Academic literature on the topic '120304 Digital and Interaction Design'

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Journal articles on the topic "120304 Digital and Interaction Design"

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Aninditia, Vianni, and Nurina Vidya Ayuningtyas. "Biophilic Design Approach in Yogyakarta Digital Art Design." International Journal of Built Environment and Scientific Research 6, no. 1 (June 10, 2022): 55. http://dx.doi.org/10.24853/ijbesr.6.1.55-60.

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The creative industry based on digital technology is the current strength of the creative industry in improving the national economy. In creating a national creative industry, every region in Indonesia is required to create space for creative industry players. The Digital Art Center is a building typology that can accommodate digital creative industry players to carry out all their activities. In the midst of the significant development of the creative industry, a healthy psychological and physical condition is needed to increase the creativity and productivity of industry players. Biophilic Design can help humans achieve prosperity and comfort, as well as increase creativity and productivity of creative industry players by shaping the built environment by creating human interaction with the surrounding natural elements. In addition, creating a space for interaction between humans can increase the sense of kinship and shape the user's psychology to be more positive. Thus, the design of the Yogyakarta Digital Art Center is expected to create human interaction with nature and human interaction that can increase the productivity and creativity of its users.
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Kang,Hyun-Ok. "Movement and Interaction Design for Digital Signage." Journal of Digital Design 13, no. 2 (April 2013): 345–54. http://dx.doi.org/10.17280/jdd.2013.13.2.034.

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Micoli, Laura Loredana, Giandomenico Caruso, and Gabriele Guidi. "Design of Digital Interaction for Complex Museum Collections." Multimodal Technologies and Interaction 4, no. 2 (June 22, 2020): 31. http://dx.doi.org/10.3390/mti4020031.

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Interactive multimedia applications in museums generally aim at integrating into the exhibition complementary information delivered through engaging narratives. This article discusses a possible approach for effectively designing an interactive app for museum collections whose physical pieces are mutually related by multiple and articulated logical interconnections referring to elements of immaterial cultural heritage that would not be easy to bring to the public with traditional means. As proof of this concept, a specific case related to ancient Egyptian civilization has been developed. A collection of Egyptian artifacts such as mummies, coffins, and amulets, associated with symbols, divinities, and magic spells through the structured funerary ritual typical of that civilization, has been explained through a virtual application based on the concepts discussed in the methodological section.
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Liu, Yong, Sheng Rui Yuan, Na Zhou, and Xun Yi Dang. "Digital Design of Automotive Wire-Harness." Applied Mechanics and Materials 397-400 (September 2013): 882–88. http://dx.doi.org/10.4028/www.scientific.net/amm.397-400.882.

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In allusion to the current existing problems of automotive wire-harness design, which are no interaction between 2D design and 3D design, and disconnect between design level and simulation level, the advanced design methods are needed. In this paper, it puts forward a kind of automotive wire-harness design method based on CHS and PRO/E software. Then it details its design steps including schematic / layout / harness design, 3D interaction, data management, etc. Finally, it summarizes the advantages of this advanced design method.
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Zhang, Anni. "Graphical design based on digital twin and interaction generation." Computers and Electrical Engineering 103 (October 2022): 108367. http://dx.doi.org/10.1016/j.compeleceng.2022.108367.

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Yenimazman, Deniz. "'Digital Experience Design: Ideas, Industries, Interaction' by Linda Leung." Information, Communication & Society 14, no. 5 (May 25, 2011): 755–56. http://dx.doi.org/10.1080/1369118x.2011.556656.

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Tzeng, Shu-Wen. "Digital Access to the Education of Interaction Design: A Novel Way for Teaching Interaction Design to Industrial Design Students." Design Principles and Practices: An International Journal—Annual Review 5, no. 3 (2011): 483–94. http://dx.doi.org/10.18848/1833-1874/cgp/v05i03/38062.

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Asadi, Amir-Reza. "Human-Paper Interaction in the Digital Era: Directions for Human-Information Interaction Design." EAI Endorsed Transactions on Creative Technologies 8, no. 29 (December 1, 2021): 171250. http://dx.doi.org/10.4108/eai.12-10-2021.171250.

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Liu, Chengcheng. "Artificial Intelligence Interactive Design System Based on Digital Multimedia Technology." Advances in Multimedia 2022 (January 19, 2022): 1–12. http://dx.doi.org/10.1155/2022/4679066.

