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Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience

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Cover of 'Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience'

Table of Contents

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    Book Overview
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    Chapter 1 A Novel Reading Technique Application: Exploring Arabic Children Experience
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    Chapter 2 Observation Analysis Method for Culture Centered Design – Proposal of KH Method –
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    Chapter 3 Lessons Learned from Projects in Japan and Korea Relevant for Intercultural HCI Development
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    Chapter 4 Usability Evaluation of Two Chinese Segmentation Methods in Subtitles to Scaffold Chinese Novice
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    Chapter 5 Young Egyptians Use of Social Networks and the January 2011 Revolution
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    Chapter 6 Designing for a Thumb: An Ideal Mobile Touchscreen Interface for Chinese Users
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    Chapter 7 Examining Interdisciplinary Prototyping in the Context of Cultural Communication
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    Chapter 8 Intercultural User Interface Design – Culture-Centered HCI Design – Cross-Cultural User Interface Design: Different Terminology or Different Approaches?
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    Chapter 9 User-Experience and Science-Fiction in Chinese, Indian, and Japanese Films
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    Chapter 10 Two Solitudes Revisited: A Cross-Cultural Exploration of Online Image Searcher’s Behaviors
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    Chapter 11 Usability Assessment in the Multicultural Approach
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    Chapter 12 Lessons from Intercultural Project Management for the Intercultural HCI Design Process
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    Chapter 13 Localization beyond National Characteristics: The Impact of Language on Users’ Performance with Different Menu Structures
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    Chapter 14 Tracing Technology Diffusion of Social Media with Culturally Localized User Experience Approach
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    Chapter 15 The Interactive Media between Human and the Sacred
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    Chapter 16 Banner Evaluation Predicted by Eye Tracking Performance and the Median Thinking Style
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    Chapter 17 Intercultural Design for Use – Extending Usage-Centered Design by Cultural Aspects
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    Chapter 18 A Usability Testing of Chinese Character Writing System for Foreign Learners
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    Chapter 19 A Cross-Cultural Evaluation of HCI Student Performance – Reflections for the Curriculum
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    Chapter 20 Desirability of a Teaching and Learning Tool for Thai Dance Body Motion
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    Chapter 21 Improving User Experience in e-Learning, the Case of the Open University of Catalonia
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    Chapter 22 Math Fluency through Game Design
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    Chapter 23 Musical Experience Development Model Based on Service Design Thinking
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    Chapter 24 Investigation of Interaction Modalities Designed for Immersive Visualizations Using Commodity Devices in the Classroom
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    Chapter 25 Legibility in Children’s Reading: The Methodological Development of an Experiment for Reading Printed and Digital Texts
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    Chapter 26 PALMA: Usability Testing of an Application for Adult Literacy in Brazil
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    Chapter 27 Setting Conditions for Learning: Mediated Play and Socio-material Dialogue
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    Chapter 28 The Learning Machine: Mobile UX Design That Combines Information Design with Persuasion Design
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    Chapter 29 Information Accessibility in Museums with a Focus on Technology and Cognitive Process
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    Chapter 30 Luz, Câmera, Libras!: How a Mobile Game Can Improve the Learning of Sign Languages
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    Chapter 31 Toward Social Media Based Writing
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    Chapter 32 Participatory Design for Mobile Application for Academic Management in a Brazilian University
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    Chapter 33 YUSR: Speech Recognition Software for Dyslexics
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    Chapter 34 Measuring Usability of the Mobile Mathematics Curriculum-Based Measurement Application with Children
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    Chapter 35 Teachers and Children Playing with Factorization: Putting Prime Slaughter to the Test
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    Chapter 36 Towards a Common Implementation Framework for Online Virtual Museums
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    Chapter 37 Towards an Arabic Language Augmentative and Alternative Communication Application for Autism
