Ergonomics In Design

book-cover

Editors: Francisco Rebelo, Zihao Wang

Topics: Ergonomics in Design

Publication Date: 2023

ISBN: 978-1-958651-53-7

DOI: 10.54941/ahfe1003985

Articles

Finding Tendencies of Outfits for Gym Workout Based on the User Emotions: A Study Using Kansei Method

Currently, consumers already have predefined outfits coming more and more often from various sources, which rely on classification through trends in color, fabric, styling, and other parameters that limit the consumer to combinations that might not satisfy them on other emotional levels. It’s noticeable that fashion retailing doesn’t always rely on “newness” for a competitive advantage, so the clothing design process should imply subjectivity in the clothing's purpose or preference, as well as in the social behavior of the target market. Therefore, there’s a need to create outfits that highlight the construction and communication of identity over physical product properties.This project uses the Kansei Method to achieve a predictive model for women's gym wear, in order to find outfit tendencies based on the potential user's emotional reactions that will serve as both a model to support the decision-making of the designer through the new product development process, and as a model to develop a database to support online fashion advisors embedded on fashion stores’ websites. This research intends to present the creative process, product creation, and outfit trends in fashion design in order to answer the questions of what kind of gym workout outfits for women can be developed; which words better translate the emotional reactions occurring from the anticipation of the usage of those outfits; how is it possible to create a model that predicts the tendencies related to those emotional reactions; and how can the resulting model be applied for garments classification in online shopping.In this project, the Kansei Method, which can be described as a translator of the consumer’s emotions into concrete design characteristics, consists of the following stages: Span the semantic space of emotional words for gym workout outfits, with Elegant, Functional, Flashy, Confident, and Stimulated being the selected Kansei words; Span the space of the properties for gym workout outfits, where the outfits properties and their levels were decided to be: Color property with the levels Top, Bottom, Top and Bottom; Fitting property with the levels Tight, Loose; and Pattern property with the levels With pattern, Without pattern. These properties were combined with all the levels resulting in 12 different outfit possibilities, for instance, Color on top, loose and with pattern being one of them; Data Compiling and Data Collection were made in two countries, Portugal and Switzerland; which brought the inputs for the establishment of the final predictive Kansei Model.As a result of this investigation, a prototype of an online website was developed from the Kansei Model where outfits classification is made with the selected Kansei Words. Through the usability studies made in both countries to test this website, the outfit with the properties: color on bottom, tight fit and without pattern, by presenting the highest values, revealed to be the one that more strongly evokes an emotional reaction of the user, which is the emotion of feeling flashy while anticipating the usage of this outfit in a workout at the gym scenario.

Mariya Toma, Francisco Rebelo, Elisângela Vilar
Open Access
Article
Conference Proceedings

Eco parametric architecture: circular design & digital fabrication

New design concepts and paradigms enable innovations that not only apply to the technological environment, but also result in great opportunities to generate relevant social impacts. A good example is the use of creative tools for adaptability of buildings, such as Biomimicry that makes it possible to bring inspiration from nature to inspire new ideas. The circular economy is a model that combines economic development with responsible use of natural resources and minimizes environmental impact. It reinserts waste back into the production process, using it as raw material for new products and reducing the volume of waste that reaches nature. On the other hand, digital manufacturing allows the production of non-standard construction components through parametric modeling, and additive or subtractive manufacturing. This optimizes production time and allows new compositional configurations without wasting resources. In this context, Biodesign principles are a viable and effective option. Thereby, this article intends to reflect on the architecture of popular housing, making the interaction between the concepts of the biodesign with the technological resources and the new paradigms already mentioned, resulting in something that we can classify as eco-parametric architecture. For this purpose, we will analyze the social context of the residents of the city of Recife, Brazil. Thus, in order to reflect on how the design professional can contribute to solve the lack of housing that persists for decades, this article intends to propose a concept of eco-parametric architecture for low-income housing that involves such innovations.

