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Artykuły w czasopismach na temat "Interaction Design"

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朱, 雨佳. "Interaction Design Research Based on Unconscious Design Concept". Design 08, nr 04 (2023): 2388–93. http://dx.doi.org/10.12677/design.2023.84289.

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王, 彦文. "Pop Art’s Implications for Interaction Design". Design 07, nr 04 (2022): 164–70. http://dx.doi.org/10.12677/design.2022.74023.

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Yoshihashi, Akio. "Interaction Design". Japanese journal of ergonomics 28, Supplement (1992): 118–19. http://dx.doi.org/10.5100/jje.28.supplement_118.

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Cooper, Rachel, i Jack Ingram. "Design Interaction". Design Journal 2, nr 2 (lipiec 1999): 1. http://dx.doi.org/10.2752/146069299790303589.

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Whittaker, Steve. "Interaction design". Interactions 20, nr 4 (lipiec 2013): 38–42. http://dx.doi.org/10.1145/2486227.2486236.

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Henderson, Austin. "Interaction design". Ubiquity 2002, March (marzec 2002): 2. http://dx.doi.org/10.1145/512526.512528.

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Wei, Liu. "Design Tangible Interaction". Interaction Design and Architecture(s), nr 3_4 (20.03.2008): 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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刘, 雪豪. "Exploration of Interaction Design under B-End System". Design 09, nr 03 (2024): 1221–30. http://dx.doi.org/10.12677/design.2024.93433.

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Lugasbaskoro, Norbertus Ruben, Arina Hayati i Asri Dinapradipta. "An Inclusive Design Criteria: Traditional Market Design for Social Equality". IJDS Indonesian Journal of Disability Studies 10, nr 2 (28.11.2023): 141–53. http://dx.doi.org/10.21776/ub.ijds.2023.10.02.2.

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Nowadays, the traditional market‘s existence is decreasing. Traditional markets are decreasing because of the old-school either design or system. Those, traditional market should adapt over time, beside that interaction becomes a foundation for daily activities and market activities. This interaction links with the social value, which link to equality understandings. Equality's definition relates to activities and interactions in the traditional market.. Indonesian traditional market, in Solo, be an example of diversity in social interaction. Diversity in social interaction links to the architectural approach. Inclusive design in architecture is a form that effectively approaches diversity in social interaction. A Bottom-up method in architecture programming is an appropriate approach that can be used to specify every step used in architecture that can be linked with social equality with interactions as the focus. This article analyzes inclusive design principles and precedents, then can be used as a reference to design somewhere that can be functioned inclusively.
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Takase, Noriko, Takahiro Takeda, Janos Botzheim i Naoyuki Kubota. "Interaction, Communication, and Experience Design in Robot Edutainment". Abstracts of the international conference on advanced mechatronics : toward evolutionary fusion of IT and mechatronics : ICAM 2015.6 (2015): 159–60. http://dx.doi.org/10.1299/jsmeicam.2015.6.159.

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Rozprawy doktorskie na temat "Interaction Design"

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Lu, Karyn Y. "Interaction Design Principles for Interactive Television". Thesis, Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/6962.

