Affective and Pleasurable Design

book-cover

Editors: Shuichi Fukuda

Topics: Affective and Pleasurable Design

Publication Date: 2023

ISBN: 978-1-958651-47-6

DOI: 10.54941/ahfe1003237

Articles

Quantifying Interest from Facial Images, and the Role of Video in Effective Business Calls

It is said, to succeed in business, put the interest of customers ahead of your own. This is great advice to businesses, racing to deploy video calls to provide COVID-safe meetings and/or benefit from general conveniences and gain productivity. If 55% of the communication is truly nonverbal as suggested by Prof. Albert Mehrabian from University of California in Los Angeles, putting the interest of the customer ahead means listening carefully to the nonverbal channels. In video calls, one must try hardest to read, understand and manage the customer interest expressed in the video images.In this study, our primary objective was to analyse and evaluate the practicality of a project to develop a machine-learning model that can predict and quantify a level of interest of a video caller from his facial images. As such, our secondary objective was to explore facial and behavioural expressions, highly correlated to or triggered by interests that are confirmed by imaged human subjects themselves, as well as explore areas and methods to capture them as to generate machine-learning training data.The result suggested the project to develop a machine-learning model would be practical. The finding included that a model based on static facial features visible in a video frame could be possible, but a model based on moving facial features estimated from sequence of consecutive video frames could do better, especially those with acute focus on eye movements.

Ryosuke Katsuki, Keiichi Watanuki, Suguru Mashima, Yusuke Osawa
Open Access
Article
Conference Proceedings

Evaluation of the Effect of Viewing Paintings with Different Objects and Methods of Expression on Stress

This study aimed to evaluate the effects of differences in objects and methods of expression when viewing paintings on stress reduction through the use of biometric measurements. Thirteen subjects were recruited for the experiment, and a multi-physiological sensor, and a tabletop eye-movement measurement device were used in the experiment. The skin conductance response (SCR) and LF/HF ratio were used as the evaluation indices. The results showed that the SCR and LF/HF ratio decreased significantly by viewing paintings irrespective of the objects or methods of expression. This suggests, that viewing paintings may reduce stress irrespactive of the objects or methods of expression. Additionally, the results suggest that even people without a high level of art expertise may be able to classify paintings appropriately in terms of abstraction.

Keisuke Kisu, Keiichi Watanuki, Kozawa Motohiro
Open Access
Article
Conference Proceedings

Influence of History of Art Learning on Understanding of Beauty and Ugliness in Painting

Japanese elementary school teachers can teach art classes to elementary school students without receiving any art education. For this reason, there are no common evaluation criteria for art classes, and teachers create their own evaluation criteria and assign grades. The teachers' own evaluation criteria often include their own interests, suggesting that the students may not be receiving a fair evaluation. It is possible that elementary school students dislike art classes due to unfair evaluation. A dislike of art from an early age can lead to a lack of imagination and creativity. In addition, we are becoming a mature society with a rapidly declining birthrate and an aging population, and it is expected that each individual, as the bearer of a sustainable society, will be nurtured to create new values that will lead to the growth of individuals and society with qualitative enrichment driven by the diversity of the individual. One of the changes in a mature society is the rapid evolution of artificial intelligence. It is claimed that artificial intelligence is starting to think and comprehend knowledge conceptually on its own, and it is predicted that this would significantly alter the nature of employment and the significance of knowledge acquired in schools. At the same time, this leads to a reaffirmation of the fact that no matter how much artificial intelligence evolves and becomes capable of thinking, it is the greatest strength of human beings to provide the purpose of thinking and to judge the goodness, correctness, and beauty of the purpose. School education is required to enable children to actively face various changes, solve problems in collaboration with others, discern various types of information, realize a conceptual understanding of knowledge, reconstruct information and connect it to new values, and reconstruct purposes in complex changing situations. It is also required to be able to reconstruct objectives in the face of complex changes in circumstances. Thus, art education is considered crucial, and it is important to understand what aspects of art are perceived as beautiful or ugly in the process of learning art. Therefore, the purpose of this study was to understand the differences in the sense of beauty and ugliness in paintings between students majoring in art and those who are the same age as the students and have no prior art study experience.We conducted an experiment using paintings from each period of Western art history as the paintings for judging the beauty and ugliness of a painting. By evaluating the beauty and ugliness of art paintings from each period, we selected a variety of paintings from simple to complicated for the purpose of judging the beauty and ugliness of the paintings. We also aimed to quantify the beauty/ugliness points that do not change depending on the age or the complexity of the painting.Fractal analysis was used for the analysis. A fractal is a similarity between the whole and a part of a figure. Fractals are often found in nature and in living organisms, and fractal structures can also be found in works of art. In particular, fractals are seen in the paintings of Abstract Expressionist painters, whether by accident or necessity. It has been reported that fractal dimension and art are closely related. In this study, we consider fractals in color tones as well as in structure.As a result, art majors were able to clearly point out the beauty and ugliness of complicated paintings. Students who did not study fine arts saw the whole complicated painting as beautiful, and were unable to point out clear beauty or ugliness points. For simple paintings with only one person, the art majors were able to point out the beauty and ugliness of the painting in more detail. Students who did not study art pointed out the beauty and ugliness of a simple painting in a large and general way. Fractal analysis showed that the beauty/ugliness points pointed out by the experts maintained a medium fractal dimension. The fractal dimension of the beauty/ugliness points pointed out by students who had not studied art maintained a high fractal dimension, indicating that they perceived beauty/ugliness in more complex areas.The above results indicate that as students learn more about art, they are able to understand the beauty and ugliness of a picture more intricately and perceive beauty and ugliness in areas with a medium fractal dimension.