Fernanda Moreira, Antonio Nogueira, Hilma Santos, Amilton Arruda, Elton Cristóvão
Open Access
Article
Conference Proceedings

'Biomimicry as a tool for developing bioinspired products: Methods, process and application

Biomimicry is a method of transferring natural strategies developed over millions of years of evolution into new practical applications. The identified biological principles are abstracted and used to solve problems with the aid of technological tools. Based on a biomimetic bottom- up approach, the present study regards the development of new orthodontic forceps based on pedicellariae, which are reactive pincer-like structures present on different echinoderm surfaces, e.g., sea urchins and sea stars. The morphological study carried outby means of scanning electron microscopy (SEM) and digital fabrication lead to the designing of a new bio-inspired solution for optimized orthodontic surgical forceps promoting less damage to the alveoli, with minimal tissue disruption, as well as providing greater comfort to the patient. Through biomimetics, ergonomic concepts and generative design, a new product is developed.

Antônio Roberto Miranda De Oliveira, Amilton Arruda, Carla Langella, Valentina Perricone
Open Access
Article
Conference Proceedings

Inspirations for more sustainable practices in Design: potential of biomimicry, material selection and 3D technology

Several reflections arise in the field of design when it comes to the materialization of projects, covering artifacts, systems and others. The debate becomes pertinent due to the Designer's connection to the production chain, since their professional practice generates diverse repercussions for the well-being of living beings and ecosystems on the planet. For this, it is up to the Designer to redefine their practices, and more deeply, their way of thinking; with this, the article aims to contribute to the ongoing paradigm shift. In this context, the article presents analytical and critical perspectives on projects by Ross Lovegroove, Arturo Tedeschi and Neri Oxman; professionals who have in their work the exploration of high-performance materials, alongside with technologies and creative strategies that are at the threshold of human capacity (Arruda, 2022). For the study, projects of designers who seek to carry out the insertion of new materials, technologies and design approaches, such as parametric modeling, will be analyzed. As an example, the Aguahoja project by Neri Oxman developed in 2014, in which it was necessary to develop its own manufacturing platform, generating bio-inspired construction strategies, materialized by software capable of building rigid and flexible structures, can be mentioned. Ross Lovegroove also explores unconventional strategies in the Project Ergo, using highly sustainable material selection approaches, and inspirations from nature's shapes for the human anatomy. Arturo Tedeschi’s “Horizon” Project, for example, features both high and low tech, relying on 3D printing and Murano glass crafts, algorithmic design, and LED technology. Based on the exposed projects, we reinforce: 1) the importance and potential of nature's creative and strategic principles for solving humanity's problems, by uniting functionality, aesthetics and sustainability; 2) the relevance of questioning the role of technology, and applying it to visualize and materialize bioinspirations, as well as to build tools and mechanisms to generate autonomy in creative processes, generating advances in the area; and finally 3) urge the designer to solidify his repertoire about the possibilities related to the selection of materials, as well as the perception of their strengths and weaknesses, also contemplating the immaterial contexts embedded in these raw materials; thus being able to contribute even more to multidisciplinary processes.

Marcelo Vicente Junior, Luiz Valdo Alves Maciel Filho, Amilton Arruda, Thamyres Oliveira Clementino
Open Access
Article
Conference Proceedings

Integrating Human Factors in the Systematic Mechanical Design of NPU-Wrist Rehabilitation Robot

The wrist connecting the human hand and the forearm includes multiple joints and interlaced ligaments. In addition, the dimensions of the hand, wrist, and forearm vary from individual to individual, that lead to great challenges to design a wrist rehabilitation robot. However, most research on the mechanical design of wrist rehabilitation robot is on the perspectives of actuators configuration, structure lightweight design, or sensors layout optimization, there are rarely research focus on the systematic study of human factors in the mechanical design, especially how to apply human body structural dimensions, functional dimensions, features of motor functions in the design process. In this paper, we focus on the mechanical structure design of NPU-Wrist rehabilitation robot based on human factors to ensure the harmony between the machine and the human body. Based on the analysis of the dynamic/static dimensions of the human body, the anatomy of the wrist, the kinematics of the wrist, and the human-robot contact surface, the mechanical design of the robot is decomposed into several sub-functional modules and each module is specific designed combining the traditional robot design method and the human factors. Finally, a questionnaire was administered on a group of users with different body static and dynamic dimensions. The statistical analysis is conducted and the results show that our NPU-Wrist rehabilitation robot has excellent adaptability to different individuals, safety and comfort