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The current extraction speed of artificial intelligence interactive elements is low, with the low effect, resulting in the poor effect of artificial intelligence interaction. Therefore, a new artificial intelligence interaction method has been developed for digital multimedia technology, performing analysis based on the current background of artificial intelligence, providing a good environment foundation for the interactive place, so that it can integrate artificial intelligence technology after interaction. Aiming at the current problems of digital multimedia technology in the use of artificial intelligence interaction design, innovative exploration of artificial intelligence technology will be carried out based on multimedia technology and innovative thinking. Based on the in-depth analysis of digital multimedia technology, the relationship between artificial intelligence technology and digital multimedia technology is analyzed, and an artificial intelligence interactive design system based on digital multimedia technology is proposed. Finally, the digital multimedia technology is verified on the artificial intelligence interactive design through case analysis.
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Uğraş, Tuba, Kerem Rızvanoğlu, and Sevinç Gülseçen. "New co-design techniques for digital game narrative design with children." International Journal of Child-Computer Interaction 31 (March 2022): 100441. http://dx.doi.org/10.1016/j.ijcci.2021.100441.

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Dissertations / Theses on the topic "120304 Digital and Interaction Design"

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Bilandzic, Mark. "Designing mobile systems for social navigation in urban public places." Thesis, Ludwig-Maximilians-Universitat Munchen, 2007. https://eprints.qut.edu.au/66729/1/Diplomarbeit.pdf.

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This thesis presents social requirements and design considerations from a study evaluating interactive approaches to social navigation and user-generated information sharing in urban environments using mobile devices. It investigates innovative ways to leverage mobile information and communication technology in order to provide a social navigation platform for residents and visitors in and for public urban places. Through a design case study this work presents CityFlocks, a mobile information system that offers an easy way for information-seeking new residents or visitors to access tacit knowledge from local people about their new community. It is intended to enable visitors and new residents in a city to tap into the knowledge and experiences of local residents in order to gather information about their new environment. Its design specifically aims to lower existing barriers of access and facilitate social navigation in urban places. In various user tests it evaluates two general user interaction alternatives – direct and indirect social navigation – and analyses which interaction method works better for people using a mobile device to socially navigate urban environments. The outcomes are relevant for the user interaction design of future mobile information systems that leverage the social navigation approach.
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Donovan, Jared William Awarua. "Framing Movements for Gesture Interface Design." Thesis, The University of Queensland, 2011. https://eprints.qut.edu.au/56822/1/donovan-Framing_movements_for_gesture_interface_design-reduced-size.pdf.

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Gesture interfaces are an attractive avenue for human-computer interaction, given the range of expression that people are able to engage when gesturing. Consequently, there is a long running stream of research into gesture as a means of interaction in the field of human-computer interaction. However, most of this research has focussed on the technical challenges of detecting and responding to people’s movements, or on exploring the interaction possibilities opened up by technical developments. There has been relatively little research on how to actually design gesture interfaces, or on the kinds of understandings of gesture that might be most useful to gesture interface designers. Running parallel to research in gesture interfaces, there is a body of research into human gesture, which would seem a useful source to draw knowledge that could inform gesture interface design. However, there is a gap between the ways that ‘gesture’ is conceived of in gesture interface research compared to gesture research. In this dissertation, I explore this gap and reflect on the appropriateness of existing research into human gesturing for the needs of gesture interface design. Through a participatory design process, I designed, prototyped and evaluated a gesture interface for the work of the dental examination. Against this grounding experience, I undertook an analysis of the work of the dental examination with particular focus on the roles that gestures play in the work to compare and discuss existing gesture research. I take the work of the gesture researcher McNeill as a point of focus, because he is widely cited within gesture interface research literature. I show that although McNeill’s research into human gesture can be applied to some important aspects of the gestures of dentistry, there remain range of gestures that McNeill’s work does not deal with directly, yet which play an important role in the work and could usefully be responded to with gesture interface technologies. I discuss some other strands of gesture research, which are less widely cited within gesture interface research, but offer a broader conception of gesture that would be useful for gesture interface design. Ultimately, I argue that the gap in conceptions of gesture between gesture interface research and gesture research is an outcome of the different interests that each community brings to bear on the research. What gesture interface research requires is attention to the problems of designing gesture interfaces for authentic context of use and assessment of existing theory in light of this.
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Anastasiu, Irina. "FixVegas : facilitating multi-directional communication between government officials and citizens to support urban planning in the city of Brisbane." Thesis, Ludwig-Maximilians-Universitat Munchen, 2012. https://eprints.qut.edu.au/66732/1/FixVegas.pdf.

