Usability and User Experience

book-cover

Editors: Tareq Ahram, Christianne Falcão

Topics: Usability & User Experience

Publication Date: 2022

ISBN: 978-1-958651-15-5

DOI: 10.54941/ahfe1001683

Articles

Tesla Model 3: Impact of Vertical Segmentation on Visual Search Time

Automotive industries are implementing high-end technology with minimalistic design and advancing rapidly. Tesla Model 3 is among those automobiles replaced physical knobs with fully functional touchscreen screens to enhance the minimal interior aesthetic. All the in-vehicle touchscreen interaction requires visual attention allocation between driving and touchscreen interaction resulting in drivers' divided attention posing a hazard or risk to the driver's safety. This research aims to assess the impact of the vertical grid design of the Tesla Model 3 infotainment system on visual search time while multitasking. For comparison, a horizontal grid design was prototyped to see the difference in visual search time between vertical and horizontal grid designs. Task success rate, the number of incorrect searches, reaction time for search, and subjective measures were considered to assess the dimension of efficiency and satisfaction. Eleven novice participants performed visual search tasks and answered follow-up questions based upon the task experience. Visual search task was designed using Psycho-Py and to collect real-time data Pavlovia.org online platform was used to run the experiment. Each trial in the visual search tasks starts with a red color fixation cross presented on a grey background lasting on-screen for 500 milliseconds. This fixation cross was followed by an on-road driving video that contains a question presented on the top-center of the video display. An image of the infotainment system appears at the bottom right corner of the screen at different time stamps lasting for 2 seconds. When a participant presses the right or left key based on the response, the video automatically terminates. This is followed by a two-response window, one after the other; the first response window where the participant must type the visual searched target answer asked during the video. In the second response window, the participant must typecast the total number of cars counted. A fixation cross appears again for 500 milliseconds indicating to participants that the subsequent trial will begin after this. After task completion, follow-up questions were asked. The purpose of asking follow-up questions was to understand the frustrations and difficulty experienced by the participants while searching target on the infotainment screen. A mixture of quantitative and qualitative data was gathered to assess the goals of efficiency and satisfaction. The result indicates that task success rate or target miss rate, and incorrect task response are high in the vertical grid design of the Tesla Model 3 infotainment system. Visual search time for vertical grid conditions was significantly higher than the NHTSA guideline. The results showed that the horizontal grid design strategy leads to a better target visual search user experience. The study concludes that the Tesla Model 3 infotainment system lacks discoverability, goal-based design, affordance, visual momentum, mode awareness, and consistency with the user's mental model. A robust design is required to achieve the crucial information search without leading the driver to a high risk of causing adverse consequences due to interface design. This research was conducted and submitted to the faculty of the graduate program in Human Factors/ Ergonomics for the partial fulfillment of the requirements for the Degree Master of Science.Keywords: visual attention, NHTSA guideline, discoverability, affordance, visual momentum, mode awareness, mental model

Paridhi Mathur, Abbas Moallem
Open Access
Article
Conference Proceedings

Methods to Promote Increased Usage of Voice Interaction in a Vehicle

As in-vehicle infotainment systems become increasingly complex, and as manufacturers increasingly move functions and features into the in-vehicle screen, interacting with these systems is resulting in increased demand, eyes-off-the-road time, and task completion time. To combat this complexity, some manufacturers have incorporated voice assistants into their vehicles, allowing drivers to speak to their vehicles to perform tasks rather than use touch. However, these assistants currently offer a limited feature set, and are generally passive, requiring manual activation. Here we outline early, but on-going work looking at techniques that can be used to nudge users towards using voice. Participants were presented with 6 prototype in-vehicle infotainment systems (IVIS), which varied in terms of how they nudged participants towards using voice and asked to perform a series of representative in-vehicle tasks. Data shows the most effective method for nudging was automatic activation of the voice assistant when opening the appropriate app, with participants using voice 60% of the time.

Karl Proctor, Lee Skrypchuk, Daniel Clifton, Mutlu Isik
Open Access
Article
Conference Proceedings

The influence of music on colour preference in vehicle environment

Many experiments have proved that vision and hearing effect each other in many ways, and this phenomenon is of great significance to design (Zhang,2019)(Anderson,2014). Among the design of car cockpit, color is one of the most important elements of cockpit visual design, and different color directly affect people's experience in the cockpit (Satake,2011). We selected eight colors in study which are red, yellow, orange, blue, green, cyan, white and gray, and each color was set to two brightness levels and three music modes: non music, light music and bass-heavy music. Meanwhile, we used a head-mounted virtual reality display (HMD) to simulate the in-car environment, and assessed 55 participants on their level of color preference. In study we found that music changed people's preference for the color of the car cockpit environment and the degree of color preference was related to the type of music.Reference:[1]Zhang, Y., Liu, P., Han, B., Xiang, Y. and Li, L., 2019. Hue, chroma, and lightness preference in Chinese adults: Age and gender differences. Color Research & Application, 44(6), pp.967-980.[2]Anderson, P.W. and Zahorik, P., 2014. Auditory/visual distance estimation: accuracy and variability. Frontiers in psychology, 5, p.1097.[3]Satake, I., Xin, J.H., Tianming, T., Hansuebsai, A., Ando, K., Sato, T., Kajiwara, K. and Ohsawa, S., 2011. A comparative study of the emotional assessment of automotive exterior colors in Asia. Progress in Organic Coatings, 72(3), pp.528-540.

Yusen Zhu, Ao Jiang, Junbo Dong, Yeming Pang, Yuqing Liu, Jiacheng Liu, Xiang Yao, Stephen Westland, Caroline Hemingray
Open Access
Article
Conference Proceedings

Design of electric bicycle for take-away delivery based on KANO model and TRIZ Theory

With the huge variables ushering in the Chinese takeaway market “COVID-19 pandemic”, there are more sinking user markets that continue to flood into it and the takeaway industry is booming. After the epidemic, the meaning of the word "takeaway" was extended from catering to food delivery, medicine delivery, and all kinds of necessities, and the takeaway delivery gradually accompanied the new retail consumption habits developed by users during the epidemic. In the whole service system of take-out delivery, with the increasing number of take-out delivery personnel, the take-out delivery e-bikes used are still ordinary travel e-bikes, lacking consideration and design of user behavior and usage scenarios. In the context of the new national standard "electric bicycle safety technical specifications" policy, there are still many takeaway delivery using electric bicycles do not meet the specifications, due to the delivery of limited time to arrive, a one-time delivery of overloaded goods and other cases of traffic accidents caused by frequent. This study introduces the KANO model and hierarchical analysis and TRIZ theory to study the real needs of users, and seeks to conduct innovative design research on take-away delivery electric bicycles.In the preliminary stage of the study, the secondary data research method was used to conduct preliminary summary research on a variety of businesses extending from the take-out industry, and the delivery process of riders in the take-out industry service system after receiving orders was derived through observation, interview, focus group discussion, and questionnaire research methods. Based on the KANO model framework to classify and prioritize user requirements, the non-linear relationship between product features and user satisfaction is identified based on the analysis of the impact of user requirements on user satisfaction. Recognize product and service requirements from the user's perspective, design and publish a valid questionnaire, summarize and classify the survey results, and build a quality model. Further research and analysis of the quality model to identify the sensitivity of specific measurement indicators. Combined with the hierarchical analysis method, the elements within the same level are compared in two-by-two analysis to determine their respective weights for the previous level, and finally give the importance ranking of all factors relative to the total goal, and finally tap into the real user needs. The TRIZ theory is then used to provide systematic theoretical and methodological tools for problem transformation, analysis and solution of needs creatively using innovative thinking methods and problem analysis methods, following the laws of technological system evolution. The KANO model and hierarchical analysis method are effectively combined with TRIZ theory to gradually quantify the qualitative analysis, which can generate more objective research data conclusions and provide innovative ideas for the design research of electric bicycle for delivery.In this study, the different needs of users are organized and differentiated in a hierarchical manner through KANO model analysis, combined with different emotional hierarchical need points of users. Predict the direction of users' emotional needs for the product, and match their emotional requirements with the product at different levels. Combined with the interview research, the design study was conducted taking into account the human-machine factors for the take-away delivery electric bicycle. In line with the new national standard policy, the delivery time of the rider is guaranteed at the same time, the area of the delivery goods and pick-up efficiency is improved, and the riding experience and safety of the rider are also taken into account. This is a research exploration of the takeaway delivery industry.This study combines the KANO model, hierarchical analysis and TRIZ theory to design a study on the process of users for take-out delivery. Through an in-depth study of user behavior, combined with the quantitative study of hierarchical analysis, different levels of demand are derived. Then, through TRIZ theory and emotional design, the take-out delivery service system was optimized and the innovative design of the take-out delivery bicycle was studied. In this study, based on the KANO model approach, the visual experience is designed from the appearance and user experience, giving the electric bicycle emotional factors to form a design that meets the user's needs. The whole design process also explored the correlation between design emotional needs and design form. The design solution evaluation results verified the effectiveness and feasibility of the KANO model approach to user needs analysis in product design and provided an effective solution for the design innovation of electric bicycle for take-away delivery.

Miao Liu, Yufeng Wu
Open Access
Article
Conference Proceedings

External Human-machine Interface Design for Automated Vehicles Based on Analytic Hierarchy Process

This research provides a theoretical basis and guidance for the design by establishing a demand index system for the external human-machine interface for automated vehicles. First of all, starting from literature research, combined with market product analysis and user interviews, to establish functional demand indicators for the design of external human-machine interface, then collect data through user surveys, and calculate through AHP to obtain the weights of each level and each element. Clarify the preference characteristics of each demand and carry out consistency test to establish an evaluation system to provide a basis for subsequent decision-making and design practice. Finally, combining the research conclusions and design practice, an external human-machine interface for automated vehicles is designed that meets the user's preferences and characteristics, and provides a usable and effective interface for pedestrians.

Jing Yang, Wumin Ouyang
Open Access
Article
Conference Proceedings

User eXperience Heuristics for Geoportals

A web portal is defined as a “website that acts as a connection to a collection of information or resources including sources, services, news, tutorials, tools and an organized collection of other references from different websites” (Maguire and Longley, 2005). Specifically, the expression “geospatial resources” is used for geospatial information and services, where this “geoportal” is a type of portal, where it deals with resources with these characteristics. Based on the review that we performed, we can define a geoportal as a website that is considered an entry point to geographic content on the web or, more simply, a website where geographic content can be discovered. Several features can define this type of portals. According to the “Spatial Data Infrastructure of Uruguay” (IdeUy, 2018), geoportals have the following characteristics: User interface; Metadata; Data access; Documentation; Contact; and Help.According to the ISO 9241-11 standard (2018), the User eXperience (UX) is defined as “the perceptions and responses of the person resulting from the use and/or anticipated use of a product, system or service”. The UX evaluation is an important task to perform when developing any kind of websites. It is necessary to assess whether the websites meet the needs of the users and whether it fits properly in the physical, social, and organizational context in which it will be used. In this regard, it is important to evaluate whether a geoportal is intuitive, easy to use, and allows users to complete their objectives. UX should be explicitly considered, since the information, the content, the, presentation and the structure of the website should generate a user-friendly experience, motivating people to use the several functionalities and tools provided by the geoportal.Heuristic evaluation is an inspection method where expert evaluators detect potential usability/UX problems, based on heuristics (Nielsen and Molich, 1990). Nielsen’s heuristics allow evaluators to inspect a website in a general way, without focusing on specific domain features. However, the above makes it difficult to detect usability/UX domain-specific problems. Geoportals have their own features that differentiate them from other products, so it is necessary to use a set of specific and appropriate heuristics for these types of websites. Moreover, we think that heuristics can help detecting problems related to UX, and not limited to usability aspects (Quiñones et al., 2018, Quiñones and Rusu, 2019).This article presents a set of 10 heuristics to evaluate the UX of geoportals. The heuristics were developed using the methodology proposed by Quiñones et al. (2018). The methodology proposes eight stages to develop and validate a new set of heuristics and can be applied iteratively, repeating the stages that are necessary to refine the proposed set. We performed a preliminary validation with UX experts in order to refine and improve the proposed set of UX heuristics for geoportals.

Daniela Quiñones, Andrés Barraza, Luis Rojas
Open Access
Article
Conference Proceedings

User Experience Study on Self-Checkout System of Hypermarkets in Taiwan

In recent years, many hypermarkets have introduced self-checkout technology. The introduction of new technology is meant to provide a better experience for consumers and reduce the workload of store staff. However, the fact that a few extra staff members are still required to assist consumers in the self-checkout process reflects that consumers still have doubts about the service quality.In this study, 30 subjects who had never used self-checkout were invited to conduct task experiments on the machines at the two large hypermarkets in Taiwan. The assessments included (1) Functional Sequence: to understand the difference between the expected operation process and the actual one, (2) Task Operations: including membership login, scanning of different packaged products, electronic receipt registration, and payment checkout, with the operating time recorded throughout the experiment, (3) to understand the difference between the two self-checkout Systems in terms of interface functions and evaluation by using System Usability Scale (SUS), NASA-TLX and semi-structured interview.It was found that incorrect operation of the payment devices occurred in both machines of the two hypermarkets. The prompts from the system interface were not effective in helping the subjects to operate the machines smoothly. We found that (1) The interface of the hypermarket A was laid out with both illustrations and function buttons, resulting in 73% of the subjects failing to distinguish the difference between the two types of information and causing incorrect operation and failure to find the device; (2) The interface of the B market uses the photo prompt information; 60% of the test subjects ignore the photo, and the interface information cannot effectively assist the test subjects to operate; (3) The design of the machine uses a vertical screen (24" for both machines) and a full-page layout interface, which makes it easy for the test subjects to ignore the buttons, prompts, and hardware devices located in the corners of the interface when operating at close range.Moreover, the SUS of the machines in the two hypermarkets were 74.66 (C level) and 51.83 (F level) respectively, and neither of them could meet the operational requirements. This study found that when the test subjects operated the machines for the first time and faced with the queue of people, their mental stress level and error rate increased. The future interface design of the system should strive for precise operation and information understanding within a short period of time.

