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Human-Computer Interaction – INTERACT 2019

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Cover of 'Human-Computer Interaction – INTERACT 2019'

Table of Contents

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    Book Overview
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    Chapter 1 A Serious Game for Raising Designer Awareness of Web Accessibility Guidelines
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    Chapter 2 Aestimo: A Tangible Kit to Evaluate Older Adults’ User Experience
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    Chapter 3 Towards Reliable Accessibility Assessments of Science Center Exhibits
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    Chapter 4 Understanding the Authoring and Playthrough of Nonvisual Smartphone Tutorials
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    Chapter 5 User Study: A Detailed View on the Effectiveness and Design of Tactile Charts
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    Chapter 6 A User-Centred Methodology for the Development of Computer-Based Assistive Technologies for Individuals with Autism
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    Chapter 7 Classifying Sensitive Issues for Patients with Neurodevelopmental Disorders
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    Chapter 8 Effects of Menu Organization and Visibility on Web Navigation for People with Dyslexia
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    Chapter 9 ELE - A Conversational Social Robot for Persons with Neuro-Developmental Disorders
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    Chapter 10 S $$^{2}$$ C $$^{2}$$ : Toward an App to Support Social Story $$^\mathrm{TM}$$ Comprehension Checking in Children with ASD
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    Chapter 11 (How) Can an App Support Physiotherapy for Frozen Shoulder Patients?
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    Chapter 12 A Digitally-Augmented Ground Space with Timed Visual Cues for Facilitating Forearm Crutches’ Mobility
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    Chapter 13 Analyzing Accessibility Barriers Using Cost-Benefit Analysis to Design Reliable Navigation Services for Wheelchair Users
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    Chapter 14 Bridging the Gap: Creating a Clinician-Facing Dashboard for PTSD
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    Chapter 15 Using Artificial Intelligence for Augmentative Alternative Communication for Children with Disabilities
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    Chapter 16 Comparing User Performance on Parallel-Tone, Parallel-Speech, Serial-Tone and Serial-Speech Auditory Graphs
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    Chapter 17 Factors that Impact the Acceptability of On-Body Interaction by Users with Visual Impairments
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    Chapter 18 Faster and Less Error-Prone: Supplementing an Accessible Keyboard with Speech Input
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    Chapter 19 Investigating Feedback for Two-Handed Exploration of Digital Maps Without Vision
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    Chapter 20 Perception of Tactile Symbols by Visually Impaired Older Adults
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    Chapter 21 Able to Create, Able to (Self-)Improve: How an Inclusive Game Framework Fostered Self-Improvement Through Creation and Play in Alcohol and Drugs Rehabilitation
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    Chapter 22 Cinévoqué: Design of a Passively Responsive Framework for Seamless Evolution of Experiences in Immersive Live-Action Movies
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    Chapter 23 P(L)AY ATTENTION! Co-designing for and with Children with Attention Deficit Hyperactivity Disorder (ADHD)
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    Chapter 24 Technology, Theatre and Co-design: Impact and Design Considerations
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    Chapter 25 Visual Fixations Duration as an Indicator of Skill Level in eSports
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    Chapter 26 #TheDay: Triggering User Generated Videos in Participatory Media Productions
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    Chapter 27 A Literature Review of the Practice of Educating Children About Technology Making
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    Chapter 28 Effect of Cognitive Abilities on Crowdsourcing Task Performance
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    Chapter 29 Insights on Older Adults’ Attitudes and Behavior Through the Participatory Design of an Online Storytelling Platform
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    Chapter 30 Participatory Evaluation of Human-Data Interaction Design Guidelines
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    Chapter 31 Comparative Evaluation of Node-Link and Sankey Diagrams for the Cyber Security Domain
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    Chapter 32 Comparing “Challenge-Based” and “Code-Based” Internet Voting Verification Implementations
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    Chapter 33 Mouse Behavior as an Index of Phishing Awareness
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    Chapter 34 Perceptions of Risk, Benefits and Likelihood of Undertaking Password Management Behaviours: Four Components
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    Chapter 35 Social Engineering and Organisational Dependencies in Phishing Attacks
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    Chapter 36 Vote-for-It: Investigating Mobile Device-Based Interaction Techniques for Collocated Anonymous Voting and Rating
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    Chapter 37 Design Requirements of Tools Supporting Reflection on Design Impact
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    Chapter 38 Designer Led Computational Approach to Generate Mappings for Devices with Low Gestural Resolution
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    Chapter 39 Ensuring the Consistency Between User Requirements and GUI Prototypes: A Behavior-Based Automated Approach
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    Chapter 40 Integrating Personas and Use Case Models
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    Chapter 41 Smart Interactive Packaging as a Cyber-Physical Agent in the Interaction Design Theory: A Novel User Interface
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    Chapter 42 Deep System Knowledge Required: Revisiting UCD Contribution in the Design of Complex Command and Control Systems
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    Chapter 43 Detecting and Influencing Driver Emotions Using Psycho-Physiological Sensors and Ambient Light
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    Chapter 44 Evaluating Mixed Reality Notifications to Support Excavator Operator Awareness
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    Chapter 45 Exploring the Effects of Replicating Shape, Weight and Recoil Effects on VR Shooting Controllers
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    Chapter 46 On the Reliability and Factorial Validity of the Assessment Scale for Creative Collaboration
Attention for Chapter 13: Analyzing Accessibility Barriers Using Cost-Benefit Analysis to Design Reliable Navigation Services for Wheelchair Users
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Chapter title
Analyzing Accessibility Barriers Using Cost-Benefit Analysis to Design Reliable Navigation Services for Wheelchair Users
Chapter number 13
Book title
Human-Computer Interaction – INTERACT 2019
Published by
Springer, Cham, August 2019
DOI 10.1007/978-3-030-29381-9_13
Book ISBNs
978-3-03-029380-2, 978-3-03-029381-9
Authors

Benjamin Tannert, Reuben Kirkham, Johannes Schöning

Twitter Demographics

The data shown below were collected from the profiles of 6 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 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 %
Researcher 1 50%
Student > Master 1 50%
Readers by discipline Count As %
Computer Science 1 50%
Unknown 1 50%