DUXU: 15th International Conference on Design, User Experience and Usability

User experience (UX) refers to an individual’s thinking, feeling, and behavior when 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) encompass all aspects of the user’s interaction with a product or service, including how it is perceived, learned, and used. It addresses design knowledge, methods, and practices, with a focus on 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 (for example, designers, software engineers, marketers, business leaders), academics, and researchers in fields such as AI, architecture, financial/wealth management, game design, graphic design, finance, healthcare, industrial design, mobile technology, psychology, travel, and vehicles.

Call for participation leaflet (123KB)

The related topics include, but are not limited to:

  • Aging, Older Users, Age Factors
  • Anthropology, Ethnography
  • Artificial Intelligence (AI), Machine Learning
  • Augmented, Virtual and Mixed Reality
  • Automotive, Public Transport, Intelligent Vehicles
  • Branding, Marketing
  • Children, Younger Consumers, Generation Z
  • Cognition, Mental-Models, Metaphors
  • Computer-Supported Collaborative Work and Learning
  • Creativity, Empathy, Flow
  • Cultural Differences, Globalization, Localization
  • Cultural Heritage, Museums, Digital Art
  • Design Elements: Search, Navigation, Forms, Tables
  • Design Thinking, Storytelling, Prototyping
  • Digital Divide, Participation
  • Disabilities: Visual Impairment, Autism, Deaf Users, Dementia
  • DUXU in different regions (Afrika, Middle East, etc.)
  • eCommerce, Fashion, Tourism
  • Education, Training, Edutainment
  • eGovernment
  • Emotion, Motivation, Persuasive techniques
  • Enterprise Software, Financial Products, Service design
  • Ethics, Sustainability, Social Issues
  • Eye Tracking, Usage Tracking
  • Games, Gamification, eSports
  • Gender Differences, Gender Stereotypes
  • Gesture and Touch Interaction
  • Guidelines, Design Systems, Design Heuristics
  • Health and Well-Being
  • History of HCI, UX
  • Human-Robot-Interaction
  • Information Architecture
  • Inspection Methods, Heuristic Evaluation, Walkthroughs
  • Internet of Things (IoT)
  • Kano model
  • Kansei Engineering
  • Low Literacy, Illiterate Users, Dyslexia
  • Mobile Applications
  • Natural User Interfaces, Wearables
  • Participatory Design, Co-Design
  • Personas, Use Cases
  • Sci-Fi, Speculative Fiction, Future Trends
  • Semiotics: Signs, Symbols, Icons
  • Smart Environments, Smart Homes
  • Social-Media, Communication
  • Speculative and Critical Design, Design Fiction
  • Surveys, Questionnaires
  • Usability Tests
  • User Study, Diary Study
  • UX Management, Agile UX, Maturity Models
  • Visualization: Charts, Maps, Diagrams, Colors, Images
  • Voice Interaction, Voice Assistants
  • Web Design
  • Program Chair

    Martin Schrepp

    SAP SE, Hockenheim, Germany

  • Board Members

  • TBA

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The HCI International Conference respects the decisions of all its contributors, engaged in any way, regarding their institutional affiliations and designations of territories, in all material / content published in its website, taking a neutral stance in relation to any disputes or claims. Moreover, the HCI International Conference fully concurs with the Territorial Neutrality Policy of Springer Nature, Publisher of its proceedings.