Po Jen Yang, I Wen Yen, Meng-Cong Zheng
Open Access
Article
Conference Proceedings

Eliciting potential for positive UX using psychological needs: Towards a user-centered method to identify technologies for UX in the car interior

Positive user experiences (PUX) in the vehicle interior will be enabled by choosing the technologies with the potential to provide such experiences. Design for PUX in general exists, but methods to assess and compare technologies regarding their PUX potential are missing. Building on the insight that fulfillment of basic psychological needs may lead to PUX (Hassenzahl et al., 2010), this paper presents the first iteration of the user-centered method Tec4UXNeeds. Tec4UXNeeds combines VR representations of technologies and half-structured interviews to identify PUX potential of technologies: which basic psychological needs a technology may fulfill and in which use cases the technology could be used to enable need fulfillment. The method is applied for two display technologies in a standardized within-subjects study (n = 27). The study investigates whether the method Tech4UX enables participants to describe whether a technology has a potential to fulfill psychological needs for them and whether the method is specific enough to find differences in need fulfillment potential between technologies described by participants.Preliminary results identified distinct levels of need fulfillment for the first and second display technology (Display on Demand & Holography). Data will be analyzed further using qualitative content analysis. The method will be optimized iteratively in the future.

Valeria Bopp-Bertenbreiter, Stefan Klein, Doreen Engelhardt, Lena Rittger, Frederik Diederichs, Harald Widlroither, Matthias Peissner
Open Access
Article
Conference Proceedings

Designing a UX Mobile App for Hydration and Sustainability Tracking in Academia

Higher Education Institutions (HEIs) are favored atmospheres in the civic training of their audiences, undertaking a major role in Global Sustainable Development. The management of waste packaging represents a huge environmental footprint, particularly the plastic water bottles which constitute a major example of everyday waste that directly impacts our lives, not only ecologically, but also economically. Hence, the project RefillH20 proposes to reduce the sales of plastic water bottles in the 6 schools of the Polytechnic Institute of Viana do Castelo (IPVC), respective bars, canteens, and halls of residence. For this purpose, a smartbottle, equipped with a radio frequency identification (RFID) chip, has been designed and integrated within an institutional ecosystem, that includes several smart refill stations, enabling an automatic filling process with no physical contact with the equipment. This approach enables not only the computation of water consumption metrics typically used for hydration assessment but also the computation of relevant sustainability metrics and indicators through a mobile application, such as the number of refills per period of time, amount of consumed water, the estimated amount of averted plastic waste considering different approaches (temporal, cumulative, individual or referring to colleges, classes, etc.), the energy-saving from overall waste reduction and reduction of greenhouse gas (GHG) emissions and information on users’ environmental footprint. This work presents the development of a high fidelity UX Mobile App prototype, which aims to allow users of RefillH20 ecosystem to monitor their water intake habits, as well as their contribution to improving the overall environmental sustainability in academia, and thus promoting the creation of awareness regarding their effective ecological footprint. By using a UX Design approach, the users have been involved interactively with these new digital products and services idealization, through their appearance and how they feel, use and remember such interactions.

Ana Filomena Curralo, Pedro Miguel Faria, Antonio Curado, Paula Azeredo, Sergio I. Lopes
Open Access
Article
Conference Proceedings

User Experience and Service Mode of Telecare System with Handheld Devices

In developed countries, aging, chronic diseases, and preventive health management have been important topics of concern. Many entrepreneurial have entered the start-up market, trying to integrate design concepts related to medical institutions, wearable devices, health services, cloud computing to build a better and more convenient platform. How to realize online medical services of traditional medical institutions through a handheld user interface and provide users with friendly and reassuring medical services is a thorny problem faced by interactive designers. This study focuses on telecare systems' user experience and service mode with handheld devices. The research methodology uses the concepts of co-creation workshops and the discount usability engineering. In this study, six experts with relevant telecare or interaction knowledge were invited to participate in a co-creation workshop. A persona and customer journey map were created after the workshop. Existing applications were then used to integrate typical tasks. Participants would use the think-aloud technique to simultaneously manipulate the tasks and speak their thoughts when conducting heuristic evaluations. Researchers recorded their task operations and conduct brief interviews to help investigate their internal feelings. This stage is to sort out the relationship between the relevant stakeholders in the service process and help summarize the user's in-depth interaction needs in terms of user experience.

Che Liang-Yuan, Chien-Hsiung Chen
Open Access
Article
Conference Proceedings

User Experience of Visual Perception for Smart Central Control System

Intelligent technology changes the world, promotes the integration and development of industries, and changes people's way of life and form. The smart home central control system, which is closely related to our daily life, is comfortable, safe, highly stable, and reliable. This research purpose was to explore the affordance of gender visual perception for the interface design of a smart central control system. The experimental was adopted a 2 x 3 mixed factorial design to help explore whether different gender and operation modes may affect users’ visual perception. We employed convenience sampling and recruited a total of 12 participants to participate in this experiment. The experimental data were collected in relation to task performance using the system usability scale (SUS), subjective evaluations, and semi-structured interviews. The generated results revealed that: (1) The task performance shows that the interface design of the smart home central control system affects the participants' visual perception. (2) Females generally believe that the three smart home central control system interface designs are logical and innovative. (3) There was an interaction between gender and operation mode, the logic and innovation of the operation interface affected participants' perception of interaction.

Hongyu Li, Chien-Hsiung Chen
Open Access
Article
Conference Proceedings

A User Experience Investigation on Using Augmented Reality Technology for Explaining Step-by-Step Instructions

Since Augmented Reality (AR) technology is able to help young children read storybooks and understand the content more interestingly (Tuli & Mantri, 2019), as well as can help students in learning abstract geometry (Flores-Bascuñana et al., 2019), AR technology has the potential capacity to extend the representation from paper to digital, and to bring ideas from virtual to reality. In order to use AR to import step-by-step information more effectively and to provide a friendly user experience, we use AR as an auxiliary tool for step-by-step instructions to help users receive and understand the content of information in diversified ways. However, the differences between real and virtual environments often affect the user's ability to operate the devices, to read the information, and to understand the content. In order to explore how the import of AR-assisted step-by-step instructions affects users' experience during operation, we conducted a task-based test and evaluated how the viewing angle and the viewing distance have an effect on test-takers' reading of documents. We analyzed the relationship between devices and human behaviors to understand users' experience in operation, this study explores 1) what is the best viewing angle and distance when users are reading documents and operating AR system; and 2) how the relative positional relationship of the AR developing between paper-based step-by-step instructions affect users' operation. The results show that: 1) Although all test-takers have no significant difference in terms of operation of viewing angle (p=0.535) and viewing distance (p=0.489), there are significant differences in terms of time spent by test-takers on completing this task (p=0.048); 2) During this experiment, the operating range of a test-taker's viewing angle is about 70~87 degrees, while the operating range of the viewing distance is about 16~23 cm; and 3) The differences between the relative positional relationship of AR developing block and the step-by-step instructions in text has an impact on the test-taker's operating experience. The AR developing block laid out on the right-hand side of the text box allows users to have greater adaptability in operational performance among other layout arrangements.

Tingyi S. Lin, Yin Ho Wang
Open Access
Article
Conference Proceedings

Value analysis of a smart product design by using bigdata mining

Objective Put forward the value focus analysis and design method based on big data to help designers and enterprises effectively deal with and apply big data, anchor the design value and product definition through value focus, and develop popular products in the market.Method Mainly using the methods of literature research and case analysis, this paper studies the value focus and value transmission process of big data cleaning, and puts forward a product design method based on big data value focus. Result Based on the value focus of big data, the feasible and practical process of product design from big data analysis to value focus and then to design scheme is obtained, that is, big data cleaning, big data sorting and big data decision-making, mining business value, product value and user value and corresponding value interval, and proposing from big data cleaning to value focus (value and value interval), And the design process model of generating product definition and conceptual prototype.Conclusion By focusing on the value of big data to generate design value and product definition, and returning to the essence of design problems and value problems, it is a way and design method to fully face the market and realize the design of popular products. Product design based on big data value focus is a full design cycle design method with clear structure and strong operability, which can realize complete value transmission through effective design process.

Nan Hu, Jianghong Zhao, Danhua Zhao
Open Access
Article
Conference Proceedings

User Experience Design of Online Education Interactive Product for International Students Based on SAPAD and Scenario Thinking

The COVID-19 Pandemic has had a huge impact on the studying abroad industry, but also brought new opportunities by way of online education for international students. In the post-epidemic era, the blended learning model combining the online and offline modes may become the new normal in the education of international students. Within this trend, considerable attention is being paid to improving the user experience of online education for international students through interactive product design. This research focuses on the importance of behavior and scene in interaction design. Specifically, an interactive product design method based on SAPAD and scenario thinking is proposed and applied in the online education scene for international students. Firstly, by determining the specific use scenarios of the product application and performing demand analysis on objective scenarios, the core needs that affect the online education experience of international students are obtained. Finally, a preliminary design is made for an interactive product targeted at the core needs and identified target scenarios to provide a reference for optimizing user experience in online education for international students.

Bolin Yang, Ren-Ke He
Open Access
Article
Conference Proceedings

User Experiences Derived from Mass-Distribution Virtual Products are Integrated by the Spatio-Temporal Component

The mass-distribution virtual products affect in various dimensions to the users from the activation of the sensory mechanisms, anatomical responses until various cognitive processes. Through the observation of the inter-action processes made by a group of normal vision users in three mass-distribution virtual products with the assignment of a task was detected a constant in the processes of interaction: the spatio-temporal component. This component was present not only in the process of interaction with the virtual product but also in the process of interaction with the device’s work system. In turn the spatio-temporal component seems to have variations related in the activation of sensory mechanisms which depends on the characteristics of the object. The intention of these studies is to describe -with the use of networks- the spatio-temporal component during the interaction processes with the mass-distribution virtual products and to reflect on how this component affect the human behavior and user experiences.

Jorge Gil Tejeda, Lorena Olmos Pineda
Open Access
Article
Conference Proceedings

User Experience of Taiwan Railway Ticket Vending Machine

Since its inception, the Taiwan Railway Ticket Vending Machine (TRA-TVM) has been used only by a few people because of its complex functions. Meanwhile, the Taiwan Railway ticket offices always have long queues. In light of this phenomenon, the Taiwan Railways Administration has released a new system in 2021. This study aims to determine whether the new system can meet users' needs to achieve an entirely self-service ticketing process.This study evaluated the usability, user psychology, and behavior of the TRA-TVM. Participants with different levels of self-efficacy (SE) were selected before the test. The sample consisted of 36 participants (16 males and 20 females) who didn't use the TRA-TVM before. In addition, the whole test was executed online. Conducted the evaluation as follows: (1) Filled out the questionnaires and finished the function sort of the TRA-TVM before the tasks to understand the participants' thoughts and past experiences. (2) Participants were asked to operate three tasks, one of which was related to the hardware interaction of the system. (3) At the end of each task, participants had a semi-structured interview to clarify how they operated during the task. (4) When finishing all the tasks, participants need to complete the QUIS and SUS questionnaires to indicate their evaluation of what they felt about this system.The results show a high error rate in the initial operation stage for the subjects when selecting the ticketing method and when customizing the station or the time of arrival and departure. The participants' performance showed that users made more errors in purchasing tickets than in operating other system functions and found that there is no absolute relationship between the level of SE and operational performance. Only in the "Ticket Refund(Q6)" function found a significant difference between the participants' SE and the number of errors. Those with high self-efficacy (HSE) had a significantly higher error rate for the refund function than those with low self-efficacy (LSE). In the semi-structured interview, HSE mentioned that they were unnoticed the feedback on the system and therefore were not sure how to operate it. Overall, the most often mentioned problem was "Confused," like the order of the ticketing process and the logic of the operation. For example, some participants felt that the function of "Seats Left(Q2)" shouldn't be included as a ticketing method when purchasing a ticket. Or the current operational logic made it impossible for participants to understand that they couldn't use "Express Ticket Purchase" or "Non-Reserved Trains" to purchase an unreserved ticket with a bicycle. In addition, the users' initial mental model may cause the user to make poor decisions and may even intensify or reduce the users' feelings during the process. Future optimization of the system should be prioritized at two stages, namely the selection of the ticketing method and the customizing station or time of arrival and departure. These findings could be used to improve the user experience in the future, allowing users to have a better experience during the ticketing process.

Ching Yi Lee, Ching I Chen, Meng-Cong Zheng
Open Access
Article
Conference Proceedings

Comparative Study on User Experience of ATM Cardless Withdrawal Services

In response to the development of financial technology, the financial industry has already widely used self-service technology to ensure consumers’ convenience when conducting transactions. Banks have then successively applied cardless services to ATMs to provide advanced and convenient transactions for consumers. However, the use of cardless services has not been universalised. Therefore, this research compares the usability of well-known ATM cardless withdrawal services and explores why it has not been universalised. This study evaluates the usability and user experience design of the top three ATMs in Taiwan. The evaluation requires three methods. Firstly, we request users to perform two experimental task operations. The tasks include cardless service applications and cardless cash withdrawals. We also conducted behavioural mapping while users were performing their tasks to obtain usability insight. Next, we use the Single Ease Questionnaire, System Usability Scale, and Net Promoter Score to obtain users' thoughts on user behaviour, usability issues, difficulty, and satisfaction while operating the ATM cardless service interface. Lastly, we conduct a semi-structured interview to obtain insights through user evaluation, advantages and disadvantages of the interface.As a result, we found that Bank A had the best usability performance among the three banks, with a SUS score of 81 (B class) and an NPS score of 30. Furthermore, Bank A provides two entrances in the cardless service application, while Banks B and C only provide one entrance. The results show that various entrances align with the user's cognition of the operation process and can effectively reduce the time of operational tasks and the number of errors. However, in the cash withdrawal task, the information architecture of Bank A's banking app for cardless withdrawal is a layer lesser than Bank B and C. Also, users only need three steps to obtain the cardless withdrawal serial number in Bank A's banking app. In comparison, Bank B need six steps, whereas Bank C need seven steps. Therefore, short information architecture and process can effectively improve usability and users' satisfaction.However, in the cardless services application task, Bank's A application entrance is placed at a level beyond the user's expected cognition, resulting in a gradual decline in user confidence during the operation. In addition, users are unaware that bank cards are required as an authentication tool required for applying cardless services. As a result, most users feel confused whenever they are required to provide their bank card during the application process. Also, users are unable to complete tasks cognitively in the shortest process. Furthermore, all three ATM systems did not provide clear guidance steps at the appropriate time. Finally, even if Bank A's cardless withdrawal has the best performance, most users still prefer traditional password authentication for ATM transactions.The research results help understand users' operation behaviour of ATMs' current cardless service interface as a reference for subsequent design improvements.

