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.
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
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Program Chair
Martin Schrepp
SAP SE, Hockenheim, Germany
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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.