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Human Centered Design

Overview of attention for book
Cover of 'Human Centered Design'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Performance-Based Usability Testing: Metrics That Have the Greatest Impact for Improving a System’s Usability
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    Chapter 2 Extending Quality in Use to Provide a Framework for Usability Measurement
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    Chapter 3 Combining Fast-Paced Usability and Scientific Testing to Improve the Lunar Quest Physics Game
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    Chapter 4 Considering User Knowledge in the Evaluation of Training System Usability
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    Chapter 5 Engaging Experience: A New Perspective of User Experience with Physical Products
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    Chapter 6 User-Centered Mouse Access Evaluation Design: Windows-Based Simulation Technology
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    Chapter 7 Engaging and Adaptive: Going beyond Ease of Use
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    Chapter 8 Usability Evaluation of Mp3/CD Players: A Multi-Criteria Decision Making Approach
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    Chapter 9 From Usability to Playability: Introduction to Player-Centred Video Game Development Process
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    Chapter 10 Mapping of Usability Guidelines onto User’s Temporal Viewpoint Matrix
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    Chapter 11 A Study on User Centered Game Evaluation Guideline Based on the MIPA Framework
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    Chapter 12 The Factor Structure of the System Usability Scale
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    Chapter 13 Validating a Standardized Usability/User-Experience Maturity Model: A Progress Report
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    Chapter 14 Defining Expected Behavior for Usability Testing
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    Chapter 15 Interaction Techniques for Binding Smartphones: A Desirability Evaluation
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    Chapter 16 A Usability Inspection of Medication Management in Three Personal Health Applications
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    Chapter 17 Designing a Lighting with Pleasure
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    Chapter 18 Plugging the Holes: Increasing the Impact of User Experience Evaluations
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    Chapter 19 Elicitation of User Requirements for Mobile Interaction with Visual and RFID Tags: A Prototype-Based Exploratory Study
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    Chapter 20 The Physiological User’s Response as a Clue to Assess Visual Variables Effectiveness
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    Chapter 21 A Photo Correlation Map Using Mobile AP II for Scenario-Based Design
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    Chapter 22 Accelerating the Knowledge Innovation Process
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    Chapter 23 What Properties Make Scenarios Useful in Design for Usability?
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    Chapter 24 A Method for Consistent Design of User Interaction with Multifunction Devices
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    Chapter 25 A Mobile Application for Survey Reports: An Evaluation
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    Chapter 26 Integrating User Experience into a Software Development Company – A Case Study
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    Chapter 27 Full Description Persona vs. Trait List Persona in the Persona-Based sHEM Approach
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    Chapter 28 Organized Reframing Process with Video Ethnography: A Case Study of Students’ Design Project for New Interface Concept from Research to Visualization
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    Chapter 29 Animated Demonstrations: Evidence of Improved Performance Efficiency and the Worked Example Effect
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    Chapter 30 Personas Layering: A Cost Effective Model for Service Design in Medium-Long Term Telco Research Projects
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    Chapter 31 Bridging Software Evolution’s Gap: The Multilayer Concept
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    Chapter 32 A Proposal of XB-Method, an Idea Generation System for New Services Using User Experiences
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    Chapter 33 Integrating Human-Computer Interaction Artifacts into System Development
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    Chapter 34 “How Do I Evaluate THAT?” Experiences from a Systems-Level Evaluation Effort
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    Chapter 35 Changes of HCI Methods towards the Development Process of Wearable Computing Solutions
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    Chapter 36 Human Centered Design
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    Chapter 37 User Behavior Patterns: Gathering, Analysis, Simulation and Prediction
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    Chapter 38 Scenarios in the Heuristic Evaluation of Mobile Devices: Emphasizing the Context of Use
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    Chapter 39 The Proposal of Quantitative Analysis Method Based on the Method of Observation Engineering
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    Chapter 40 Translating Subjective Data to Objective Measures to Drive Product Design and Experience
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    Chapter 41 Towards an Holistic Understanding of Tasks, Objects and Location in Collaborative Environments
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    Chapter 42 Approach to Human Centered Design Innovation by Utilized Paper Prototyping
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    Chapter 43 Structured Scenario-Based Design Method
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    Chapter 44 Facilitating Idea Generation Using Personas
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    Chapter 45 Auditory and Visual Guidance for Reducing Cognitive Load
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    Chapter 46 Tailoring Interface for Spanish Language: A Case Study with CHICA System
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    Chapter 47 A Personal Assistant for Autonomous Life
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    Chapter 48 Towards a Theory of Cultural Usability: A Comparison of ADA and CM-U Theory
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    Chapter 49 Regional Difference in the Use of Cell Phone and Other Communication Media among Senior Users
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    Chapter 50 Grouping Preferences of Americans and Koreans in Interfaces for Smart Home Control
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    Chapter 51 User Needs of Mobile Phone Wireless Search: Focusing on Search Result Pages
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    Chapter 52 Why Taking Medicine Is a Chore – An Analysis of Routine and Contextual Factors in the Home
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    Chapter 53 Social Robot Design
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    Chapter 54 Culture and Communication Behavior: A Research Based on the Artifact Development Analysis
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    Chapter 55 Exploring the Interface Design of Mobile Phone for the Elderly
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    Chapter 56 Design for China Migrant Workers: A Case of User Research and Mobile Product Concepts Development
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    Chapter 57 User Value Based Product Adaptation: A Case of Mobile Products for Chinese Urban Elderly People
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    Chapter 58 From Novice to Expert – User’s Search Approaches for Design Knowledge
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    Chapter 59 Leveraging User Search Behavior to Design Personalized Browsing Interfaces for Healthcare Web Sites
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    Chapter 60 Multimodal Corpus Analysis as a Method for Ensuring Cultural Usability of Embodied Conversational Agents
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    Chapter 61 Support Method for Improving the Ability of People with Cerebral Palsy to Efficiently Point a Mouse at Objects on a GUI Screen
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    Chapter 62 A Study of Design That Understands the Influences on the Changes of Information Processing Ability of Users
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    Chapter 63 Common Understanding of Graphic Image Enhance "Emotional Design"
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    Chapter 64 Older Drivers and New In-Vehicle Technologies: Adaptation and Long-Term Effects
