelity Dimensions
- 6.3 Gesture Recognition
- 7 Conclusion
- References
- Comparative Analysis of Usability of the Public Universities' Web Sites of Riobamba City in Ecuador
- Abstract
- 1 Introduction
- 2 Methods and Materials
- 3 Results
- 3.1 Results of the Heuristic Tests with Experts
- 3.2 Results of the Usability Tests of the Students Interacting with the University Websites
- 4 Conclusions
- References
- Human Factors and Assistive Technology
- A Comparative Study of Augmented Reality Assistant Tools in Assembly
- Abstract
- 1 Introduction
- 2 The Use of Head Mounted Displays in Manufacturing
- 3 Use Case A: Laboratory Study
- 3.1 Use Case Requirements and AR Application Design
- 3.2 Method
- 3.3 Results
- 4 Use Case B: Field Study
- 4.1 Use Case Requirements and AR Application Design
- 4.2 Method
- 4.3 Results
- 5 Limitations and Discussion
- References
- The Effect of Training with a Prosthetic Hand Simulator in Adult Non-amputees: A Controlled Pilot Study
- Abstract
- 1 Introduction
- 2 Materials and Methods
- 3 Study Design and Experimental Setup
- 3.1 Baseline
- 3.2 Intervention Group
- 3.3 Control Group
- 3.4 Outcome
- 3.5 Data Analysis
- 4 Results
- 5 Discussion
- 6 Conclusion
- References
- Meaningful Age-Friendly Design. Case Studies on Enabling Assistive Technology
- Abstract
- 1 Introduction: Towards Age-Friendly Design
- 2 Assistive Technology: An Answer to User Needs, a Market Trend or Both?
- 3 Methodology: Case Study Research
- 4 Case Studies for Meaningful Age-Friendly Design
- 4.1 Case Study One: Enabling Mobility
- 4.2 Case Study Two: Enabling Senses
- 4.3 Case Study Three: Enabling Socialization
- 4.4 Case Study Four: Enabling Well-Being
- 5 Discussion: Meaningful Age-Friendly Design
- 6 Conclusions and Future Work
- Acknowledgments
- References
- Evaluation of a Multilingual Workspace to Practice Math for Visually Impaired Students
- Abstract
- 1 Introduction
- 2 Literature Review
- 3 Proposed Workspace
- 4 Experimental Evaluation
- 5 Results
- 5.1 Measuring Efficiency
- 5.2 Measuring Effectiveness
- 5.3 Measuring Satisfiability
- 5.4 Discussion
- 6 Conclusion and Future Work
- References
- The Auto-Personalization Computing Project in Libraries
- Abstract
- 1 Introduction
- 2 Research Method
- 3 The Prototype Morphic System
- 4 Research Findings
- 5 Impacts on the Development of the Morphic System
- 6 Conclusion
- Acknowledgments
- References
- Proper Implementation of Website Features Affecting the Use of Screen Readers
- Abstract
- 1 Introduction
- 2 Background
- 2.1 Web Accessibility in the Government and Business Sector
- 2.2 Users with Visual Impairments
- 2.3 Screen Readers
- 3 Methodology
- 4 Results
- 4.1 FAE Tool Evaluation
- 4.2 Screen Readers Evaluation
- 5 Recommendations
- 5.1 Headings
- 5.2 Landmarks
- 5.3 Colors
- 5.4 Links
- 6 Conclusion
- References
- Assistive Technologies for Elderly - Review on Recent Developments in Lower Limb and Back Pain Management
- Abstract
- 1 Introduction
- 2 Methods
- 2.1 Literature Review
- 3 Results and Discussion
- Acknowledgement
- References
- Proposal of a Technological Ergonomic Model for People with Disabilities in the Public Transport System in Guayaquil
- Abstract
- 1 Definition of the Study Object
- 2 Introduction
- 2.1 Overall Objective
- 2.2 Specific Goal
- 2.3 Context
- 2.4 Methodology
- 2.5 Hypothesis
- 3 Theoretical Framework
- 4 Methodological Framework
- 5 Results
- 5.1 Participatory Experimental Method - Experience for Disabled Users
- 5.2 Participatory Experimental Method - The Experience of Transportation
- 5.3 Mental Modeler - The Estimation of Realities
- 5.4 Technological Proposal
- 5.5 Ergonomics Proposal
- 6 Discussion
- 6.1 Accessibility as a Challenge
- 7 Conclusions
- Acknowledgments
- References
- Abstract Vocabulary as Base for Training with Pattern Recognition EMG Control
- Abstract
- 1 Introduction
- 2 Materials and Method
- 3 Test Procedure/Trainings Phase
- 4 Results
- 5 Discussion and Conclusion
- References
- Study of Voice-Based Crowdsourcing Platform for the Enhancement of Self-support for the Visually Impaired
- Abstract
- 1 Introduction
- 1.1 Necessity and Purpose of This Study
- 1.2 Precedent Research Review
- 1.3 Method
- 2 Terminology and Concept
- 2.1 Definition of Visual Impairment
- 3 Research and Analysis of User's Living Environment
- 3.1 First Group Interview
- 3.1.1 Objective of First Group Interview
- 3.1.2 Subjects and Methods of Group Interview
- 3.1.3 Contents of Group Interview
- 3.1.4 Analysis of Group Interview
- 3.2 Second Individual In-Depth Interview
- 3.2.1 Objective of Individual In-Depth Interview
- 3.2.2 Subjects and Method of Individual In-Depth Interview
- 3.2.3 Content of Individual In-Depth Interview
- 3.2.4 Analysis of Individual In-Depth Interview
