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

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Cover of 'Design, User Experience, and Usability. Theory, Methods, Tools and Practice'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Conformity with User Expectations on the Web: Are There Cultural Differences for Design Principles?
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    Chapter 2 A Philosophical Approach about User Experience Methodology
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    Chapter 3 Using Interaction Patterns in Heuristic Evaluation
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    Chapter 4 Making the Design Process More Usable: Aligning Design with User Performance
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    Chapter 5 Exploring the Learning Problems and Resources Usage of Undergraduate Industrial Design Students in Design Studio
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    Chapter 6 Towards Future Methods to Take into Account Cross-Cultural Differences in Design: An Example with the “Expert Community Staff” (ECS)
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    Chapter 7 The Necessity of Personal Freedom to Increase HCI Design Quality
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    Chapter 8 Developing Idea Generation for the Interface Design Process with Mass Collaboration System
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    Chapter 9 The Essence of Enjoyable Experiences: The Human Needs
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    Chapter 10 A Culturally Driven Approach for the Development of Innovative User Interface Design Concepts
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    Chapter 11 Socratic Dialogue in Design Education
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    Chapter 12 Ethnography, Ethnography or Ethnography? What Happens When the Same Word Means Different Things to Different People?
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    Chapter 13 Improved Usability through Internationalization
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    Chapter 14 ISO 20282: Is a Practical Standard for the Usability of Consumer Products Possible?
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    Chapter 15 Effects of Physical Display Size on GUI Designers’ Perception and Implementation of Usability Guidelines
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    Chapter 16 Terminological Precision - A Key Factor in Product Usability and Safety
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    Chapter 17 ISO Standards for Standard Software: Accountability, Customer Expectations and Reality
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    Chapter 18 ISO Usability Standards and Enterprise Software: A Management Perspective
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    Chapter 19 Design, User Experience, and Usability. Theory, Methods, Tools and Practice
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    Chapter 20 User-Experience for Personal Sustainability Software: Determining Design Philosophy and Principles
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    Chapter 21 ISO Standards and Enterprise Software: A Case Study Using SUMI and SUS in an International Sale
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    Chapter 22 ISO 25062 Usability Test Planning for a Large Enterprise Applications Suite
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    Chapter 23 User Perception of Touch Screen Latency
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    Chapter 24 Interface for Multi-robots Based Video Coverage
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    Chapter 25 Precise Mishandling of the Digital Image Structure
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    Chapter 26 The Nature of Adaptive Interactions and Potential for Strategic Application
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    Chapter 27 Studies on Imaging Methods to Realize Effective BCI through ERPs
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    Chapter 28 Multitouch Tables for Collaborative Object-Based Learning
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    Chapter 29 A Study of Interface Design Method on Crossing Media-Dimension
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    Chapter 30 Multi-language Online Word Processor for Learners and the Visually Impaired
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    Chapter 31 A Guideline for an Outpatient Guidance System for Use in General Hospitals
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    Chapter 32 Impact of Distance to Screen upon Spacial Awareness
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    Chapter 33 Why History Matters: Visual Innovation and the Role of Image Theory in HCI
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    Chapter 34 Image, Imagination, Innovation: How Can We Overcome the Common Ground in the Processes of Visual Design?
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    Chapter 35 An Extensible Tool for the Annotation of Videos Using Segmentation and Tracking
  37. Altmetric Badge
    Chapter 36 Development of an Augmented Feedback Application to Support Motor Learning after Stroke: Requirement Analysis
  38. Altmetric Badge
    Chapter 37 Design, User Experience, and Usability. Theory, Methods, Tools and Practice
  39. Altmetric Badge
    Chapter 38 Environmental Affordances as a Way to Help in the Design of Videogame Worlds
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    Chapter 39 Analysis of Emergent Use for Wellbeing Service Innovation
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    Chapter 40 Visual Innovation through Findings in Perception
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    Chapter 41 To Develop Viable Human Factors Engineering Methods for Improved Industrial Use
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    Chapter 42 What Sustainability Brings to the Research Table
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    Chapter 43 Leading International UX Research Projects
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    Chapter 44 Lessons Learned from Using Personas and Scenarios for Requirements Specification of Next-Generation Industrial Robots
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    Chapter 45 A Multi-tiered Approach to Enterprise Support Services
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    Chapter 46 A Study of Rapid Business Application Development in the Cloud
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    Chapter 47 Design Innovation for Enterprise Software
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    Chapter 48 Company Culture Audit to Improve Development Team’s Collaboration, Communication, and Cooperation
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    Chapter 49 Scalability of UX Activities in Large Enterprises: An Experience Report from SAP AG
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    Chapter 50 Training Designers of Real-World Products: Scenario Approach in Industrial Design Curriculum
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    Chapter 51 Why Enterprises Can’t Innovate: Helping Companies Learn Design Thinking
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    Chapter 52 Future Centered Design: Designing for Sustainable Business
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    Chapter 53 Enterprise UX Design in China
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    Chapter 54 Changing the TV Industry through User Experience Design
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    Chapter 55 Electronic Invoicing in SMEs
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    Chapter 56 Make Space for the Customer: The Shift towards Customer Centricity
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    Chapter 57 The New Experience for Business: Why User Experience Is the Differentiation Strategy in the Cloud Context
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    Chapter 58 Managing a Green Giant: Sustainability Performance Management, a User Experience Perspective
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    Chapter 59 Make User-Centered Design Sustainable in China
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    Chapter 60 How to Improve User Experience in Mobile Social Networking: A User-Centered Study with Turkish Mobile Social Network Site Users
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    Chapter 61 Context-Aware Places of Interest Recommendations for Mobile Users
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    Chapter 62 Moody Mobile TV: Exploring TV Clips with Personalized Playlists
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    Chapter 63 Mobile Web and Native Apps: How One Team Found a Happy Medium
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    Chapter 64 Investigating the Integration of Hand-Held Haptic Devices in Daily Work Activities: The Case of a Tennis Coaching Assistant on iPhone
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    Chapter 65 Mobile Web Usability: Developing Guidelines for Mobile Web via Smart Phones
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    Chapter 66 Usability Analysis in Gesture Operation of Interactive E-Books on Mobile Devices
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    Chapter 67 Mobile QWERTY User Research
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    Chapter 68 Comparisons on Kansei Factors of Attractiveness between Initial and Long Term Use of Mobile Phone
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    Chapter 69 Clarification of Kansei Elements of Attractiveness Related to Usability for Long Term Mobile Phone Users
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    Chapter 70 Suggested Collaborative Learning Conceptual Architecture and Applications for Mobile Devices
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    Chapter 71 Enhancing Interactions of Self-help Groups in Africa through Mobile Solutions: Design Guidelines
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    Chapter 72 User Studies on Mobile Ticketing
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    Chapter 73 Photo Diaries – A Peek into a Mobile Worker’s Life
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    Chapter 74 An Experience Sampling System for Context-Aware Mobile Application Development
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    Chapter 75 Approaching Warp Speed!: Examining the User Experience in the Age of 4G
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    Chapter 76 Methodology for Evaluating Multimodal Biometric Authentication on Mobile Devices
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    Chapter 77 Phone Use and Aging: Do Spatial Interface Metaphors Help?
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    Chapter 78 Oracle Mobile User Assistance Testing
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    Chapter 79 Proposal for Indices to Assess Attractiveness on Initial Use of Mobile Phones
  81. Altmetric Badge
    Chapter 80 Smart User Assistance Based on Dynamic Model Composition
Attention for Chapter 12: Ethnography, Ethnography or Ethnography? What Happens When the Same Word Means Different Things to Different People?
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About this Attention Score

