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Статті в журналах з теми "Interaction and experience design"

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Takase, Noriko, Takahiro Takeda, Janos Botzheim, and 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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Streitz, Norbert, Carsten Magerkurth, Thorsten Prante, and Carsten Röcker. "From information design to experience design." Interactions 12, no. 4 (July 2005): 21–25. http://dx.doi.org/10.1145/1070960.1070979.

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Yujia Zhong and KyungSook Nam. "Visitors' Experience Design Satisfaction in Experience Exhibition Space Based on Interaction Design." Journal of Korea Intitute of Spatial Design 14, no. 3 (June 2019): 115–26. http://dx.doi.org/10.35216/kisd.2019.14.3.115.

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Gajendar, Uday. "FEATUREData, design, and soulful experience." Interactions 16, no. 6 (November 2009): 37–41. http://dx.doi.org/10.1145/1620693.1620702.

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Yousefzadeh, Mahnaz. "Can interaction design civilize the experience economy?" Interactions 20, no. 4 (July 2013): 44–47. http://dx.doi.org/10.1145/2486227.2486237.

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Harteveld, Casper, Eleonore ten Thij, and Marinka Copier. "Design for Engaging Experience and Social Interaction." Simulation & Gaming 42, no. 5 (October 2011): 590–95. http://dx.doi.org/10.1177/1046878111426960.

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Wodehouse, Andrew, and Sylvia Tzvetanova Yung. "Special issue on interaction and experience design." Journal of Engineering Design 26, no. 4-6 (June 3, 2015): 95–98. http://dx.doi.org/10.1080/09544828.2015.1030373.

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Albrecht, Carmen-Maria, Stefan Hattula, Torsten Bornemann, and Wayne D. Hoyer. "Customer response to interactional service experience." Journal of Service Management 27, no. 5 (October 17, 2016): 704–29. http://dx.doi.org/10.1108/josm-07-2015-0215.

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Анотація:
Purpose The purpose of this paper is to examine causal attribution in interactional service experiences. The paper investigates how triggers in the environment of a customer-employee interaction influence customer behavioral response to employees’ negative and positive affect. Additionally, it studies the role of sympathy and authenticity as underlying mechanisms of this relationship. Design/methodology/approach Two scenario-based experimental designs (N1=162; N2=138) were used. Videotaped scenarios served as stimulus material for the manipulation of two focal variables: the employee’s emotional display as either negative or positive and the availability of an emotion trigger in the interaction environment to convey the attribution dimension of cause uncontrollability. The emotion trigger’s visibility was varied in the two studies. Customer response was captured by buying intentions. Findings Customer responses are more favorable for both positive and negative interactional experiences when customers have access to information on cause uncontrollability (i.e. notice triggers in the interaction environment). Analyses reveal that these effects stem from feelings of sympathy for negative experiences and authenticity for positive experiences. Originality/value This research supports the relevance of causal attribution research on interactional service experiences, which have high-profit impact. Moreover, the findings underline the importance of the experience of fact in service interactions and thereby provide a more nuanced view on the discussion of whether service providers should use impression management strategies to engender customer satisfaction even when this behavior is “faked.”
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BATTARBEE, KATJA, and ILPO KOSKINEN. "Co-experience: user experience as interaction." CoDesign 1, no. 1 (March 2005): 5–18. http://dx.doi.org/10.1080/15710880412331289917.

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Zhu, Jingyuan, and Qing Wu. "Furniture design based on parent-child interaction experience." E3S Web of Conferences 179 (2020): 02098. http://dx.doi.org/10.1051/e3sconf/202017902098.

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Анотація:
To explore how children’s furniture can become a tool of parent-child interaction, so that furniture can not only satisfy children’s curiosity, but also bring new feelings and experiences to parents and children. It is necessary to establish a bond of love between parents and children by adding parent-child interaction projects. This children’s furniture will give children a warm family life experience. Background analysis of parent-child interaction furniture design was conducted by means of data search and market research to explore children’s physiological and psychological characteristics. It is necessary to analyze parent-child interaction mode and its elements and try to make compound chairs have interactive functions so that compound chairs can bring good interaction experience to parents and children. As a result, this compound chair can meet user needs. The design features of parent-child interactive furniture are analyzed with the physiological characteristics of children as the design elements. Personally interactive furniture can create an interactive world for children and parents in a limited living space. It is able to promote the emotional exchange between parents and children, create a space conducive to children’s physiological and psychological growth. Ultimately, this kind of interactive furniture can promote the physical and mental health of children.
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Дисертації з теми "Interaction and experience design"

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Bergström, Emil. "Exploring User Experience designers experiences working with Machine Learning." Thesis, Högskolan i Halmstad, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44633.