Yasheng Chen, Weiwei Yu, Jin Zhi, Benali Abderraouf, Runxiao Wang
Open Access
Article
Conference Proceedings

Assessment of wine bottle packaging based on design aesthetics: An eye-tracking experiment

To evaluate the aesthetic characteristics of wine bottle packaging pattern design, this study conducted an eye-tracking experiment. 10 participants were invited to accept the experiment using a within-subjects multi-factor experimental method. The subjects' browsing time, fixation duration, eye-movement sweeping path, and subjective evaluation were collected during the experiment and analyzed in combination with hotspot maps. The data showed that: (1) in graphic dimension, wine bottle packaging design without bottom cover (total browsing time=2562ms), with texture (t=4813ms), and irregular composition (t=3516ms) can better attract users' attention time. (2) in color dimension, wine bottle packaging design with high brightness, high saturation, and warm colors can better attract users' attention time (t=5578ms). (3) in text dimension, the wine bottle packaging design with serif fonts (t=4328ms) is more attractive to users' attention time. (4) in modeling dimension, the wine bottle packaging design with rounded shape (t=3891ms) is more attractive to users' attention time. The results show that wine bottle packaging with no bottom cover, textured, irregular composition, serif fonts, and rounded shape attracts users' attention more and receives higher scores on users' subjective evaluation of aesthetic indicators. This study provides an empirical study of wine bottle packaging design based on design aesthetic elements, which provides a guiding basis for enhancing the competitiveness of wine bottle packaging in the market.

Lingyan Zhang, Xinyi Chen, Yun Wang, Zuyao Zhang, Jihong Zhu, Xuan Dong
Open Access
Article
Conference Proceedings

Digital Service Design Based on Social Welfare - Taking Pet shelter as an Example

Most pet shelters are organizations established in the name of individuals or a few people out of love. PETA is a pet adoption system based on the shelter scenario, aiming to use digital means to reduce the burden of shelters in information management and dissemination, call for more people to accept pet adoption, and alleviate the social problem of stray pets to a certain extent. This study uses a mixed method of questionnaires, field observations, and semi-structured interviews to understand better shelters' real-life dilemmas and adopters' concerns. The final design results are presented through user needs summarization, design strategy refinement, and functional framework sorting.

Jianan Liu, Yichen Wu
Open Access
Article
Conference Proceedings

Investigating the concept of sustainable strategy in digital service design

In the new era of rapid economic development, human beings are beginning to think about whether a sustainable development path can be built between humans, nature, and society. Simultaneously, the digital society has increased the number of digital services that users encounter in their daily lives and the emergence of more virtual digital products. In this study, we propose a strategy to investigate the concept of sustainability in the design of digital services by working with companies and using a case study of shattered cell phone screen insurance. The large amount of e-waste generated by users' constant use and constant replacement of consumer electronics has not received the attention it deserves.Therefore, we will focus on applying and exploring the sustainability concept in digital services and exploring inspirational design in broken screen insurance services to convey the sustainability concept to users.In the first phase, this study interprets the design case of the sustainable concept through case studies, with desktop research used to analyze the qualitative content of the inherent status of e-waste in policy and implementation. Questionnaire research was conducted to collect data on users' experiences of e-waste generated by cell phones as a carrier of broken screen insurance services, using data secondary analysis to elicit user trust patterns for new products and concepts. We created a mind map centered on sustainable environmental protection, emotional interaction design, and e-waste, and defined the user needs for each of the three major areas. The framework of the digital service tandem based on the concept of sustainable screen-shattering insurance was established to demonstrate the different types of environmental design that can be incorporated at different stages of user contact with screen-shattering insurance. In the second phase, based on the design framework of the first phase, the functional architecture of the shattered screen insurance service design is organized. The interaction model of the online digital service is conceived, specifically visualizing the process of each link and designing the interaction form. According to research and practice, the design of digital services must be socially attractive, functional, and easy to understand in order to increase retention rates. This helps to increase public awareness of sustainability concepts and allows users to build a deeper awareness of environmental protection, thus enhancing the communication strategy of sustainability concepts in digital services.

