Journal articles on the topic 'User Interaction Design'

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1

Karat, John. "User centered design." Interactions 3, no. 4 (July 1996): 18–20. http://dx.doi.org/10.1145/234813.234814.

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2

Blair-Early, Adream, and Mike Zender. "User Interface Design Principles for Interaction Design." Design Issues 24, no. 3 (July 2008): 85–107. http://dx.doi.org/10.1162/desi.2008.24.3.85.

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3

Ladner, Richard E. "Design for user empowerment." Interactions 22, no. 2 (February 25, 2015): 24–29. http://dx.doi.org/10.1145/2723869.

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4

TAKAMA, Yasufumi, Minghuang CHEN, and Seiji YAMADA. "Interaction Design for Minimal User Feedback." Journal of Japan Society for Fuzzy Theory and Intelligent Informatics 23, no. 1 (2011): 86–92. http://dx.doi.org/10.3156/jsoft.23.1_86.

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5

Janse, Maddy, Panos Markopoulos, and Patricia Vinken. "Eindhoven's User-System-Interaction Design Program." Interactions 12, no. 5 (September 2005): 33–34. http://dx.doi.org/10.1145/1082369.1082391.

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6

Zhang, Xiangmin, Yuelin Li, Jingjing Liu, and Ying Zhang. "Effects of interaction design in digital libraries on user interactions." Journal of Documentation 64, no. 3 (April 25, 2008): 438–63. http://dx.doi.org/10.1108/00220410810867623.

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7

Kharoub, Hind, Mohammed Lataifeh, and Naveed Ahmed. "3D User Interface Design and Usability for Immersive VR." Applied Sciences 9, no. 22 (November 13, 2019): 4861. http://dx.doi.org/10.3390/app9224861.

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This work presents a novel design of a new 3D user interface for an immersive virtual reality desktop and a new empirical analysis of the proposed interface using three interaction modes. The proposed novel dual-layer 3D user interface allows for user interactions with multiple screens portrayed within a curved 360-degree effective field of view available for the user. Downward gaze allows the user to raise the interaction layer that facilitates several traditional desktop tasks. The 3D user interface is analyzed using three different interaction modes, point-and-click, controller-based direct manipulation, and a gesture-based user interface. A comprehensive user study is performed within a mixed-methods approach for the usability and user experience analysis of all three user interaction modes. Each user interaction is quantitatively and qualitatively analyzed for simple and compound tasks in both standing and seated positions. The crafted mixed approach for this study allows to collect, evaluate, and validate the viability of the new 3D user interface. The results are used to draw conclusions about the suitability of the interaction modes for a variety of tasks in an immersive Virtual Reality 3D desktop environment.
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8

Medhi, Indrani. "User-centered design for development." Interactions 14, no. 4 (July 2007): 12–14. http://dx.doi.org/10.1145/1273961.1273973.

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9

Zimmerman, John. "Killing off user-centered design." Interactions 18, no. 3 (May 2011): 10–11. http://dx.doi.org/10.1145/1962438.1962442.

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10

Marcus, Aaron. "User-interface design and China." Interactions 10, no. 1 (January 2003): 21–25. http://dx.doi.org/10.1145/604575.604588.

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11

Forlizzi, Jodi. "Moving beyond user-centered design." Interactions 25, no. 5 (August 22, 2018): 22–23. http://dx.doi.org/10.1145/3239558.

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12

Kim, Rae Yule. "Data-Driven User Experience Design." Interactions 30, no. 4 (June 28, 2023): 56–58. http://dx.doi.org/10.1145/3603717.

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13

Faramita, Rizky, Dessi Puji Lestari, and Ginar Santika Niwanputri. "E-commerce Design Interaction with Voice User Interface using User-centered Design Approach." IJNMT (International Journal of New Media Technology) 6, no. 2 (January 16, 2020): 104–8. http://dx.doi.org/10.31937/ijnmt.v6i2.1451.

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The rapid expansion of e-commerce has encouraged many platforms to serve their consumers better, including by providing state-of-the-art user interaction. Voice user interface is integrated in the e-commerce in order to allow users doing multitask while having handful activities and simplify features whose discoverability is low. The interface is designed using user-centered design approach, specifically ISO 9241-210:2010 methodology. In addition, the interface is verified by usability testing conducted in three iterations for two personas. Verification process of the design shows that high-fidelity prototype is 83.0% helpful and 70.0% effective.
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14

Kahn, Paul, and Krzysztof Lenk. "Design: principles of typography for user interface design." Interactions 5, no. 6 (November 1998): 15. http://dx.doi.org/10.1145/287821.287825.