Joon Ming Nigell Lay, I Wen Yen, Meng-Cong Zheng
Open Access
Article
Conference Proceedings

Verification of the Effects of Personalized Evacuation Alerts using Behavioral or Location Information with the Sense of Urgency in a Disaster

Delayed evacuation from a huge disaster is one of the factors that increase human damage. It has been pointed out the difficulty in urging an early evacuation after a disaster because people tend to underestimate information that is inconvenient for them, which is called normalcy bias. The most effective way to urge evacuation is to contact each of the evacuees directly, such as calling them. That is, we consider that we should provide information to evacuees that makes them feel as if it is being said to them directly.In this study, we focus on disaster alert services which send disaster information to personal mobile devices (i.e., smartphones) and consider textual expressions of alert that generate a sense of urgency for disaster. Since people always carry their smartphones with them, we expect that personal expression of alert will be possible using the information available on their own smartphones. As for information obtained from a device, in this study, we focus on the location information acquired from GPS and the behavioral information of the user acquired from the accelerometer. We assume that if an alert with textual expression that seems to identify the individual user by using these information is provided, the user receives it will feel as if it is being said to him/her directly. As for the degree of identification of individuals, three degrees of expression are set for location and behavioral information, respectively. Concretely, for location information, 1. the first indicates that a river has flooded, and 2. the second one gives the name of flooded river, and 3. the last shows the distance from the flooded river to user’s current location. For behavioral information, 1. the first includes no information about user’s behavior, 2. the second indicates that the user is reading the alert message, and 3. the last points out how the user is operating the smartphone (e.g., a smartphone is in user’s hand or on user’s desk). We set nine patterns of alert expression by combining the expression based on location and behavioral information.To verify the effectiveness of the alert expressions, we conducted a comparative verification experiment for them. In this experiment, we had the collaborators perform the specified daily task alone in a dark room hearing rain. While the collaborators were performing the task, the one evacuation alert of the nine patterns was sent to them. After receiving the alert, the collaborators confirmed it and then answered the questionnaire. Each of the collaborators repeated this process five times. In the questionnaire, we asked questions about how much they felt a sense of urgency, and how much they thought the alert was directed at them and so on. As a result of this verification, we found that textual expression using location information tend to be more effective as they feel that the message is being said to them. We will describe the detailed experimental results in the camera ready manuscript.

Tomoki Yano, Kouyou Otsu, Tomoko Izumi
Open Access
Article
Conference Proceedings

'On mobile augmented reality and user experience: A reflection and future research agenda

The ubiquity of mobile phones and the advancement of their computational capabilities is making Augmented Reality more accessible to the general public. Being actively used in diverse domains (retail, mapping and navigation, education, maintenance and industry, entertainment, social media, etc.) Mobile Augmented Reality (MAR) can bring value to companies and provide enhanced user experience, when compared with traditional interfaces. Consequently, designers have been exploring the potential of this technology to assist people with their daily life activities and create meaningful experiences.When it comes to designing MAR experiences, what concepts should be considered? What are the best practices? What skills need to be mastered? In order to answer these questions a literature review on user studies that measure the User Experience of MAR applications was conducted. User studies were purposefully targeted because a user centered design approach has consistently shown that understanding peoples’ needs and expectations can improve existing products or assist the development of new ones. The aim of this study is to report a set of well rounded recommendations to help future researchers and practitioners to design better MAR solutions, present research gaps, and provide further avenues for research.Taking the objectives of the study into account, various search strings were constructed with key search terms (e.g. “augmented reality” AND “evaluation” AND “interface design” AND “mobile”). Based on the title and abstract, the search was conducted in September 2021 in Scopus, Web of Science and IEEE Xplore databases for peer review papers from journals between 2011 and 2021. Publications in small formats, literature reviews and technology-centric performance evaluations of algorithms were excluded. The initial research retrieved 62 papers — the abstract of each paper was analyzed. After removing duplicates, and applying the inclusion and exclusion criteria, 38 documents were excluded. Hence, 24 papers were eligible for analysis.After being assembled, the articles were read in full and reviewed in terms of their scope, research methods, procedures and outcomes. 29% of the publications dedicate a considerable amount of the document to report issues related to how the applications were built from a technological standpoint, and in some cases (37.5%) the sections that focus on the user studies lack detail. Therefore, it was not possible to draw elaborate conclusions from these papers in terms of the design process and evaluation. In contrast, few papers present highly detailed descriptions regarding methodological procedures. This information resulted in a list to support measuring MAR experiences. The role of emotions in MAR has captured the interest of researchers. Moreover, topics such as audio-augmented reality, affordances, storytelling and design principles are beginning to emerge in the literature. A critical reflection on these themes and the findings from the studies altogether led to setting out guidelines to create better MAR experiences. To conclude, this literature review shows that researchers are making efforts to measure the user experience of MAR applications. However, the design process is still often disregarded. Future work should therefore explore how to design useful and usable MAR interfaces.

Ana Faria, Célia Pinto, Emanuel Sousa
Open Access
Article
Conference Proceedings

The Effects of Website Design Quality on the Success Rate of Online Web Design Agency

This study aims to investigate the effect of website design quality on the success rate of the online website design agency. This research studies the impact of the design quality of the websites on customer behavior and purchase intention of novice and experienced clients. A questionnaire was used to conduct the research. To develop a questionnaire, some variables or indicators were needed to evaluate hypotheses. Since there were no standard questionnaires with specific indicators to check the objectives, the Delphi (Fuzzy Delphi Method) method is being utilized to obtain enough information to decide on the indicators. The study population included a random sample of people from all walks of life. To collect the data, 120 questionnaires were distributed among the sample group. The results indicated that the customers' initial and sustained purchase intents are most likely influenced by the design quality of a web design agency’s website and overall design quality, presentation of their services, all-in-one service offering, the higher number of visitors, option for online payment, customer trust, and word-of-mouth has a positive impact on the success of the business. The findings show clear differences between how experienced and novice clients approach the web design agency’s website.

Ebrahim Jabbari, Chokeanand Bussracumpakorn
Open Access
Article
Conference Proceedings

Influence Mechanism of Air Humidifier Product Color and Shape on User Preference Based on Eye Tracking

Eye tracking realizes the tracking of eye movement by tracking the position of the eye's gaze point or the movement trajectory of the eyeball. It objectively shows the user's real experience of a certain product in a scientific experimental way; according to the literature, the eye The research and application of motion tracking technology in air humidifiers are few; based on this, this article takes air humidifier products as the research object, and through the method of eye movement test experimental psychology, the influence mechanism of color and shape in the field of humidifier products Conduct research to measure the user experience of consumers. Based on the eye movement method, we will conduct experimental research. The independent variables are the different colors and shapes of the air humidifier products. Dependent variables include first fixation time, first fixation duration, total fixation time, second fixation time and subjective evaluation. It is estimated that X subjects will participate in the experimental test. Through the test data analysis of the subjects, this research mainly explores the following conclusions: (1) Whether the different colors of the air humidifier products can cause significant differences in the eye movements of users (2) Whether the shape of the air humidifier product causes a significant difference to the user's eye movement attention. In addition, this research provides a reference value method for consumer decision-making for industrial design optimization in related product fields; based on quantitative analysis of eye tracking technology, explores user experience, so as to better grasp the visual preferences of target consumers and clarify products Design, development and upgrade direction, accurate market positioning.

Huai Cao, Xiuling Wang, Kaixuan He
Open Access
Article
Conference Proceedings

Investigating preferred listening levels when using noise-canceling headphones among male graduate students

Many pieces of the literature showed that the potential risk of hearing loss was increasing among the general public, especially in adolescents and young adults, caused by prolonged exposure to loud music. Users tended to listen to music with a higher volume in noisy environments (e.g., intersections and subways) than in quiet ones. According to the WHO-ITU standard level for adults (80 dBA for 40 hours a week), the listening habits worse than the recommended standard might cause hearing damage. At present, the increasingly popular Noise-canceling headphones (NCHs) can reduce environmental noise to a certain extent. Whether users would lower the volume of music when using an NCH is a concern of the research. NCHs have different listening modes for dealing with ambient noise. Hence, the primary purpose of this study was to investigate the effect of different NCHs modes on pedestrians’ preferred listening levels (PLLs) in a noisy environment and to evaluate whether their listening levels were in a safe range.Methods: Fifteen male graduate students with normal-hearing ability participated in the study. The independent variable was the modes of NCHs, including Noise Cancellation (NC), Off, and Transparency modes. The PLLs were determined by each participant and recorded as the dependent variable. Before the experiments, participants were asked to report their headphone-use habits for assessing whether they exceeded a safe listening level. During the experiments, the ambient noise of heavy traffic intersections was played through two speakers. Participants were asked to put on the headphone with a specific mode by random orders. Subsequently, each participant was requested to adjust the volume of the music until it “sounded best.” The measurements were repeated twice for the three modes. A one-way repeated measure ANOVA with Bonferroni pairwise comparisons was used for statistical analysis. Results: The results indicated that the headphone modes significantly impacted the PLLs (p<0.001). Based on the Bonferroni pairwise comparisons, participants selected the highest PLLs with the Transparency mode (67.21 dBA), followed by the Off mode (60.77 dBA), and NC mode (55.83 dBA). Besides, the self-reported results showed that the usage of headphones was five days per week and three hours per day on average. From the results, the PLLs selected by the subjects were all lower than 80 dBA, and the average listening time did not exceed 40 hours per week. It implied that the participants' listening habits were at safe listening levels. Conclusion: In a noisy environment, different headphone modes have impacted on PLLs adjustment. The PLLs selected with the NC mode are significantly lower than those with Off mode and Transparency mode. The findings of this study suggested that using NC mode in a noisy environment could reduce the risk of hearing loss compared to the other headphone modes.

Xiyan Dai, Lee Yu-Chi
Open Access
Article
Conference Proceedings

Understanding the User experience of battery electric vehicles: a perspective based on big data text mining Techniques

Battery electric vehicle (BEV) is the core innovation of low-carbon travel transformation, but there are still few evaluation studies on user experience. To more accurately understand the relatively real user experience of BEV, this paper uses text mining and natural language processing based on the big data text of BEV user experience and proposes a method for collecting, drawing, and analyzing these user experiences. In this way, the user experience of the real scene can be restored to a certain extent. The content includes are following. Firstly, obtain user comments on the typical BEV Model 3 on the online review website through crawler software, and use natural language processing technology to pre-process the data. Secondly, based on the constructed stop word database, the texts in the text stop words are eliminated. Then, the number of common occurrences between two adjacent words is counted, and a co-occurrence matrix is generated. Finally, word frequency statistics, improved TFIDF keyword extraction is performed; and keyword word cloud, centrality analysis, multi-scale keyword analysis are visualized. Compared with the traditional research focusing on individual user experience, this research explores the possibility of a research method of user experience evaluation in the context of big data. This will provide a certain theoretical reference for the research of the user experience evaluation system, and help the product user experience team of related BEV to get closer to the truth to understand the user's experience scenarios, behaviors, and real feelings.

Quan Gu, Shengqing Huang, Zhang Jie, Yue Cui, Ying Zhang
Open Access
Article
Conference Proceedings

The Use of physiological measurement for user experience Assessment: A Bibliometric Analysis

This paper aims to use a quantitative and visual method to evaluate the history, current, and future of publications regarding physiological measurement for user experience (UX). Since UX has attracted the attention of many disciplines, this field has accumulated numerous research outcomes. Therefore, it is important and timely to make a systematic and comprehensive evaluation of the research output of UX over the last decades. Citespace was used to identify and summarize the publications from WoS from 2010 to 2021. The publication time, country, institution, and author distribution of user experience physiological measurement were recorded and analyzed. Bibliometric maps of authorship, citation, co-citation, and network of co-occurrence of keywords are drawn. The research found that: (1) The international physiological measurement of user experience has gradually developed since 2010, and now it has become a topic of focus for scholars. (2) User experience physiological measurement involves a wide range of disciplines, with engineering and computational science as the main disciplines undertaking important tasks. (3) Physiological measurement of user experience will be more used in VR, AR, and adaptive aging in the future. This study provided later researchers with ideas on the physiological measurement of user experience.

Ran Guo, Yi Ding, Yaqin Cao
Open Access
Article
Conference Proceedings

Voice interaction design of intelligent wearable device in elderly exercise and health scene

Health monitoring is a significant application scenario of intelligent wearable devices. In the ear of an aging society and intelligent elderly care, the weak physical function of the elderly will drive their demand for intelligent wearable devices and become an important user group in this field. Related products will carry out differentiated designs according to the characteristics and demands of elderly user groups. Under the vertical segmentation of scenes, the user experience will continue to upgrade, and the continuous innovation of interaction methods is also accelerating. Especially with the development of technology, AI improves the interaction ability and data value, and the requirements for voice interaction are improved. Voice is the natural interaction channel of intelligent wearable devices and the natural interaction mode of the elderly. However, at present, less research focuses on the voice interaction of smartwatches, especially on the sound details in different scenes. Based on the elderly exercise and health scene, this study explores the voice interaction design of smartwatches to put forward the corresponding voice interaction model and user experience design suggestions and promote reference in the field of voice interaction of intelligent wearable devices.