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Анотація:
The user experience (UX) design practice (c.m.p interaction design practice) has started to make profound changes in designing intelligent digital services using Machine Learning (ML) to enhance the UX. ML has the capability to enhance the user’s experience, for example, facilitating more accurate decisions or improving efficiency in achieving one's goals. However, research suggests that ML is a challenging design material in design practice, such as not envisioning the best-suited solution because of not comprehending data dependency when prototyping or the lack of tools and methods for evaluating the solution. Without a doubt, ML opens new doors for UX designers to be creative in their practice. However, research indicates that lack of knowledge transfer into UX design practice may hamper this potential. This paper explores how UX designers experience ML. The findings resulted in 5 experiences: 1) Absence of competence, 2) Lack of incentive for competence development, 3) Challenging articulating design criteria, 4) Mature vs. Immature customers, 5) Lack of support for ethical concerns. I discuss the implications of these findings and propose how we can understand UX design practice and opportunities for additional design research to support designers working with ML.
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Strindlund, Nathalie. "Exploring relations between Interaction attributes and Pleasures in multisensory interactive art." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23788.

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The interest in designing interactive systems is going beyond their functionality and more towards their aesthetics. Often, research fails to address how qualities of the interaction as a medium can actually create pleasurable experiences. However, it points out the importance of understanding temporal aspects of interactions to understand their aesthetics. The aim for this thesis is to address this by the creation and evaluation of an interactive artwork working as a platform to explore relations between Interaction attributes and Pleasures, as well as how temporal aspects in interactions can affect these Pleasures. This to help interaction designers think more clearly around and make better design choices regarding interactions within interactive systems. The results of this showed that there can be many such relations, but also that they are complex. Additionally, it is discussed that Pleasures might also partly be experienced before or after the interaction with the artwork.
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Ring, Lisa. "Designing the Mobile Web: Guidelines for User Interactionand Experience." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-87199.

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The area of mobile web is evolving rapidly but there are still no consensus regarding recommendations or best practices within the topic. Therefore this thesis is focused on interaction design within mobile web and compiles many dierent theories into guidelines for mobileweb design. The thesis may also be used as a foundation when deciding whether to developa native mobile application or a mobile adapted web application, or when choosing betweena separate mobile web application and a responsive web design.Components that are especially considered in this thesis are form elements and navigation menus. These are discussed relative to interaction on small touch screens such as smartphones and tablets. For example, text input elements can be optimized for the intended input format and one can take advantage of the device's native components for e.g. time and date input. A prototype of a responsive web application is also developed to further exemplify the theoretical theories. This is a exploratory study for the Swedish magazine Resume in collaboration with The Mobile Life and is focused on convert the original site into a responsive design, but still retain the overall Resume look and feel.
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Woolley, Elise M. "Fun: An Exploration in its Relevance to Interaction Design." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1280119375.

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Mejia, Hector. "Emplant - Designing for a human experience in the transhumanist era." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-136978.

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Анотація:
Ludwig Wittgenstein, austrian-born philosopher, wrote that “the limits of my language mean the limits of my world. All I know is what I have words for”. We tend to think so highly of our language because we think so highly about ourselves. Yet imagine be- ing able to communicate emotions without words. Words can’t express the visceral nature of our emotions. Words aren’t enough. How can we experience our emotional world, and others, in a more visceral, primitive way? This project proposes the creation of a new sense, using embodied technology, to allow human beings to have a different experience of each other’s emotions, through the study of the long distance relationship scenario. In this human augmentation scenario, design, and specially speculative design have an inherent power to create discussion, awareness and bring attention to how the new developed technologies could affect our existence. This project is meant to ask questions rather than nd a solution. It is meant for ev- eryone who is ready to think about the future of human beings and our evolution as a species. This document presents an overview of the ve (5) months project while detailing the extension of the work and exploration of the product proposed for emotional human augmentation.
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Möller, Rebecka. "How to create interaction moments at concerts : Designing user experiences." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232128.