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15

Longo, Douglas Hiura, and Patricia Vilain. "User Scenarios Through User Interaction Diagrams." International Journal of Software Engineering and Knowledge Engineering 25, no. 09n10 (November 2015): 1771–75. http://dx.doi.org/10.1142/s0218194015710151.

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This paper investigates the applicability of User Interaction Diagrams (UIDs) as user scenarios for the specification of software requirements by non-technical customers. Two methods for building user scenarios using UIDs were proposed: the progressive and the regressive methods. These two methods were applied in an experiment where the results demonstrated that the regressive method requires significantly less effort as compared to the progressive method. Furthermore, there was a significant difference in the quality of diagrams obtained from each of the two methods. In our experiment, the regressive method resulted in better quality factors.
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16

Crilly, Nathan. "The Design Stance in User-System Interaction." Design Issues 27, no. 4 (October 2011): 16–29. http://dx.doi.org/10.1162/desi_a_00102.

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17

Carvalho, Felipe, Daniela G. Trevisan, Alberto Raposo, Carla M. D. S. Freitas, and Luciana Nedel. "Exploring the Design of Transitional Hybrid User Interfaces." Journal on Interactive Systems 2, no. 1 (May 20, 2011): 1. http://dx.doi.org/10.5753/jis.2011.562.

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The idea of hybrid user interfaces (HUI) does not rely only on the use of different devices but also on different interactive environments with the goal of bringing together the advantages of each environment. The main challenge regarding the development of such systems is to know which are the design aspects that should be taken into account in order to promote smooth and continuous interactions. In this way our work reinforces the importance of interactions continuity and dimensional task congruence as design principles to guide the development and interaction analysis within HUI. An example scenario was conceived from splitting a previous single desktop application for 3D volume sculpture into three different interactive environments (Wimp, Augmented Reality and Head-Mounted Immersive Virtual Reality). To achieve such goal we employ the OpenInterface platform to allow the management of several modalities for user interaction within and along the three environments. Finally, we discuss the outcomes of the analysis of interactions within our HUI according to the design principles proposed.
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18

Windsor, Peter, and Graham Storrs. "Practical user interface design notation." Interacting with Computers 5, no. 4 (December 1993): 423–38. http://dx.doi.org/10.1016/0953-5438(93)90006-f.

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19

Park, Jaehyun, and Arkalgud Ramaprasad. "Toward ontology of designer-user interaction in the design process: a knowledge management foundation." Journal of Knowledge Management 22, no. 1 (January 8, 2018): 201–18. http://dx.doi.org/10.1108/jkm-06-2017-0220.

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Purpose The purpose of this study is to explore an ontology of designer-user interaction with a knowledge management foundation. To address this research gap, the authors ask the following research question: what types of knowledge on designer-user interactions are associated with design function and approach in creating effective design outcomes in a collaborative design process? Design/methodology/approach Based on ontology of a knowledge management foundation and 99 design projects, the authors conceptualized the ontology of designer-user interaction, which considers design role, function, approach and outcome as a knowledge of designer-user interaction in the design process. Findings Based on this analysis, the authors theorize an ontology of designer-user interactions with five dimensions: participant, role, function, design approach and design outcome. Also, this study presents a case study of how this ontology could be applied into the actual projects. Originality/value In this study, the authors explore an ontology of designer-user interaction with a knowledge management foundation, because previous interdisciplinary design studies have not formalized the types of designer-user interaction. To address this research gap, the authors ask the following research question: What types of knowledge on designer-user interactions are associated with design function and approach in creating effective design outcomes in a collaborative design process?
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20

Thedjakusuma, Elisabeth Levana, and Fetty Fitriyanti Lubis. "Interaction Design of ITB Library Application Using User-Centered Design." JURNAL TEKNIK INFORMATIKA 15, no. 2 (December 23, 2022): 119–28. http://dx.doi.org/10.15408/jti.v15i2.27956.