  • Good Attention Score compared to outputs of the same age (75th percentile)
  • High Attention Score compared to outputs of the same age and source (81st percentile)

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Chapter title
Ethnography, Ethnography or Ethnography? What Happens When the Same Word Means Different Things to Different People?
Chapter number 12
Book title
Design, User Experience, and Usability. Theory, Methods, Tools and Practice
Published in
Lecture notes in computer science, January 2011
DOI 10.1007/978-3-642-21675-6_12
Book ISBNs
978-3-64-221674-9, 978-3-64-221675-6
Authors

Sasanka Prabhala, Daria Loi, Subhashini Ganapathy, Prabhala, Sasanka, Loi, Daria, Ganapathy, Subhashini

X Demographics

X Demographics

The data shown below were collected from the profiles of 6 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 10 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 2 20%
Germany 1 10%
Unknown 7 70%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 4 40%
Researcher 2 20%
Student > Postgraduate 1 10%
Student > Doctoral Student 1 10%
Unknown 2 20%
Readers by discipline Count As %
Social Sciences 4 40%
Design 3 30%
Computer Science 1 10%
Unknown 2 20%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 5. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 26 October 2011.
All research outputs
#6,329,018
of 23,858,780 outputs
Outputs from Lecture notes in computer science
#1,989
of 8,162 outputs
Outputs of similar age
#45,946
of 185,342 outputs
Outputs of similar age from Lecture notes in computer science
#58
of 317 outputs
Altmetric has tracked 23,858,780 research outputs across all sources so far. This one has received more attention than most of these and is in the 73rd percentile.
So far Altmetric has tracked 8,162 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 5.1. This one has done well, scoring higher than 75% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 185,342 tracked outputs that were published within six weeks on either side of this one in any source. This one has done well, scoring higher than 75% of its contemporaries.
We're also able to compare this research output to 317 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 81% of its contemporaries.