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Design, User Experience, and Usability: Designing Pleasurable Experiences

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Cover of 'Design, User Experience, and Usability: Designing Pleasurable Experiences'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Mix and Match: Designing an Installation for Music Festivals Aiming to Increase Social Sustainability
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    Chapter 2 Explore the Categories on Different Emotional Branding Experience for Optimising the Brand Design Process
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    Chapter 3 Guiding Human Behavior Through Alternate Reality Experience
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    Chapter 4 A Quality Table-Based Method for Sentiment Expression Word Identification in Japanese
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    Chapter 5 EcoTrips
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    Chapter 6 Experience, Usability and Sense of Things
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    Chapter 7 GreenFLY
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    Chapter 8 Electric Vehicle Explorer
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    Chapter 9 Beyond Hedonic Enjoyment: Conceptualizing Eudaimonic Motivation for Personal Informatics Technology Usage
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    Chapter 10 A Suggestion to Improve User-Friendliness Based on Monitoring Computer User’s Emotions
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    Chapter 11 EMOVLE: An Interface Design Guide
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    Chapter 12 Auditory User Interface Guideline for Emotional User Experience
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    Chapter 13 Reassurance Experience Design for “Financial Planning Users”
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    Chapter 14 Towards Designing Mobile Banking User Interfaces for Novice Users
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    Chapter 15 Feasibility of Utilizing E-Mental Health with Mobile APP Interface for Social Support Enhencement: A Conceptional Solution for Postpartum Depression in Taiwan
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    Chapter 16 Exploring the Interaction Between Visual Flux and Users on Mobile Devices
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    Chapter 17 New Mobile Service Development Process
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    Chapter 18 Designing User Experiences of Novel Technologies
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    Chapter 19 Do Car Drivers Really Need Mobile Parking Payment?
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    Chapter 20 The Study of Factors Affecting Minimum Center Distance of Mobile Touch Screen
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    Chapter 21 Mobile Phone – Offers Exchanged as Cultural Practice
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    Chapter 22 The Smartwatch in Multi-device Interaction
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    Chapter 23 The Interaction Design of Mobile Apps for Chinese Early Education
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    Chapter 24 Breaking Through the Traditional Form of News Communication—User Experience Design of Live Broadcast
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    Chapter 25 Innovation Design in Personal Center Interface of Mobile Application
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    Chapter 26 Applying Working Memory Theory to Redesign a Mobile Application User Interface: Take a Handicraft Self-learning Page as an Example
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    Chapter 27 A Systematic Review of Geolocated Pervasive Games: A Perspective from Game Development Methodologies, Software Metrics and Linked Open Data
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    Chapter 28 A Conceptual Model for Educational Game Authoring: A Showcase in Math Games
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    Chapter 29 The Shape of Challenge
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    Chapter 30 Co-designing a Civic Educational Online Game with Children
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    Chapter 31 Improving the Usability in a Video Game Through Continuous Usability Evaluations
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    Chapter 32 Connecting Through Kinect: Designing and Evaluating a Collaborative Game with and for Autistic Individuals
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    Chapter 33 Engagement in a Virtual Reality Game with Gesture Hand Interface. An Empirical Evaluation of User Engagement Scale (UES)
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    Chapter 34 Effect of Playing Factors and Playing History on Game Flow and Companionship Levels for Online Pets
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    Chapter 35 Game Worlds and Creativity: The Challenges of Procedural Content Generation
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    Chapter 36 Designing Game Controllers in a Mobile Device
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    Chapter 37 The Importance of Specific Usability Guidelines for Robot User Interfaces
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    Chapter 38 Discounted Prototyping of Virtual Reality Solutions for Science Education
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    Chapter 39 A Natural Interaction VR Environment for Surgical Instrumentation Training
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    Chapter 40 Visual and Interactive Concerns for VR Applications: A Case Study
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    Chapter 41 Algorithm Experimental Evaluation for an Occluded Liver with/without Shadow-Less Lamps and Invisible Light Filter in a Surgical Room
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    Chapter 42 Capturing a Surgical Area Using Multiple Depth Cameras Mounted on a Robotic Mechanical System
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    Chapter 43 A Study of Guidance Method for AR Laparoscopic Surgery Navigation System
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    Chapter 44 A Comparative Usability Analysis of Virtual Reality Goggles
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    Chapter 45 Augmented Reality Navigation System for Robot-Assisted Laparoscopic Partial Nephrectomy
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    Chapter 46 Laser Intensity Data Visualization for Laser Physics
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    Chapter 47 A New Organ-Following Algorithm Based on Depth-Depth Matching and Simulated Annealing, and Its Experimental Evaluation
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    Chapter 48 Development of a Surgical Knife Attachment with Proximity Indicators
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    Chapter 49 TEA Band: An Interactive System to Aid Students with Autism Improve Their Social Interactions
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    Chapter 50 User Oriented Design Speculation and Implications for an Arm-Worn Wearable Device for Table-Top Role-Playing Games
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    Chapter 51 Critical and Speculative Wearables: Boundary Objects
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    Chapter 52 Melissa’s Concept Store: Physical Environment for Experience
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    Chapter 53 Wearables Design: Epistemic Cultures and Laboratory Performances
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    Chapter 54 The Grayman Project
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    Chapter 55 Digital Humanities and Techno-Animism in Wearables: A Case-Study-Based Collaborative Design Framework for Digitally-Ensouled Jewellery
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    Chapter 56 Wearable Rhythms: Materials in Play
Attention for Chapter 13: Reassurance Experience Design for “Financial Planning Users”
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Chapter title
Reassurance Experience Design for “Financial Planning Users”
Chapter number 13
Book title
Design, User Experience, and Usability: Designing Pleasurable Experiences
Published by
Springer, Cham, July 2017
DOI 10.1007/978-3-319-58637-3_13
Book ISBNs
978-3-31-958636-6, 978-3-31-958637-3
Authors

Yang Zhang, Pengbo Zhu

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 2 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 2 100%

Demographic breakdown

Readers by professional status Count As %
Student > Doctoral Student 1 50%
Unknown 1 50%
Readers by discipline Count As %
Design 1 50%
Unknown 1 50%