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The Technical Implementation Unit is a part of a university or institute that supports the three pillars of higher education, one of which is the library. Library has a large collection of resources that can be accessed through a library catalog. ITB Library is a mobile application that allows users to search catalogs, but it currently lacks optimal appearance and user experience. The aim of this final project is to improve the ITB Library by implementing a user-centered design approach, which focuses on understanding and addressing user needs. The end goal is to create a high-fidelity prototype that meets the usability goals of effective to use, have good utility, easy to learn, and the user experience goal of being helpful. To evaluate the design, usability testing was conducted on the prototype. Testing was evaluated using several metrics, including task completion rate (100%), System Usability Scale (SUS) (93/100), Single Ease Question (SEQ) (6.7/7), and Intrinsic Motivation Inventory (IMI) (6.7/7 for the value/usefulness subscale) during the third iteration. Based on the results of the testing, the interaction design of the ITB Library meets the usability and user experience goals that were set out to be achieved.
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21

Talbot, Jonathan. "Style, Function, Interaction: Do Designers Disregard User-Product Interaction when Proposing Product Design Concepts?" Proceedings of the Human Factors and Ergonomics Society Annual Meeting 44, no. 38 (July 2000): 945–48. http://dx.doi.org/10.1177/154193120004403872.

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This paper reports an investigation of an industrial design project during the preliminary investigation and concept design stages. Conditions for the design project were established where some of the designers followed a more ‘user-centred’ approach to the design problem than others. It might have been expected that designers who were not adopting a user-centred approach would be more focussed on the visual appeal (style) or product technology aspects of their designs and might tend to disregard the interaction sequences involved in actual product use. It was found that designers in both groups resolved the ‘interaction design’ associated with the concepts to a similar level of detail. It was also found that the ‘user-centred’ designers did not tend to gather information on aesthetic issues when inquiring about end user requirements. The implications of these Findings for user-centred design methods are discussed.
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22

Ashley, Jeremy, and Kristin Desmond. "Success with user-centered design management." Interactions 12, no. 3 (May 2005): 27–32. http://dx.doi.org/10.1145/1060189.1060211.

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23

Tognazzini, Bruce "Tog." "Why engineers own user experience design." Interactions 12, no. 3 (May 2005): 32–34. http://dx.doi.org/10.1145/1060189.1060212.

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24

Marcus, Aaron. "Dare we define user-interface design?" Interactions 9, no. 5 (September 2002): 19–24. http://dx.doi.org/10.1145/566981.566992.

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25

Posner, Ilona. "User-centered design and Covid-19." Interactions 27, no. 6 (November 2, 2020): 66–70. http://dx.doi.org/10.1145/3424678.

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26

Marcus, Aaron. "User-centered design in the enterprise." Interactions 12, no. 1 (January 2005): 18–23. http://dx.doi.org/10.1145/1041280.1041293.

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27

Wei, Liu. "Design Tangible Interaction." Interaction Design and Architecture(s), no. 3_4 (March 20, 2008): 144–55. http://dx.doi.org/10.55612/s-5002-003_4-018.

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My research investigates tangible interaction design potentials for music players. It provides background research on designing tangible interface for music players, as well as design activities of developing design concepts for my target users. To answer the research question: how can we apply tangible interaction in music players to create ease-of-use and joy-of-use for users? I study products and target users. Then I have design activities to generate design concepts. Finally I involve users to evaluate the concepts. Through my research through design process, I gain several conclusions for designing tangible interface for music players: (1) Study users to find out their experiences and requirements. (2) Refine and transfer ease and joy elements from user studies to create tangible interactions. (3) Evaluate the created interactions for better solutions.
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28

Qin, Jian Jun, Yan An Yao, and Jian Wei Yang. "A User-Engineering Design Interaction Supporting Rational Product Cooperative Design." Applied Mechanics and Materials 155-156 (February 2012): 51–55. http://dx.doi.org/10.4028/www.scientific.net/amm.155-156.51.