Li Yijun, Hui Zhang
Open Access
Article
Conference Proceedings

User Centered Design and Evaluation of an Artificial Intelligence based Process Recommender System in Textile Engineering

Despite digitization and automation in everyday life and at the workplace, traditional craftsmanship continues to be primarily analogue and manual. This specifically applies to decision-making processes that are predominantly influenced by experience and intuition. As a result, established best-practice solutions are commonly used and promising alternatives are overlooked. AI-based decision support tools are a viable option to automate and objectify the decision-making process. Additionally, these tools can help stimulate decision makers to break with common best-practice solutions and consider novel, promising alternatives. However, using AI may lead to lower social acceptance among users, due to scepticism about effectiveness, workers’ fear of being eventually substituted, and missing comprehensibility of the suggestions due to the black box-models of many AI systems. Currently, there is a lack of grounded guideline for designing and implementing user-oriented AI-based decision support systems in traditional craftsmanship.This contribution investigates how a user-centred design of AI-based decision support influences user acceptance and usage intention. For this purpose, two AI-based process recommender systems for planning textile reinforced composite processes are designed with varying focus (user-centred and purely functional). Both applications are then benchmarked in a mixed-method user study with qualitative (think aloud) and quantitative (survey) parts and 17 domain experts. We used an Excel-based decision support system as a reference, since it realistically represents the currently prevailing planning support in manufacturing companies. In the user study we evaluate the planning efficiency, objectivity, and user orientation by measuring the duration of the planning process, the result quality, consistency, and reproducibility of the designed process chains and the usability of the system. Additionally, trust in automation, the performance expectation, as well as the intention to use are measured based on the acceptance models of Körber and Venkatesh et al. and are supplemented by additional items (e.g., comprehensibility). The results of the study suggest that an AI-based support system can increase the speed and objectivity of the decision-making process. However, it is also important to design the system in a user-centric way to ensure usability, trust, and acceptance. Further, we found that it is reasonable to leave the final decision-making authority with the decision maker, since our participants tended to less frequently question a completely automated result. Based on the results of our study, we derive actionable guidelines for the design of AI-based support systems in manufacturing.

Florian Brillowski, Luisa Vervier, Thomas Schemmer, Philipp Brauner, Martina Ziefle, Thomas Gries
Open Access
Article
Conference Proceedings

Usability of human-robot interaction within textile production: Insights into the acceptance of different collaboration types

With the advent of digitization and automation in industry, the use of technological innovations is increasing especially in areas that were previously exclusively processed manually. The interdisciplinary research cluster “Internet of Production” (IoP) has made this very fact its research task precisely to reshape production through technologies such as machine learning or cloud computing. In this way, fully networked processes as well as digital shadows of real production chains and products are expected to achieve major advantages for production companies. However, the reality in most production processes using limp materials (e.g. textiles or foils) is different as these processes are difficult to automate. In textile composite production, for example, about 40 % of all components are manufactured manually. Human experts are skilled in dealing with the brittle textiles and have an excellent sense of materials, enabling them to flexibly manufacture even very complex components. Nevertheless, these manual processes cause problems like slow production speed as well as back or wrist problems for employees due to working in bent positions and applying a lot of force. In addition, the shortage of skilled workers and ageing workforces are compelling companies to react and prevent a loss of existing tacit expert knowledge. Fully automated processes cannot be used for many composite components due to unproportioned costs, limited flexibility or a too high level of complexity. In order to still save time and costs, besides improving working conditions and securing tacit knowledge, the approach of human-robot interaction is promising. A successful and appropriate integration can be achieved by considering the technical possibilities as well as the workers specific needs. The current empirical state of the art on human-robot collaboration mainly focuses on performance, safety and task assignment. So far the human factor remains underexposed. This study therefore focuses on the user and investigates motivational and acceptance-relevant factors that enable a qualitatively valuable division of labour in relation within the human-robot interaction.In a user-centered design the acceptance of the interaction with a cobot during a textile composite production process is examined. The within-subjects experimental design requests participants (n = 21) to form a textile into 3D-shape to the best of their ability. The cobot acts as a technical assistant and supports the execution of tasks in three different levels of autonomy (low, middle, high). Based on the technology acceptance model (TAM), the general acceptance of the interaction is assessed. Furthermore, perceived autonomy, perceived control, bodily security, perceived mental and physical effort is surveyed after each task. It turns out that the intention to use a cobot is generally high. The greatest influence on the acceptance is characterized by hedonic motivation, followed by ease of use, trust and usability. The evaluation regarding perceived autonomy and control over task performance and physical safety increases with decreasing cobot activity. Based on the results, we derive recommendations for an optimal use of a human-robot interaction, in which the cobot is perceived as a supporting component and at the same time the maximum autonomy of the worker can be maintained.

Hannah Dammers, Luisa Vervier, Lukas Mittelviefhaus, Philipp Brauner, Martina Ziefle, Thomas Gries
Open Access
Article
Conference Proceedings

A Global Questionnaire? An International Comparison of the System Usability Scale in the Context of an Infotainment System

The System Usability Scale (SUS) is a widely used questionnaire to assess the subjective usability of interactive products or services. It is a cost-effective and time-efficient method which makes it a convenient instrument in the industry context worldwide. Past research has already demonstrated psychometric reliability and validity of the SUS in different languages. The translated SUS questionnaires were considered to be capable of measuring perceived usability. However, there are no international psychometric studies that empirically proof that the SUS can be applied for the same product in different international markets.Therefore, the aim of this study was to investigate if the SUS provides comparable results for the evaluation of the same product, an automotive infotainment system, in different markets. Participants from China (n = 36), Germany (n = 30) and the USA (n = 36) were asked to perform nine different use cases using the infotainment system of a series production vehicle. After completing the use cases, they evaluated the infotainment system using the SUS in their corresponding language. We assessed various psychometric quality measures to evaluate the SUS in the different markets.Cronbach’s α was used to measure reliability of the questionnaires. For further evaluation of sensitivity, an ANOVA with country being the independent variable and the score of the SUS being the dependent variable was conducted. Construct validity was examined by conducting factor analyses.The mean SUS scores ranked similar across the three languages and did not differ significantly between countries, F(2,99) = 1.07, p = .346, ηp2 = .02. Reliability analyses revealed high internal consistency in all three countries with Cronbach’s α ≥ .87. Item analyses indicated that correlations between single items and total scores were high across languages. However, there are inconsistencies in single item reliability analyses. Despite the overall consistent results on reliability, differences were found when comparing which item deletion would increase internal consistency in each language. This finding might question the assumption of the SUS being a global questionnaire with regard to its item structure. Furthermore, the assumption of a unidimensionality of the SUS could not be confirmed by factor analyses conducted for each country. The one-factor solution yields acceptable results, but an explorative two-factor solution is capable of explaining a higher total variance and also shows higher factor loadings. In addition, the items of each SUS translation load differently on the respective factors in both factor solutions, making it difficult to assess the globality of the SUS.Based on the results, the English, German, and Chinese translations of the SUS received validation support to a certain extent, but further research or adjustments of the translations are necessary to validate the SUS as a global questionnaire in the context of an infotainment system.

Denise Sogemeier, Alexandra Loew, Sarah Kulessa, Yannick Forster, Frederik Naujoks, Andreas Keinath
Open Access
Article
Conference Proceedings

Heuristic Evaluation of Public Service Chatbots

In recent years, chatbots have been adopted in business contexts and also for public services at a growing rate. Chatbots provide dialogue interfaces combining visual elements with natural conversation. Good Conversational Design in this context covers the topics of Natural-Language Processing (NLP) and Dialogue Management (DM). Few attention has been paid to the usability evaluation of conversational interfaces (Höhn & Bongard-Blanchy, 2021). The present paper builds upon the work by Höhn & Bongard-Blanchy by applying their framework of conversational heuristics to evaluate a set of public service chatbots operated in the federal state of Schleswig-Holstein. Thus, for each public service chatbot, a usability score is established and typical characteristics of public service chatbots in general are summarized. We discuss results by comparing the overall scores, weaknesses and strengths of each chatbot. In addition, we reflect on our experience in the application of the framework as well as highlight possible optimization potentials. Concludingly, this paper collects UX recommendations for public service chatbots.

Marleen Vanhauer, Stephan Raimer
Open Access
Article
Conference Proceedings

The evaluation of worker satisfaction on usability of manual material handling equipment among manufacturing warehouse workers in Malaysia

Numerous researchers have found that heavy physical demand and improper posture when performing the tasks in various sectors such as manufacturing and warehouse might contribute to the musculoskeletal disorders (MSDs) especially when the tasks involving lifting, pushing and pulling activities. In order to reduce high risk manual handling activities, effectives and usable manual handling equipment (MHE) should be introduce to lower the physical demand of manual material handling (MMH) activities. However, most of the MHE studies previously is not really focus on usability evaluation. So, this study intends to evaluate the usability of current MHE used in manufacturing warehouse operation in term of efficiency, comfortability, energy expenditure, safety aspect, design, productivity, effectiveness and user friendliness. A usability survey was conducted among warehouse workers in manufacturing company at southern region of peninsular Malaysia. Besides that, the prevalence of back pain among the warehouse workers was measured through Modified Nordic Discomfort Assessment tools that are incorporate in the usability survey. Result for the most least agreement in user usability for pallet jack was energy expenditure (3.73), efficiency (3.96) and comfortability (3.99); for load carrying cart was energy expenditure (3.62), design (3.74) and comfortability (3.90); for forklift was comfortability (3.87), design (3.93) and safety (4.08); for pallet stackers was energy expenditure (3.79), design (3.82) and user friendliness (3.82); for conveyor system was productivity (3.50), comfortability (4.00) and safety (4.00). It was also found that the highest prevalence of MSDs among warehouse workers was lower back, followed by legs (left and right) and shoulders (left and right). In conclusion, most MHE available in manufacturing warehouse operation lacking in term of energy expenditure, efficiency, comfortability, design and user friendliness. It is clear that the first stage in design criteria for MHE should be developing an understanding of the user usability requirement to ensure the aids are suitable for the tasks.

Ismail Abdul Rahman
Open Access
Article
Conference Proceedings

Usability evaluation of mobile navigation for the elderly

Mobile navigation has become a necessary tool for people to travel around because it provides functions such as GPS positioning, spot information, route navigation, etc. However, when using mobile navigation, the elderly often encounters problems like complex operation process and difficulties in learning.Focusing on the elderly, the influence factors on usability of mobile navigation are evaluated in this research. As a result, a usability evaluation system of mobile navigation for the elderly was conducted, which is composed of 3 dimensions (effectiveness, efficiency and satisfaction), 7 first-level indicators (learnability, ease of use, memorability, etc.) and 14 second-level indicators (ease of learning, effectiveness of help functions, ease of operation, etc.). Using the usability evaluation system, this research evaluates the usability of some mobile navigation products, and puts forward design suggestions for product optimization.This research applies the usability theory to the evaluation of mobile navigation for the elderly. It is hoped that this research can provide reference for the age-friendly design of related products, so as to make it more convenient for the elderly to use mobile navigation and make their traveling easier.

Xiaodong Gong, Zekun Wang, Qian Gong, Huiran Xie
Open Access
Article
Conference Proceedings

Product Style Preferences: An Image-based User Study Software Concept

In the market, once producers of a particular product category become mature in their production technology, their products will have few functional differences. Thus, the greatest challenge for designers today lies in developing an appropriate design language that fits the tastes of target users. Designers use many user-study methods (interviews, questionnaires, focus groups) to understand their target users’ tastes. However, these methods mainly rely on language as the core medium of interaction. Because language can be subjective and one-sided, it is difficult to describe abstract concepts such as style preferences. In addition, in such design research, language-based information is transferred from target users to design researchers to designers over several rounds, and the objectivity and accuracy of such information can decrease substantially because of differences in people’s interpretations. This paper reviews product styling-related user study methods and technologies and proposes an image-based user study software concept that minimizes the above problems. This proposed software uses images as its main medium of interaction between target users and designers. It applies artificial intelligence technology to analyze target users’ common style preference patterns based on their image choices and sorting results. The software’s output is each target user’s persona in the form of a perceptual map and mood board. These personas provide objective product style preferences directly from the target users. This software can thus provide designers with intuitive and accurate references and inspire them to design products that meet users’ tastes and improve user experience.

Pengyu Du, Kin Wai Michael Siu, Yi-Teng Shih
Open Access
Article
Conference Proceedings

E-Democracy and Accessibility: Challenges in the Ecuadorian presidential elections of 2021 in the midst of the Covid-19 pandemic

People living with some type of disability continue to encounter barriers that prevent them from participating in society on equal terms and their rights continue to be violated. Among these rights, the full enjoyment of communication in an independent and accessible manner, using information and communication technologies, is a commitment acquired by the signatory countries of the Convention on the Rights of Persons with Disabilities. Inclusive and equitable access to full participation in democratic processes is fundamental. Elections to designate constitutional president and vice president of the Republic of Ecuador for the period 2021-2025 were held on February 7, 2021. Some 13 million citizens were called to vote, including more than 425,000 citizens with disabilities. In Ecuador, voting is compulsory for citizens between 18 and 65 years of age, and the voting document is requisite for access to services in government offices. Ecuador was the sixth country in Latin America to call its citizens to the polls amid the pandemic. This unprecedented situation forced the National Electoral Council to change the traditional voting process, including a larger number of polling stations and ordering voters to go to the polls unaccompanied to avoid crowds and minimize contagion. In this context, the National Electoral Council made available to citizens a website that allowed, among other features, to consult the voting location and follow the election results in real-time. The objective of this study was to identify accessibility barriers in these web pages for users using assistive technology. The methodology employed for the analysis was experiential introspection complemented with the use of two automatic evaluation tools based on the W3C Web Content Accessibility Guidelines and the Usability.gov guidelines. Accessibility and usability problems were found on the voting location consultation page. Additionally, the voting results page presented very serious accessibility problems to the extent that prevented blind users from obtaining such information.

