Human-Computer Interaction – INTERACT 2019 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part I

The four-volume set LNCS 11746–11749 constitutes the proceedings of the 17th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2019, held in Paphos, Cyprus, in September 2019. The total of 111 full papers presented together with 55 short papers and 48 other papers in these...

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Bibliographic Details
Other Authors: Lamas, David (Editor), Loizides, Fernando (Editor), Nacke, Lennart (Editor), Petrie, Helen (Editor)
Format: eBook
Language:English
Published: Cham Springer International Publishing 2019, 2019
Edition:1st ed. 2019
Series:Information Systems and Applications, incl. Internet/Web, and HCI
Subjects:
Online Access:
Collection: Springer eBooks 2005- - Collection details see MPG.ReNa
Table of Contents:
  • Assistive Technology for Mobility and Rehabilitation
  • (How) Can an App Support Physiotherapy for Frozen Shoulder Patients?
  • A Digitally-Augmented Ground Space with Timed Visual Cues for Facilitating Forearm Crutches’ Mobility
  • Analyzing Accessibility Barriers using Cost-Benefit Analysis to Design Reliable Navigation Services for Wheelchair Users
  • Bridging the Gap: Creating a Clinician-Facing Dashboard for PTSD
  • Using Artificial Intelligence for Augmentative Alternative Communication for Children with Disabilities
  • Assistive Technology for Visually Impaired
  • Comparing User Performance on Parallel-Tone, Parallel-Speech, Serial-Tone and Serial-Speech Auditory Graphs
  • Factors that impact the acceptability of on-body interaction by users with visual impairments
  • Faster and Less Error-prone: Supplementing an Accessible Keyboard with Speech Input
  • Investigating Feedback for Two-Handed Exploration of Digital Maps without Vision
  • Insights on older adults' attitudes and behavior through the participatory design of an online storytelling platform
  • Participatory Evaluation of Human-Data Interaction Design Guidelines
  • Cyber Security and e-voting Systems
  • Comparative Evaluation of Node-Link and Sankey Diagrams for the Cyber Security Domain
  • Comparing "Challenge-Based" and "Code-Based" Internet Voting Veriffcation Implementations
  • Mouse Behavior as an Index of Phishing Awareness
  • Perceptions of risk, benefits and likelihood of undertaking password management behaviours: four components
  • Social Engineering and Organisational Dependencies in Phishing Attacks
  • Vote-for-It: Investigating Mobile Device-Based Interaction Techniques for Collocated Anonymous Voting and Rating
  • Design Methods
  • Design Requirements of Tools Supporting Reflection on Design Impact
  • Designer Led Computational Approach to Generate Mappings for Devices with Low Gestural Resolution
  • Accessibility Design Principles
  • A Serious Game for Raising Designer Awareness of Web Accessibility Guidelines
  • Aestimo: A Tangible Kit to Evaluate Older Adults' User Experience
  • Towards Reliable Accessibility Assessments of Science Center Exhibits
  • Understanding the Authoring and Playthrough of Nonvisual Smartphone Tutorials
  • User Study: A Detailed View on the Effectiveness and Design of Tactile Charts
  • Assistive Technology for Cognition and Neurodevelopment Disorders
  • A User-Centred Methodology for the Development of Computer-Based Assistive Technologies for Individuals with Autism
  • Classifying Sensitive Issues for Patients with Neurodevelopmental Disorders
  • Effects of Menu Organization and Visibility on Web Navigation for People with Dyslexia
  • ELE - A Conversational Social Robot for Persons with Neuro-Developmental Disorders
  • S2C2: Toward an App to Support Social StoryTM Comprehension Checking in Children with ASD
  • Perception of tactile symbols by visually impaired older adults
  • Co-design andDesign Methods
  • Able to Create, Able to (Self)Improve: How an Inclusive Game Framework Fostered Self-Improvement Through Creation and Play in Alcohol and Drugs Rehabilitation?
  • Cinévoqué: Design of a Passively Responsive Framework for Seamless Evolution of Experiences in Immersive Live-Action Movies
  • P(L)AY ATTENTION! Co-Designing for and with Children with Attention Deffcit Hyperactivity Disorder (ADHD)
  • Technology, Theatre and Co-Design: Impact and Design Considerations
  • Visual Fixations Duration as an Indicator of Skill Level in eSports
  • Crowdsourcing and Collaborative Work
  • #TheDay: Triggering User Generated Videos in Participatory Media Productions
  • A Literature Review of the Practice of Educating Children about Technology Making
  • Effect of Cognitive Abilities on Crowdsourcing Task Performance
  • Ensuring the Consistency between User Requirements and GUI Prototypes: A Behavior-Based Automated Approach
  • Integrating Personas and Use Case Models
  • Smart Interactive Packaging as a Cyber-Physical Agent inthe Interaction Design Theory: A Novel User Interface
  • Design Principles for Safety/Critical Systems
  • Deep System Knowledge Required: Revisiting UCD Contribution in the Design of Complex Command and Control Systems
  • Detecting and Infuencing Driver Emotions using Psycho-physiological Sensors and Ambient Light
  • Evaluating mixed reality notifications to support excavator operator awareness
  • Exploring the Effects of Replicating Shape, Weight and Recoil Effects on VR Shooting Controllers
  • On the reliability and factorial validity of the Assessment Scale for Creative Collaboration