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Interactive television (iTV) is an umbrella term used to cover the convergence of television with digital media technologies such as computers, personal video recorders, game consoles, and mobile devices, enabling user interactivity. Increasingly, viewers are moving away from a "lean back" model of viewing to a more active "lean forward" one. When fully realized on a widespread scale in the United States, our current experience of watching television will be dramatically transformed. Because iTV is a new medium in its own right, however, standards for iTV programming and interaction in the United States remain undefined. This document identifies and articulates interaction design principles for interactive television programming in the United States. Chapter one presents a brief survey of the field as it stands in 2005. In chapters two and three, I categorize iTV by platforms and by persistent television genres, and present representative examples for each category. In chapter four, I provide an overview of existing design standards in related areas. Insights from chapters two, three, and four all serve to inform chapter five, in which I propose principles for iTV interaction design by looking closely at existing designs (both deployed and prototyped), conventions, and patterns of interaction. My analyses are rooted in visual culture and human-computer interaction design principles, and the design principles I offer are abstracted from the applications I analyze within this framework. Finally, in chapter six, I offer some conclusions and thoughts for future directions.
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Kan, Viirj. "Molecular design interactions : material synthesis for human interaction with fluids". Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112539.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2017.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 89-99).
[Color illustrations] Figure 0-1. Key elements within a Molecular Design Interactions interaction loop. Be it information embodied within rain, the oceans, a dinner plate, or human tears; the flow of information through fluids provides insights into the biological and chemical states of systems. Yet a large portion of our everyday experience with these systems remain inaccessible to users, designers and engineers whom operate outside the context of chemical disciplines. This thesis introduces a design framework coined Molecular Design Interactions, along with a toolbox of material based input-output devices termed Organic Primitives to facilitate the design of interactions with organic, fluid-based systems. The design methodology utilizes organic compounds from food for the development of color, odor and shape changing information displays. Activated by units of fluid information called droplets, this thesis focuses on pH signals in fluid as a model to demonstrate how molecular scale phenomena can be brought from materials into applications for interaction with a range of organic systems. A design language and vocabulary, drawing from signaling theory and molecular associations, offer designers a method with which to translate sensor-display output into meaningful experience designs for human perception. The design space showcases techniques for how the Organic Primitives can transcend beyond mere input-output devices to achieve higher order complexity. Passive and computational methods are presented to enable designers to control material interface output behaviors. An evaluation of the individual output properties of the sensors-actuators is presented to assess the rate, range, and reversibility of the changes as a function of pH 2-10. Strategies for how the materiality of objects can be augmented using Organic Primitives are investigated through several applications under four contexts: environmental, on-body, food, and interspecies. Molecular Design Interactions offers a process and toolbox to create interfaces between humans and molecules in fluids, across scales, from the nano to the macro systems.
by Viirj Kan.
S.M.
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Xu, Jingyao. "Interaction Design in Decision Aid". University of Cincinnati / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1406818503.

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Leitner, Michael. "Mobile interaction trajectories : a design focused approach for generative mobile interaction design research". Thesis, Northumbria University, 2015. http://nrl.northumbria.ac.uk/32700/.

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Mobile HCI’s (Human Computer Interaction) understanding of mobility can benefit from novel theoretical perspectives that have been largely underexploited. This thesis develops and applies a novel middle range theory for mobile interaction design called mobile interaction trajectories, demonstrating the theory’s use and value in practical design settings. Mobile interaction trajectories offer a new theoretical perspective for mobile interaction design, considering people’s everyday trajectories as a baseline for mediated communication, with foci on practices and experiences of changing states of connectedness, chronologies of mediated communication, and mobile communication routines. Following a research through design methodology, probing was used as a creative research method. Two probing experiments informed the theory’s development. A new Probe resource was designed and applied, called the Hankie Probe. It was used to collect instances of mobile interaction trajectories and informed a range of design workshops. The Hankie Probe is based on a fabric-based format and expresses everyday trajectories, and mobile communication practice and experience via stitched and drawn handmade space-time diaries. Research about design analysed the design processes with the completed Probes revealing the middle range theory’s value. The theory’s distinctive characteristics have shown to inform generative design processes. The trajectory-based perspective inspired design concepts for contextually adaptive services that enable new communication experiences and alter the chronology of social interaction. The thesis contributes to knowledge by underpinning generative design work with novel mobility theories via a new Probe format for mobile interaction design research. The following additional discoveries were made: There are three basic probing functions in generative design workshops; designer’s experiences and subjective interpretation augment insights about users and contexts in design workshops, the fabric-based handmade Probes influenced design work offering a captivating authentic format that requires subjective interpretation.
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Kuhlman, Lane M. "Gesture Mapping for Interaction Design: An Investigative Process for Developing Interactive Gesture Libraries". The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1244003264.

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Dunbar, Michael James, i miek@collabo net. "Beyond Skin Deep: Exploring the contribution of communication design within interaction design projects". RMIT University. Media and Communication, 2009. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20091029.110723.