Hugo Arias-Flores, Sandra Sanchez-Gordon, Tania Calle-Jimenez
Open Access
Article
Conference Proceedings

Design Recommendations for an Adaptive Control System in Agricultural Tractors Based on Expert Knowledge

OBJECTIVE AND SIGNIFICANCEDue to various implements in agricultural technology, the human machine interface (HMI) in tractors is required to cover a wide range of different operating scenarios. According to the current state of the art, the wide range of operating scenarios and changing operating characteristics can be covered only suboptimally by static control elements on the operating armrest. An optimized solution with intuitive operation, high usability and the avoidance of operating errors requires an HMI that can adapt optimally to the changing scenarios. Based on the previous research project aISA, the current project aISA 2.0 (adaptive interface systems in agricultural tractors) focuses on the development of an adaptive operating system in order to provide an optimal interface for the various and changing operating scenarios in tractors. Based on a methodical categorization, a design recommendation for the interface system is developed, among others considering availability, positioning, actuation type and interface technology of the functions examined. For this purpose, expert knowledge and a method for analyzing functionalities and operating is used. The existing method [1] will be further developed and applied to agricultural implements.METHODThe methodological approach can be divided into the following three aspects:1.Expert interviews2.Function and operation analysis, short: FOA3.Development of design recommendations for an optimized adaptive control system in agricultural tractors.In this contribution, the structure and results of the expert interviews are presented in detail. The expert interviews were conducted with developers from six different implement manufacturers regarding eleven different implements for a duration of 1.5 - 2 hours each. The objective was to gather every relevant control function and having each function evaluated by the expert in terms of different aspects. General settings, menu navigation and indicators not related to active controls were excluded. The next step involves analyzing the HMI by applying the established FOA based on the data collected. The individual functions are examined using operating scenarios. This includes comparing the control action performed by the user with the execution of the command by the machine. The analysis results in various compatibilities for each scenario that are necessary for intuitive operation. Based on the compatibilities, the current FOA is expanded including further specifications for the design recommendation of the control functions. This involves using 15 different control types that are available via the software interface (Isobus) commonly used in agricultural engineering. These define the framework for the type of operation on the software side that later can be performed by the adaptive control elements.RESULTSThe requirements for an adaptive operating armrest in agricultural tractors are achieved by the detailed analysis of the operating scenarios, the operating characteristics, the investigation of the compatibilities, and the consideration of the control types. The results lead to specific design recommendations for a conceptual design of the adaptive HMI for the control functions of the investigated implements.

Marcel Racs, Andreas Kaufmann, Björn Hülle, Thomas Maier
Open Access
Article
Conference Proceedings

Evidence for Effect of Aesthetic on Interpretation of Visualizations by Engineers and Non-Engineers

Evaluating scientific visualization has long presented challenges to those working in the field. Recent reviews of evaluation practices found that while reports of evaluations are rising, algorithmic performance outweighs user performance as the dominant metric. This study sought to address this gap by engaging multiple categories of users informally evaluating the efficacy of a scientific visualization. Efficacy was evaluated for understanding, usability, and aesthetic value. Results indicate that aesthetics play a critical, but complex role in enhancing user understanding, particularly for non-expert viewers.Method Our center offers visualization services to scientists analyzing large volumes of complex data. This work motivated our need to evaluate scientific visualization from our users’ many perspectives. Our users need visualization for both: Collaborating with other specialists in their fields; Communicating results to non-specialist sponsors or public We designed a 2-phased study to include both audiences to evaluate a visualization of a research problem. In phase 1, participants evaluated a visualization produced collaboratively with the principal investigator (PI) of the research and our center. In Phase 2, participants evaluated the original visualization produced by the PI with no collaboration with our center. Visualization DescriptionThe U.S. Army is studying fuel atomization as it relates to heavy fuel engines relying on direct injection fuel delivery systems. The engines must significantly advance current fuel conversion efficiencies. The PI for the research created a visualization of the fuel atomization spray. The ERDC DAAC team designed a second visualization of the spray working iteratively with the researcher. Participants were shown an animation of that visualization. Participants were recruited from faculty, staff, and students across multiple disciplines at a university. Over the two phases of the study, 62 engineers, and 54 non-engineers participated. Participants were asked to watch videos of the visualization, answer questions about its content, and evaluate its aesthetic quality.The two-phase study directly compared the original to the enhanced visualization to determine the contribution of aesthetics to a viewer’s understanding of the research for engineers versus non-engineers. ResultsResults indicate that non-engineers viewed the original visualization as having poorer aesthetics and that enhancements to the visualization led to improved perception of aesthetics. These results suggest that improvements to aesthetics of a visualization may have a greater effect on non-engineers than engineers. For engineers, understanding of the research was not significantly improved when viewing the enhanced visualization. However, non-engineer performance matched engineer performance for the enhanced visualization. On the original visualization, non-engineers have a poorer understanding of the research than engineers. On the enhanced visualization, non-engineer performance is higher and closer to engineer performance.Our long-term goal is to develop a more explicit usability process incorporating aesthetics to enhance visualization quality for both researchers and public audiences.

Julie Baca, Daniel Carruth, Michael Stephens, Christopher Lewis
Open Access
Article
Conference Proceedings

Usability Study on the User Interface Design of Mobile Payment Applications

Human consumption behavior has entered the digital age, and the payment methods have also emerged with different new styles. However, whether the new digital payment user experience meets the user’s expectations is a question worthy of discussion. Three commonly used digital payment applications, i.e., Line Pay, PayPal, and WeChat Pay, were selected for this study. The experimental device was an iPhone X cell phone, and the convenience sampling method was adopted in this study. A total of 34 participants aged 18-28 were invited to take part in the experiment. The experiment recorded the time spent on each task and the results of completing the System Usability Scale (SUS) questionnaire after the task was performed. One-way ANOVA was used to determine the variance, while observational methods were used to observe the operating conditions of the participants. The results of the study were as follows: (1) The balance should be displayed at the first page, and the best way to display it is by "$" plus the amount of money supplemented by text. (2) QR Code payment is suitable for small amounts and quick payment. For large amounts, users should set up the correct payment recipient and follow the steps for more peace of mind. (3) The initial operation of the payment and receipt function should be integrated into a single function button or page, using the same operation mode, but using a different background page color, so that users can easily identify the current operation procedure as payment or receipt. (4) The setting function can be set on the top left of the home page, with the gear icon or avatar as the relevant design. (5) The design of the transaction history function can be combined with the balance display to provide sufficient information for users to operate, and it is not recommended to set the balance inquiry function in more than three pages or steps of the operation procedure. (6) Digital payment platform can integrate with other industry's services to generate more functions. (7) The functions are displayed in blocks, which will increase the operation time for users with no user experience. The results of the study can be used as a reference for digital payment platform and software design industry and designers and researchers

Yihung Hsu, Chien-Hsiung Chen
Open Access
Article
Conference Proceedings

Graphic Icon and Information Presentation Types of Hover Feedback Designs on the User Interface of Shopping Websites

The usability of the user interface for shopping websites is a very important design issue pertinent to the user experience. Graphic icons, as a visual presentation aid, provide an excellent interactive experience to the users while interacting with the user interface. The purpose of this study was to explore the usability of graphic icons and information presentation types in the operation of shopping websites, and propose design suggestions for future improvements. A 2 x 2 mixed factorial design was planned to help explore whether the graphic icons (i.e., presence or absence) and different information presentation types (i.e. plain text information and information visualization) may affect users’ task performance and questionnaire of the System Usability Scale (SUS). The experiment adopted the convenience sampling method. A total of 20 participants were recruited to take part in the experiment. The experimental data were collected regarding the participant’s task performance and questionnaire of the System Usability Scale (SUS), as well as semi-structured interviews. The generated results revealed that: (1) Graphic icons significantly affect users’ task performance. The presence of graphic icons improves users’ task performance more than the absence of graphic icons in plain text information. However, the result is opposite in the condition of information visualization. (2) The analysis of SUS showed a significant interaction effect between the graphic icons and the information presentation types. (3) The presence of graphic icons can significantly provide more efficiency than the absence of graphic icons in plain text information. Nonetheless, the result is opposite in the condition of information visualization. It is hoped that the results generated from this study can be a good design reference for future Website designers.Keywords: Shopping website; Mouse hover; Icon symbol; Information visualization; SUS

Weimin Zhai, Chien-Hsiung Chen
Open Access
Article
Conference Proceedings

The influence of color on web page complexity and color recommendation

The complexity of a web page has a great influence on the user's understanding and comprehension. There are many factors that can affect page complexity, such as color, block number, number of texts, etc. Color is not only a factor that affects complexity, but also a factor that attracts the user's attention most on the page. Previous studies on color mainly focused on the basic attributes, such as hue, purity and brightness. However, there were few studies that utilized quantitative calculation methods to evaluate color complexity and webpage color matching calculation. Thus, the present study is set out to explore the impact of colors on page complexity, considering three main factors: the number of colors, color area and color ranges. In order to determine the upper limit of the number of colors for page complexity, a polit study was carried out using webpages as an example, then experiment was conducted within this number of colors to explore the most comfortable color area and color distance matching. The result revealed that: If the number of color is less than six, it will not feel very complicated. The average color area value of the entire web page should vary between 200-1100 pixels (assuming the area of each pixel is 1), the recommended color range is between 0.5-1. Finally, we proposed a page complexity calculation formula including the above three elements which are used as independent variables to calculate the page complexity value. Color matching of webpage can be recommended within this range. The complexity of the matching page obtained in this way is relatively moderate, and it looks comfortable and concise for users. The formula of this article can evaluate the complexity of existing pages, certainly it can also be utilized to develop a set of color complexity calculation model.

Wang Xiaoxiong, Wu Jinchun, Wang Haiyan
Open Access
Article
Conference Proceedings

So Much Information, So Little Screen Space: Assessing the usability of hierarchical data visualizations in Tableau

The purpose of this usability study was to determine the most effective of three ways to display hierarchical data using the interactive data visualization software, Tableau. Often, data visualizations contain large amounts of important information that users need to be able to manipulate and interpret. Viewing hierarchical data in an interactive data visualization software like Tableau has the advantage of allowing dynamic selection of the hierarchical level of detail of results displayed. This enables improved understanding and exploration of the material. However, individuals using such software do not necessarily have knowledge of a dataset and/or the data visualization software, resulting in an inability to fully investigate data relationships. It is therefore critical that research be conducted to determine which data presentation styles promote intuitive navigation within the data visualization. A within-subjects usability study was conducted to examine the most effective of three ways to display hierarchical data within a designated area of a Tableau visualization. Three distinct visualizations of hierarchical data were randomly shown to participants. Each visualization was bordered by identical contextual information with the centrally placed hierarchical data varying. One condition showed the data relying on filters. A second condition showed the data relying on users to expand and collapse the level of detail with scrolling. A third condition showed the data as a drill-down chart that only expands the level of detail selected by the user. Metrics of user-response time, the accuracy of responses to assessment questions, the subjective rank of usability for each data visualization, and open-ended user feedback were examined. Results are discussed.

R Jordan Hinson, Amelia Kinsella, Ruth Propper
Open Access
Article
Conference Proceedings

Assessing Experiences and Visual Perception in Train Station Environments with a Mobile Application and Eye Tracking

The Customer Experience Management at the Swiss Federal Railways (SBB) experiments with new technologies and methods to capture experiences and perceptions of passengers to design safe and customer friendly environments. First, a new methodological approach based on a mobile application was developed in-house to assess experiences and emotions of rail passengers. Second, to learn more about visual perception in train stations, mobile eye tracking was used. In conclusion, the app proved to be valuable in capturing personal and subjective experiences. Mobile eye tracking helped to assess visual perception of passengers which resulted in further understanding of unique situations or objects which might subconsciously influence the experience of passengers.

Andrea Schneider, Eva Krueger
Open Access
Article
Conference Proceedings

Interface Design Evaluation of Educational APP for Preschool Children Based on Analytic Hierarchy Process

To determine the optimal visual design mode for preschool children through the analytic hierarchy process and to establish a visual design method for early education apps. Methods: Using the English early education app as an example, the visual design elements were extracted using the focus group method, and their shapes were compared to those of existing similar apps on the market. Analytic hierarchy process was used to determine the weights of the two, and a design form suitable for early education applications was obtained. Conclusion: Analyzing the app interface design for preschool children using the analytic hierarchy process can in-crease learning efficiency and effectiveness, align the design with children’s habits, and improve the design’s usability.

Jing Yang, Ziyi Wang
Open Access
Article
Conference Proceedings

Designing Meaningful Interactions for Social Innovation: An Application of Design Thinking

This paper aims to explore how design thinking as a methodology can facili-tate interaction design for social innovation. Design thinking is an interdisci-plinary approach to developing human-centered products, services, and expe-riences. Following the approaches of design thinking and research through design, we conducted an interaction design workshop with the topics of UN global goals. A series of works were developed through a design workshop in consideration of three social innovation topics. The findings show that de-sign thinking is an applicable methodology in interaction design practice. We propose that interaction designers and researchers should develop their own design thinking mode and establish their place in the design research. Limita-tions and future work are also presented.

Liang Tan
Open Access
Article
Conference Proceedings

Gesture Interaction Preference of Healthy APP for Elderly Users

Purpose: With the increase in the number of elderly people, the social problems of aging are becoming more and more prominent, and the consumption for the elderly is forming a larger market, and health issues are more important. Therefore, using smartphones to solve health issues will become an effective measure. At the same time, with the continuous development of information technology, the way of human-computer interaction has gradually changed from buttons and knobs to a way closer to normal communication. Gesture interaction has attracted much attention due to its natural, effective and friendly characteristics. According to the survey, there are currently many types of health apps, but they lack consideration of the needs of the elderly. Today, 28% of the elderly have mastered the use of mobile phones, but there is a big difference in usage habits and physical and psychological needs from young people. It is of great significance to study the gesture interaction preferences of the elderly in the field of health apps. Combining the physiological and psychological characteristics of elderly users, we are committed to developing an exclusive gesture interaction system for elderly users.Methods: Firstly, the theory and current situation of gesture interaction were summarized, and the concept and supporting technology of gesture interaction were clarified. The second part analyzes the characteristics of the elderly population from the aspects of physiology and psychology. The third part draws on the previous research results and summarizes the existing health app gesture operations. The specific interaction gestures are mainly divided into nine types, mainly including: 1. Return, 2. Confirm, 3. Cancel, 4. Move, 5. Delete, 6. Return to home page, 7. Call out multitasking, 8. Zoom in and out, 9. Rotate. Each operation corresponds to a variety of gestures, such as: return includes single-click, right-click, right-swipe on the screen, and so on. Then, through the quantitative method of questionnaire survey, the gesture interaction of the elderly is investigated, so as to obtain the gesture interaction preference of the elderly in the field of health app, and use this as a guide to improve the user experience of the elderly group.Results: For the "Back" task, the "click the 'Back' button" gesture action was the best action; for the "OK" and "Cancel" tasks, the "Click 'OK'" and "Click the 'Cancel' button" actions is the best operation; for the "move" task, the "one-finger press and drag" gesture is the best operation; for the "delete" task, the "long press the target point to delete" gesture operation is the best operation; for the return home page For multitasking and calling out, the best gesture actions are the third: "click the Home button" and "long press the Home button"; for "zoom" and "rotation" tasks, "two-finger pinch" and "two-finger pinch" The "Rotate" gesture operation is the best operation.Conclusion :Through the experiment, the preference of the elderly about the gesture interaction corresponding to 9 kinds of operations in the field of health app is obtained, which provides a better experience for the elderly users, has certain guiding significance, and provides theoretical guidance for designers.