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Анотація:
The concert industry has been expanded enormously the last couple of years. At the same time as the increasing engagement for concerts, the digital market is growing rapidly. Today during concerts, people use their smartphones to send text messages, connect on social media, take photos, record film clips, and use the flashlight function in a replacement of a lighter. This behaviour may be perceived as a distracting moment and instead moves the person’s focus from the live performance to the phone. The distracting moment can be solved by making an application that makes the interaction more enjoyable through the study of user experience. This can lead to more focus on the music and therefore, enhance the concert experience. In this project, the work behind the development of designing prototypes is described. The method used in the thesis is the process of Design Thinking. The process is divided into a five-step model: empathize, define, ideate, prototype and test. The result presents three prototypes that are based on digital competitions that interact the audience during a concert experience. At the end of the thesis, a discussion about how to secure a positive outcome of interacting the audience and the artist is presented. The conclusion was that the interactions have good potential to work in a concert environment, but the interactions need to be additionally tested to secure a positive outcome. Another conclusion was that the time before a concert has more scope to make interactions work well and to not distract the users from the live performance.
Konsertindustrin har expanderat enormt de senaste åren. Samtidigt som det ökande engagemanget för konserter, växer den digitala marknaden snabbt. Idag använder publiken sina mobiltelefoner under en konsert för att skicka textmeddelanden, ansluta på sociala medier, ta foton, spela in filmklipp och använda ficklampans funktion som en tändare. Det här beteendet kan uppfattas som ett distraherande ögonblick och i stället flytta personens fokus från konserten till telefonen. Det distraherande ögonblicket kan undvikas genom en studie av användarupplevelse som gör att en mobilapplikation gör samspelet smidigare. Det kan leda till mer fokus på musiken och genom det förbättra konsertupplevelsen. I det här projektet beskrivs arbetet bakom utvecklingen av prototyper. Metoden som används i rapporten är processen Design Thinking. Processen är uppdelad i en femstegsmodell: sympatisera, definiera, föreställa, prototyp och testa. Resultatet presenterar tre prototyper som bygger på digitala tävlingar som interagerar publiken under en konsertupplevelse. I slutet av rapporten presenteras en diskussion om hur man kan få ett positivt resultat av att interagera publiken och artisten med varandra. Slutsatsen var att interaktionerna har god potential att fungera i en konsertmiljö, men interaktionerna måste testas ytterligare för att säkerställa ett positivt resultat. En annan slutsats var att tiden före en konsert har mer spelrum för interaktionerna att fungera bra och att inte distrahera användarna från konsertupplevelsen.
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Kaltenbacher, Bridgette Gertraude. "Intuitive interaction steps towards an integral understanding of the user experience in interaction design." Thesis, Goldsmiths College (University of London), 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.514297.

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Tan, Michelle. "Connecting dots : interaction design for holistic learning." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2014. https://ro.ecu.edu.au/theses/927.

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Connecting Dots proposes that new media such as interactive websites can be developed using a design framework based on elements of holistic education identified by Miller (1996) as Balance, Inclusion and Connection, so that holistic learning can be achieved. Recognising the negative consequences of the focus on meritocracy, the Singapore government have in recent years advocated for a transformation of the education system to include opportunities for holistic learning. This research contends that holistic learning is a responsibility that has to be shared by both the education system and families. This should be cultivated in a child from an early age so that a strong foundation for life-long learning can be established. As children are increasingly exposed to media technology at an early age, there is a pressing need for online content to provide families with a platform to engage their young holistically. Using t he design framework, an interactive website, also titled Connecting Dots was developed and tested through a qualitative study as part of a practice-based research that uses an iterative and incremental development process. With the appropriate methods used to collect and analyse data, the research endeavors to develop design recommendations that can be transferred to other interactive websites that promote holistic learning, not limited to the Singapore context.
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Fan, Siyuan. "Integrating design into interactive personal medicine education experience." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1378195790.

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Dunbar, Michael James, and 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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Анотація:
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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Книги з теми "Interaction and experience design"

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Marcus, Aaron, and Elizabeth Rosenzweig, eds. Design, User Experience, and Usability. Interaction Design. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49713-2.