Tomofumi Sakata, Keiichi Watanuki, Kozawa Motohiro
Open Access
Article
Conference Proceedings

Effects of Field-of-View Expansion Using a Wide-Field HMD on Sensibility During Straight-Line Video Viewing

Visual information is considered particularly important among the information that humans receive from the external world, because of its significant impact on human mental activity, including self-position and self-motion perception, impressions, moods, situational judgment, and decision-making. Therefore, we conducted a study to investigate the effects of expanding the field of view (FOV) that receives visual information on human mental activity. In the study, we created three types of visual environments in a virtual space and used image processing to expand the FOV of videos that move straight through each environment. We then conducted an experiment to explore how expanding the FOV affected viewers' impressions of the visual environment and their mood. The results showed that expanding the FOV increased the sense of dynamism and spaciousness of the visual environment, and led to improvements in viewers' activation and arousal levels. These findings suggest that expanding the FOV not only enhances the impression of the visual environment but also has the potential to change viewers' mood to a more energetic state.

Tomoya Koishi, Keiichi Watanuki, Yusuke Osawa
Open Access
Article
Conference Proceedings

Biometric Information-Based Optimization of Driving Seat Position to Promote Safe Driving Behavior

The purpose of this study is to propose appropriate adjustment values for individual drivers to promote safe driving behavior by adjusting the driving seat of a car. In this experiment, we focused on the impact on drivers while changing the front and back position of the seat, which is considered important for safe driving behavior, and experimented by paying attention to the movement of the right leg that operates the pedal. We attempted to discover the relationship between them. As a result, no significant difference was observed between the pedal switch time during emergency braking and the amount of right leg movement required for pedal switching obtained from the front and back position of the seat and the movement of the right leg. Therefore, it is considered that the front and back position of the driving seat does not affect emergency braking operation in safe driving behavior.

Kyonaka Baba, Kazunori Kaede, Keiichi Watanuki
Open Access
Article
Conference Proceedings

The Body of Sensation within the context of Atmospheric Painting

In this study we analyse approaches through which the construction of atmospheres in painting is accomplished, and in which ways there might be a crucial relationship between the conception of these images, and the body of sensation. Further to a theoretical framework, we study diverse case studies and propose to establish pertinent distinctions. The cases are examined from the point of view of their pictorial values, and are juxtaposed in sets in order to endeavour to question each other in a more pertinent manner. We try to reach conclusions regarding the construction of atmospheres in themselves, and also in which forms these might allow cognitive and interpretative advances, and how these constructions might be related to different mechanisms of sensation and perception, and in particular how these will be enabled by the body of sensation.

Rui Grazina, Fernando Moreira Da Silva, Fernando Poeiras
Open Access
Article
Conference Proceedings

Effects of Different Alarm Methods of Minimum Risk Maneuver on Drivers of Following Vehicles in Automatic Driving

In recent years, the development of autonomous driving technology has been promoted all over the world from the viewpoint of safety and convenience. Autonomous vehicles are required to be equipped with Minimum Risk Maneuver (MRM), a function that automatically decelerates and stops while sounding a warning when the system determines that the driving behavior cannot be transferred to the driver. Although MRM protects the safety of the driver's own vehicle, the safety and security of surrounding vehicles must also be protected in order that autonomous vehicles are to be accepted by society. The development of MRMs that allow drivers to drive stress-free and with peace of mind is required. Therefore, the purpose of this study is to investigate the influence on the following drivers by the presence or absence of Alert Notification to the surroundings by using a Driving Simulator (DS) from questionnaires and motion data.As an experiment, autonomous car equipped with MRM was driving at 100 km/h on the first lane of a highway with a speed limit of 100 km/h and a road width of 3.5 m. followed the vehicle with a headway time of 2 seconds. Participants in the experiment were eight men (21.8 years ± 1.1 years old) who had a first-class driver's license for ordinary vehicles.In the experimental scene, After the Participant follow the Autonomous vehicle with a headway time of about 2 seconds, the MRM is activated and the self-driving car decelerates. This experiment was conducted under a total of 10 conditions, consisting of 5 conditions of 2.0 m/s2, 3.0 m/s2, 4.0 m/s2, 5.0 m/s2, and 6.0 m/s2, and the presence or absence of Alert Notification before deceleration. A horn was used as the notification, and the preceding vehicle continued to sound the horn while decelerating and turned on the hazard lamps.As a result, in the subjective evaluation questionnaire for the presence or absence of Alert Notification, significant differences were found at the 5 % significance level in the items of danger when the vehicle ahead braked and sense of anxiety when the vehicle ahead braked. In the comparison of the amount of brake application at different deceleration levels, significant differences were found at the 5 % level between deceleration levels of 2.0 m/s2 and 4.0 m/s2 and between deceleration levels of 2.0 m/s2 and 5.0 m/s2 in the case of no Alert Notification, but no significant differences were found when alert notification was provided. Significant differences were found in the subjective evaluation questionnaire, suggesting that the presence of Alert Notification can reduce the driver's subjective sense of danger and anxiety. In addition, the results also suggest that the presence of an ambient alert may allow the driver to brake with more time to spare.In the future, I am considering investigating the effect of the difference in Alert Notification method of the surrounding alert notification on the following driver.

