DUXU: 8TH INTERNATIONAL CONFERENCE ON DESIGN, USER EXPERIENCE AND USABILITY

“User experience” (UX) refers to a person’s thinking, feeling, and behavior in using interactive systems. UX design becomes fundamentally important in new and emerging mobile, ubiquitous, and omnipresent computer-based contexts. The scope of design, user experience and usability (DUXU) extends to all aspects of the user’s interaction with a product/service, how it is perceived, learned, and used, and addresses design knowledge, methods and practices, with a focus on a deeply human-centered processes. Usability, usefulness, and appeal are fundamental requirements for effective user experience design. The conference solicits papers reporting results, covering a broad range of research and development activities on a variety of related topics, from professionals, academics, and researchers. Professionals included designers, software engineers, scientists, marketers, business leaders, and practitioners in such fields as AI, architecture, financial/wealth management, game design, graphic design, finance, healthcare, industrial design, mobile, psychology, travel, and vehicles.

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Indicative topics/keywords of the broad spectrum of issues to be addressed:

  • Anthropology and ethnography
  • Branding
  • Chart and diagram design
  • Color and image design
  • Creativity
  • Design thinking, design philosophy, and design patterns
  • Design/evaluation for cross-cultural users
  • Design patterns
  • Education/training
  • Emotion, motivation, and persuasion design
  • Ethical/social issues
  • Gamification, especially of enterprise applications
  • Globalization, localization, and culture issues
  • Heuristics
  • Information/knowledge design/visualization
  • Internet of Things
  • Management of DUXU processes
  • Map, wayfinding, and signage design
  • Marketing
  • Metaphor, mental-model, navigation design
  • Mobile products/services, including mobile TV/video
  • Personalities, psychology, personas
  • Persuasive Technology
  • Robots, AI agents
  • Sci-Fi, speculative fiction, future trends
  • Search Design
  • Semiotics: Sign/symbol/icon design
  • Service Design
  • Social networks, especially in the enterprise
  • Storytelling, design fiction, non-fiction, comics
  • Sustainability
  • Three-D Printing
  • UX design in Africa, China, India, Japan
  • Vehicle and automotive design
  • Virtual reality, augmented reality, and mixed reality
  • Wearables, fashion, and beauty technology
  • Women, gender
  • Program Chair

    AARON MARCUS

    Aaron Marcus and Associates, USA

  • Program Chair

    WENTAO WANG

    Baidu, Inc., P.R. China

  • Board Members

  • Sisira Adikari
    University of Canberra, Australia
  • Claire Ancient
    University of Winchester, United Kingdom
  • Jan Brejcha
    Independent researcher, Czech Republic
  • Silvia De los Rios
    Life Supporting Technologies - Universidad Politecnica de Madrid, Spain
  • Marc Fabri
    Leeds Beckett University, United Kingdom
  • Josh Halstead
    The Disabled List, United States
  • Wei Liu
    Beijing Normal University, P.R. China
  • Yang Meng
    Lianxiang Education Institute, P.R. China
  • Judith Moldenhauer
    Wayne State University, United States
  • Jingyan Qin
    University of Science & Technology Beijing, P.R. China
  • Francisco Rebelo
    University of Lisbon, Portugal
  • Christine Riedmann-Streitz
    MarkenFactory GmbH, Germany
  • Elizabeth Rosenzweig
    Bentley University / User Experience Center, United States
  • Patricia Search
    Patricia Search, United States
  • Marcelo Soares
    Hunan University, P.R. China
  • Carla Spinillo
    UFPR- The Federal University of ParanĂ¡, Brazil