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

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Kurosu, Masaaki, ed. Human-Computer Interaction. Design and User Experience. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49059-1.

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Marcus, Aaron, ed. Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07626-3.

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Marcus, Aaron, ed. Design, User Experience, and Usability: Interactive Experience Design. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20889-3.

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Garrett, Jesse James. Elements of user experience. Indianapolis, Ind: Pearson Education, 2002.

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Kurosu, Masaaki, ed. Human-Computer Interaction. Design and User Experience Case Studies. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78468-3.

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Carroll, John M. Creativity and Rationale: Enhancing Human Experience by Design. London: Springer London, 2013.

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Jakob, Nielsen. E-commerce user experience. Fremont, CA: Nielsen Norman Group, 2001.

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Antona, Margherita, and Constantine Stephanidis, eds. Universal Access in Human-Computer Interaction. Design Methods and User Experience. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78092-0.

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Частини книг з теми "Interaction and experience design"

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Desouzart, Gustavo, and Ernesto Filgueiras. "Human-Computer Interaction in Bed." In Design, User Experience, and Usability: Interactive Experience Design, 596–605. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20889-3_55.

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Costello, Brigid M. "Rhythmic Experience." In Rhythm, Play and Interaction Design, 1–9. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-67850-4_1.

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Kim, Jinwoo. "Design for Senseful Experience." In Human–Computer Interaction Series, 91–122. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-14304-0_5.

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Kim, Jinwoo. "Design for Valuable Experience." In Human–Computer Interaction Series, 123–56. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-14304-0_6.

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Kim, Jinwoo. "Design for Harmonious Experience." In Human–Computer Interaction Series, 157–85. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-14304-0_7.

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Buxton, William. "Sketching and Experience Design." In Human-Computer Interaction - INTERACT 2005, 1. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11555261_1.

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Lapaš, Tihana, and Tihomir Orehovački. "Evaluation of User Experience in Interaction with Computer Games." In Design, User Experience, and Usability: Interactive Experience Design, 271–82. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20889-3_26.

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Lou, Ming, Kin Wai Michael Siu, Linghao Zhang, Qing Zhang, and Jianbin Wu. "Profound Experience Design in Community Service Interaction." In [ ] With Design: Reinventing Design Modes, 1931–43. Singapore: Springer Nature Singapore, 2022. http://dx.doi.org/10.1007/978-981-19-4472-7_126.

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Torok, Leonardo, Mateus Pelegrino, Jefferson Lessa, Daniela Gorski Trevisan, Cristina N. Vasconcelos, Esteban Clua, and Anselmo Montenegro. "Evaluating and Customizing User Interaction in an Adaptive Game Controller." In Design, User Experience, and Usability: Interactive Experience Design, 315–26. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20889-3_30.

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Gu, Zhenyu, Jia Ming Yu, Zhanwei Wu, and Zhan Xun Dong. "Visualizing Group User Behaviors for Social Network Interaction Design Iteration." In Design, User Experience, and Usability: Interactive Experience Design, 36–45. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20889-3_4.

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Тези доповідей конференцій з теми "Interaction and experience design"

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Rez, Jonathan. "Rethinking Retail Experience." In Create10 - The interaction design conference. BCS Learning & Development, 2010. http://dx.doi.org/10.14236/ewic/create2010.20.

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Wei, Dingyi, and Ava Fatah gen. Schieck. "Exploring Interaction with Installations: Intended Experience vs Actual Experience." In Design Computation Input/Output 2020. Design Computation Ltd., 2020. http://dx.doi.org/10.47330/dcio.2020.vjhp5664.

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Gourlet, Pauline. "Children's conversation with experience." In IDC '18: Interaction Design and Children. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3202185.3202734.

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Bosch, Noora. "Design of the Participatory Learning Experience." In IDC '22: Interaction Design and Children. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3501712.3535298.

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Horton, Matthew, Gavin Sim, Bieke Zaman, and Karin Slegers. "Evaluating Long Term User Experience with Children." In IDC '19: Interaction Design and Children. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3311927.3323128.