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To input rational customer requirements into engineering design process more effectively and improve product design quality and market response efficiency, this paper focuses on the interaction between market analysis and engineering design decision for the modular product. While many researchers have successful evaluated and optimized the design schemes, few, if any, have provided a bridge the customer selection and firms product development decision. After a review of the literature we introduce the flow of user-engineering design interaction including both maximize the utility of customer and the profit of the firm. On the user and market analysis flow, customer requirements are defined according to the target market, then the customer selection possibility link to the product attributes by utility function. Accordingly, the alternatives are corresponding to the module different product, and then using decision support problem method to search the optimal design parameters. Two design domains can share the design information and realize the cooperative design process by computer computing platform.
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29

Mark, William. "Knowledge-Based User Interface Design." Human–Computer Interaction 1, no. 4 (December 1985): 339–57. http://dx.doi.org/10.1207/s15327051hci0104_3.

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30

Lai, Justin, Tomonori Honda, and Maria C. Yang. "A study of the role of user-centered design methods in design team projects." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 24, no. 3 (July 12, 2010): 303–16. http://dx.doi.org/10.1017/s0890060410000211.

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AbstractUser-centered approaches to design can guide teams toward an understanding of users and aid teams in better posing design problems. This paper investigates the role of user-centered design approaches in design process and outcome within the context of design team projects. The value of interaction with users is examined at several stages throughout the design process. The influence of user-centered design on the performance of design teams is also explored. Results suggest that the quantity of interactions with users and time spent interacting with users alone is not linked with better design outcome, but that iterative evaluation of concepts by users may be of particular value to design prototypes. Suggestions are made based on the reflections from the authors after conducting this study.
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31

Khoo, Benjamin K. S. "User Interface Design Pedagogy." International Journal of Information and Communication Technology Education 7, no. 1 (January 2011): 1–10. http://dx.doi.org/10.4018/jicte.2011010101.

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A major limitation in traditional class lectures that use textbooks, handouts, transparencies and assignments is that students often are unable to “experience” user interface design. This limitation can be overcome by using the constructionist approach, which allows students to experience user interface design by letting them “do” or “construct” so that they can understand and remember. This paper describes an Internet-based interactive case scenario that was developed, based on the constructionist approach, to teach students user interface design concepts in conjunction with the Questionnaire for User Interaction Satisfaction (QUIS). A proof of concept evaluation was conducted and the results indicate that this approach is effective in user interface design pedagogy.
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32

Bowman, Doug A., Ernst Kruijff, Joseph J. LaViola, and Ivan Poupyrev. "An Introduction to 3-D User Interface Design." Presence: Teleoperators and Virtual Environments 10, no. 1 (February 2001): 96–108. http://dx.doi.org/10.1162/105474601750182342.

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Three-dimensional user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of 3-D interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3-D tasks and the use of traditional 2-D interaction styles in 3-D environments. We divide most user-interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques but also practical guidelines for 3-D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3-D interaction design and some example applications with complex 3-D interaction requirements. We also present an annotated online bibliography as a reference companion to this article.
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33

Khoo, Benjamin K. S. "User Interface Design Pedagogy." International Journal of Information and Communication Technology Education 6, no. 1 (January 2010): 96–105. http://dx.doi.org/10.4018/jicte.2010091108.

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A major limitation in traditional class lectures that uses textbooks, handouts, transparencies and assignments is that students often are unable to “experience” user interface design. This limitation can be overcome by using the constructionist approach that allow students to experience user interface design by allowing them to “do” or “construct” so that they can understand and remember. This paper describes an Internet-based interactive case scenario that was developed, based on the constructionist approach, to teach students user interface design concepts in conjunction with the Questionnaire for User Interaction Satisfaction (QUIS). A proof of concept evaluation was conducted and the results indicate that this approach is effective in user interface design pedagogy.
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34

Sung-Joong Kang and 신진옥. "Information Design for Carbon Calculator Through User Interaction." Journal of Korea Design Forum ll, no. 27 (May 2010): 309–22. http://dx.doi.org/10.21326/ksdt.2010..27.029.

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35

Akoumianakis, D., and C. Stephanidis. "Knowledge-based support for user adapted interaction design." Expert Systems with Applications 12, no. 2 (January 1997): 225–45. http://dx.doi.org/10.1016/s0957-4174(96)00097-8.

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36

Benyon, David, and Dianne Murray. "Applying user modeling to human-computer interaction design." Artificial Intelligence Review 7, no. 3-4 (August 1993): 199–225. http://dx.doi.org/10.1007/bf00849555.

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37

Damodaran, L. "STUDIO--Structured User-interface Design for Interaction Optimisation." Computer Journal 38, no. 3 (January 1, 1995): 267–68. http://dx.doi.org/10.1093/comjnl/38.3.267.