Xiaotong Tian, Yichen Wu
Open Access
Article
Conference Proceedings

User Requirement Matching Model for Distributed Conferencing Systems in the Post-Epidemic Era

The epidemic (COVID-19) has incredibly released the demand for teleconferencing, creating conditions for developing distributed conferencing systems. However, due to the complexity of distributed conferencing systems, there needs to be more clarity regarding matching product supply with user demand. In addition, the currently adopted product evaluation methods are mostly single-view assessments, which do not fully represent the degree of matching between them and user needs. Therefore, this study will take academic conferences as an example and explore and construct a user-demand matching model for distributed conference systems from the perspective of conference organizers. This model's construction can help decision-makers get feedback on user requirements matching degrees quickly and provide design strategies for product system development and iteration.

Jianan Liu, Na Xiong, Ruoyu Gu, Lingyan Zhang, Yichen Wu
Open Access
Article
Conference Proceedings

On the Cultivation Mechanism of Postgraduates under the Background of the Fusion of New Arts and Sciences

To make comprehensive plans for the development of New Arts Disciplines, the Ministry of Education issued the "Declaration on the Construction of New Liberal Arts" on November 3, 2020. In order for a strong cultural nation to be achieved by 2035, the development of the "New Arts" as well as the promotion of high quality and high level development of the arts disciplines is of the utmost importance. The "newness" of the "New Liberal Arts" is not only the newness of forms, but also the newness of thinking and theory, and the newness of application and practice. Likewise, the "new arts" need to discover new research objects, explore new research paradigms, and adapt to new social needs. As the Internet and intelligent media have empowered multiple aspects of art, the field has undergone fundamental changes in production methods, expression forms, and dissemination methods as a result of cross-fertilization and technology-driven innovation. As a result, art boundaries have been broken, with integration and innovation becoming the new focus. Different fields and disciplines have accelerated their operations due to technological advances, while the deep embedding of technology has changed people's cognitive mode and the application scenarios of art. Design disciplines in particular should conform to technological changes and integrate across borders to create design works that serve society and have foresight.

Chao Zheng
Open Access
Article
Conference Proceedings

Research of the Typography Design for Digital Reading on Mobile Devices

Typography is the art and technique of arranging typeface and space to make written language legible, readable and appealing when displayed. Typography can be traced back to humans consciously arranging elements, such as text and graphics, on a plane according to specific rules to convey a message effectively. Typography requires that the content be normative, readable, and aesthetically pleasing, which can effectively help improve the reading speed, optimize the efficiency of information transmission, and enhance the audience's visual perception. Digital media has changed how we access and communicate information. Digital reading is becoming our dominant mode of reading. Compared with traditional media, digital reading offers convenience, immediacy, and interactivity. From the Xerox Alto, the first system to have all of the contemporary Graphical User Interface (GUI) components, to the current apple iOS16 system, based on breakthroughs in science and technology, significant changes have occurred in interface functions and appearance. However, simultaneously, the content information carrier screen must stay within the rules of typography and follow the rules of standardization, readability, and aesthetics. This article focuses on the mobile base screen through the research of grid system, font and image of the existing interface design system, summarizes the fundamental purposes of typography which is to adapt to changes in reading scenarios, effectively convey information, and standardize typography for mobile applications for digital reading.

Mengxi Cui, Chao Zheng, Wenning Shi, Zihao Wang
Open Access
Article
Conference Proceedings

Visualization and Visual Communication of Tibetan Music

Tibetan music is a unique and ancient music form, which retains the original music characteristics and humanistic connotation, has unique Tibetan regional characteristics and cultural factors, and has high artistic value and aesthetic interest. Because of the restriction of the traditional national structure and modern communication system, Tibetan music can not be developed effectively in modern society. One is how to spread and inherit Tibetan music culture in the present and future society, and the other is how to spread and propagate Tibetan culture through music to attract more people to the Tibetan area. This paper will study the visualization of Tibetan music and visual communication derived from Tibetan music. The modern communication system combined with the preferences of young people to experiment with pioneer music and visual arts to stimulate the vitality of Tibetan culture and iteration. Under the framework of China's traditional ethnic minorities, the cultural genes related to Tibetan arts and humanities are deeply excavated to promote multi-cultural dissemination in the future.