Liang Wenli, Guo Yongyan
Open Access
Article
Conference Proceedings

Interactive design based on five senses solution for the externalization of pain sensation

Pain is the most common cause of the elderly entering the medical system, and according to the survey, the elderly who visit the clinic due to chronic pain account for 44% (Tao et al., 2017). So the pain assessment for the elderly has become particularly important, but with the aging of the cognitive ability and behavior of the elderly, it has become difficult to communicate with doctors. This paper is based on the existing tools of pain assessment, starting from the interaction design based on the five senses, using questionnaire survey and in-depth interview, combining the cognitive thinking and behavior characteristics of the elderly. The design of tools of pain assessment suitable for the elderly was concluded, and finally the design scheme is proposed based on the conclusion. Keywords: Doctor-patient Communication, Pain Feelings, Interaction Design, Five Senses, The Elderly, Pain Assessment

Zizhong Hua, Jing Luo
Open Access
Article
Conference Proceedings

The Information Visualization Design of Smart Museums Based on the Digital Twin Theory

Museums are vital to the promotion and protection of culture. However, traditional ways to express culture, such as holding exhibitions in venues, have physical limitations that block cultural outputs. With the development of digital information technology, digital twins can replace these traditional methods and assist museums in overcoming problems of limited information storage, management difficulties, and physical limitations, thereby allowing museums to disseminate culture over the world effectively. Specifically, digital twin is a process of establishing a multidisciplinary, multi-scale ,and multi-physics model that simulates objects in reality. Digital twin theory can store and represent detailed information of objects, such as their materials, textures, and 2D and 3D images. In fact, digital twin theory has already been applied in different usage scenarios in multidisciplinary fields. Also, digital twin has great importance to the modernization of smart museums. Here, we performed a literature review and qualitative and quantitative analyses to study how the digital twin theory and related digital information technologies promote the construction of smart museums. First, we summarized the process of realizing smart museums with the digital twin theory. Second, we discussed the interactive relationships among physical objects, virtual objects, service platforms, and digital platforms. Third, we described related technologies of digital twin theory from three aspects: The information representation, restoration, and exhibition of cultural relic. By combining concrete instances, we analyzed the construction of smart museums in the National Palace Museum and Mogao Grotto Digital Exhibition Center in Dunhuang and discussed the application of digital twin theory in visualizing museum information. Lastly, based on the digital twin theory, we summarized three characteristics of information visualization design of smart museums – high precision, multiple dimensions, and interactivity – and discussed the challenges faced by smart museums. The challenges that require further optimization of the digital twin system include but are not limited to immature technology, inconsistent standards, and high hardware requirements. Overall, our work will provide a reference for the future development of smart museums.

Kexin Feng, Tao Xi
Open Access
Article
Conference Proceedings

An experimental study on the applicability of Fusion display and Overlay display of AR smart city data and information

Background Smart digital twin cities digitally create virtual models of urban systems,It simulates the behavior of physical entities in a realistic environment with the help of data . And through virtual and real interactive feedback, data fusion analysis, decision iterative optimization and other means to design and build smart city platforms, Thus adding or extending new capabilities to smart city management.In conjunction with the trend towards AR glasses, paperless information design,the visual expression of information models, will be an important trend in the future, In demand for AR smart city related information reading, The right visual expression can assist managers in their exploration of the city's data.The key to AR information presentation is the presentation of the information, i.e. the way information is covered. Based on past research findings,There are two most conventional and operational ways to present,Fusion display and Overlay display. However, which one to use as the dominant form of presentation needs to be explored experimentally.Method In order to investigate which is more suitable for smart city data overlay, Fusion display or Overlay display. This experiment used Rhino 3D tools to build a 3D model of the city, The model contains three smart city operation scenarios: building equipment operation status, community power management system, and smart operation of business district,The content of the message is consistent in each scenario,while it is expressed through both Fusion display and Overlay display. Twenty identical questions and answers were set up for each comparison group's information presentation.The experiment will last for five weeks and the number of recruits will be 32, Recruiters are divided into groups A and B, each with sixteen members. The experiment required the subject to be able to read 12pt Arial regular characters without wearing glasses,Group A uses Fusion display, Group B uses Overlay display,Comparison of accuracy of information delivery and fatigue of information reading by subjects after test subjects have completed the same information questionnaire,The applicability of the interface was verified using the NASA- TLX scale. The specific experiments are as follows:(1)Information accuracy test session, this session is for the experimenter to wear the TOBII eye-movement instrument and conduct a 2 question visual expression test to ensure that the experimenter is familiar with the experimental process.(2) Cognitive experiment, the experimenter first read the questions carefully, after clarifying the questions, the experimenter picked up the tablet computer for AR overlay on the images, then the subject looked at the centre of the screen, received the "start" command, clicked on the centre of the screen and started reading to find information and complete the questions, a total of 5 groups of 20 questions, the experimenter recorded the time for each question.(3)Fatigue experiment, in this session, we ask the experimenter to test the fatigue of reading information in two types of visual information presentation: Fusion display and Overlay display,after the experimenter says "start", the experimenter will carry out a 10-minute information reading task of the same type of visual information presentation, read the information in the diagram The test is completed with multiple-choice questions. After reading the same type of visual expression, a five-minute break is taken and another visual expression reading task follows.(4)Interface usability questionnaires, in which the subjects are asked to evaluate the experimental interface according to their own circumstances, fill in an experimental research questionnaire and provide preferences and experimental suggestionsResultAt the end of the experiment, questionnaires, question completion schedules, eye-tracking point charts, thermograms, eye-beat charts and point analysis charts were collected from the AB group, and conclusions were generated through statistical analysis of the experimental data,The results are as follows:1) In terms of correctness data analysis, the Fusion display has a significantly lower correctness rate than the Overlay display2) In terms of completion efficiency, the Fusion display is significantly slower than the Overlay display in recognitionConclusion(1)Under the task-oriented experiment, users in the Fusion display were more focused on text.(2)Users who used the Fusion display f tended to search more in the central area.(3)Users' subjective feedback shows that fusion displays are preferred because they are more technological in nature(4)The range of eye movements of the subjects in the Fusion display is wider, while in the Overlay display, the trajectory of the subjects' eye movements is concentrated on the layer information. (5)The saturated color module has a higher number of user attentions

Yu Zheng, Zhanxun Dong
Open Access
Article
Conference Proceedings

A Process for Infusing User Experience Design Thinking into Web and Mobile Applications Engineering Education

This research paper reports on a successful experience of the College of Technological Innovation at Zayed University in integrating a new project-based learning approach – Called User Experience Design Thinking – into the curriculum, mainly two bachelors programs: Web and Mobile Applications (WAM, in the IT College) and Multimedia Design (MMD in Arts College) of IT. The journey started in Fall 2019; the experiments span five full semesters were various challenges, as well as lessons learned, were identified and successfully solved. The new approach infuses a combination and integration of the general framework of design thinking (Brown, 2013), user-centered design (Norman, 2003, Buxton, 2004) as well as various user experience and usability methods and techniques. The UXDT addressed the multifaceted HCI education stressed out by the role that the college needs to play in preparing graduates for competitive jobs in the software development area, which is evolving in UAE

Emad Bataineh, Ahmed Seffah
Open Access
Article
Conference Proceedings

Enhancing driver’s experience through emotion sensitive lighting interaction

The vehicle has become an intelligent product by innovative technologies. However, most of the new technologies address human safety, such as lane keeping or emergency brake assistance. The smart optimization of the driver’s well-being through sensitivity of the technology has been neglected so far. Thus, this study investigates the influence of emotion-sensitive lighting on the driver. Individual light interactions are based on detected emotions of the driver to enhance the individual driving experience. IntroductionLight and colors have an archaic effect on humans (Goldstein 2015). They trigger the human diencephalon to release the serotonin as well as cortisol. For example, light blue components in the light suppress melatonin release. This driver feels awake or concentrated. (Sabine Harrasko-Kocmann) Different factors such as traffic jams, aggressive driving behavior of other road users and challenging weather conditions have a negative impact on the driver’s feeling (Bitkina et al. 2019). The consequences are negative emotions such as anger, fear and worry, which in turn lead to inattention and insecurity. Also factors like tiredness and physical exhaustion can impact the human well-beeing. As a result, the driver is unfocused and annoyed after the ride or agitated and restless. Furthermore, stress for example, increases the risk of accidents because people become inattentive (Evers 2011). To counteract this and positively influence the driving experience, specific lighting interactions are intended to enhance the driver's feelings. In this work, lighting is used to influence the driver's mood. The aim of the study is to investigate whether the targeted use of light contributes to increase the well-being and which use-cases are particularly suitable.ApproachFig.1 shows the scientific approach for this work. Firstly, requirements are defined. They are based on a literature review on the psychological effects of light, an investigation of the target groups and a reflection on highly emotional driving situations. For testing, three use cases are defined in detail. The first deals with increasing the driver's concentration, the second with targeted stress reduction and the third with positive reinforcement of emotion. They include the emotional level of the driver, his or her journey start and destination, the target emotion, and the light interaction to achieve this emotion. A vehicle-prototype is modified to test the individual scenarios. Besides LED strips along the windscreen, the door frames and interior ambient lights, screens are installed in the doors and the roof [Fig.2]. In this way, not only individual light colors and intensities can be visualized, but also more complex, dynamic movements. To get a uniform effect the interior lights are synchronized with the visualization of the screens.Fig.2: CAD rendering of the prototype. One screen is placed in each of the doors and one in the roof. LED strips run along the windscreen and door frame. Ambient lights at the whole interior.For the qualitative study, 35 test persons are interviewed by using the prototype [Fig.3]. All test persons passing though the three use-cases. In order to measure the success of the light effect, the pulse and surface moisture of the skin are measured. In addition, there is a discussion before and after each use case. ConclusionThe prototype has been built and the lightning interaction implemented. During the preparation of this abstract, the user testings are conducted. The full paper and also the oral presentation will show more details about the methodology and the evaluation of the testing.

Franziska Braun, Fabian Edel, Antonio Ardilio
Open Access
Article
Conference Proceedings

Impact of image features on visual attention: An eye-tracking study

The study is theoretical in the sense that it examines the visual attention in reference to tourism images and builds on this research by integrating the eye movement data from the tourism ads. It offers direction in selecting better images for promotional purposes in tourism by underscoring the needs for considering specific features of images necessary for diverse and unique markets. In this study, eye tracking measurements with survey data research design will be employed in comprehending how foreign people are attracted to visuals used in tourism marketing in Oman. Ultimately enabling further investigation into the impact of image features on the traveler's attraction towards the tourism images in Oman and how the influence varies between the travel teams. Strictly speaking, the following image features were investigated: (1) underexposure vs overexposure, (2) monochromatic vs chromatic and (3) image with human presence and without. We are using Tobii eye tracking glasses pro-2, a wearable tool to collect real and accurate visual attention. The study was performed at Turku University of Applied Sciences in Finland. The experiment managed to recruit eighty-six participants (students and staff) from different age ranges. After the participants read the instruction paper, they were instructed to wear the Tobii eye tracking glasses, while sitting in a room Infront of 42-inch Tv screen. Participants were instructed to browse images on screen and selecting the most attractive image to move to another screen and so on. Dwell times (DTs) for AOIs (area of interests), first fixation, fixation duration and number of fixations were collected. Statistical analysis show significant impact of the image features on people visual attraction and attention.

Hilal Al-Maqbali, Amr Mohamed Abdel Kader, Jawaher Albalushi, Mika Luimula, Calin Calbureanu-Popescu
Open Access
Article
Conference Proceedings

The future of shopping - Changing Consumers’ Mindset through Metaverse Immersive Experiences: hibe Case Study

2021 represents the consolidation for e-commerce growth globally. Started in 2020, driven by COVID19 pandemic, consumers have been forced to drastically change their behaviors and preferences.Due to the disruption caused, people needed to remain at home to be safe, thus, ecommerce platforms represented a life saver as consumers were able to buy online and, either wait for the products to be delivered or decide to pick them up.Several platforms such as Amazon or Mercado Libre, retail ecommerce like Walmart and brand D2C platforms showed huge YoY growth, accelerating the adoption of these technologies as people are getting more comfortable by using them.However, there is one problem that remains unsolved. In countries like Mexico or China, shopping is seen as a leisure activity in which people enjoy by socializing with friends and family while having meaningful in-store experiences.It becomes more relevant when is deeply affecting Gen Z, the largest population cohort with more than 2.5 billion people, especially in two key topics:1.Individuals within this cohort have had to perform in-home most of the typical outdoor activities, such as shopping. 2.Even though Gen Z is digital native, 72% of them consider that the physical interaction and experiences are as, or more, important as digital experiences.Thus, we identified some questions to be answered: How to develop a technological solution to provide consumers a meaningful, yet safe, digital/physical shopping experience? What behaviors need to be changed? Which technologies are now available to do so?To answer these questions, we focused on ways to improve the UX offered by ecommerce platforms, trying to follow a different direction than the “1-click” model. Therefore, we found a solution within the metaverse, which enabled us to provide meaningful and immersive experiences to consumers focused especially on Gen Z, a generation with needs, limitations, and skills different from others. We have called the solution “hibe”.hibe is the first virtual mall in Mexico within a metaverse. It was built including an e-commerce platform as the boutiques’ engine, as well as gaming and advertising capabilities across the mall. In addition, we have followed a phygital model, to organically connect the digital and physical worlds through meaningful and immersive experiences.For our first use case we collaborated with adidas Mexico. Together, we launched 3 different models of sneaker’s collaboration with Jeremy Scott. We developed experiences in hibe to enable more than 1,000 users to win the opportunity to buy them, making it fair and clear for everyone. To close the experience, they had to go to a “Lust” boutique, pay, live an in-store brand experience, and pick their sneakers up.Overall, we conclude that users, are eager to try new-immersive experiences we are offering with our venture. They have highlighted how important is for brands to improve the way they connect and engage their consumers. hibe now represents a venture approaching this field of practical application in Mexico, just like Roblox and Fortnite are doing abroad.