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Paay, Jeni, Bridgette Engeler, Mark Taylor, Kirsten Day, Margot Brereton, and Yvonne Rogers. "Wine and User Experience Design." In OZCHI'19: 31ST AUSTRALIAN CONFERENCE ON HUMAN-COMPUTER-INTERACTION. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3369457.3369548.

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Cosentino, Giulia. "Exploring Multi-Sensory Interaction to Enhance Children’ Learning Experience." In IDC '21: Interaction Design and Children. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3459990.3463397.

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Farris, Amy Voss. "The Sensing Bridge Between Perceptuomotor Experience and Scientific Investigation." In IDC '19: Interaction Design and Children. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3311927.3325341.

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Roto, Virpi. "Experience Design for Work Tools." In 17th IFIP TC.13 International Conference on Human-Computer Interaction. Cardiff University Press, 2020. http://dx.doi.org/10.18573/book3.r.

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Blythe, Mark, John H. McCarthy, Peter A. Wright, and Daniela Petrelli. "History and Experience: Storytelling and Interaction Design." In Proceedings of HCI 2011 The 25th BCS Conference on Human Computer Interaction. BCS Learning & Development, 2011. http://dx.doi.org/10.14236/ewic/hci2011.70.

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Звіти організацій з теми "Interaction and experience design"

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Syrovatskyi, Oleksandr V., Serhiy O. Semerikov, Yevhenii O. Modlo, Yuliia V. Yechkalo, and Snizhana O. Zelinska. Augmented reality software design for educational purposes. [б. в.], December 2018. http://dx.doi.org/10.31812/123456789/2895.

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Анотація:
In the process of researching the problem of training future informatics teachers to use augmented reality technologies in education, the tasks were solved: 1) a historical and technological analysis of the experience of using augmented reality tools for developing interactive teaching materials was performed; 2) the software for the design of augmented reality tools for educational purposes is characterized and the technological requirements for the optional course “Development of virtual and augmented reality software” are defined; 3) separate components of an educational and methodical complex for designing virtual and augmented reality systems for future informatics teachers have been developed. У процесі дослідження проблеми професійної підготовки майбутніх учителів інформатики до використання технологій доповненої реальності в освіті розв’язані завдання: 1) виконано історико-технологічний аналіз досвіду застосування засобів доповненої реальності для розробки інтерактивних навчальних матеріалів; 2) схарактеризовано програмне забезпечення для проектування засобів доповненої реальності навчального призначення та визначено технологічні вимоги для факультативу «Розробка програмних засобів віртуальної та доповненої реальності»; 3) розроблено окремі складові навчально-методичного комплексу із проектування систем віртуальної та доповненої реальності для майбутніх учителів інформатики.
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Taylor, Oliver-Denzil, Amy Cunningham,, Robert Walker, Mihan McKenna, Kathryn Martin, and Pamela Kinnebrew. The behaviour of near-surface soils through ultrasonic near-surface inundation testing. Engineer Research and Development Center (U.S.), September 2021. http://dx.doi.org/10.21079/11681/41826.

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Seismometers installed within the upper metre of the subsurface can experience significant variability in signal propagation and attenuation properties of observed arrivals due to meteorological events. For example, during rain events, both the time and frequency representations of observed seismic waveforms can be significantly altered, complicating potential automatic signal processing efforts. Historically, a lack of laboratory equipment to explicitly investigate the effects of active inundation on seismic wave properties in the near surface prevented recreation of the observed phenomena in a controlled environment. Presented herein is a new flow chamber designed specifically for near-surface seismic wave/fluid flow interaction phenomenology research, the ultrasonic near-surface inundation testing device and new vp-saturation and vs-saturation relationships due to the effects of matric suction on the soil fabric.
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Colina Unda, Vanessa. Citizen Experience Design for Digital Transformation. Inter-American Development Bank, April 2021. http://dx.doi.org/10.18235/0003194.

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How many times have you heard the term "human-centered design"? How about "human-centered technology"? These terms are often used interchangeably in conversations involving digital transformation. The purpose of this paper is to provide a path for policymakers to start considering user-centric design to better understand citizens characteristics, challenges, and needs. The guidelines and case studies presented here are meant to be timeless, high-level, and strategic. There is a focus on principles throughout the publication that can be used and adapted for any particular starting point. The paper also describes suggested metrics to measure and improve the quality of the citizen experience.
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Roth, Christian. Design of the In-vehicle Experience. SAE International, June 2022. http://dx.doi.org/10.4271/epr2022012.