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The goal of this project was to develop a mobile application for the iOS platform, that would support the partner of this project, the Brisbane City Council, in stronger engage citizens in participating in urban planning and development projects. The resulting application is an extended version of FixVegas, a system that allows citizens to report maintenance request to the Brisbane City Council through their smartphone. The new version of the system makes all incoming requests publicly available within the application, allows users to support, comment or disapprove of these. As an addition, the concept of the idea has been introduced. Citizens can submit suggestions for improving the city to the municipality, discuss them with other fellow citizens and, ideally, also with Council representatives. The city officials as well are provided with the ability of publishing development project as an idea and let citizens deliberate it. This way, bidirectional communication between these two parties is created. A web interface complements the iPhone application. The system has been developed after the principle of User Centered Design, by assessing user needs, creating and evaluating prototypes and conducting a user study. The study showed that FixVegas2 has been perceived as an enhancement compared to the previous version, and that the idea concept has been received on a positive note. Indepth questions, such as the influence the system could have on community dynamics or the public participation in urban planning projects could only hardly investigated. However, these findings can be achieved by the alternative study designs that have been proposed.
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Rittenbruch, Markus. "Active awareness : supporting the intentional disclosure of awareness information in collaborative systems." Thesis, University of Queensland, 2011. https://eprints.qut.edu.au/70075/1/s4067813_phd_finalthesis.pdf.

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This thesis opens up the design space for awareness research in CSCW and HCI. By challenging the prevalent understanding of roles in awareness processes and exploring different mechanisms for actively engaging users in the awareness process, this thesis provides a better understanding of the complexity of these processes and suggests practical solutions for designing and implementing systems that support active awareness. Mutual awareness, a prominent research topic in the fields of Computer-Supported Cooperative Work (CSCW) and Human-Computer Interaction (HCI) refers to a fundamental aspect of a person’s work: their ability to gain a better understanding of a situation by perceiving and interpreting their co-workers actions. Technologically-mediated awareness, used to support co-workers across distributed settings, distinguishes between the roles of the actor, whose actions are often limited to being the target of an automated data gathering processes, and the receiver, who wants to be made aware of the actors’ actions. This receiver-centric view of awareness, focusing on helping receivers to deal with complex sets of awareness information, stands in stark contrast to our understanding of awareness as social process involving complex interactions between both actors and receivers. It fails to take into account an actors’ intimate understanding of their own activities and the contribution that this subjective understanding could make in providing richer awareness information. In this thesis I challenge the prevalent receiver-centric notion of awareness, and explore the conceptual foundations, design, implementation and evaluation of an alternative active awareness approach by making the following five contributions. Firstly, I identify the limitations of existing awareness research and solicit further evidence to support the notion of active awareness. I analyse ethnographic workplace studies that demonstrate how actors engage in an intricate interplay involving the monitoring of their co-workers progress and displaying aspects of their activities that may be of relevance to others. The examination of a large body of awareness research reveals that while disclosing information is a common practice in face-to-face collaborative settings it has been neglected in implementations of technically mediated awareness. Based on these considerations, I introduce the notion of intentional disclosure to describe the action of users actively and deliberately contributing awareness information. I consider challenges and potential solutions for the design of active awareness. I compare a range of systems, each allowing users to share information about their activities at various levels of detail. I discuss one of the main challenges to active awareness: that disclosing information about activities requires some degree of effort. I discuss various representations of effort in collaborative work. These considerations reveal that there is a trade-off between the richness of awareness information and the effort required to provide this information. I propose a framework for active awareness, aimed to help designers to understand the scope and limitations of different types of intentional disclosure. I draw on the identified richness/effort trade-off to develop two types of intentional disclosure, both of which aim to facilitate the disclosure of information while reducing the effort required to do so. For both of these approaches, direct and indirect disclosure, I delineate how they differ from related approaches and define a set of design criteria that is intended to guide their implementation. I demonstrate how the framework of active awareness can be practically applied by building two proof-of-concept prototypes that implement direct and indirect disclosure respectively. AnyBiff, implementing direct disclosure, allows users to create, share and use shared representations of activities in order to express their current actions and intentions. SphereX, implementing indirect disclosure, represents shared areas of interests or working context, and links sets of activities to these representations. Lastly, I present the results of the qualitative evaluation of the two prototypes and analyse the results with regard to the extent to which they implemented their respective disclosure mechanisms and supported active awareness. Both systems were deployed and tested in real world environments. The results for AnyBiff showed that users developed a wide range of activity representations, some unanticipated, and actively used the system to disclose information. The results further highlighted a number of design considerations relating to the relationship between awareness and communication, and the role of ambiguity. The evaluation of SphereX validated the feasibility of the indirect disclosure approach. However, the study highlighted the challenges of implementing cross-application awareness support and translating the concept to users. The study resulted in design recommendations aimed to improve the implementation of future systems.
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Petkov, Petromil. "Motivating domestic energy conservation through comparative feedback in mobile applications and social networking sites." Thesis, Ludwig-Maximilians-Universitat Munchen, 2011. https://eprints.qut.edu.au/66730/1/Masterarbeit_Petromil_Petkov.pdf.