Hugo Alcantara, Cesar Alcantara
Open Access
Article
Conference Proceedings

Evaluation of Online Education Service System Based on User Emotional Valence

In the post-epidemic era, online education has developed rapidly. In order to improve the experience of online education services, this research uses user emotional valence as an evaluation variable to explore the evaluation methods of online education service systems. First, use the interactive contact matrix to deconstruct the system service interface, and set the evaluation indicators of the online education service system from the user and the user, the user and the system. Secondly, taking Tencent Classroom as the research object, based on the user's emotional evaluation, an online education service system evaluation experiment is designed. Taking learners' emotional pleasure, arousal, dominance, satisfaction and importance as measurement indicators, the multi-dimensional evaluation of the online education service system is completed. Finally, an online education service system evaluation model is constructed to provide a basis for system iterative optimization. At the same time, it provides effective ideas and feasible suggestions for enhancing the interest of online education services and users' learning initiative and enthusiasm.

Xuemei He, Ning Song
Open Access
Article
Conference Proceedings

Colormap-Based Effectiveness of Basic Visualizations

When designing visual charts, effective color coding can help users access data information faster and more accurately. Colormaps are a commonly used method for scalar data visualization,which are usually designed using algorithmic techniques. However, the effectiveness of colormaps in mapping data to colors in visualization charts is not clear at present. In order to evaluate the effectiveness of colormaps application in visualization charts, this paper takes four basic visualization charts (bar chart, pie chart, scatter chart, and line chart) as the research object, and takes task completion time and accuracy rate as the index, quantitatively analyzing the application of blue, coolwarm, viridis, and jet in visualization charts. In addition, the Likert scale method was used to understand the subjective perception of users of the color maps.The results showes that the use of different colormaps had no significant effect on the participants' response time and correctness in completing the bar chart task, and a very significant effect on the pie and scatter charts. Participants were most accurate and took the shortest time on the graphs coded with viridis. The longest time was spent on the chart coded with blue and the accuracy was lower. The results of the Likert scale assessment showed that users found blue to be the least easy to read and the least aesthetically pleasing, and jet to be the most aesthetically pleasing and easy to read.

Chunzhu Mi
Open Access
Article
Conference Proceedings

English Pronunciation IPA mobile Application

Technology has helped learners with their pronunciation at the moment of conveying a message, making it easier for them of English to communicate better. Hence, this research was conducted, with the objective to establish to analyze the relationship between the English Pronunciation mobile app in the pronunciation of the English language of students of third level from CTT de los Andes Language Center. To achievethe objectives, a mixed approach methodology was used, which included thirty students divided into two groups. One group was experimental, in which the strategy was applied and the other was controlled, in which the strategy was not applied. Both groups were evaluated using a rubric from the International English Language Testing System (IELTS) for the pre-test and post-test. After the pre-test, an introductory class to phonemes was given to the students. The next step for the experimental group was to get instructions on how to use the mobile app, which helped users with the recognition, awareness and production of English sounds. The development of this study showed that using the mobile app English pronunciation IPA benefits the improvement of the pronunciation from students of the experimental group. After the time period of the experiment, the segmental features of pronunciation used by students, were reinforced with the use of the mobile app.

Cesar Guevara, Dorys Maribel Cumbe Coraizaca, Mike David Nunez Morales, Vicente Bolívar Guzmán Bárcenes
Open Access
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Conference Proceedings

Definition of tactile interactions for a multi-criteria selection in learning geometry application

Tablets and smartphones are now increasingly common and the interfaces are predominantly touch-based and often multi-touch. More and more schools are testing them with their students in the hope of bringing educational benefits. With this new type of device, new interactions become possible. Many studies have been done on the manipulation of 3D objects with 2D input devices, but we are only at the beginning of studies that link the needs of pedagogy with the possibilities of these new types of interactions. FINGERS© ((Find INteractions for Geometry learNERS) )is an application for learning spatial geometry. It is intended for pupils aged 9 to 12. The interactions have been designed with the teachers. Some interactions are specific to 3D geometry (translations 3 DOF, rotations, nets, combinations of cubes, etc) and others are general like naming or multi-selection. Many gesture grammars offer a set of interactions to select an object or a group of objects. Multi-taps or lassoing around an area are commonly adopted interactions. The execution of geometry exercises requires the construction of other interactions such as multi-criteria selection. The real question is how to introduce a parameter into the tactile selection. This seemingly simple interaction is in fact complex to implement. One of the problems is often the large amount of information displayed on the screen. The amount of information displayed does not allow the use of conventional selection modes. The difficulties encountered are, for example, that objects can hide, their size is too small, their number is too large. This selection could be based on physical similarity (cube, cylinder, pyramid, sphere, etc.), similarity of colour, orientation in space, etc. For example, how to select all red cubes, how to select all green objects, how to select all cylinders. The real question is how to define a grammar of tactile gestures that allows parameter selection. After presenting the limitations of current solutions, we present the solutions developed in FINGERS©. We explain how they allow a simple and intuitive "multi-criteria" selection by using physical or colorometric characteristics of objects. We present examples from the implementation of this selection mode in the FINGERS software.

Robin Vivian, David Bertolo
Open Access
Article
Conference Proceedings

Smartphone application designed to support the visually impaired people and enhance the user experience of entertaining events in Saudi Arabia

Saudi Arabia sponsors various amazing events annually. The General Entertainment Authority (GEA) is in charge of organizing and running the events. These events are local and international and the kind of an event differs from one city to another including concert, parade, winter wonderland park, safari etc. With the great services provided by (GEA) during the event to visitors, however; visually impaired people need assistance in navigating and exploring entertainment places due to extreme lack of accessibility. We aim to create a smartphone application to support visually impaired people in terms of accessibility to entertaining places with enjoyment and valuable user experience. It is proposed that user empathy may be helpful to offer a solution to the following questions:What are the pain points visually impaired users feel when attending entertaining events?What are the scientific findings in the following methodologies: desk research, user interview, usability testings? How do visually impaired users cope with events in Saudi Arabia in terms of navigation?How can a smartphone application help visually impaired people navigate in events?This paper follows a specific set of stages from the initiative idea to the release of the product; however, the first three stages of the product will be included and the rest two stages will be part of future research. The stages are brainstorm, define, design, test, and launch. The purpose of this paper is clear and easy to use, we want to help those who struggle in public events due to vision impaired. We want to make their experience as enjoyable and beautiful as possible. In addition, the design of the app is a reflection of what our targeted users think or feel toward it.

Saad Almesalm, Mariam Alshahrani, Raneem Aldajany, Faisal Almahmoud
Open Access
Article
Conference Proceedings

Product Design for Children's Life Education from the Perspective of Social Control Theory

Childhood is the beginning of life, and education during this period is crucial to a person's growth. Life education is an important part of the basic education system, and life education for children is conducive to establishing the correct values of life from an early age, learning to respect and care for their own lives and the lives of others. Life education has always been the weakness of the Chinese education system, and the lack of awareness of life education among children from an early age has led to many tragedies. Life education in China is still in the exploratory stage, and the research and development of life education products for children is still insufficient, so it is of great social value to study how to design better life education products.This paper studies the product design of children's life education from the perspective of the Social Control Theory, which is a long-established criminological theory that studies how to comply with social rules and prevent impermissible behavior. The Social Bond Theory in Social Control Theory holds that the four key elements of "attachment", "commitment", "involvement" and "belief", also known as social bonds, help people reduce their criminal tendencies. Social Control Theory has been widely used in the study of juvenile delinquency, but few researchers currently apply it to the field of children’s life education, so it is a novel perspective and method to apply Social Control Theory to children's life education design research. It brings forward social control from crime prevention to promoting children's education, this is relevant and reasonable.This paper first uses the interdisciplinary research method, integrates the multidisciplinary knowledge of sociology and psychology to study and summarize the Social Control Theory, and combines Piaget's cognitive development theory and other educational theories to study children's life education, summarizes the connection between social control and children's life education, and constructs the basic framework of life education system from the perspective of social control. In this paper, we used python crawler to collect data about children's life education products and summarize the current situation of children's life education product design. The questionnaire method was used to obtain the data of approval degree of parents of kindergarten children for children's life education and in the investigation of the attributes of children's life education products they value. Design suggestions for children's life education products are provided from the perspective of the four aspects of the social bond of social control theory: attachment, commitment, involvement and belief.This paper summarizes the connection between Social Control Theory and children's life education. From the perspective of social control, the continued development of life education deficiency is deviance and crime, and the purpose of children's life education is firstly to guide children to learn to comply with norms and to create values, and secondly to develop self-control from an early age and learn to cope with emotional changes. Social Control Theory provides a new perspective for the design of children's life education products, that is, from the four social bonds of "attachment", "commitment", "involvement" and "belief", make children cultivate good cultural values and positive personality, enhance their social participation and self-efficacy. Social Control Theory can help society, families and schools provide better life education for children, and help children learn about life more effectively, establish correct life values and have a better life.

Miao Liu, Hongzhao Qi
Open Access
Article
Conference Proceedings

Multi-Scenario Design of D Enterprise's Agent Driving Products Based on QFD

The advent of the new consumer era has led to rapid changes in order fulfillment scenarios and consumer needs. Merchants have also begun to expand multi-scenario and flexible real-time delivery services to meet different scenarios and consumer needs in a cost-effective manner. The rise of the "lazy economy" of the Z generation has also made instant delivery the "sweet pastry" in the Internet industry. In the past ten years, the agent driving market has flourished under the impetus of Chinese Internet companies, and with the changes in user needs, it has also extended to travel agent driving, business agent driving and other agent driving scenarios. However, with the normalization of the epidemic and the continuous changes in user needs, the agent driving industry is also facing considerable challenges. The specific problems are as follows: (1) In recent years, contemporary young people have changed their night lifestyles, the culture of workplace wine bureaus have become indifferent, and national control under the epidemic has caused KTV, bars and other entertainment venues to shut down one after another. The decline in the total market for drinking and drinking has forced the agency driving industry, which is dominated by the business of drunk driving, to find a second growth curve. (2) The driving products of various platforms are gradually becoming the same to a certain extent, and it is difficult to experience product differentiation. (3) With the substantial growth of the luxury car and new energy car market, the consumption level of head users of car-on-demand services has risen, and the existing car service market is showing a disconnection of the service link, which is in urgent need of digital transformation. Head users also put forward multi-scenario service requirements for on-demand driving. Therefore, broadening the service scenarios of the agent driving business, reversing the minds of users about driving on behalf of the drunk, and meeting the needs of users on behalf of the scene is the current research focus of scholars. Enterprise D is a global outstanding mobile travel platform, and its agent driving business is a branch of its business. The company’s current agent driving business is gradually being squeezed by a crowd of competing products due to its high service quality and high cost. The user's mind on the brand is still stuck in drunk driving, which makes it difficult to achieve breakthrough growth in GMV . This research takes D enterprise’s agent driving products as the research object, and conducts product expansion planning and research on its agent driving business through QFD theoretical methods. First of all, conduct scenario analysis and hierarchical decomposition of D enterprise’s customer needs. According to the principle of user demand analysis method KANO , analyze the current consumption needs and characteristics of D enterprise’s customers and potential customers, and determine the importance of user needs. Spend. Secondly, it analyzes the rising luxury car market and the new energy car market in the current automotive market, and uses QFD theory to transform user needs into a product development direction that can be used as a proxy driving platform to achieve GMV growth. It also analyzes the competitiveness of D enterprise, obtains the usability weight of the product expansion direction, and determines the key direction of D enterprise driving business scenario expansion. Finally, the product function upgrade and interactive interface optimization of the existing functions of the D enterprise’s agent driving platform will provide direction planning for the D enterprise’s agent driving business to achieve the second growth curve, reverse the user’s single mind on agent driving products, and enhance corporate competition ability.

Huai Cao, Xinyue Gong, Kaixuan He
Open Access
Article
Conference Proceedings

Is less really more? A user study on visual in-vehicle information systems in automated vehicles from a user experience and usability perspective

Monitoring the environment is an essential part of driving, as it increases the driver's situational awareness and enables them to make appropriate decisions for safe and comfortable driving. This paper presents a study to investigate how much and in which way should information be displayed to the driver in a semi-automatic vehicle with a head-up display (HUD) to achieve optimal situational awareness. This was evaluated from two perspectives: the user's experience and perceived usability. It additionally explored the users preferences on which information should be displayed in such HUDs. For this purpose, four prototypes of a visual HUD were created, displaying different amounts of information (MIN vs. MAX) and presented in two different modes - as a two-dimensional (2D) projection on the windshield and using augmented reality (AR) to highlight the information directly in the environment. The obtained results gave a clear indication that the test participants preferred to have more information displayed on a HUD, regardless of whether it was presented in 2D or AR.