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The in-vehicle experience, both physical and digital, is increasingly the differentiating factor between vehicles. Since touch displays, smart surfaces, and internet connectivity are present in most vehicle segments, the growing resemblance of in-vehicle experiences with mobile experiences leads to user expectations on par with smartphones. While manufacturers are faced with providing suitable service offerings that are safe to use, they must also identify services to exclude or limit, without encouraging drivers to resort back to their mobile devices. This increasingly complex in-vehicle experience design process is being shaped by new stakeholders, including operating system providers and application developers. Design of the In-vehicle Experience examines the challenging and changing relationships between manufacturers (that lack in software development and mobile experience design skills) and new stakeholders (that lack the decades of experience designing for the driving context). The report also discusses augmenting and expanding existing guidelines and best practices to address the challenges of modern in-vehicle experience design.
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Park, Jee-Sun, and Sejin Ha. User Experience in Fashion Brand Pages in Social Networking Sites: Values and Affective Experience of Information Interaction. Ames: Iowa State University, Digital Repository, November 2016. http://dx.doi.org/10.31274/itaa_proceedings-180814-1308.

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Marshak, Ronni. How to Think About Your Customer Experience and User Experience Design Strategy. Boston, MA: Patricia Seybold Group, June 2011. http://dx.doi.org/10.1571/psgp06-23-11cc.

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Бондаренко, Ольга Володимирівна, Світлана Вікторівна Мантуленко, and Андрій Валерійович Пікільняк. Google Classroom as a Tool of Support of Blended Learning for Geography Students. CEUR-WS.org, 2018. http://dx.doi.org/10.31812/123456789/2655.

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Abstract. The article reveals the experience of organizing blended learning for geography students using Google Classroom, and discloses its potential uses in the study of geography. For the last three years, the authors have tested such in-class and distance courses as “Cartography and Basics of Topography”, “Population Geography”, “Information Systems and Technologies in Tourism Industry”, “Regional Economic and Social World Geography (Europe and the CIS)”, “Regional Economic and Social World Geography (Africa, Latin America, Asia, Anglo-America, Australia and Oceania)”, “Socio-Economic Cartography”. The advantages of using the specified interactive tool during the study of geographical disciplines are highlighted out in the article. As it has been established, the organization of the learning process using Google Classroom ensures the unity of in-class and out-of-class learning; it is designed to realize effective interaction of the subjects learning in real time; to monitor the quality of training and control the students’ learning achievements in class as well as out of it, etc. The article outlines the disadvantages that should be taken into account when organizing blended learning using Google Classroom, including the occasional predominance of students’ external motivation in education and their low level of readiness for work in the classroom; insufficient level of material and technical support in some classrooms; need for out-of-class pedagogical support; lack of guidance on the content aspect of Google Classroom pages, etc. Through the test series conducted during 2016-2017, an increase in the number of geography students with a sufficient level of academic achievements and a decrease of those with a low level of it was revealed.
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Gavors, Mark J., and Michael Hannafin. Perspectives on the Design of Interaction Strategies. Fort Belvoir, VA: Defense Technical Information Center, February 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), July 2003. http://dx.doi.org/10.2172/813305.

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Seidametova, Zarema S., Zinnur S. Abduramanov, and Girey S. Seydametov. Using augmented reality for architecture artifacts visualizations. [б. в.], July 2021. http://dx.doi.org/10.31812/123456789/4626.

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Nowadays one of the most popular trends in software development is Augmented Reality (AR). AR applications offer an interactive user experience and engagement through a real-world environment. AR application areas include archaeology, architecture, business, entertainment, medicine, education and etc. In the paper we compared the main SDKs for the development of a marker-based AR apps and 3D modeling freeware computer programs used for developing 3D-objects. We presented a concept, design and development of AR application “Art-Heritage’’ with historical monuments and buildings of Crimean Tatars architecture (XIII-XX centuries). It uses a smartphone or tablet to alter the existing picture, via an app. Using “Art-Heritage’’ users stand in front of an area where the monuments used to be and hold up mobile device in order to see an altered version of reality.
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