Xinlei Zhang, Chao Zheng, Yichen Zeng, Xinhao Zhan, Li Cheng Xie, Bingkun Qiu
Open Access
Article
Conference Proceedings

Innovative Strategies for Generative Art in the NFT Market: A Case Study of the Art Blocks

Since the 1960s, generative art, which uses code, has existed as a form of art, but in recent years it has emerged as a distinct art form. We face once again a critical moment to redefine artwork as new on-chain generative art platforms create a new ecosystem for trading artworks using digital currencies. As part of this study, existing websites will be systematically reviewed as well as literature on generative art. This will enable us to identify novel strategies for generating art for the NFT market. Based on the study, generative art that stands out in the NFT market is characterized by its scale, precision, randomness, variability, and reuse. As a result of the unique business model, the curatorial classification of works, and the online presence of NFT for generative art, Art Blocks has a significant share of the NFT platform sales volume. Specifically, the research and analysis of the innovative strategies offered by Art Blocks provide a possible direction for the future development of the art market and digital art design and display.

Bingkun Qiu, Chao Zheng, Zihao Wang, Li Cheng Xie, Xinhao Zhan, Yichen Zeng, Xinlei Zhang
Open Access
Article
Conference Proceedings

Ergonomic Risk Reduction: A Height-Adjustable Mesh Truck for Picking Activities Evaluated With A Depth Camera

The correct assessment of ergonomic risks involved in picking activities is considered crucial step for avoiding musculoskeletal disorders in the workforce. In addition, the workplace and related tools should be designed to minimize those risks during daily activities. In this study, the researchers evaluated the benefits earned from introducing a height-adjustable mesh truck to facilitate and mitigate the risks in which operators are subjected. We evaluate the reported risks by exploring an Azure Kinect-based application which can semi-automatically assess the NIOSH index. We performed an experiment involving 20 volunteers who performed a total of 200 picking, statistically demonstrating the benefits that can be obtained with the introduction of a height-adjustable box.

Francesco Lolli, Antonio Maria Coruzzolo, Chiara Forgione, Platao Gonçalves Terra Neto
Open Access
Article
Conference Proceedings

Using Kansei Design to Create a Predictive Model for Voice User Interfaces for Electronic Appliances

Nowadays, virtual voice assistants, are present in various devices – from smartphones to smart speakers and, soon, in all electronic appliances. In this context, it is a significant increase in the user experience with them to make them more engaging. Virtual assistants usually have the same voice tone to give users information. Thus, companies are not fully taking advantage of voice properties and the power they hold on to communication, increasing the user experience and the market product success. In this study, we used the Kansei Design method to predict the emotional user reaction impact of different voice user interfaces for electronic appliances. Resorting to some literature review and online post-research, we defined voice characteristics to manipulate – gender, cadence, and inflection. Related to the semantic space (Kansei words) of the user's perceptions with virtual assistant voices – pleasure, proximity, and arousal. Eighty-three participants (67,5% female and 32,5% male) answered an online questionnaire with 12 possible combinations between gender; cadence; and inflection, with the Kansei words: pleasure; proximity; and arousal. Results vary with the semantic space, but they suggest that people felt more comfortable and relaxed hearing a male voice than a female one. Regarding cadence, a typical speech flow was where people felt more intimate with the voice. Though, participants felt more activated while hearing a female voice, speaking at a higher speed and with inflection in her voice. We generated some use cases with these results to understand how they can guide design processes regarding voice-user interfaces.