Masamitsu Nagayoshi, Keiichi Watanuki, Kazunori Kaede, Yusuke Osawa
Open Access
Article
Conference Proceedings

Relationship between Bird's-Eye View Cognition and Visual Search Behavior

In general, professional soccer players excel at situational judgment and express the game situation as if they are viewing the game from directly above the pitch.This cognitive method is called the bird's-eye view and is considered important for accurate situational judgment. It is also known that expert soccer players exhibit visual search behaviors specific to different situations, such as attacking, defending, and one-on-one play. Therefore, there is possibly a visual search behavior unique to bird's-eye view cognition. In this study, we investigated the effects of improvement in bird's-eye view ability on visual search behavior by using a training method involving virtual reality, which was already developed in a previous study. By revealing the visual search behavior specific to the bird's-eye view, we expect to develop a new training method that adds eye-gaze support. In this study, we developed a virtual reality-based bird's-eye view training system using the Unity game engine, a Head Mounted Display, and an HTC VIVE controller. The system consisted of a training task for training the bird's-eye view ability and a three-choice question for evaluating it. The training task consisted of three phases: showing a first-person video from the center of a soccer pitch, sorting player positions on a bird's-eye map of the pitch, and presenting the correct answers. First, we examined the effects of a training task on the bird's-eye view ability in a system. The experiment was conducted on nine male subjects aged between 20 and 30. The subjects were divided equally into three groups. An experimental group was assigned the training task, control group 1 were showed the first-person video and were informed about the correct answers, and a control group 2 were only provided with the first-person video. The participants answered 10 three-choice questions as a pre-task, performed the training task 10 times, and answered 10 three-choice questions as a post-task. At the end of the experiment, the participants answered a questionnaire about their experience with sports, video games, and changes in their cognition. As a result, the experimental group and control group 1 performed better on the post-task than on the pre-task in training. In particular, the growth rate of the scores of the experimental group was higher than that of control group 1. This suggests that the participants may have acquired a bird's-eye view of cognition through training. In addition, in the questionnaire, two participants in the experimental group responded that they "stopped shaking their heads a lot”. This suggests that the improvement of bird's-eye view ability may have influenced the visual search behavior. Next, we conducted an experiment to investigate the relationship between bird's-eye view cognition and visual search behavior based on eye-gaze information and head movements during training. This experiment clarified the relationship between bird's-eye view cognition and visual search behavior, and is expected to lead to the development of better bird's-eye view training using eye gaze support.

Keisuke Kanda, Hiromi Ishiwatari, Keiichi Watanuki
Open Access
Article
Conference Proceedings

Quantification of Conspicuity Using Optical Properties and Evaluation of Impression of Pseudo-Fingerprints on Touch Panels

In recent years, the spread of electronic devices, such as smartphones, has increased the demand for touch panels, and the development of touch panels with excellent conspicuity has been promoted. In particular, it is important to ensure the conspicuity of touch panels in car navigation systems involved in driving, and conspicuity evaluations are conducted during development. However, currently, conspicuity evaluation is often performed using sensory evaluation, and conspicuity has not been quantified. In this study, to quantify the conspicuity of touch panels used in automobiles, we evaluated the relationship between the optical characteristics and impression evaluation by conducting evaluations of the impression and luminance of pseudo-fingerprints on a touch panel using a simulated in-vehicle environment and pseudo-sunlight. The experiment was conducted with 10 adult males, who evaluated their impressions of the panels with pseudo-fingerprints. The SD method was used to evaluate the impressions, and the Visual Analog Scale (VAS) was used as the evaluation scale. Eleven adjective pairs related to the conspicuity of pseudo-fingerprints were selected from previous studies. Eight samples were prepared for the panels-to-be-evaluated, including four for each of the lipophilic and oleophobic panels. A spin coater and pseudo-fingerprint solution were used to transfer the pseudo-fingerprints to the panels at 50 N force from the thin film by spinning the spin coater. For the position of the source of pseudo-sunlight, three conditions were selected by considering the lighting conditions that could be assumed where sunlight shines on the vehicle. These included a sunlight source directly above the sample panel, behind the left side from the viewpoint of the observer, and in an arrangement where the relationship between the pseudo-sunlight, reflective objects, and sample panel was positive reflection. In the impression evaluation experiment, the subject was asked to sit on a chair, and the position of the chinrest was adjusted after explaining the experiment. The subject was presented with the panel for 30 s while on the chinrest. Then, the tablet was handed to the subject, who evaluated the panel with the pseudo-fingerprints as observed from the chinrest position. The results of the impression evaluation were analyzed using factor analysis. Based on this analysis, the first factor, including factors such as likes/dislikes, hygiene, and prominence, was named as the conspicuity factor. The second factor related to artistry was named as the artistry factor, and the factor related to the material of the panel was named as the materiality factor. This study focused on the conspicuity factor. From the relationship between the evaluation of luminance and impression, a positive correlation of r=0.46 was achieved between the conspicuity factor score and the rate of change of luminance, and a positive correlation of r=0.56 was observed between the artistic factor score and the rate of change of luminance. In the future, we will evaluate the relationship between the factor scores and luminance change across lighting conditions and quantify the conspicuity through follow-up experiments on sensory evaluation based on luminance change.

Yusuke Hatano, Keiichi Watanuki, Kazunori Kaede, Akira Iwasaki, Shingo Takata, Toshihiro Ninokata, Kouki Arakawa, Yuuya Tsuzuki
Open Access
Article
Conference Proceedings

Effect of Presentation of Advertisements during Visual Display Terminal Work on Concentration

This study aimed to examine the effects that advertisements viewed during visual display terminal (VDT) work have on workers as well as the appropriate conditions under which advertisements should be presented to both consumers and advertisers. We investigated the manner in which the position and interest in advertisements affected people’s ability to focus. Mock advertisements were displayed on a monitor while participants completed a specially created cognitive memory exercise. We evaluated the effects on concentration based on the results of the exercise, subjective evaluations of concentration, and eye-gaze information. This shows that the self-perception of concentration may have been affected by the advertisement, except when the commercial was placed on the right side of the screen. Additionally, it was hypothesized that differences in the level of interest in advertisements and the condition of the workers affected their concentration.

