Form Follows Mental Models: Finding Instantiations of Image Schemas using a Design Research Approach | 0 | 0.34 | 2022 |
It's okay, honey... shhh..." - The Media Equation and Computers-Are-Social-Actors-Hypothesis in Acute Care | 0 | 0.34 | 2021 |
Blessing Robot Blessu2: A Discursive Design Study To Understand The Implications Of Social Robots In Religious Contexts | 1 | 0.35 | 2021 |
Citizen Needs - To Be Considered. | 0 | 0.34 | 2021 |
Visual Interactive Privacy Policy: The Better Choice? | 0 | 0.34 | 2021 |
Why And How To Approach User Experience In Safety-Critical Domains: The Example Of Health Care | 1 | 0.36 | 2021 |
Universal and intuitive?: scientific guidelines for icon design | 0 | 0.34 | 2020 |
MindPeaks: Formative Evaluation Method of Mindfulness Meditation Apps | 0 | 0.34 | 2020 |
Self-organizing knowledge management might improve the quality of person-centered dementia care: A qualitative study. | 0 | 0.34 | 2020 |
The Naked Truth? | 1 | 0.37 | 2020 |
Move&Find: The Value of Kinaesthetic Experience in a Casual Data Representation | 0 | 0.34 | 2020 |
Measuring Mental Effort via Entropy in VR | 0 | 0.34 | 2020 |
Designing Ritual Artifacts for Technology-Mediated Relationship Transitions. | 0 | 0.34 | 2020 |
Proxemo or How to Evaluate User Experience for People with Dementia. | 1 | 0.37 | 2019 |
Entwicklung digitaler Bürgerbeteiligungsformate - Partizipativ und Effizient? | 0 | 0.34 | 2019 |
Tangible Objects for Reminiscing in Dementia Care | 0 | 0.34 | 2019 |
An Emotional Response to the Value of Visualization | 3 | 0.40 | 2019 |
Entropy Of Controller Movements Reflects Mental Workload In Virtual Reality | 0 | 0.34 | 2019 |
Only one item left? - Heuristic Information Trumps Calorie Count When Supporting Healthy Snacking Under Low Self-Control. | 0 | 0.34 | 2019 |
Designing a Digital Companion to Promote Physical Activity Among Sedentary Office Workers. | 0 | 0.34 | 2018 |
The Impact of Tangible Props on Gaming Performance and Experience in Gestural Interaction. | 1 | 0.36 | 2018 |
Cursor Entropy Reveals Decision Fatigue | 0 | 0.34 | 2018 |
Lost in Space? 3D-Interaction-Patterns für einfache und positive Nutzung von 3D Interfaces. | 0 | 0.34 | 2018 |
Multimodal Effects of Color and Haptics on Intuitive Interaction with Tangible User Interfaces. | 0 | 0.34 | 2018 |
UX-Evaluationen in der Erinnerungspflege bei Demenz. | 0 | 0.34 | 2018 |
Evaluating Interaction-Triggered Emotions in People with Dementia. | 0 | 0.34 | 2017 |
Alterseffekte bei der Nutzung von Online-Mediatheken - eine Usability-Evaluation. | 0 | 0.34 | 2017 |
Evaluation eines Public Displays für Menschen mit Demenz. | 0 | 0.34 | 2017 |
Texture Metaphors and Tangible Interaction: No Smooth Relationship? | 0 | 0.34 | 2017 |
Expected Behavior and Desired Appearance of Insect-Like Desk Companions. | 1 | 0.35 | 2017 |
Beyond Knowledge Acquisition: Medical Device Training as a Cooperative Process. | 1 | 0.35 | 2017 |
Transition Animations Support Orientation In Mobile Interfaces Without Increased User Effort | 0 | 0.34 | 2017 |
How Cognitive Linguistics Inspires HCI: Image Schemas and Image-Schematic Metaphors. | 6 | 0.64 | 2017 |
"Stop over there": natural gesture and speech interaction for non-critical spontaneous intervention in autonomous driving. | 0 | 0.34 | 2017 |
Interaction Under Pressure: Increased Mental Workload Makes Issues of Intuitive Interaction Visible. | 0 | 0.34 | 2017 |
Smart lighting in dementia care facility. | 0 | 0.34 | 2016 |
Tangible interaction drawers for people with dementia: retrieving living experiences from past memories. | 1 | 0.37 | 2016 |
Tangibles fu?r Menschen mit Demenz: Erinnerungen zum Anfassen. | 0 | 0.34 | 2016 |
Anpassung von Contextual Design für den Kontext Demenz. | 0 | 0.34 | 2016 |
Towards Supporting Caregivers to Monitor the Whereabouts of People with Dementia. | 1 | 0.37 | 2016 |
Autonomous desktop companions: comparing interactive zoomorphs. | 0 | 0.34 | 2016 |
HCI in der Lehre - am Puls der Zeit? | 0 | 0.34 | 2016 |
Substituting Color for Haptic Attributes in Conceptual Metaphors for Tangible Interaction Design. | 6 | 0.51 | 2016 |
Soft Pillows and the Near and Dear: Physical-to-Abstract Mappings with Image-Schematic Metaphors. | 5 | 0.57 | 2016 |
"Turn Left After the Heater": Landmark Navigation for Visually Impaired Users. | 0 | 0.34 | 2016 |
Ambient light as spatial attention guidance in indoor environments. | 2 | 0.40 | 2016 |
Senior, follower and busy grumbler: user needs for pervasive participation | 0 | 0.34 | 2015 |
Comparing Pictorial and Tangible Notations of Force Image Schemas | 1 | 0.37 | 2015 |
Augmented Happiness: Simple Color Changes Influence Users' Conceptual Choices | 0 | 0.34 | 2015 |
Examining the design space of insect inspired notifications | 3 | 0.42 | 2015 |