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The progress of technology has led to the increased adoption of energy monitors among household energy consumers. While the monitors available on the market deliver real-time energy usage feedback to the consumer, the form of this data is usually unengaging and mundane. Moreover, it fails to address consumers with different motivations and needs to save and compare energy. This master‟s thesis project presents a study that seeks to inform design guidelines for differently motivated energy consumers. The focus of the research is on comparative feedback supported by a community of energy consumers. In particular, the discussed comparative feedback types are explanatory comparison, temporal self-comparison, norm comparison, one-on-one comparison and ranking, whereby the last three support exploring the potential of socialising energy-related feedback in social networking sites, such as Facebook. These feedback types were integrated in EnergyWiz – a mobile application that enables users to compare with their past performance, neighbours, contacts from social networking sites and other EnergyWiz users. The application was developed through a theory-driven approach and evaluated in personal, semi-structured interviews which provided insights on how motivation-related comparative feedback should be designed. It was also employed in expert focus group discussions which resulted in defining opportunities and challenges before mobile, social energy monitors. The findings have unequivocally shown that users with different motivations to compare and to conserve energy have different preferences for comparative feedback types and design. It was established that one of the most influential factors determining design factors is the people users compare to. In addition, the research found that even simple communication strategies in Facebook, such as wall posts and groups can contribute to engagement with energy conservation practices. The concept of mobility of the application was evaluated as positive since it provides place and time-independent access to the energy consumption data.
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Rehm, Sebastian. "DoGood: A gamified mobile app to promote civic engagement." Thesis, Ludwig-Maximilians-Universitat Munchen, 2015. https://eprints.qut.edu.au/84809/1/thesis_final-opt.pdf.

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The rise of the mobile Internet enables the creation of applications that provide new and easier ways for people to organise themselves, raise issues, take action and interact with their city. However, a lack of motivation or knowledge often prevents many citizens from regularly contributing to the common good. Therefore, this thesis presents DoGood, a smartphone app, that aims at motivating citizens to carry out civic activities. The thesis asks what kinds of activities citizens consider to be civic and to what extent gamification can motivate users in this context. The DoGood app uses gamified elements to encourage citizens to submit and promote their civic activities as well as to join the activities of others. Gamification is sometimes criticized for simply adding a limited number of game elements, such as leaderboards, on top of an existing experience. However, in the case of the DoGood app, the process of game design was an integral part of the development, and the gamified elements target the user’s intrinsic motivations instead of providing them with an external reward. DoGood was implemented as hybrid mobile app and deployed to citizens of Brisbane in a five weeks long user study. The app successfully motivated most of its users to do more civic activities and its gamified elements were well received. Based on the results of the user study, civic activities can be defined as activities that give citizens the opportunity to become involved and improve life in their local community.
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Palleis, Robin. "Local Commons : communicating local issues through place-based interventions." Thesis, Ludwig-Maximilians-Universitat Munchen, 2013. https://eprints.qut.edu.au/66733/1/Robin_Palleis_Diploma_Thesis-opt.pdf.