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    Chapter 65 Frequency of Usage and Feelings of Connectedness in Instant Messaging by Age, Sex, and Civil Status
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    Chapter 66 Examining Individual Differences Effects: An Experimental Approach
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    Chapter 67 Usability Maturity: A Case Study in Planning and Designing an Enterprise Application Suite
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    Chapter 68 Developing a Scenario Database for Product Innovation
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    Chapter 69 Practice of Promoting HCD Education by a Consumer-Electronics Manufacturer
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    Chapter 70 A Survey of User-Experience Development at Enterprise Software Companies
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    Chapter 71 User-Experience Development
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    Chapter 72 Measurements and Concepts of Usability and User Experience: Differences between Industry and Academia
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    Chapter 73 Proactive Ergonomics in Refrigerator Concept Development
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    Chapter 74 Corporate User-Experience Maturity Model
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    Chapter 75 Website Affective Evaluation: Analysis of Differences in Evaluations Result by Data Population
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    Chapter 76 Evaluating E-Commerce User Interfaces: Challenges and Lessons Learned
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    Chapter 77 Caring and Curing by Mixing Information and Emotions in Orphan Diseases Websites: A Twofold Analysis
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    Chapter 78 Eye Tracking Method to Compare the Usability of University Web Sites: A Case Study
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    Chapter 79 User Centered Design of a Learning Object Repository
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    Chapter 80 Web Orchestration: Customization and Sharing Tool for Web Information
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    Chapter 81 Using Google Analytics to Evaluate the Usability of E-Commerce Sites
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    Chapter 82 Site-it!: An Information Architecture Prototyping Tool
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    Chapter 83 A Theoretical Model for Cross-Cultural Web Design
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    Chapter 84 An Investigation of User’s Mental Models on Website
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    Chapter 85 Using Measurements from Usability Testing, Search Log Analysis and Web Traffic Analysis to Inform Development of a Complex Web Site Used for Complex Tasks
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    Chapter 86 User-Centered Design Meets Feature-Driven Development: An Integrating Approach for Developing the Web Application myPIM
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    Chapter 87 The Effects of Information Architecture and Atmosphere Style on the Usability of an Ecology Education Website
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    Chapter 88 Accommodating Real User and Organisational Requirements in the Human Centered Design Process: A Case Study from the Mobile Phone Industry
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    Chapter 89 Affectively Intelligent User Interfaces for Enhanced E-Learning Applications
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    Chapter 90 Design of a Web-based Symptom Management Intervention for Cancer Patients
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    Chapter 91 A Preliminary Usability Evaluation of Hemo@Care: A Web-Based Application for Managing Clinical Information in Hemophilia Care
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    Chapter 92 Fundamental Studies on Effective e-Learning Using Physiology Indices
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    Chapter 93 Culture Design of Information Architecture for B2C E-Commerce Websites
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    Chapter 94 Influence and Impact Relationship between GIS Users and GIS Interfaces
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    Chapter 95 Investigation of Web Usability Based on the Dialogue Principles
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    Chapter 96 Participatory Human-Centered Design: User Involvement and Design Cross-Fertilization
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    Chapter 97 Playful Holistic Support to HCI Requirements Using LEGO Bricks
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    Chapter 98 User Research and User Centered Design; Designing, Developing, and Commercializing Widget Service on Mobile Handset
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    Chapter 99 The Method of User’s Requirement Analysis by Participation of the User: Constructing an Information System for Travelers
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    Chapter 100 Concept Development with Real Users: Involving Customers in Creative Problem Solving
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    Chapter 101 Towards Fine-Grained Usability Testing: New Methodological Directions with Conversation Analysis
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    Chapter 102 Possibility of Participatory Design
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    Chapter 103 The Value of Answers without Question[s]: A Qualitative Approach to User Experience and Aging
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    Chapter 104 Shaping the Future with Users – Futures Research Methods as Tools for User-Centered Concept Development
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    Chapter 105 Empowering End Users in Design of Mobile Technology Using Role Play as a Method: Reflections on the Role-Play Conduction
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    Chapter 106 The User’s Role in the Development Process of a Clinical Information System: An Example in Hemophilia Care
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    Chapter 107 From Tools to Teammates: Joint Activity in Human-Agent-Robot Teams
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    Chapter 108 Capturing and Restoring the Context of Everyday Work: A Case Study at a Law Office
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    Chapter 109 Development of CSCW Interfaces from a User-Centered Viewpoint: Extending the TOUCHE Process Model through Defeasible Argumentation
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    Chapter 110 Ergonomic Approach for the Conception of a Theatre Medical Regulation System
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    Chapter 111 Use of Nursing Management Minimum Data Set (NMMDS) for a Focused Information Retrieval
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    Chapter 112 HCD Case Study for the Information Security Training System
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    Chapter 113 Driving and Situation Awareness: A Cognitive Model of Memory-Update Processes
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    Chapter 114 Redefining Architectural Elements by Digital Media
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    Chapter 115 Cognitive Engineering for Direct Human-Robot Cooperation in Self-optimizing Assembly Cells
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    Chapter 116 Evaluating Design Concepts to Support Informal Communication in Hospitals through the Development of a Tool Based on an Iterative Evaluation
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    Chapter 117 Understanding Activity Documentation Work in Remote Mobility Environments
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    Chapter 118 Human Factor’s in Telemedicine: Training Surgeons by Telementoring
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    Chapter 119 User Experience in Machinery Automation: From Concepts and Context to Design Implications
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    Chapter 120 Perceived Usefulness and Perceived Ease-of-Use of Ambient Intelligence Applications in Office Environments
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    Chapter 121 Clinical System Design Considerations for Critical Handoffs
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    Chapter 122 Looking for the 3D Picture: The Spatio-temporal Realm of Student Controllers
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    Chapter 123 A Proposal for “Work-Effective Guidelines” for the Growth of HCD
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    Chapter 124 Working in Multi-locational Office – How Do Collaborative Working Environments Support?
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    Chapter 125 Human Centered Design of Mobile Machines by a Virtual Environment
Attention for Chapter 97: Playful Holistic Support to HCI Requirements Using LEGO Bricks
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About this Attention Score

