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Advances in Usability, User Experience, Wearable and Assistive Technology

Proceedings of the AHFE 2020 Virtual Conferences on Usability and User Experience, Human Factors and Assistive Technology, Human Factors and Wearable Technologies, and Virtual Environments and Game Design, July 16-20, 2020, USA

Tareq Ahram (Hrsg.), Christianne Falcão (Hrsg.)

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ca. 287,83
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Springer International Publishing img Link Publisher

Naturwissenschaften, Medizin, Informatik, Technik / Medizin

Beschreibung

This book addresses emerging issues in usability, interface design, human–computer interaction, user experience and assistive technology. It highlights research aimed at understanding human interactions with products, services and systems and focuses on finding effective approaches for improving the user experience. It also discusses key issues in designing and providing assistive devices and services for individuals with disabilities or impairment, offering them support with mobility, communication, positioning, environmental control and daily living. The book covers modeling as well as innovative design concepts, with a special emphasis on user-centered design, and design for specific populations, particularly the elderly. Further topics include virtual reality, digital environments, gaming, heuristic evaluation and forms of device interface feedback (e.g. visual and haptic). Based on the AHFE 2020 Virtual Conference on Usability and User Experience, the AHFE 2020 Virtual Conference on Human Factors and Assistive Technology,  the AHFE Virtual Conference on Human Factors and Wearable Technologies, and the AHFE 2020 Virtual Conference on Virtual Environments and Game Design, held on July 16–20, 2020, it provides academics and professionals with an extensive source of information and a timely guide to tools, applications and future challenges in these fields.

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Schlagwörter

Engaging User Experience, AHFE 2020 Proceedings, Decision making in virtual environments, Virtual reality in military education, Evaluation of educational applications, Customer co-creation, Usability of Augmented Reality Devices, Games for inclusion, Human-systems Integration, Wearable digital assistance, User-centered Mobile App Design, Eye tracking devices, Multisensorial design, Improving driver experience, Design of persuasive games, Accessible Wearable Device, Passenger interface design, Attention in virtual environments, User-centered Design Strategies