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Due to the numerous possibilities of voicing concerns and the flood of data we are exposed to, local issues are at a risk of being overlooked. Following a research agenda proposed by Foth et al. (2013), this thesis explored the possible contributions of situated digital and tangible media for communicating local issues. Making use of the location of an issue could thereby not only allow to reach the targeted audience but also for a deeper involvement of citizens. Through the development of a design intervention in public space, called Local Commons, the benefits of this approach were investigated. Therefore, the intervention combined digital and tangible media in order to engage the public to contribute and debate different perspectives on a given local issue. The interaction with the intervention was thereby twofold. First, the intervention invited the audience to submit images of their perspectives on the issue, which were displayed on a public screen. Via tangible buttons in front of the screen, the audience then had the possibility to agree or disagree to the displayed perspectives, creating a space for deliberation. In a field study, the concept was subsequently tested and evaluated. The results of this study, although not generalisable, supported the chosen approach of this thesis.
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Filonik, Daniel. "Developing a dashboard for real-time data stream composition and visualization." Thesis, Ludwig-Maximilians-Universitat Munchen, 2012. https://eprints.qut.edu.au/66731/1/DA_Daniel_Filonik.pdf.

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Technological advances have led to an influx of affordable hardware that supports sensing, computation and communication. This hardware is increasingly deployed in public and private spaces, tracking and aggregating a wealth of real-time environmental data. Although these technologies are the focus of several research areas, there is a lack of research dealing with the problem of making these capabilities accessible to everyday users. This thesis represents a first step towards developing systems that will allow users to leverage the available infrastructure and create custom tailored solutions. It explores how this notion can be utilized in the context of energy monitoring to improve conventional approaches. The project adopted a user-centered design process to inform the development of a flexible system for real-time data stream composition and visualization. This system features an extensible architecture and defines a unified API for heterogeneous data streams. Rather than displaying the data in a predetermined fashion, it makes this information available as building blocks that can be combined and shared. It is based on the insight that individual users have diverse information needs and presentation preferences. Therefore, it allows users to compose rich information displays, incorporating personally relevant data from an extensive information ecosystem. The prototype was evaluated in an exploratory study to observe its natural use in a real-world setting, gathering empirical usage statistics and conducting semi-structured interviews. The results show that a high degree of customization does not warrant sustained usage. Other factors were identified, yielding recommendations for increasing the impact on energy consumption.
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Thiel, Sarah-Kristin. "Serendipitous road trips: Enhancing tourists’ experiences through social interaction." Thesis, Ludwig-Maximilians-Universitat Munchen, 2014. https://eprints.qut.edu.au/90806/1/Serendipitous%20road%20trips_SKT_Final.pdf.

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Driving can be a lonely activity. While there has been a lot of research and technical inventions concerning car-to-car communication and passenger entertainment, there is still little work concerning connecting drivers. Whereas tourism is very much a social activity, drive tourists have few options to communicate with fellow travellers. The proposed project is placed at the intersection of tourism and driving and aims to enhance the trip experience during driving through social interaction. This thesis explores how a mobile application that allows instant messaging between travellers sharing similar context can add to road trip experiences. To inform the design of such an application, the project adopted the principle of the user-centred design process. User needs were assessed by running an ideation workshop and a field trip. Findings of both studies have shown that tourists have different preferences and diverse attitudes towards contacting new people. Yet all participants stressed the value of social recommendations. Based on those results and a later expert review, three prototype versions of the system were created. A prototyping session with potential end users highlighted the most important features including the possibility to view user profiles, choose between text and audio input and receive up-to-date information. An implemented version of the prototype was evaluated in an exploratory study to identify usability related problems in an actual use case scenario as well as to find implementation bugs. The outcomes of this research are relevant for the design of future mobile tourist guides that leverage from benefits of social recommendations.
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Casadevall, Dario. "Skunkworks Finder: A Design Study into the Diverse Ecosystem of Creativity and Innovation Spaces." Thesis, Ludwig-Maximilians-Universitat München, 2018. https://eprints.qut.edu.au/122139/1/Masterthesis_DarioCasadevall%20Kopie.pdf.