- 4 Proposal of Voice-Based Crowdsourcing Platform
- 4.1 Definition of Crowdsourcing Platform
- 4.2 The Need for a Crowdsourcing Platform
- 4.3 Concepts and Objectives of Voice-Based Crowdsourcing Platform
- 4.3.1 Increase Self-help of the Visually Impaired by Providing Voice-Based Information
- 4.3.2 Building a Virtuous Cycle Platform
- 4.4 Proposal of Voice-Based Crowdsourcing Platform Prototype
- 4.4.1 Input Storage Method
- 4.4.2 Information Printing Method
- 5 Prototype Usability Testing
- 6 Conclusion
- Acknowledgments
- References
- An Eye Tracking System to Perform the Wechsler Intelligence Children-Fifth Edition (WISC-V) Test: A Case Study
- Abstract
- 1 Introduction
- 2 Methodology
- 3 Results
- 4 Conclusion
- References
- The Design of the Paediatric Prosthesis: Assessment of Stigma-Inducing Factors in Primary School Children, Using a Questionnaire
- Abstract
- 1 Introduction
- 2 Method: Participants and Design
- 3 Results
- 4 Discussion and Conclusion
- References
- Human Factors Product Design for a Prototype of Hair Loss Prevention Machine for Cancer Patients During Chemotherapy Treatments
- Abstract
- 1 Introduction
- 2 Methodology
- 2.1 Identifying Customer Needs
- 2.2 Determining Product Specifications
- 2.3 Creating Concept Generation
- 2.4 Making Concept Selection
- 2.5 Concept Testing
- 3 Results
- 4 Conclusions and Discussions
- 5 Limitations and Future Research
- References
- Design of Health Control Applied to Elderly People's Resistance Exercise Device
- Abstract
- 1 Introduction
- 1.1 Background
- 1.2 Research Purposes
- 2 Related Work
- 2.1 Blood Sugar, Fat and Vascular Disease
- 2.2 Blood Sugar, Muscle and Fat
- 2.3 The Physical Improvement of Exercise
- 3 Research Method
- 3.1 Naturalistic Observation
- 3.2 Focus Group
- 3.3 Experiment Purpose
- 3.4 Experimental Device
- 3.5 Experiment Process
- 4 Results and Discussion
- 4.1 Experimental Result
- 4.2 Discussion
- References
- Human Factors in All-Terrain Wheelchair Design for Rural Population
- Abstract
- 1 Introduction
- 2 Methodology
- 2.1 Information
- 2.2 Formalization
- 2.3 Conformation
- 3 Results
- 3.1 Design Requirements
- 3.2 Design Solution
- 3.3 Design Validation
- 3.4 Future Research
- 4 Conclusion
- Acknowledgments
- Funding
- References
- Sequaca - Cognitive Rehabilitation Game Kit for Treatment of Neurocognitive Disorders
- Abstract
- 1 Introduction
- 2 Treatment of Dementia in Occupational Therapy
- 2.1 Neurocognitive Disorders
- 2.2 Treatment
- 2.3 Assistive Technology at Occupational Therapy
- 3 Method
- 4 Ergonomic Appreciation
- 4.1 Problematization
- 4.1.1 Ergonomic Report
- 4.1.2 Systematization
- 5 Product Development
- 5.1 Idealization
- 5.2 Material Research
- 5.3 Visual Identity
- 5.3.1 Mockup
- 5.4 Preliminary Tests
- 5.5 Corrections
- 6 Final Product
- 6.1 Production
- 6.2 Patients' Reaction
- 7 Results
- References
- The Design of Walking Sticks: Use, Manufacturing and Abandonment
- Abstract
- 1 Introduction
- 2 Brief History
- 3 Participatory Design
- 4 Overview of the Ergonomic Investigation
- 5 The Project
- 6 Conclusion
- References
- Application of SHERPA in Boarding Procedure of Blind Passengers in Airports
- Abstract
- 1 Introduction
- 2 Methods
- 3 Literature Review
- 3.1 Blindness
- 3.2 Transportation Accessibility
- 3.3 Systematic Human Error Reduction and Prediction Approach (SHERPA)
- 4 Development
- 5 Analysis and Results
- 6 Conclusion
- References
- Including Users in the Evaluation Process of Assistive Technology: Applied Methods and Techniques
- Abstract
- 1 Introduction
- 2 Assistive Technology Design
- 3 Users in the Assistive Technology Evaluation Process
- 4 Method
- 5 Results
- 6 Considerations
- Acknowledgments
- References
- Development of a Hand Rehabilitation Therapy System with Soft Robotic Glove
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Design and Development of Hand Rehabilitation System
- 3.1 Design and Construction of the Robotic Rehabilitation Glove
- 3.2 General System Architecture
- 3.3 Expert System for Intervention Strategies Design
- 3.4 Architecture and Interface of the Mobile Application
- 4 Testing Methodology and Results
- 4.1 Participants
- 4.2 Protocol
- 4.3 Evaluation
- 5 Conclusions
- References
- An Ergonomic Assessment of Accessible Pedestrian Signal Sound Types for UP Diliman
- Abstract
- 1 Background of the Study
- 2 Problem Statement
- 3 Objectives of the Study
- 4 Scope and Limitations
- 5 Method
- 6 Results and Discussion
- 7 Conclusion
- 8 Recommendation
- Acknowledgements
- References
- Design of a Low Cost 3D Scanner for Taking Anthropometric Measurements
- Abstract
- 1 Introduction
- 2 Materials and Methods
- 3 Results
- 4 Conclusions
- References
- Author Index
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