Kanta Onimaru, Keiichi Watanuki, Kazunori Kaede, Yusuke Osawa
Open Access
Article
Conference Proceedings

Effects of Difference in Listening Tempo on Task Performers

When performing a task with a set time limit, the performer may make numerous errors due to impatience and haste. By contrast, a moderate mental load caused by a time limit improves the time-to-performance ratio. Time pressure (TP) refers to the mental strain imposed by the time limit to the performer. Despite numerous studies on the effects of TP on task performers, no consistent findings regarding the relationship between TP and the method of presenting and communicating time have been obtained. There are various methods to make task performers aware of time; each method of presentation and communication may have a psychological impact on task performers. The objective of this study was to clarify the effects of the method of presenting the time remaining to perform a task on mental load and concentration in a time-limited task and to compare the influences between presentation conditions using biometric measurements and a subjective evaluation questionnaire.The experiment evaluated these effects on task performers in terms of fingertip volume pulse wave and stress sweating.The task was a continuous addition task modeled after the Uchida–Kleppelin test that lasted 5 minutes. Five Japanese male university students (21.8±0.8 years old) were each tested on four different conditions. The conditions were as follows: no time presentation, visual time presentation, alarm every 30 seconds, and both visual and alarm presentation.The LF/HF was used to evaluate finger volume pulse waves, and galvanic skin response (GSR) was used to assess mental arousal. GSR analysis in each presentation condition revealed that GSR in the no time presentation condition was higher than in the other three conditions, with some variation. Previous studies have suggested that the greater the awareness of the remaining time, the more likely participants were to feel anxious. Therefore, GSR was assumed to be higher in the no time presentation condition because the task performers were more actively aware of the time remaining than in the other conditions. The results suggest that the TP may be higher in the no time presentation condition than in the condition with time presentation. In addition to the presentation method used in this experiment, there are other methods of time presentation, such as second-hand or metronome sound. In these methods, the frequency of the time information presentation can be controlled by adjusting the Beats Per Minutes (BPM). In a study in which computation tasks were performed while listening to music and task performance was compared based on the type of music and BPM, it was shown that task performance varied depending on the type of music and BPM. Therefore, we conducted an experiment using a metronome, which is not affected by the type of music, to evaluate the effect of BPM differences on task performers. By changing the frequency of time information presentation, we expect to control psychological effects such as impatience and anxiety by intentionally adjusting the opportunity for task performers to be aware of time.

Ryo Suetake, Keiichi Watanuki, Kazunori Kaede, Yusuke Osawa
Open Access
Article
Conference Proceedings

Enjoy Life from Within: A Proprioception Way

Brain is getting wide attention these days. Until very recently. it is deeply associated with Digital Computing. But Recently the importance of Analog is getting wide attention and such word as Brain-morphic Computing (BMC) is emerging. Although whether it is Digital or Analog, the attention is focused only on Brain. But as William Wordsworth indicated "Our heart leaps up when we behold a rainbow in the sky", our heart plays a very important role in our Emotion. The world has been the Industrial World and Euclidean Approach (EA) played a leading role. EA is interval scale-based with units and requires orthonormality among their datasets. But as the curse of dimensionality teaches us, we cannot solve the problem, if its number of dimensions becomes too large. The environments and situations of our daily life, however, change from moment to moment. But we spend our daily life safely and happily. Change is related with movement. And human movement is divided into two: Motion, which can be observed from outside and Motor, which is the movement inside of us, such as those of muscles, etc. Our discussion on human movements has been focused on Motion. Our muscles harden when we get close to the target object and they move together with our skeleton, forming the musculoskeletal system. Thus, we can control our motion trajectories. But at the first stage, our motion trajectories vary widely from time to time. This is because the environment and the situation vary from time to time and we make our efforts to adapt to these external changes. We coordinate all body parts to balance our body to adapt to the changing environment and the situation. In other words, our internal Motor or such parts as Muscles. etc. come to play an important role. Coordination becomes more and more important. In short, sensorimotor or proprioception has come to play an important role.

Shuichi Fukuda
Open Access
Article
Conference Proceedings

Effect of Enlightenment Video for Walk on Motivation and Action

Due to the impact of the COVID-19 virus resulting in recommendations to work from and stay home, people have fewer opportunities to walk. However, a study on physical activity and exercise conducted by Japan’s Ministry of Health, Labour and Welfare indicates that the risk of lifestyle diseases may be decreased by several percentage points through an increase in physical activity, walking. As such, it is necessary to consider the content and presentation method of material that encourages behavior modification away from a lifestyle with little walking. Regarding behavior modification, Matsumoto’s model for behavior change stages indicates that people go through five stages: precontemplation, contemplation, preparation, action, and maintenance. To encourage change in the contemplation stage, [Matsumoto] suggests the importance of people thinking negatively of themselves due to their lack of physical activity and thinking positively of themselves if engaging in physical activity. Furthermore, Saito reports that in advertisements that aim to create desire to purchase and interest, presenting advertisements in the medium of video contributes to behavioral change.Under this context, this study will evaluate the effects that enlightenment videos about walking, created with a focus on content and wording, have on number of steps and awareness toward walking. In addition, we will focus on people’s temperaments and consider what enlightenment videos are effective for such temperamentsThis study evaluated the effects that enlightenment videos about walking, created with a focus on content and wording, have on number of steps and awareness toward walking. Before the experiment, we expected that participants with stronger approach temperaments would greatly increase their number of steps by viewing the positive video, and those with stronger avoidance temperaments would greatly increase their steps by viewing the negative video. The experiment results show that number of steps increased for the group with strong approach temperaments who viewed the positive video, but the number of steps decreased for those with strong avoidance temperaments who viewed the negative video. In other words, people with stronger approach temperaments may be more likely to increase their number of steps by viewing enlightenment videos compared to those with weaker approach temperaments. Also, this may demonstrate that explanations of the positive effects of walking are more effective in contributing to an increase in number of steps than explanations of the negative effects of not walking.

