Cost-justifying usability
Mobile phone usage of young adults: the impact of motivational factors
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Does Branding Need Web Usability? A Value-Oriented Empirical Study
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part II
A study on the improving product usability applying the kano's model of customer satisfaction
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: interaction design and usability
Dimensions of self-efficacy in the study of smart phone acceptance
Computer Standards & Interfaces
Measuring user-satisfaction with electronic consumer products: The Consumer Products Questionnaire
International Journal of Human-Computer Studies
A design science framework for designing and assessing user experience
HCII'11 Proceedings of the 14th international conference on Human-computer interaction: design and development approaches - Volume Part I
Human-to-human interfaces for remote service kiosks: the potential of audiovisual communication
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
Tourism Mobile Application Usability: The Case of iTicino
International Journal of E-Services and Mobile Applications
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Consider the following three stories about usability and consumer appliances. • A cellular phone with significant usability problems was launched. Still, the product was a great sales success and many users even seemed to have enjoyed using the product. • A new generation game device was developed. It had usability problems that led to wide-spread user dissatisfaction and the reputation of the product was severely damaged. • Some users of a new generation smart phone were happy with the product while others rejected it, finding its usability problems intolerable.