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Creative people, entrepreneurs and start-up founders using innovation spaces and hubs often find themselves inside a filter bubble or echo chamber, where like-minded people tend to come up with similar ideas and recommend similar approaches to innovation. This trend towards homophily and a polarisation of like-mindedness is aggravated by algorithmic filtering and recommender systems embedded in current technology and social media platforms. Yet, genuine innovation thrives on social inclusion fostering a diversity of ideas. To provide the opportunity to escape these echo chambers, Skunkworks Finder was designed and tested – an exploratory tool that employs social network analysis to help users discover spaces of difference and otherness in their local urban innovation ecosystem. A design inclusive research approach was adapted focusing on user-centred design choices in order to verify and validate the prototype and its according premise. Results show, that an introduction of Skunkworks Finder or similar functionality is anticipated by study participants, as participants indicated individual experiences of forming filter bubbles in innovation spaces. However, changes in design would improve comprehensibility issues addressed during the user study. Additionally, an integration of such a system into an established online tool would ensure a distribution to a wider audience, than focusing only on potential users who are already affiliated with an innovation environment.
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Books on the topic "120304 Digital and Interaction Design"

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Digital experience design: Ideas, industries, interaction. Bristol, UK: Intellect, 2008.

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Design through digital interaction: Computing communications and collaboration on design. Bristol, U.K: Intellect, 2001.

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Exploring digital design: Multi-disciplinary design practices. London: Springer, 2010.

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Kunert, Tibor. User-Centered Interaction Design Patterns for Interactive Digital Television Applications. London: Springer-Verlag London, 2009.

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Kunert, Tibor. User-Centered Interaction Design Patterns for Interactive Digital Television Applications. London: Springer London, 2009. http://dx.doi.org/10.1007/978-1-84882-275-7.

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1960-, Binder Thomas, Löwgren Jonas, and Malmborg Lone, eds. (Re)searching the digital Bauhaus. London: Springer, 2009.

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Liqiu, Meng, ed. Map-based mobile services: Design, interaction, and usability. Berlin: Springer, 2008.

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Inventing the medium: Principles of interaction design as a cultural practice. Cambridge, Mass: MIT Press, 2012.

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The architecture of information: Architecture, interaction design and the patterning of digital information. Abingdon, Oxon: Routledge, 2011.

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Garcia-Ruiz, Miguel A. Cases on usability engineering: Design and development of digital products. Hershey, PA: Information Science Reference, 2013.

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Book chapters on the topic "120304 Digital and Interaction Design"

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Cantuni, Rubens. "Interaction Design." In Designing Digital Products for Kids, 99–145. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6287-0_7.

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Clemmensen, Torkil. "Sketching for Digital Human Work." In Human Work Interaction Design, 281–92. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-71796-4_11.

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Stephanidis, Constantine. "Interaction Design in Digital Libraries." In Research and Advanced Technology for Digital Libraries, 703. Berlin, Heidelberg: Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/3-540-49653-x_70.

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Weber, Gerhard, Helen Petrie, and Jenny Darzentas. "Accessible Design in the Digital World." In Human-Computer Interaction – INTERACT 2011, 720–21. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23768-3_132.

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Newell, Alan F. "Ordinary and Extra-Ordinary Human Computer Interaction." In Design and the Digital Divide, 107–14. Cham: Springer International Publishing, 2011. http://dx.doi.org/10.1007/978-3-031-01592-2_10.

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Kim, Joonhwan, and Sanghee Lee. "Recognizing Cultural Diversity in Digital Television User Interface Design." In Human-Computer Interaction. HCI Intelligent Multimodal Interaction Environments, 902–8. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73110-8_99.

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Colley, Ashley, and Henna Marttila. "Introduction to Service Design for Digital Health." In Human-Computer Interaction – INTERACT 2017, 395–98. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-68059-0_38.

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Reis, Tiago, Marco de Sá, and Luís Carriço. "Multimodal Interaction: Real Context Studies on Mobile Digital Artefacts." In Haptic and Audio Interaction Design, 60–69. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-87883-4_7.

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Xambó, Anna. "Embodied Music Interaction: Creative Design Synergies Between Music Performance and HCI." In Digital Bodies, 207–20. London: Palgrave Macmillan UK, 2017. http://dx.doi.org/10.1057/978-1-349-95241-0_14.

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Cheng, Zhilu, and Jie Hao. "Digital Thinking: A Methodology to Explore the Design of Body Artifacts." In Cross-Cultural Design. Interaction Design Across Cultures, 451–67. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-06038-0_34.

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Conference papers on the topic "120304 Digital and Interaction Design"

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Ren, Keni, Johannes Karlsson, and Haibo Li. "Interaction Design for Digital Zoo." In 4th IEEE Int'l Conference on Cyber, Physical and Social Computing (CPSCom). IEEE, 2011. http://dx.doi.org/10.1109/ithings/cpscom.2011.78.

