DUXU: 10TH 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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The related topics include, but are not limited to:

  • Accessibility, illiterate users, the next billion users
  • Aging and DUXU
  • Anthropology and ethnography
  • Bias in DUXU: women, gender, people of color
  • Branding
  • Chart and diagram design
  • Color and image design
  • Creativity
  • Design thinking, philosophy, and patterns
  • Design/evaluation for cross-cultural users
  • Disability and DUXU
  • Diversity in UX design
  • DUXU and Emerging Technologies
  • DUXU in Africa
  • DUXU in China
  • DUXU in the Middle East
  • Education/training/children UX issues
  • Emotion, motivation, and persuasion design
  • Ethical/social issues
  • Gamification, especially of enterprise applications
  • Globalization, localization, and culture issues
  • Health, Covid-19, and DUXU
  • Financial DUXU
  • Heuristics
  • Information/knowledge design/visualization
  • Internet of Things (IoT)
  • 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
  • Politics and Racism in the DUXU community
  • Robots, AI agents
  • Sci-Fi, speculative fiction, future trends
  • Search Design
  • Semiotics: Sign/symbol/icon design
  • Service Design
  • Program Chair

    Marcelo M. Soares

    Hunan University, P.R. China

  • Program Chair

    Elizabeth Rosenzweig

    Bentley University / User Experience Center, USA

  • Program Chair

    AARON MARCUS

    Aaron Marcus and Associates, USA

  • Board Members

  • Sisira Adikari
    The University of Canberra, Australia
  • Claire Ancient
    University of Winchester, United Kingdom
  • Roger Ball
    Georgia Institute of Technology, United States
  • Eric Brangier
    Université de Lorraine, France
  • Silvia De los Rios
    Universidad Politecnica de Madrid, Spain
  • Marc Fabri
    Leeds Beckett University, United Kingdom
  • Ernesto Filgueiras
    University of Beira-Interior, Portugal
  • Josh A. Halstead
    California College of the Arts Extension, United States
  • Chris Hass
    Kanda Software Inc., United States
  • Wei Liu
    Beijing Normal University, P.R. China
  • Zhen Liu
    South China University of Technology, P.R. China
  • Martin Maguire
    Loughborough University, United Kingdom
  • Judith Moldenhauer
    Wayne State University, United States
  • Gunther Paul
    James Coook University, Australia
  • Francisco Rebelo
    University of Lisbon - Portugal, Portugal
  • Christine Riedmann-Streitz
    MarkenFactory GmbH, Germany
  • Patricia Search
    Rensselaer Polytechnic Institute, United States
  • Dorothy Shamonsky
    Brandeis University, United States