Masashi Okubo, Tsukasa Takami, Akihiro Tatsumi
Open Access
Article
Conference Proceedings

Skill training method aiming at empathy for body movements in the manufacturing industry

This study explores a new approach to effectively learn manufacturing skills that involve physical movements. While automated welding machines and welding robots have been introduced in the welding field, manual welding is still widely used in many manufacturing processes. However, due to the intense arc light, it is difficult to directly observe the operator's posture and the operation of the electrode holder, which are critical for training purposes. In general, novices learn by observing expert welders and imitating their physical movements. However, novice welders struggle to control their bodies to assume the posture to be imitated, making it challenging to acquire the necessary skills. In welding, the primary training is the behavior of the covered electrode, which can be observed, but understanding how to control the body is difficult. As a result, the acquisition of welding skills does not improve, and motivation for training decreases.To address this problem, the researchers developed a method for structuring skill information by applying the factor analysis of quality engineering methods. In this method, the objective of welding skill acquisition is defined as "improvement of welding quality," and welding skills are structured as follows:(a) Direct factors: Information on the molten pool and arc that directly affect the weld quality(b) Indirect factors: Information on the operation of the welding electrode related to the direct factors(c) Somatic factors: Body part information that controls the manipulation of the welding electrode(d) Somatosensory factors: Somatosensory information that controls the body factors.Previous teaching methods focused on explaining the molten pool and arc conditions during welding, as well as the position and angle of the welding electrode, but provided little explanation of body part control for proper manipulation of the welding electrode. Consequently, novice welders were unable to predict the operation of the welding electrode and their body movements during the operation. This method of structuring skill information enables instructors to understand the necessary structure of skill information for training and provide adequate explanations to novice welders. The novice trainee can visualize, in advance, the state of the body parts required for the proper control of the welding rod and can train while being aware of those body parts. Consequently, the instructor and novice trainee can discuss based on the structured information and train while understanding each other's imagined information. This approach is expected to create a training environment that is satisfactory to the novice trainees and increase their motivation.

Yoshifusa Matsuura
Open Access
Article
Conference Proceedings

Brand Design based on Kansei Product Development: Integration among Customer Experience, Kansei Value, and Emotional Design

In this study, we have summarized the theories about the customer experience and have discussed the central position of the theories and the relationship between the theories. In addition, we attempted an analysis of two cases one involving a movie and the other a car. On the basis of this discussion and case analysis, the products and services in which the concept of emotional design is applied can be positioned as customer stimuli (i.e. stimuli of consumption behavior), by which the customer experience is created through Kansei information processing. We have also verified the fact that this process is experienced by the customer.In terms of customer experience, which is difficult to manipulate and control, first, the customer’s experience can be targeted by asking the question, “What kind of experience do you want customers to have?”, and the products and services can be designed by a process in a direction opposite to that discussed in this study. This can be seen as a new product design methodology, which we define as “Customer Experiential Design” and which makes this study unique.In conclusion, we have considered and analyzed the process of design of products and services by focusing on the customer experience. The experience of customers, which is difficult to manipulate and control, has been clarified, and it is possible to implement product design in such a way as to realize the experience of the assumed customer. In addition, in this study, we have made suggestions about product design and the design process, focusing on the customer experience itself, as well as the related research and business.

Shinya Nagasawa, Yusuke Irisawa
Open Access
Article
Conference Proceedings

Using Virtual Reality to Explore the Effects of Feng Shui on Physiology and Psychology

Feng shui is an ancient Chinese subject that has been adopted by many architects and interior designers. However, the jury is still out on whether feng shui is a legacy of traditional experience or a design guideline that can be scientifically measured. There are a few studies that discuss the use of feng shui in indoor and outdoor decoration, but for its impact on the human body's psychological perception and physical comfort are still rarely to be discussed. Therefore, the purpose of this study is to investigate whether the living room decorated under different feng shui conditions will affect the physiological reaction and psychological feeling of the human body. This study created a virtual experimental scene, made the participants wear VR glasses, measured their physiological value of HRV simultaneously, and conducted semi-structured interviews after completing the POMS psychological measuring table. The results showed that: (1) The results of heart rate variability showed that the living room with better feng shui conditions could provide more stable physiological data for the subjects and make them feel comfortable and stable. However, the pattern with poor feng shui conditions reflects the unstable physiological data of the subjects, which makes people feel anxious and uneasy. (2) The results of the emotion measuring table showed that the living room with better feng shui conditions could provide the subjects with a more pleasant mental state, while the living room with poor feng shui conditions reflected the subjects' less pleasant mental state. (3) In the semi-structured interview, the subjects reported that they would judge their own needs in life and allocate the living room, and would not completely follow the principles of feng shui. The results showed that interior spaces with feng shui in mind generated more positive emotions, while also being perceived as a more comfortable environment.

Cheng Hsun Peng, I Wen Yen, Meng-Cong Zheng
Open Access
Article
Conference Proceedings

Design strategies for museum digital games based on emotional interaction

Background With the development of the digital age, museums are paying more attention to the needs of their audiences, and the relationships they build are gradually transitioning from relationships with people to relationships with everyone in order to meet the attributes of serving the public. Museums take the historical dimension as the timeline to elaborate the spiritual connotation of cultural heritage, and digitalization with its multi-dimensional experience mode becomes the necessary medium and basic condition for the development of museum traditional culture in the information age. In the process of digital expression of museum cultural heritage, the application of gamification thinking can effectively promote the efficiency of the display, people in the activities and tasks through the inner drive to drive themselves to complete the task, under the guidance of relaxing and pleasant elements through the visual, auditory and other sensory organs to effectively receive and understand the information. Therefore, the analysis and refinement of museum digital game expression, the demand for emotional interaction design based on the optimization of user pleasure in the process of museum game experience, and the highlighting of emotional interaction are the keys to the current museum digital game design. Objective In view of the development mode and design strategy of the existing museum digital display, this paper explores the design practice of emotional interaction design in museum digital games, and provides innovative design for the emotional interaction needs of museum digital games. Methodology Firstly, from the perspective of interaction design, the three levels of emotional design are used as a theoretical basis to combine the cultural heritage of museums with the transferability, interactivity and immersion characteristics of emotional interaction design, and propose digital interactive games as a carrier as an effective way of digital innovation for museum cultural heritage. Secondly, based on the case study method, graphical analysis and evaluation experiments, the museum digital games case study is analyzed to explore the main factors that affect the emotional experience of users in the games from the interaction behavior itself. Finally, the main interaction processes and methods of museum digital game design are constructed in four aspects: digital game categories, content and mechanism design, interaction and experience methods, and interface and navigation design.