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This research has explored potential ways for understanding the contribution communication design makes within the field of interaction design; specifically projects that have involved the design of web-based interactive systems. As a practice-based design investigation, this research has been conducted through a series of interaction design projects within the context of a Collaborative Research Centre, and have often included working with industry partners. I will refer to these as projects throughout this exegesis. In this exegesis, I will argue that communication design can make a valuable contribution to interaction design projects, and that this contribution can be facilitated by understanding interactive systems in terms of the role that they play in our everyday experience of the world. This exegesis presents the central argument of the research and how the research questions were investigated. It presents the projects through which the research has been conducted, and through discussion, presents the discoveries and knowledge gained through this research. The total submission for this research consists of the exegesis, exhibition, and oral presenation. Throughout each mode of delivery I will share how the research questions were investigated.
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Ryu, Hokyoung. "A framework for interaction design". Thesis, University of York, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.428426.

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Farah, Kamal (Kamal Cristobal). "Soft exchanges for interaction design". Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/98642.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2015.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 57-59).
The boundaries and fabric of human experience are continuously redefined by microorganisms interacting at imperceptible scales. Though hidden, these systems condition our body and the environment we inhabit. Instruments such as microscopes and satellites have allowed us to observe scales of human experience, situating circumstances between those we effect and those effected by us. Advances in synthetic biology are enabling us to interact with this microscopic world in new and unforeseen ways. This thesis proposes using the new access we now have into this world, and with which we do not regularly interact, to experience our own world differently. Soft Exchanges are created through the design and development of a camera like instrument implementing the Bactograph protocol developed in 2005 by Jeffrey Tabor, Assistant Professor of Bioengineering at Rice University. Of the many advances in Synthetic Biology, a notable one has been that of Jeffrey Tabor and his laboratory in creating a new capability for Escherichia coli to detect light and produce high resolution chemical images as bacterial photographs. This work is furthered, to realize new interactions with the design and implementation of a biological instrument towards the development of Human Biological Interactions.
by Kamal Farah.
S.M.
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Hook, Jonathan David. "Interaction design for live performance". Thesis, University of Newcastle upon Tyne, 2013. http://hdl.handle.net/10443/1945.

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The role of interactive technology in live performance has increased substantially in recent years. Practices and experiences of existing forms of live performance have been transformed and new genres of technology-­‐mediated live performance have emerged in response to novel technological opportunities. Consequently, designing for live performance is set to become an increasingly important concern for interaction design researchers and practitioners. However, designing interactive technology for live performance is a challenging activity, as the experiences of both performers and their audiences are shaped and influenced by a number of delicate and interconnected issues, which relate to different forms and individual practices of live performance in varied and often conflicting ways. The research presented in this thesis explores how interaction designers might be better supported in engaging with this intricate and multifaceted design space. This is achieved using a practice-­‐led methodology, which involves the researcher’s participation in both the investigation of, and design response to, issues of live performance as they are embodied in the lived and felt experiences of individual live performers’ practices during three interaction design case studies. This research contributes to the field of interaction design for live performance in three core areas. Understandings of the relationships between key issues of live performance and individual performers’ lived and felt experiences are developed, approaches to support interaction designers in engaging individual live performers’ lived and felt experiences in design are proposed and innovative interfaces and interaction techniques for live performance are designed. It is anticipated that these research outcomes will prove directly applicable or inspiring to the practices of interaction designers wishing to address live performance and will contribute to the ongoing academic discourse around the experience of, and design for, live performance.
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Blackler, Alethea Liane. "Intuitive interaction with complex artefacts". Thesis, Queensland University of Technology, 2006. https://eprints.qut.edu.au/16219/1/Alethea_Blackler_Thesis.pdf.

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This thesis examines the role of intuition in the way that people operate unfamiliar devices, and the importance of this for designers. Intuition is a type of cognitive processing that is often non-conscious and utilises stored experiential knowledge. Intuitive interaction involves the use of knowledge gained from other products and/or experiences. Therefore, products that people use intuitively are those with features they have encountered before. This position has been supported by two initial experimental studies, which revealed that prior exposure to products employing similar features helped participants to complete set tasks more quickly and intuitively, and that familiar features were intuitively used more often than unfamiliar ones. Participants who had a higher level of familiarity with similar technologies were able to use significantly more of the features intuitively the first time they encountered them, and were significantly quicker at doing the tasks. Those who were less familiar with relevant technologies required more assistance. A third experiment was designed to test four different interface designs on a remote control in order to establish which of two variables - a feature's appearance or its location - was more important in making a design intuitive to use. As with the previous experiments, the findings of Experiment 3 suggested that performance is affected by a person's level of familiarity with similar technologies. Appearance (shape, size and labelling of buttons) seems to be the variable that most affects time spent on a task and intuitive uses. This suggests that the cues that people store in memory about a product's features depend on how the features look, rather than where on the product they are placed. Three principles of intuitive interaction have been developed. A conceptual tool has also been devised to guide designers in their planning for intuitive interaction. Designers can work with these in order to make interfaces intuitive to use, and thus help users to adapt more easily to new products and product types.
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Książki na temat "Interaction Design"