Kristina Stojmenova, Grega Jakus, Sašo Tomažič, Jaka Sodnik
Open Access
Article
Conference Proceedings

In Times of Pandemic - How Generation XYZ Looks at Digital Banking

The banking industry since pandemic has shifted servicing dramatically from its traditional branches to become far more digitally flexible. Banks rushed to face-lift the front-end look and feel and enable non-essential digital services without asking users their needs. Thus, this bank attitude as greater impact on building a good digital banking customer experience that leads the users to fully adopt digital. To have a clear vision of how banks can stand out to a successful digital transformation we interview 634 digital bank users from the generation XYZ. To find out about the digital banking perceptions of Generation Z (born 1997-2012) , Generation Y (born 1981-1996), and Generation X (born 1965-1980) we perform a qualitative analysis using Leximancer content analysis software to determine differences and characteristics of users' attitudes toward digital banking. The findings highlighted nineteen concepts (transfers, bank, channels, products, digital, availability, anywhere, services, operations, use, account, savings, speed, costs, information, options, price, complex, and market) grouped in eight key themes perceived by users using digital banking channels, namely: transfers, availability, use, speed, information, price, complex and market. The three tags categories generation XYZ result of the presence of highly connected with concepts or independent variables showing prominence between X-generation and availability and services concept, Y-generation, and market, anywhere, bank and operation concepts, Z-generation, and transfers concepts. These results showed that digital bank users are concerned about price, speed of transfers and product information, the anywhere availability of services and operations in the financial market, with some constraints about the complexity of options used to manage their accounts and savings. More the Y-generation (middle age) take more advantage of digital banking to explore bank/financial market and perform operations anywhere, the X-generation (older age) look digital banking mainly for the availability of services and Z-generation (younger age) simple for transfers. This study contributes to understanding the use and preference of digital banking, allowing us to propose a new conceptual model to explain the digital banking usage, helps to identify what is important for each XYZ generation to increase their adoption of digital banking and alerts to the use complex of multiple options that probably are not the main focus to successfully used by this generations. Highlighting the users' perceptions is important for the bank industry to develop digital banking features that align with users' expectations and to increase the success of digital transformation by shifting servicing dramatically from a brick-and-mortar stalwart to become far more business digitally flexible.

Luis Filipe Rodrigues, Helena Rodrigues, Abilio Oliveira
Open Access
Article
Conference Proceedings

Gamification Design of Traditional Chinese Culture Applications Based on FAHP

This study focuses on the innovative design of Chinese traditional culture APPs, around the gamification design elements of traditional culture, aiming to improve the user experience of traditional culture APPs and promote the inheritance and innovation of traditional culture. Based on the theme of traditional culture products, user needs and design elements of traditional culture gamification product design are extracted and analyzed through a literature review. Based on the five elements of user experience, a hierarchical index model for evaluating the gamification design of Chinese traditional culture APP was established using Analytic Hierarchy Process (AHP); based on multiple questionnaire evaluations by the expert group, the weight values of each evaluation index were calculated and the importance ranking of each index was determined. Then the fuzzy comprehensive evaluation of each scheme was conducted to select the optimal design scheme. The evaluation results show that several factors that have the greatest influence on the gamification design of traditional culture APP are a clear rule system, achievement incentives for people, and visual design that follows the aesthetics of traditional culture. The design elements at different levels in the traditional culture APP were calculated and compared using fuzzy hierarchical analysis, and the priority ranking of the design elements was derived, which can enable designers to better understand users' design preferences for the traditional culture APP. Meanwhile, the traditional culture APP gamification design evaluation model can help evaluate the user experience of the culture APP and help designers make better decisions.

Dandan Li
Open Access
Article
Conference Proceedings

Analysis of Visual Information Accessibility Design Requirements for Phubbers in Traffic Scenes

In today's society, "phubbers" are flooding the corners of society. Phubbers are people who nowadays "look down at the screen" whenever and wherever they are, trying to fill up their fragmented time by staring at the screen. The increasing popularity of smartphones has made them an indispensable tool in the lives of phubbers, who rely on them to bring them a variety of needs to meet. The news of traffic accidents caused by immersion in cell phones is common. This is no longer an individual encounter, but a group rule, and phubbers do have visual information barriers in traffic scenarios. In addition, prolonged daily exposure to cell phones and over-stimulation of the brain can make concentration incomplete. The limit of forward flexion (the state where the chin touches the sternum) can only be 45° when the head is bowed. If the forward flexion reaches 30°, it can affect the cervical spine. If the cervical spine is in an abnormal stable state of extreme forward flexion for a long time, it can cause damage to the cervical spine. Therefore, it is of practical significance to propose corresponding design strategies for the safety hazards and visual information barriers that exist in the traffic scenes of the phubbers.This thesis adopts a combination of qualitative and quantitative research methods, firstly, based on the AEIOU analysis model and user behavior process, a specific analysis model is constructed for the behavior of phubbers crossing the road. It can make a more comprehensive analysis of the whole process of each contact point and crowd state and behavior in the scene, and the corresponding functional modules are derived. The functional modules mainly include the behavioral level, the physical and spiritual social level, and the environmental level. Among them, the behavioral level includes intersection reminder module, auditory reminder, remaining time reminder, and visual reminder within the line of sight of head down playing cell phone; the material and spiritual social level includes anxiety relief module, relief of unstable emotions, and personal safety module; the environmental level includes safe waiting area division, and obvious dynamic change stimulation. The Kano model was further applied to prioritize the functional modules, and the statistical analysis was used to determine the user-perceived importance and ranking of the listed functions, which finally led to the functional requirements of barrier-free crossing for phubbers. It provides a reference for future research on visual information accessibility design for phubbers and the development of accessible design for public transportation.

Qian Wu, Wei Ding
Open Access
Article
Conference Proceedings

A Framework for data mining of structured semantic markup extracted from educational resources on University websites

The coronavirus pandemic has forced education at all levels to change from face-to-face mode to online learning. In keeping with that purpose, Universities are releasing a significant number of educational resources on the Web to support virtual education. Final users, who need these educational resources, explore the Web through search engines such as Google, Yahoo, Yandex, or Bing; unfortunately, the search results they obtain lack accuracy and are not necessarily adequate to their requirements. This problem is because Web resources release does not consider their visibility or ease of being found. One way to improve the experience of users who browse the Web is by delivering more appropriate content in response to their searches. An alternative to enhancing the meaning of web searching results is embedding structured semantic markup in the HTML of web pages through standards such as JSON-LD and Schema.org vocabulary, in compliance with W3C recommendation. Search engines can interpret this markup to understand the resources being published and, consequently, improve the rightness of search results. For example, Google uses the structured semantic markup to show rich fragments, Rich Snippets, or even Knowledge Graph in user searches.This research proposes a framework that enables a systematic analysis of the websites of the top-ranking universities, focused on the educational content they provide to review the embedded semantic markup annotated by using JSON-LD and the Schema vocabulary. To this end, a worldwide list of the universities that are part of the top international ranking has been compiled. Then, by using Web Scraping techniques, we have analyzed these universities' Websites in search of educational resources and reviewed if the embedded structured markup is included. Finally, data mining techniques have been used to describe and organize the educational resources obtained.The contribution of this work is two-fold. Firstly, the analysis of embedded structured markup that uses Schema vocabulary and JSON-LD format in university websites. This analysis is relevant since previous research has not explicitly focused on the educational field or has not used a specific dataset within this context. Secondly, the proposal of a framework that allows accomplishing this type of analysis of embedded structured markup from a data collection phase to obtaining results and indicators on the data. It addresses the data mining process from download to the final data analysis to get information. The proposed framework consists of eleven components distributed in three well-defined layers: data access layer, service layer, and application layer. The framework component development process is defined by merging two methodologies, Design Science Research (DSR), to guide the creation of an artifact, and CRISP-DM, to address the data mining process. The architecture of the framework integrates tools such as Scrapy (Python), for web scraping and crawling functions, MongoDB for manipulating semi-structured data with a NoSQL management mode, Redis as an in-memory database (auxiliary) that through queries allows to determine if the URLs that are extracted in the Web Scraping process have already been processed or not (duplicate control), and Apache Kafka as a communication intermediary and facilitator of the flow or exchange of information between the other components.Moreover, this work provides a data set made up of the HTML pages of the universities' Web sites that can be used for further analysis.

Lorena Recalde, Rosa Navarrete, Luis Rosero Correa
Open Access
Article
Conference Proceedings

The Effect of Mobile User Interface Design on Comic Reading Performance

For decades, the comic industry has continuously reached out to more readers with the help of smartphones. Many comic books have increasingly transformed from physical to digital versions. Even though the size of smartphones nowadays is expanding, the scanned comic pages must fit the screen. The current text and image size are more difficult to read and require users to zoom in or frequently scroll. In this study, researchers wanted to find out how to redesign the online comic format on the phone to be more efficient. The variables were the number of columns, turning page interactions, and navigations with the arrow button and thumbnail. The researchers also recognized the importance of the finger reach area. Twenty subjects who already had the online comic on the phone reading experience participated in this experiment. The results show that the two-column layout satisfies the participants’ reading size the most. Another result shows that scrolling the page is faster than swiping across the screen. Moreover, the participants interacted with the arrow navigation faster than the thumbnail. These results will benefit the future designs of mobile user interfaces to enhance the comic reading performance and pleasure levels.

Waricha Henchobdee, Sakol Teeravarunyou
Open Access
Article
Conference Proceedings

The Effectiveness of Group Stacks and Funnel Filter for Mobile Online Shopping Application

The experience of using the existing mobile shopping applications is time-consuming because repeated images on the shopping lists are overwhelming information. New technologies such as image recognition, a subcategory of computer vision and artificial intelligence, can detect and analyze similar images of shopping products. In this study, the researcher wanted to investigate how image grouping could enhance the shopping experience. Besides the image grouping, the problem of redundant tasks on the filter feature was another investigation. A funnel filter is a design that can help users reduce information and task steps. For this study, subjects were asked to test the shopping application of consumer products. Thirty-one participants tested the grouped images versus random items in terms of time and satisfaction. They searched for a specific type of product for grouping. For the second experiment, subjects used the funnel filter to do the multiple layer filters for variables such as price range, users’ rating, and shipping cost. The funnel filter was also compared with the existing searching filter. The results from the experiment showed that subjects preferred the group of stacks over the existing searching items since it helped reduce the amount of information when they were searching. This technique followed the principle of Hick's laws. In the second experiment, the participants preferred the funnel filter to the existing searching filter. Because it was an accumulation of filtering layers, the decision-making was easier. The results of this study will benefit mobile shopping that can enhance the users’ experience in future.

Pattarapong Bhongjan, Sakol Teeravarunyou
Open Access
Article
Conference Proceedings

Cognitive prediction model for geophysical prospecting instruments’ user interface based on Confirmatory factor analysis

Geophysical prospecting instruments are indispensable in promoting the development of geophysics. The current user interface of geophysical prospecting instruments is still inadequate in user experience design. In this research, we use qualitative and quantitative analysis to develop a model to measure user perception of geophysical instruments. In the first part, through two questionnaire surveys (N=178), a quantitative index system for geophysical prospecting instruments’ user interface is proposed. In the second part, this article uses the Statistical Product and Service Solutions (SPSS) to conduct an exploratory factor analysis (EFA) and presents a conceptual model. This paper uses the Analysis of Moment Structure (AMOS) to construct and optimize the confirmatory factor analysis (CFA) models in the third part. The result of this research is a second-order three-factor confirmatory factor analysis model is proposed. This model explains the user’s cognitive level that affects the interface of geophysical instruments from three dimensions: reasonable layout (R), interaction friendliness (I), visual simplicity (V). According to this cognitive model, designers can better understand users’ mental level in the design stage, and future products will be more in line with user preferences.

Xiaoli Chen, Shiyu Chang
Open Access
Article
Conference Proceedings

The Effects of Skip Buttons on Brand Recognition in Open-screen Advertising

Open-screen advertising is one kind of popular mobile advertising with the characteristics of full-screen, mandatory, and wide coverage. However, the intrusiveness induced by its sudden appearance reduces users’ experience of mobile applications. Inserting a skip button into the advertisement is a good way to improve users’ experience but may affect the advertising effectiveness. Across two studies, we tried to find a win-win solution that makes users less disgusted with open-screen advertising and has no detrimental effect on the advertising effectiveness concerned by advertisers. We demonstrate the solution that advertisers can force users to view the advertisement for three seconds and then provide the skip button. Implications are provided for advertising on mobile phones and web pages, and theoretical contributions are described.

Xia Xia, Deyu Zhou, Haifeng Li
Open Access
Article
Conference Proceedings

User Interface Evaluation of Wireless Ultrasound Solution for Point-of-Care Applications

Recently, interest in a point-of-care diagnosis using portable ultrasound images that can provide information in real time at the patient's bedside is increasing. Especially, as interest expands to POC applications out-of-hospital emergencies and in-hospital rounds, usability and safety are required, and the application of mobile devices such as smartphones and tablet PCs to increase accessibility is also required. This study aims to develop a wireless ultrasound solution that obtains images from wireless ultrasound probes and communicates wirelessly with ultrasound scanners and smart IT devices, and to improve the usability and safety of medical devices through UI evaluation from the initial design stage by applying the Human Factors Engineering Process based on the IEC62366-1 standard. We designed a user interface (UI concept, design sketch) for smart IT devices, wireless ultrasound scanners and probes reflecting user requirements collected from advisory panels of five clinical departments. The UI concept was evaluated through two focus group interviews, and the revised UI concept was additionally evaluated through a survey afterwards. In addition, user preferences of design sketch were surveyed among 22 experts in the echocardiography room and 8 members of the emergency imaging society. User requirements of advisory panel included sterilization possibility, small space occupancy, equipment durability, and smart phone linkage. Through the focus group interviews, opinions were collected on the menu structure, unnecessary functions. In the survey, most of the GUI designs were satisfied except for pictograms and font sizes. In the preference survey, the wireless ultrasound scanner type B with easy access to the operation buttons and the streamline design probe design type B had the highest preference.Through iterative UI evaluation, the user requirements were derived and the user interface was designed reflecting this. Future research should continue the usability engineering process, developing the actual software and performing usability test.

Yourim Kim, Sangeun Park, Wonseuk Jang
Open Access
Article
Conference Proceedings

Paper Retracted: Human factors engineering to improve customers services quality using monte carlo method

Due to the importance that this research revolves around improvement and satisfaction with the services provided to customers, it has been escalating recently by using human factors engineering to give sustainability in the processes of improving service quality by providing optimal service in a systematic framework to reduce losses and customer complaints. Therefore, this research is the use of the Monte Carlo method to predict the opinions of customers by using a random sample representing a community receiving services in supermarkets by taking a sample of units that represent these services such as supermarkets, fast food and health care. Through the results, this research was able to predict what the customers' opinions will be when the customers reach 10,000 visitors from customers who frequent visit these integrated malls. Therefore, this research lays down a systematic plan to improve the quality and service of customers when customers increase to a huge number.

Salah Elshourbagy
Open Access
Article
Conference Proceedings