Kang Xinyan, Luo Hong, Haoying Liu
Open Access
Article
Conference Proceedings

Building for Joy in the Digital World

User experience of digital platforms and technologies tends to be quite ‘thin’, characterized by low-quality engagements such as addictive tendencies or browsing on autopilot. This paper takes an interdisciplinary approach to identifying more cognitive and active dimensions of ‘thick’ user experience, introducing a new design and UX framework which is centered around the notion of joy. In this paper, we explain how we are piloting this framework and working at developing measurements that operationalize the different dimensions of joy, through a series of case studies of different digital platforms and applications.The first part of this paper develops a conceptual framework for building for joy. We consider existing UX frameworks which focus on dimensions such as delight, happiness, satisfaction, pleasure, adoption, and retention. We explain how many harmful kinds of engagement either do not impact negatively on these kinds of assessments, or even result in higher scores. We then draw on recent work in positive psychology, which has seen a move from happiness and ‘thin’ conceptions of pleasure to ‘thicker’ notions such as joy. Although there is no one definition of joy, the kind of experience we are interested in involves an intense feeling of fulfilment and a deep alignment between some good in the world and oneself (Johnson, 2020a, 2020b). This kind of joy encompasses a range of motivations and intensities, and incorporates a cognitive profile which includes recognition of integrity and dependence on external factors, as well as normative assessments.The second part of this paper provides an overview of our case studies, which explore how design elements of digital platforms interact with the motivational, cognitive, and normative dimensions of joy identified within our conceptual framework. For these studies, we used a range of methodologies, including surveys which aimed to collect both quantitative and qualitative data, structured interviews, and autoenthnography. We suggest that platforms and applications which do well within our joy-focused framework promote a deeper and healthier level of engagement with digital technologies. We end by opening up some new research directions, including how building for joy might correlate with increases in adoption, retention, task success, and financial profitability.

Rachel Siow Robertson, Jennifer George, Matthew Kuan Johnson
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Innovative dining experience realized by developing naked-vision floating projection

With the advent of the COVID-19 post-epidemic era, human life has gradually transformed into a new form: less contact, avoiding dining together and reducing open shared spaces. The traditional lifestyle of human interaction, cultural participation, and sharing of emotions has changed, and this has become a new issue that needs to be resolved. This project aims to develop a naked-vision multi-level optical projection system as a cultural carrier and construct a new catering cultural field. We projected beautiful images of solar terms, poetry, and natural scenery on the dining table. The virtual animation mixed with the tableware in three-dimensional space to construct an immersive field of naked mixed reality. Innovative technical indicators are three-dimensional floating and touchable projection images. A multi-mirror staggered array optical element combined with a directional light projection system will achieve floating projection for engineering technology. The virtual image is projected into the physical space and completes the effect that the virtual image is "touchable and unavailable" (that is, it will pass through the virtual image when touched by the hand). To achieve the function of the interaction between floating images and people, we will use hand posture information to control the interface, define the floating image's imaging position through leap motion, match the operation behavior's position, and trigger the pre-designed animation content. This paper focuses on the display issue, and we will present another paper on the interactive issue.

Jia-Ming Day, Yu-Hsuan Lin, Shun Wen Chao
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StressButton: Using Connectivity of Everyday Objects for Children to Coping Learning Stress

The highly competitive education system is an unavoidable problem for primary school students in China, and excessive learning stress among children is a problem that cannot be ignored in current primary education. In the family environment, parents tend to ignore the stress of children in the learning process and lack encouragement. This paper proposes a theory of connectivity and presents the interaction design and implementation of StressButton to help build a bond between parents and children in coping with stress through the intelligent connection of everyday objects. We conduct a study to verify the connectivity and effectiveness of StressButton. The results show that using the connectivity of IoT to improve the connectedness of family members is a better approach to coping with stress and helping build a relaxed home environment.

Cheng Yao, Pinhao Wang, Zhengke Li, Jing Li, Xinyi Li, Jun Hu, Barakova Emilia, Fangtian Ying, Wenjie Xu
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Color Preference of Large Cruise Catering Space Based on Eye Tracking Technology

The color of large cruise catering space, an indispensable part of the design, is of great significance to improve the dining experience of visitors and ensuring the comfort of the space. In this study, the eye tracking technology is used for the color needs of visitors in cruise catering space. From the perspective of visitors’ color preference, the study discusses design methods of color coordination for cruise catering space in detail, and design rules and inspirations of color matching in cruise catering space, on a basis of effective data of eye tracking experiments. And from the perspective of visual psychology and combination of colors, the study analyses color elements of cruise catering space. Subjects were invited to conduct simulation test, in which the eye tracker was used to record the data of eye movement when the subjects looked at cruise catering space, including heat map, AOI and saccades, etc. At the end of each task, each subject was asked to give the color preference in the process, so as to analyze the correlation between objective research data and subjective preference. According to the heat map, it is found that the subjects mainly focus on the catering space featuring “analogous colors harmony” and “triad complementary colors harmony”. And according to the AOI bar chart, it can be concluded that the subjects show an average fixation level in the area of “red and orange” significantly higher than that in other areas. Therefore, the results suggest that visitors are more interested in the color coordination and design of cruise catering space, when it features colors similar with red and orange. And the color preference of visitors is of great significance to improve the color quality of cruise catering space, which can stimulate people’s appetite, thereby creating a pleasant and comfortable dining environment.