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Chen, Fang, i Jacques Terken. Automotive Interaction Design. Singapore: Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-19-3448-3.

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Hoshi, Kei, i John Waterworth. Primitive Interaction Design. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-42954-6.

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Pirhonen, Antti, Pertti Saariluoma, Hannakaisa Isomäki i Chris Roast, red. Future Interaction Design. London: Springer-Verlag, 2005. http://dx.doi.org/10.1007/b138650.

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Gary, Marsden, red. Mobile interaction design. Hoboken, NJ: Wiley, 2005.

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Jones, Matt. Mobile Interaction Design. New York: John Wiley & Sons, Ltd., 2006.

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D, Pirhonen A. Ph, red. Future interaction design. London: Springer, 2005.

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Antti, Pirhonen, red. Future interaction design. London: Springer, 2005.

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Preece, Jenny. Interaction design: Beyond human-computer interaction. New York, N.Y: J. Wiley & Sons, 2002.

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Helen, Sharp, i Preece Jenny 1949-, red. Interaction design: Beyond human-computer interaction. Wyd. 3. Hoboken, N.J: Wiley, 2011.

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Yvonne, Rogers, i Sharp Helen, red. Interaction design: Beyond human-computer interaction. New York, NY: J. Wiley & Sons, 2002.

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Części książek na temat "Interaction Design"

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Cantuni, Rubens. "Interaction Design". W 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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Pitt, Ian, i Alistair Edwards. "Interaction Design". W Practitioner Series, 33–49. London: Springer London, 2003. http://dx.doi.org/10.1007/978-1-4471-0093-5_3.

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Ding, Wei, i Xia Lin. "Interaction Design". W Information Architecture, 69–80. Cham: Springer International Publishing, 2010. http://dx.doi.org/10.1007/978-3-031-02267-8_6.

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Kjeldskov, Jesper. "Interaction Design". W Mobile Interactions in Context, 19–31. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-031-02204-3_3.

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Ding, Wei, Xia Lin i Michael Zarro. "Interaction Design". W Information Architecture, 87–97. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-031-02308-8_7.

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Vissers, Chris A., Luís Ferreira Pires, Dick A. C. Quartel i Marten van Sinderen. "Interaction Systems". W Architectural Design, 179–220. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-43298-4_7.

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Wilcox, Stephen, i Eric Callahan. "Remote interaction". W Inclusive Design, 582–87. London: Springer London, 2003. http://dx.doi.org/10.1007/978-1-4471-0001-0_36.

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Vaziri, Mohsen. "Soil–Structure Interaction". W Structural Design of Buildings: Holistic Design, 105–36. Leeds: Emerald Publishing Limited, 2024. http://dx.doi.org/10.1680/978-1-83549-560-520241006.

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Mashayekhi, Mohammad. "Design-Technology Interaction". W Springer Theses, 69–116. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-72116-3_4.

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Yee, Ka-Ping. "Secure Interaction Design". W Financial Cryptography, 114–15. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-27809-2_14.

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Streszczenia konferencji na temat "Interaction Design"

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Barry, Mary, i Ian Pitt. "Interaction design". W Proceeding of the 2006 conference. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1139073.1139086.

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Stavridou, A. "Interaction design". W 2nd IET International Conference on Intelligent Environments (IE 06). IEE, 2006. http://dx.doi.org/10.1049/cp:20060709.

