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From Microsoft Word 2003 to Microsoft Word 2007: Design Heuristics, Design Flaws and Lessons Learnt.

, , и . HCIS, том 332 из IFIP Advances in Information and Communication Technology, стр. 289-292. Springer, (2010)

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Promoting Healthy and Active Ageing through Exergames: Effects of Exergames on Senior Adults' Psychosocial Well-Being., , , , и . CW, стр. 288-291. IEEE, (2018)From Microsoft Word 2003 to Microsoft Word 2007: Design Heuristics, Design Flaws and Lessons Learnt., , и . HCIS, том 332 из IFIP Advances in Information and Communication Technology, стр. 289-292. Springer, (2010)Exploring Factors That Make Online Interactive Games Successful: A Heuristic Approach., , и . APCHI, том 5068 из Lecture Notes in Computer Science, стр. 362-371. Springer, (2008)Web Searching for Health Information: An Observational Study to Explore Users' Emotions., , , и . HCI (2), том 8005 из Lecture Notes in Computer Science, стр. 181-188. Springer, (2013)Creativity in Digital Libraries and Information Retrieval Environments., , и . ICADL, том 2911 из Lecture Notes in Computer Science, стр. 398-410. Springer, (2003)PAPER for an Educational Digital Library., , , и . ICADL, том 2911 из Lecture Notes in Computer Science, стр. 493-504. Springer, (2003)Sentence-Level Sentiment Polarity Classification Using a Linguistic Approach., , , и . ICADL, том 7008 из Lecture Notes in Computer Science, стр. 77-87. Springer, (2011)Investigating Perceptions of a Location-Based Annotation System., , , , , , , , , и . AMT, том 6335 из Lecture Notes in Computer Science, стр. 232-242. Springer, (2010)Information seeking in academic learning environments: an exploratory factor analytic approach to understanding design features., , , и . JCDL, стр. 335. ACM, (2006)Let's play together: Effects of video-game play on intergenerational perceptions among youth and elderly participants., , , и . Comput. Hum. Behav., 29 (6): 2303-2311 (2013)