Jinjin Wang, Changxue Pan
Open Access
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Design of Shanghai Style Dressing Furniture from the Perspective of Eye-mind Assumption

At present, people's demand for furniture products not only stays at the function and structure level, but also gives more and more attention to the cultural connotation. Therefore, infusing more cultural semantics into the product shape is helpful to the creative transformation of furniture products and promotes the expansion of the furniture market and cultural exchange. Most researches in related fields stay on the direct extraction and application of traditional cultural elements, and few research on the aesthetic preference of modeling in a certain style system. At the same time, the past research is more subjective, and lack objective data support and experimental research. Therefore, this study introduced eye movement experiment and scale, combined subjective and objective, and took Shanghai style furniture as the research object to provide more scientific and specific guidance for the research and design of furniture.Firstly, 10 nautical folding three-mirror dressers were collected and selected as the experimental samples; the 10 samples were generalized using Adobe Photoshop to obtain the stimulus materials required for the experiment; secondly, under the theoretical support of the eye-brain hypothesis, 30 subjects were tested and scored according to their subjective preferences using eye-tracking technology; the resulting experimental data were After careful processing, the contrast, purity, and proportion of the 10 dresser samples were calculated using aesthetic formulas; finally, the above three values and the subjective scores of the subjects' preferences were imported into SPSS software and Pearson correlation analysis was used to investigate the correlation between contrast, purity and proportion and preference respectively. It was found that there was no correlation between contrast and preference and between purity, and preference in the experimental samples; the correlation between proportion and preference in the experimental samples was significant and showed a positive trend. The results of this study show that the aesthetic preferences of the public are better served by the excellent proportions of the furniture of the Shanghai-Style. Take the excellent model 7 in the experimental results as the overall framework, and refer to its mirror, countertop, and cabinet proportions for innovation in the design of a freestanding Shanghai style dressing table as the bearer of refinement and tolerance, highlighting the historical heritage of Shanghai.In this study, based on the eye-brain hypothesis, the combination of an eye-movement experiment and subjective scoring questionnaire can screen out the Haber-comb furniture with aesthetic value and in line with the aesthetic preference of the public, which is conducive to cultural inheritance and in turn proves the reliability of the eye-brain hypothesis.

Mingyue Wang, Zhang Zhang
Open Access
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Theatricalization of Large Cruise Public Space and Design Transformation

As a place for tourists to communicate and interact, the public space of large cruise ships has become an important aspect of the design and construction of large cruise ships due to its dense functional units and core spatial location. In response to the lack of experience and spatial vitality in the public space of large cruise ships, this study attempts to apply dramaturgical theory and take the theatre, the physical space that carries the core of dramatic meaning, as the origin of the analogy. From the perspective of the dramatization of large cruise ship public spaces, “theatricalization” is introduced into the design of large cruise ship public spaces for exploration, returning to the meaning and emotional value of large cruise ship public spaces and attracting tourists to revisit them. Based on the core characteristics of the “theatricalization” of large cruise ship public spaces - theatricality, presence and spectacle, combined with theatrical narrative performance and scene construction, the design methods of large cruise ship public spaces are summarised and analysed in depth, actively building large cruise ship public spaces that interact with tourists. The study breaks through disciplinary limitations and forms a heterogeneous dimension for observing and understanding large cruise ship public spaces.

Kin Wai Michael Siu, Jinjin Wang, Changxue Pan
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Design index system based on user preferences: The case of Chinese medical products

In order to improve the design quality of Chinese medical products, this paper constructs a design index system based on the Hierarchical analysis method for aesthetics, functionality, usability and user experience, combines the Kano model to locate the importance of the relevant indexes in the design expectations of users' psychology, and forms a clear design direction. The design of the "Look and Feel" Chinese traditional medical product was completed under the guidance of the methodology, and the product was well received by users. The design of the product was approved by the users. This project shows that the design method is a good guide to improve the design of Chinese traditional medical products, and also has some significance for the development of similar medical products.

Huajie Wang, Jian Xu
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LIDDIY: Remodeling Water Bottle Lids to Improve Its Usage and Maintenance

This study evaluated the current design of water bottle lids concerning ease of use and leakage preventive measures. Naturalistic observations, empathy map, and needs analysis were pursued to ensure that the proposed design would align with the users' needs and wants. It can be observed that there are only two main types of lids: twist-to-open and pull-to-open lids, available in the current market, and both types can be difficult to open, especially for elders. The first house of quality (HOQ1) was utilized to translate the customer needs to the technical requirements, which will be incorporated into the design of the product while HOQ2 was used to generate the initial design. Various design alternatives were also generated and passed through a concept scoring matrix. 3D fabrication was also utilized to create a prototype of the design. The product concept was able to fulfill the customer requirements identified: ease of use, ease of cleaning, convenience, and leakage-free. However, certain challenges were encountered during the prototype testing due to material constraints. Recommendations for improvement to better assess the product include utilizing a different fabrication method as well as a food-grade silicone gasket.

Alma Maria Jenifer Gutierrez
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Effects of crease features on crease visibility and goodness of smartphone foldable display

Recently, foldable smartphones have become popular due to their flexibility and portability. However, the line-shaped mark (crease) produced by folding and unfolding can negatively affect user experience. Since eliminating the mark is difficult with current technology, it is important to understand the relationship between crease features and human perception, and develop a grading system to establish crease design guidelines to improve user experience. In this study, 25 participants were recruited, and 17 prototypes with different crease features were compared in terms of crease visibility. The findings showed that deeper crease depth and larger folding radius increased crease visibility, with depth being the more influential factor. The grading system established that foldable display prototypes with a crease depth below 60 µm were considered "good" or better. Also, the study found that a single-line crease was less visible/noticeable than a multi-line crease. These findings may provide practical guidelines for designing creases for foldable displays.

