Images, Users, Practices

Images, Users, Practices
Author: Britt Östlund
Publisher:
Total Pages: 148
Release: 1998
Genre: Communication
ISBN:

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Design, User Experience, and Usability. Theory, Methods, Tools and Practice

Design, User Experience, and Usability. Theory, Methods, Tools and Practice
Author: Aaron Marcus
Publisher: Springer Science & Business Media
Total Pages: 740
Release: 2011-06-24
Genre: Computers
ISBN: 3642216749

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The two-volume set LNCS 6769 + LNCS 6770 constitutes the proceedings of the First International Conference on Design, User Experience, and Usability, DUXU 2011, held in Orlando, FL, USA in July 2011 in the framework of the 14th International Conference on Human-Computer Interaction, HCII 2011, incorporating 12 thematically similar conferences. A total of 4039 contributions was submitted to HCII 2011, of which 1318 papers were accepted for publication. The total of 154 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections on DUXU theory, methods and tools; DUXU guidelines and standards; novel DUXU: devices and their user interfaces; DUXU in industry; DUXU in the mobile and vehicle context; DXU in Web environment; DUXU and ubiquitous interaction/appearance; DUXU in the development and usage lifecycle; DUXU evaluation; and DUXU beyond usability: culture, branding, and emotions.

Survey of Best Practices in Digital Image Management

Survey of Best Practices in Digital Image Management
Author: Primary Research Group
Publisher: Primary Research Group Inc
Total Pages: 273
Release: 2013
Genre: Computers
ISBN: 1574402560

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The study presents the results of a survey of the image management policies of 64 organizations: colleges, museums, government agencies and private businesses, with data broken out separately for each. The exhaustive study covers a myriad of issues including: cataloging and metadata, marketing and distribution, use of image management software and services, revenues and sales strategy, promotional uses of images, use of images on social media sites such as Facebook and on image sharing sites such as Instagram and Pinterest. The study also looks at the type of images maintained and how these images were acquired, through, for example, in-house scanning, outsourced scanning, digital creation at the outset, or purchased from a commercial vendor or other means. The report describes the type of digitization standards used, the use of crowdsourcing, spending on rights and licensing, methods of image retrieval available to end users, permissions protocols, discovery and access tools, digital preservation policies and more.

Design, User Experience, and Usability: User Experience Design Practice

Design, User Experience, and Usability: User Experience Design Practice
Author: Aaron Marcus
Publisher: Springer
Total Pages: 501
Release: 2014-06-11
Genre: Computers
ISBN: 3319076388

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The four-volume set LNCS 8517, 8518, 8519 and 8520 constitutes the proceedings of the Third International Conference on Design, User Experience, and Usability, DUXU 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 256 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 45 papers included in this volume are organized in topical sections on DUXU in the enterprise, design for diverse target users, emotional and persuasion design, user experience case studies.

Design, User Experience, and Usability: Design Thinking and Practice in Contemporary and Emerging Technologies

Design, User Experience, and Usability: Design Thinking and Practice in Contemporary and Emerging Technologies
Author: Marcelo M. Soares
Publisher: Springer Nature
Total Pages: 500
Release: 2022-06-16
Genre: Computers
ISBN: 3031059069

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This book constitutes the refereed proceedings of the 11th International Conference on Design, User Experience, and Usability, DUXU 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The DUXU 2022 proceedings comprise three volumes; they were organized in the following topical sections: Part I: Processes, Methods, and Tools for UX Design and Evaluation; User Requirements, Preferences, and UX Influential Factors; Usability, Acceptance, and User Experience Assessment. Part II: Emotion, Motivation, and Persuasion Design; Design for Well-being and Health.- Learning Experience Design; Globalization, Localization, and Culture Issues. Part III: Design Thinking and Philosophy; DUXU Case Studies; Design and User Experience in Emerging Technologies.

