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Using the Kano Model to Balance Delight and Frustration for an Enterprise Application.

, , and . CHI Extended Abstracts, page 3021-3027. ACM, (2016)

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Therapeutic Gaming in Context: Observing Game Use for Brain Injury Rehabilitation., and . CHI Extended Abstracts, page 1169-1174. ACM, (2015)How Do the Open Source Communities Address Usability and UX Issues?: An Exploratory Study., and . CHI Extended Abstracts, ACM, (2018)Capturing the Practices, Challenges, and Needs of Transportation Decision-Makers., , , , and . CHI Extended Abstracts, page 1-7. ACM, (2020)Facilitating Asynchronous Participatory Design of Open Source Software: Bringing End Users into the Loop., , and . CHI Extended Abstracts, page 438:1-438:7. ACM, (2021)"It's Sink or Swim": Exploring Patients' Challenges and Tool Needs for Self-Management of Postoperative Acute Pain., , , , and . CoRR, (2024)Cognitive Rehabilitation Potential of a Driving Simulation Game for BrainInjury: A Pilot Study., , , , and . CHI PLAY (Companion), page 179-185. ACM, (2017)Adapting Usability Heuristics to the Context of Mobile Augmented Reality., and . UIST (Adjunct Volume), page 4-6. ACM, (2020)"Inconsistent Performance": Understanding Concerns of Real-World Users on Smart Mobile Health Applications Through Analyzing App Reviews., and . UIST (Adjunct Volume), page 12:1-12:4. ACM, (2022)Leveraging Design Patterns to Support Designer-Therapist Collaboration When Ideating Brain Injury Therapy Games., , , and . CHI PLAY, page 291-303. ACM, (2017)Motion-games in brain injury rehabilitation: an in-situ multi-method study of inpatient care., and . ASSETS, page 58:1-58:2. ACM, (2013)