Woojin Park, Kihyun Park, Jungmin Ryu, Kitae Hwang, Sungmin Kim, Younghee Song
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Painting Style Alignment: Restoration of Ancient Chinese Landscape Paintings Driven by Aesthetic Cognition and Aesthetic Computation

Painting style alignment is critical for ancient painting restoration. To reduce the aesthetic cognition conflicts between human and artificial intelligence in Chinese landscape painting restoration, we propose a new research paradigm, joint aesthetic cognition, which aligns painting style in three stages: descriptive painting style based on human aesthetic cognition, predictive painting style with AI aesthetic computation, and prescriptive restoration test via human-AI collaboration. To keep interaction of these stages continuous, a hybrid research method based on both data design and self-supervised learning is further proposed to adaptively construct the joint cognition of specific painting style. Preliminary tests on two restorative scenarios, analogized generation and cognitive recompositing, indicate that our joint aesthetic cognition is effective and feasible for painting style alignment, and can thus facilitate human-AI collaboration in ancient painting restoration.

Rong Chang, Jingran Wang
Open Access
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Design of Intelligent Home Planting Robot Based on MR Technology

The purpose of this paper is to explore the interactive mode of intelligent home planting robot based on MR technology. In recent years, China's green plant industry market is expanding, the residential economy is developing rapidly under the epidemic prevention and control, and the smart planting machines used at home have attracted much attention. The design of intelligent home planting robot was explored in this study, which could provide reference for the design of related home intelligent products. Market research, literature research, user interview and user collaborative design methods to analyze the current design trend and user needs of home intelligent robots were adopted in the research. The results show that the development of labor courses in urban primary and secondary schools was affected by the epidemic, and there were some problems of children with less exposure to outdoor activities and a low understanding of vegetables. In order to meet the needs of children for home planting and understanding of green vegetables, our research team completed the design and output from the directions of human-computer interaction, appearance and modeling, sustainable development and plant demand visualization. The intelligent home planting robot is designed to grow green vegetables at home, which can compost degradable waste as raw materials. Based on MR technology, the real-time feedback of plants through operation interface and cartoon expression, which is of great research value and reference significance.

Zixuan Huang, Shuwen Qiu, Ren Long
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Exploring the Impact of CMF Design and Online Shopping on Consumer Emotional Experience in Product Design

The quantification of material experience is a trend in modern product design. Most enterprises also pay more attention to customer behavior and have begun to customize the design in terms of color, material, and finish (CMF design) to meet the emotional experience of consumers. On the other hand, online shopping has become a basic aspect of daily consumption. With the rise of the internet and the covid-19 epidemic, consumers can only choose products that meet their preferences through online services. That is, visual experience becomes the key factor for consumer response and product success. Therefore, it is worth exploring how the CMF design of customized products, and how to meet the user experience of consumers in the environment of online shopping. The major findings of this study include the following: (1) Different material simulation methods mainly differ in "grain" and "gloss", resulting in slightly different perceptions of the same material. (2) Currently, the overall material simulation operation experience on BMW's website is the most popular way for users. (3) If the material experience is presented in VR mode, more realistic 3D models are needed to bring users into the experience. At present, the VR operation interface is not mature, and the operation experience will affect the user's feelings about the material.

Poying Chu, Hsin-Ju Chang
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Emotional space design research based on bibliometric tools

Environmental psychology research and the emotional design boom have led to a series of theoretical studies and practical activities on emotional design in space. It includes interior design, architectural design, display design, and other space planning and design work. In order to conduct a deeper study and practice of emotional space design, a bibliometric and review approach was used to visualise and analyse data from the literature on emotional space design to understand the development trends of emotional space design. The literature data were sourced from the Web of Science (WoS), Science Citation Index Expanded (SCI Expanded), Social Science Citation Index (SSCI), and Arts Humanities Citation Index (AHCI) as the literature search source, enter TS=((emotion OR affective) AND (space design OR interior design OR landscape architecture )) in the advanced search formula generator, and set the search time to the whole year, i.e., 1991-2023. And 1146 documents were obtained. After excluding articles with missing field information, duplicate data, and those with no relevance to the selected topic, 629 valid documents were finally accepted. This paper uses two bibliometric tools, VOSviewer (Version 1.6.19) and CiteSpace (Version 5.6.R3), to obtain critical data such as keyword clustering profiles, Strongest Citation Bursts, highly cited literature, and visual images for this research topic. This information shows that the literature on emotional space design is generally rising. There is no downward trend in the literature output at this research stage, so it is judged that research in this area is in a high-growth phase. The United States, England, China, Australia, and Canada are the major research countries in this field; Cornell, Leeds, UCL, and other leading institutions in architecture and design-related disciplines are the primary subjects of research in emotional space design. International journals of environmental research and public health, Sustainability, and Building and environment are core journals in the field of environmental science and engineering. They all have a high volume of articles (≥20) and an impact factor (IF) of over 4.00, which shows the importance of emotional spatial design in this field of research. The 629 imported documents were imported into VOSviewer, and the co-occurrence frequency was set to 4. Finally, 204 keywords were obtained by merging synonyms. The four clusters formed were named #1 Affective Space Design; #2 Healthcare; #3 Virtual; and #4 Design Evaluation, based on the primary keyword information. In conjunction with the analysis of the Top 30 Keywords with the Strongest Citation Bursts generated by Citespace, future research on emotional space design is expected to focus on Virtual Environment, Healthcare, Difference Sustainable design, topical social issues, interdisciplinarity and user experience and Affective Response. The analysis of the top ten high-frequency references regarding co-citations shows that the underlying theoretical support for emotional space design comes mainly from research in environmental psychology, psychology, and colour psychology. Evidence-based healthcare design research repeatedly appears in the references to emotional space design, which is a research hotspot for emotional space design.

Yilan Jin
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