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38

Morris, J. Morgan. "User interface design for older adults." Interacting with Computers 6, no. 4 (December 1994): 373–93. http://dx.doi.org/10.1016/0953-5438(94)90009-4.

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39

Hellman, Riitta. "Combining CSCW and user support techniques to design collaborative user interfaces." Interacting with Computers 4, no. 1 (April 1992): 41–67. http://dx.doi.org/10.1016/0953-5438(92)90012-5.

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40

Ralph, Maria, and Petra Björndal. "Supporting the uninitiated in user-centered design." Interactions 21, no. 2 (March 2014): 60–65. http://dx.doi.org/10.1145/2566463.

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41

Sheeba, Adlin, and Chandrasekar Arumugam. "User-Centric Design for Mathematical Web Services." Advances in Human-Computer Interaction 2014 (2014): 1–8. http://dx.doi.org/10.1155/2014/436980.

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A web service is a programmatically available application logic exposed over the internet and it has attracted much attention in recent years with the rapid development of e-commerce. Very few web services exist in the field of mathematics. The aim of this paper is to seamlessly provide user-centric mathematical web services to the service requester. In particular, this paper focuses on mathematical web services for prepositional logic and set theory which comes under discrete mathematics. A sophisticated user interface with virtual keyboard is created for accessing web services. Experimental results show that the web services and the created user interface are efficient and practical.
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42

Scholtz, Jean, Oriana Love, William Pike, Joseph Bruce, Dee Kim, and Arthur McBain. "Applying user-centered design to research work." Interactions 21, no. 4 (July 2014): 70–74. http://dx.doi.org/10.1145/2611565.

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43

Grudin, Jonathan, and Gayna Williams. "Two women who pioneered user-centered design." Interactions 20, no. 6 (November 2013): 15–20. http://dx.doi.org/10.1145/2530538.

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44

Wood, Larry E. "Semi-structured interviewing for user-centered design." Interactions 4, no. 2 (March 1997): 48–61. http://dx.doi.org/10.1145/245129.245134.

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45

Dray, Susan M., and David A. Siegel. "User-centered design and the “vision thing”." Interactions 5, no. 2 (March 1998): 16–20. http://dx.doi.org/10.1145/274430.274433.

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46

Siegel, David A. "The business case for user-centered design." Interactions 10, no. 3 (May 2003): 30–36. http://dx.doi.org/10.1145/769759.769772.

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47

Marcus, Aaron. "Extremes of user experience and design thinking." Interactions 23, no. 4 (June 28, 2016): 8–9. http://dx.doi.org/10.1145/2939960.

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48

Huang, Ko-Hsun, Yi-Shin Deng, and Ming-Chuen Chuang. "Static and Dynamic User Portraits." Advances in Human-Computer Interaction 2012 (2012): 1–16. http://dx.doi.org/10.1155/2012/123725.

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User modeling and profiling has been used to evaluate systems and predict user behaviors for a considerable time. Models and profiles are generally constructed based on studies of users’ behavior patterns, cognitive characteristics, or demographic data and provide an efficient way to present users’ preferences and interests. However, such modeling focuses on users’ interactions with a system and cannot support complicated social interaction, which is the emerging focus of serious games, educational hypermedia systems, experience, and service design. On the other hand, personas are used to portray and represent different groups and types of users and help designers propose suitable solutions in iterative design processes. However, clear guidelines and research approaches for developing useful personas for large-scale and complex social networks have not been well established. In this research, we reflect on three different design studies related to social interaction, experience, and cross-platform service design to discuss multiple ways of identifying both direct users and invisible users in design research. In addition, research methods and attributes to portray users are discussed.
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49

Newell, A. F., P. Gregor, M. Morgan, G. Pullin, and C. Macaulay. "User-Sensitive Inclusive Design." Universal Access in the Information Society 10, no. 3 (July 11, 2010): 235–43. http://dx.doi.org/10.1007/s10209-010-0203-y.

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50

König, Werner A., Roman Rädle, and Harald Reiterer. "Interactive design of multimodal user interfaces." Journal on Multimodal User Interfaces 3, no. 3 (February 19, 2010): 197–213. http://dx.doi.org/10.1007/s12193-010-0044-2.

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