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Bhatti, Neelma. "Digital childcare." In IDC '20: Interaction Design and Children. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3397617.3398028.

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Shi, Lei, Carolyn Dawson, James MacKrill, Elisavet Dimitrokali, and Rebecca Cain. "Digital co-design." In British HCI 2015: 2015 British Human Computer Interaction Conference. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2783446.2783618.

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Cramer, Meg, and Gillian R. Hayes. "The digital economy." In IDC '13: Interaction Design and Children 2013. New York, NY, USA: ACM, 2013. http://dx.doi.org/10.1145/2485760.2485832.

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Peters, Dorian, and Naseem Ahmadpour. "Digital wellbeing through design." In OzCHI '20: 32nd Australian Conference on Human-Computer-Interaction. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3441000.3441008.

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Zabramny, Max. "Designing Digital Experiences in an Analog World." In Create10 - The interaction design conference. BCS Learning & Development, 2010. http://dx.doi.org/10.14236/ewic/create2010.18.

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Tuomola, Mika ‘Lumi’. "Inside Out: Dialogical Design of Digital Drama." In Create10 - The interaction design conference. BCS Learning & Development, 2010. http://dx.doi.org/10.14236/ewic/create2010.1.

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Calvi, Licia, and Paul Buchanan. "A Case on Generative Art: Digital Poetry." In Create10 - The interaction design conference. BCS Learning & Development, 2010. http://dx.doi.org/10.14236/ewic/create2010.19.

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Acuña, Blanca. "Designing a Digital Interface for Museum-Interpretation." In Create10 - The interaction design conference. BCS Learning & Development, 2010. http://dx.doi.org/10.14236/ewic/create2010.30.

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Heljakka, Katriina, and Pirita Ihamäki. "Digital Natives and Cardboard Cubes." In IDC '17: Interaction Design and Children. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3078072.3084322.

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Reports on the topic "120304 Digital and Interaction Design"

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Tokarieva, Anastasiia V., Nataliia P. Volkova, Inesa V. Harkusha, and Vladimir N. Soloviev. Educational digital games: models and implementation. [б. в.], September 2019. http://dx.doi.org/10.31812/123456789/3242.

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Abstract:
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for communication, interaction, building up social skills and unique learning environments. One of the latest trends observed in education is an attempt to streamline the learning process by applying educational digital games. Despite numerous research data, that confirms the positive effects of digital games, their integration into formal educational contexts is still relatively low. The purpose of this article is to analyze, discuss and conclude what is necessary to start using games as an instructional tool in formal education. In order to achieve this aim, a complex of qualitative research methods, including semi-structured expert interviews was applied. As the result, the potential of educational digital games to give a unique and safe learning environment with a wide spectrum of build-in assistive features, be efficient in specific training contexts, help memorize studied material and incorporate different learning styles, as well as to be individually adaptable, was determined. At the same time, the need for complex approach affecting the administration, IT departments, educators, students, parents, a strong skill set and a wide spectrum of different roles and tasks a teacher carries out in a digital game-based learning class were outlined. In conclusion and as a vector for further research, the organization of Education Design Laboratory as an integral part of a contemporary educational institution was proposed.
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Panchenko, Liubov F., Tetiana A. Vakaliuk, and Kateryna V. Vlasenko. Augmented reality books: concepts, typology, tools. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4414.

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The article discussed the usage of augmented reality books in educational process. The object of research is augmented reality books. The subject of the study is the concepts and classification of augmented reality books; digital story making tools that emphasize child-teacher co-operation; difficulties in augmented reality using. The methods of research are: the analysis of publications about the issue; the analysis of digital tools capabilities; systematization and generalization of research information. In the article the facet classification for augmented books is proposed; the main facets are: reality- virtuality continuum, type of augmented materials, device types, type of interaction, spatial space of book, book’s category. Content for a module of a specialty course about augmented reality books for the system of professional training and retraining for educators in postgraduate education is discussed. Some samples of tasks for educators are presented: audio augmented book about world’s books monuments; analysis augmented reality examples in the textbook of the New Ukrainian school (subject name, topic, didactic tasks, quality of implementation, directions of expansion etc.), search and analysis augmented books according to the professional interests of the educators; discussion how augmented reality can help to improve student motivation with accent to attention, relevance, confidence and satisfaction; group work about design and creation a fragment of own textbook with augmented reality.
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