Design, User Experience, and Usability: Theory and Practice

Design, User Experience, and Usability: Theory and Practice
Author: Aaron Marcus
Publisher: Springer
Total Pages: 834
Release: 2018-07-10
Genre: Computers
ISBN: 3319917978

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The three-volume set LNCS 10918, 10919, and 10290 constitutes the proceedings of the 7th International Conference on Design, User Experience, and Usability, DUXU 2018, held as part of the 20th International Conference on Human-Computer Interaction, HCII 2018, in Las Vegas, NV, USA in July 2018. The total of 1171 papers presented at the HCII 2018 conferences were carefully reviewed and selected from 4346 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of applications areas. The total of 165 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 55 papers included in this volume are organized in topical sections on design thinking, methods and practice, usability and user experience evaluation methods and tools, and DUXU in software development.

Images in Social Media

Images in Social Media
Author: Susanne Ørnager
Publisher: Springer Nature
Total Pages: 101
Release: 2022-06-01
Genre: Computers
ISBN: 3031023145

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This book focuses on the methodologies, organization, and communication of digital image collection research that utilizes social media content. ("Image" is here understood as a cultural, conventional, and commercial—stock photo—representation.) The lecture offers expert views that provide different interpretations of images and their potential implementations. Linguistic and semiotic methodologies as well as eye-tracking research are employed to both analyze images and comprehend how humans consider them, including which salient features generally attract viewers' attention. This literature review covers image—specifically photographic—research since 2005, when major social media platforms emerged. A citation analysis includes an overview of co-citation maps that demonstrate the nexus of image research literature and the journals in which they appear. Eye tracking tests whether scholarly templates focus on the proper features of an image, such as people, objects, time, etc., and if a prescribed theme affects the eye movements of the observer. The results may point to renewed requirements for building image search engines. As it stands, image management already requires new algorithms and a new understanding that involves text recognition and very large database processing. The aim of this book is to present different image research areas and demonstrate the challenges image research faces. The book's scope is, by necessity, far from comprehensive, since the field of digital image research does not cover fake news, image manipulation, mobile photos, etc.; these issues are very complex and need a publication of their own. This book should primarily be useful for students in library and information science, psychology, and computer science.

HCI and Usability for e-Inclusion

HCI and Usability for e-Inclusion
Author: Andreas Holzinger
Publisher: Springer
Total Pages: 570
Release: 2009-11-06
Genre: Computers
ISBN: 3642103081

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This book constitutes the refereed proceedings of HCI and Usability for e-Inclusion, held as the 5th Symposium of the Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer Society, USAB 2009, in Linz, Austria, in November 2009. The 12 revised full papers and 26 revised short papers presented were carefully reviewed and selected from 60 submissions. The papers are organized in topical sections on gender and cognitive performance, usefulness, usability, accessibility, emotion, confidence and elderly, usability testing, evaluation, measurement, education, learning and e-inclusion, design for adaptive content processing, grounded theory, activity theory and situated action, smart home, health and ambient assistent living, user centred design and usability practice, interaction, assistive technologies and virtual environments, communication, interfaces and haptic technology as well as new technologies and challenges for people with disabilities.

Laws of UX

Laws of UX
Author: Jon Yablonski
Publisher: O'Reilly Media
Total Pages: 153
Release: 2020-04-21
Genre: Computers
ISBN: 149205528X

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An understanding of psychology—specifically the psychology behind how users behave and interact with digital interfaces—is perhaps the single most valuable nondesign skill a designer can have. The most elegant design can fail if it forces users to conform to the design rather than working within the "blueprint" of how humans perceive and process the world around them. This practical guide explains how you can apply key principles in psychology to build products and experiences that are more intuitive and human-centered. Author Jon Yablonski deconstructs familiar apps and experiences to provide clear examples of how UX designers can build experiences that adapt to how users perceive and process digital interfaces. You’ll learn: How aesthetically pleasing design creates positive responses The principles from psychology most useful for designers How these psychology principles relate to UX heuristics Predictive models including Fitts’s law, Jakob’s law, and Hick’s law Ethical implications of using psychology in design A framework for applying these principles