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Chen, Wang, Song-Yang Lao, Hyowon Lee i Alan F. Smeaton. "Interaction Design for Multi-touch Interactive Walls". W 2012 Second International Conference on Intelligent System Design and Engineering Application (ISDEA). IEEE, 2012. http://dx.doi.org/10.1109/isdea.2012.596.

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Tsaknaki, Vasiliki. "Precious materials of interaction: Exploring interactive accessories as jewellery items". W Nordes 2015: Design Ecologies. Nordes, 2015. http://dx.doi.org/10.21606/nordes.2015.019.

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Lim, Youn-kyung, Erik Stolterman, Heekyoung Jung i Justin Donaldson. "Interaction gestalt and the design of aesthetic interactions". W the 2007 conference. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1314161.1314183.

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Ragone, Grazia, Kate Howland i Emeline Brulé. "Evaluating Interactional Synchrony in Full-Body Interaction with Autistic Children". W IDC '22: Interaction Design and Children. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3501712.3529729.

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Campos, Pedro, Nils Ehrenberg i Miguel Campos. "Designing Interactions with Furniture - Towards Multi-sensorial Interaction Design Processes for Interactive Furniture". W 20th International Conference on Enterprise Information Systems. SCITEPRESS - Science and Technology Publications, 2018. http://dx.doi.org/10.5220/0006759505270532.

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Tunkelang, Daniel. "Design for interaction". W the 35th SIGMOD international conference. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1559845.1559957.

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Herzfeldt, Brian, i Marc Rettig. "Interaction design case". W the 2003 conference. New York, New York, USA: ACM Press, 2003. http://dx.doi.org/10.1145/997078.997088.

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Arvola, Mattias. "Interaction design qualities". W the 6th Nordic Conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1868914.1868982.

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Raporty organizacyjne na temat "Interaction Design"

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Gavors, Mark J., i Michael Hannafin. Perspectives on the Design of Interaction Strategies. Fort Belvoir, VA: Defense Technical Information Center, luty 1994. http://dx.doi.org/10.21236/ada488296.

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Ritson, David M. Current Design of the SSC Interaction Regions. Office of Scientific and Technical Information (OSTI), lipiec 2003. http://dx.doi.org/10.2172/813305.

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Wood, Stephen L., i Ralf Deiterding. Shock-driven fluid-structure interaction for civil design. Office of Scientific and Technical Information (OSTI), listopad 2011. http://dx.doi.org/10.2172/1041422.

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Jones, Wendell, i John Stephens. Solar Receiver Design: Treatment of Creep-Fatigue Interaction. Office of Scientific and Technical Information (OSTI), lipiec 2019. http://dx.doi.org/10.2172/1762958.

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Montag C., B. Parker, S. Tepikian i D. Wang. Design of an Interaction Region for the Electron-Ion Collider ERHIC. Office of Scientific and Technical Information (OSTI), czerwiec 2004. http://dx.doi.org/10.2172/1061748.

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Wang, Guanyi, Cezary Bojanowski, Akshay Dave, David Jaluvka, Erik Wilson i Lin-wen Hu. MITR Low-Enriched Uranium Conversion Fluid-Structure Interaction Preliminary Design Verification. Office of Scientific and Technical Information (OSTI), lipiec 2021. http://dx.doi.org/10.2172/1809226.

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Greenberg, Donald P., i Brandon M. Hencey. Recovery Act: Advanced Interaction, Computation, and Visualization Tools for Sustainable Building Design. Office of Scientific and Technical Information (OSTI), sierpień 2013. http://dx.doi.org/10.2172/1090620.

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Mesbahi, Mehran. A Network-Centric Formalism for Disturbance Rejection Design and Human Swarm Interaction. Fort Belvoir, VA: Defense Technical Information Center, lipiec 2015. http://dx.doi.org/10.21236/ad1001404.

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Hamil, Thomas M., i Ross Hoffman. SERCAA Cloud Analysis Integration: Design Concepts and Interaction with Cloud Forecast Models. Fort Belvoir, VA: Defense Technical Information Center, kwiecień 1993. http://dx.doi.org/10.21236/ada269104.

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Montag C. Design of an Interaction Region for the Electron-Light Ion Collider ELIC. Office of Scientific and Technical Information (OSTI), wrzesień 2004. http://dx.doi.org/10.2172/1061764.

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