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Human-Computer Interaction – INTERACT 2017

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Table of Contents

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    Book Overview
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    Chapter 1 Coping with Accessibility Challenges for Security - A User Study with Blind Smartphone Users
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    Chapter 2 Effects of Uncertainty and Cognitive Load on User Trust in Predictive Decision Making
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    Chapter 3 Modelling Trust: An Empirical Assessment
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    Chapter 4 Towards Understanding the Influence of Personality on Mobile App Permission Settings
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    Chapter 5 10 Design Themes for Creating 3D Printed Physical Representations of Physical Activity Data
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    Chapter 6 Breathing Friend: Tackling Stress Through Portable Tangible Breathing Artifact
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    Chapter 7 Citizen Tagger: Exploring Social Tagging of Conversational Audio
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    Chapter 8 Exploring Offline Context and Consciousness in Everyday Social Media Use
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    Chapter 9 Special Digital Monies: The Design of Alipay and WeChat Wallet for Mobile Payment Practices in China
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    Chapter 10 Active Involvement of Software Developers in Usability Engineering: Two Small-Scale Case Studies
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    Chapter 11 Adoption of UX Evaluation in Practice: An Action Research Study in a Software Organization
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    Chapter 12 Empowering Project Managers in Enterprises - A Design Thinking Approach to Manage Commercial Projects
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    Chapter 13 Learning HCI Across Institutions, Disciplines and Countries: A Field Study of Cognitive Styles in Analytical and Creative Tasks
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    Chapter 14 UX Professionals’ Definitions of Usability and UX – A Comparison Between Turkey, Finland, Denmark, France and Malaysia
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    Chapter 15 Estimating Visual Discomfort in Head-Mounted Displays Using Electroencephalography
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    Chapter 16 Experience Probes: Immersion and Reflection Between Reality and Virtuality
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    Chapter 17 Guidelines for Designing Interactive Omnidirectional Video Applications
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    Chapter 18 How Real Is Unreal?
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    Chapter 19 Increasing Presence in Virtual Reality with a Vibrotactile Grid Around the Head
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    Chapter 20 User Experience and Immersion of Interactive Omnidirectional Videos in CAVE Systems and Head-Mounted Displays
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    Chapter 21 A Digital Employability Marketplace
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    Chapter 22 Ability-Based Optimization: Designing Smartphone Text Entry Interface for Older Adults
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    Chapter 23 Adoption of Structural Analysis Capabilities in an IOT Based Scenario for Connected Assets
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    Chapter 24 Augmenting the Textbook for Enaction: Designing Media for Participatory Learning in Classrooms
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    Chapter 25 Connected by Design - Our Learnings from Designing Digital Profiler Journeys
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    Chapter 26 Design and Development of a Location-Based Social Networking Mobile Application
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    Chapter 27 Design Guidelines for Exploring Relationships in a Connected Big Data Environment
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    Chapter 28 Designing Interactive Spatiotemporal Visualizations to Enhance Movie Browsing
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    Chapter 29 Enterprise Software Experience Design: Journey and Lessons
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    Chapter 30 Expectation and Experience: Passenger Acceptance of Autonomous Public Transportation Vehicles
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    Chapter 31 From Minutes of Meeting to ‘Memories of Meeting’
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    Chapter 32 Leveraging Virtual Trips in Google Expeditions to Elevate Students’ Social Exploration
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    Chapter 33 On the Design and Evaluation of Nippon Paint Color Visualizer Application – A Case Study
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    Chapter 34 Design of Location-Based Mobile Games: Introduction
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    Chapter 35 Designing and Assessing Interactive Systems Using Task Models
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    Chapter 36 Designing for Accessibility
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    Chapter 37 Designing Valuable Products with Design Sprint
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    Chapter 38 Introduction to Service Design for Digital Health
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    Chapter 39 The Science Behind User Experience Design
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    Chapter 40 Coaching Compliance: A Tool for Personalized e-Coaching in Cardiac Rehabilitation
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    Chapter 41 Inclusive Side-Scrolling Action Game Securing Accessibility for Visually Impaired People
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    Chapter 42 Little Bear – A Gaze Aware Learning Companion for Early Childhood Learners
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    Chapter 43 ReRide
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    Chapter 44 SoPhy: Smart Socks for Video Consultations of Physiotherapy
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    Chapter 45 BendSwipe: One Handed Target Zooming for Flexible Handheld Display
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    Chapter 46 Crowdsourcing of Accessibility Attributes on Sidewalk-Based Geodatabase
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    Chapter 47 Dual-Mode User Interfaces for Web Based Interactive 3D Virtual Environments Using Three.js
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    Chapter 48 Fine-Grained Privacy Setting Prediction Using a Privacy Attitude Questionnaire and Machine Learning
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    Chapter 49 Interactive Reading Using Low Cost Brain Computer Interfaces
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    Chapter 50 Investigating Control of Virtual Reality Snowboarding Simulator Using a Wii FiT Board
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    Chapter 51 Pragati - A Mobile Based Virtual Reality (VR) Platform to Train and Educate Community Health Workers
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    Chapter 52 Shifting from the Children to the Teens’ Usability: Adapting a Gamified Experience of a Museum Tour
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    Chapter 53 TTracker: Using Finger Detection to Improve Touch Typing Training
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    Chapter 54 URetail: Privacy User Interfaces for Intelligent Retail Stores
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    Chapter 55 Versatile Classroom Management Solution for Teachers in Developing Countries
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    Chapter 56 ICT Based Interventions for Anganwadi Healthcare Workers in Mumbai
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    Chapter 57 Investigating Perceptions of Personalization and Privacy in India
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    Chapter 58 IVR Wizard of OZ Field Experiment with Less-Literate Telecom Customers
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    Chapter 59 Modeling Less-Literate User’s Choices of Smartphone Authentication Modes
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    Chapter 60 Parental Perspectives Towards Education Technology in Low-Income Urban Households
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    Chapter 61 Understanding Early Technology Adoption by the Emergent Older Adults in Dharavi
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    Chapter 62 Understanding the Informal Support Networks of Older Adults in India
Overall attention for this book and its chapters
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Title
Human-Computer Interaction – INTERACT 2017
Published by
Springer, Cham, January 2017
DOI 10.1007/978-3-319-68059-0
ISBNs
978-3-31-968058-3, 978-3-31-968059-0
Editors

Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, Marco Winckler

X Demographics

X Demographics

The data shown below were collected from the profiles of 14 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 105 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 105 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 4 4%
Student > Ph. D. Student 3 3%
Lecturer 1 <1%
Researcher 1 <1%
Unknown 96 91%
Readers by discipline Count As %
Computer Science 4 4%
Design 2 2%
Social Sciences 1 <1%
Unknown 98 93%