  • Good Attention Score compared to outputs of the same age (73rd percentile)
  • High Attention Score compared to outputs of the same age and source (83rd percentile)

Mentioned by

3 tweeters


9 Dimensions

Readers on

33 Mendeley
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Chapter title
Playful Holistic Support to HCI Requirements Using LEGO Bricks
Chapter number 97
Book title
Human Centered Design
Published in
Lecture notes in computer science, January 2009
DOI 10.1007/978-3-642-02806-9_97
Book ISBNs
978-3-64-202805-2, 978-3-64-202806-9

Lorenzo Cantoni, Luca Botturi, Marco Faré, Davide Bolchini

Twitter Demographics

The data shown below were collected from the profiles of 3 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 33 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Germany 3 9%
Finland 1 3%
South Africa 1 3%
Switzerland 1 3%
Unknown 27 82%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 7 21%
Researcher 7 21%
Professor 5 15%
Student > Bachelor 4 12%
Student > Master 4 12%
Other 5 15%
Unknown 1 3%
Readers by discipline Count As %
Computer Science 12 36%
Business, Management and Accounting 5 15%
Design 4 12%
Psychology 3 9%
Agricultural and Biological Sciences 1 3%
Other 4 12%
Unknown 4 12%

Attention Score in Context

This research output has an Altmetric Attention Score of 3. 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 08 November 2013.
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Altmetric has tracked 6,230,503 research outputs across all sources so far. This one has received more attention than most of these and is in the 67th percentile.
So far Altmetric has tracked 4,218 research outputs from this source. They receive a mean Attention Score of 2.5. This one has gotten more attention than average, scoring higher than 67% 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 83,931 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 73% of its contemporaries.
We're also able to compare this research output to 12 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 83% of its contemporaries.