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    Chapter 38 Improving Autistic Children’s Social Skills Using Virtual Reality
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    Chapter 39 Lazy Eye Shooter: Making a Game Therapy for Visual Recovery in Adult Amblyopia Usable
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    Chapter 40 Designing Supportive Mobile Technology for Stable Diabetes
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    Chapter 41 Application of Rhetorical Appeals in Interactive Design for Health
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    Chapter 42 Addressing Human Computer Interaction Issues of Electronic Health Record in Clinical Encounters
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    Chapter 43 Designing Co-located Tabletop Interaction for Rehabilitation of Brain Injury
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    Chapter 44 Paindroid: A Mobile Tool for Pain Visualization and Management
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    Chapter 45 Usability Testing Medical Devices: A Practical Guide to Minimizing Risk and Maximizing Success
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    Chapter 46 Exploring the Need for, and Feasibility of, a Web-Based Self-Management Resource for Teenage and Young Adult Cancer Survivors in the UK
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    Chapter 47 Avatar Interfaces for Biobehavioral Feedback
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    Chapter 48 Participatory Interaction Design for the Healthcare Service Field
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    Chapter 49 Virtual Environment to Treat Social Anxiety
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    Chapter 50 Development and Evaluation of a Knowledge-Based Method for the Treatment of Use-Oriented and Technical Risks Using the Example of Medical Devices
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    Chapter 51 Interactive System for Solving Children Communication Disorder
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    Chapter 52 Game-Based Interactive Media in Behavioral Medicine: Creating Serious Affective-Cognitive-Environmental-Social Integration Experiences
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    Chapter 53 A Mobile Prototype for Clinical Emergency Calls
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    Chapter 54 The Design in the Development of Exergames: A New Game for the Contribute to Control Childhood Obesity
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    Chapter 55 Case Study: Identifying Gamification Opportunities in Sales Applications
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    Chapter 56 Interactive Doodles: A Comparative Analysis of the Usability and Playability of Google Trademark Games between 2010 and 2012
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    Chapter 57 Exploring Adjustable Interactive Rings in Game Playing: Preliminary Results
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    Chapter 58 Gamification at Work: Designing Engaging Business Software
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    Chapter 59 Stand Up, Heroes! : Gamification for Standing People on Crowded Public Transportation
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    Chapter 60 Applying gamification in customer service application to improve agents' efficiency and satisfaction
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    Chapter 61 Perception of Gamification: Between Graphical Design and Persuasive Design
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    Chapter 62 Interactive Rock Climbing Playground Equipment: Modeling through Service
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    Chapter 63 Work and Gameplay in the Transparent ‘Magic Circle’ of Gamification
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    Chapter 64 Augmenting Yu-Gi-Oh! Trading Card Game as Persuasive Transmedia Storytelling
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    Chapter 65 How Gamification and Behavior Science Can Drive Social Change One Employee at a Time
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    Chapter 66 Bridging the Gap between Consumer and Enterprise Applications through Gamification
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    Chapter 67 Gamification: When It Works, When It Doesn’t
Overall attention for this book and its chapters
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Mentioned by

7 tweeters
1 patent
1 Facebook page


7 Dimensions

Readers on

120 Mendeley
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Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience
Published by
Springer Berlin Heidelberg, January 2013
DOI 10.1007/978-3-642-39241-2
978-3-64-239240-5, 978-3-64-239241-2

Aaron Marcus

Twitter Demographics

The data shown below were collected from the profiles of 7 tweeters who shared this research output. Click here to find out more about how the information was compiled.

Mendeley readers

The data shown below were compiled from readership statistics for 120 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Germany 2 2%
Spain 2 2%
United Kingdom 2 2%
United States 2 2%
Finland 1 <1%
Australia 1 <1%
France 1 <1%
Sweden 1 <1%
Unknown 108 90%

Demographic breakdown

Readers by professional status Count As %
Student > Master 41 34%
Student > Ph. D. Student 22 18%
Student > Bachelor 17 14%
Researcher 9 8%
Student > Doctoral Student 8 7%
Other 13 11%
Unknown 10 8%
Readers by discipline Count As %
Computer Science 47 39%
Design 15 13%
Psychology 12 10%
Business, Management and Accounting 11 9%
Social Sciences 9 8%
Other 13 11%
Unknown 13 11%