Francisco Rebelo, Ricardo Dias, Maria Mendonça, Joao Costa, Paulo Noriega, Elisângela Vilar
Open Access
Article
Conference Proceedings

Improvement Design of Metro Access Control System Based on Ergonomics

The purpose of this paper is to explore a new mode of metro security check based on ergonomics. Before China’s epidemic policy had been adjusted at the end of 2022, the metro security inspection had faced the problem of balancing epidemic prevention and control and travel efficiency. To deal with different situations flexibly, the improved methods of the metro security system and proposed feasible countermeasures were explored in this study. Questionnaire interview and field observation methods were adopted in this study. Based on the research of literature and competing products, the forms of security check in different cities were compared and the existing problems of metro security check were summarized. The impact of different security inspection links in the metro access control system on passengers' travel efficiency was explored. Then, the design positioning and scheme design were proposed from the perspectives of man-machine size, process integration, information feedback, and product appearance. To improve the metro passengers’ travel efficiency, physiology and psychology knowledge in ergonomics were used in this metro entrance guard system integration design, which could make vulnerable groups go through the security check easily and improve the passengers’ efficiency to enter the metro station.

Zixuan Huang, Shuwen Qiu, Zhijuan Zhu
Open Access
Article
Conference Proceedings

Media appropriations of young consumers: Production and Consumption of Digital Content on Social Networks

This is an investigation into how the technological appropriation of new media happens by a young audience, still in their first contacts with artefacts, technologies and digital social networks. It is a study based on data collected during a field activity carried out in 2019 with 289 young people aged between 11 and 17 years in the municipalities of Fundão and Gouveia, central region of Portugal. The analysis was developed from three experiments: directed interviews, participant immersion and surveys. During the investigation, we analyzed the behavior of 8 qualitative variables: gender, municipality, school, technical device, platforms, frequency of use, intensity of taste and importance of influencers in technological choices. Four analytical dimensions were observed: content, purpose of use, influencers and mode of access. Behavior patterns and usage habits associated with the production and consumption of digital content were identified in this public. Among the results obtained is a model of technological appropriation that considers social and cultural aspects of the investigated population, as well as the mode of existence of technical objects (Simondon, 2020). Faced with the innovation dynamics of the media industry, appropriation can also be defined as an unstable and non-uniform process. This process varies depending on the transformations imposed by changes in available technology and the material and sociocultural conditions of individuals. This article was adapted from the doctoral thesis entitled “Media Appropriations of Young Consumers: Production and Consumption of Digital Content on Social Networks”, prepared by the author at the University of Beira Interior, in 2022.

Romulo Pinto, Ernesto Filgueiras
Open Access
Article
Conference Proceedings

Shaping Multivariate values: An analysis of the research characteristics of DRS conference

The time-space distribution of conference papers, significant authors, and research themes were studied from three perspectives using the bibliometric method to analyze the research characteristics of DRS conferences. Regarding the papers' time-space distribution, it exhibits a general rising trend in the time sequence and mostly concentrates on the design of inclusion, happiness, and health. In terms of significant authors, two academic communities, one centered on Lancaster University and the other on the Delft University of Technology, were established. Design education, service design, participatory design, inclusive design, design methodology, and social design are the six main research themes that have emerged from DRS research. The main traits of DRS conferences are shaping multiple values, as this study demonstrates.

Yuhao Jiang, Danhua Zhao
Open Access
Article
Conference Proceedings

Global Design Practice: Mask Design in COVID-19 era

Prior to the covid-19 pandemic, there were differences in the use of masks due to different cultural backgrounds. Since 2019, the coronavirus COVID-19 pandemic has caused a global health crisis. One of the effective protection methods is wearing a face mask in public areas according to the World Health Organization (WHO). The use of face masks in public settings has been widely recommended by public health officials during the current COVID-19 pandemic in various countries. This has made wearing a mask a daily practice for people around the world. It also makes the design of masks attract the attention of designers around the world. In this case, masks become a suitable object to study design practices in a global perspective. This paper reviews the process of normalizing the use of masks worldwide during the covid-19 era, different mask-wearing behaviours and mask design features, and the evolution of modern mask design during the COVID-19 era. Sorting out the design language of masks and their globalization process to provide reference for other design products to globalize.

Wang Siwei, Danhua Zhao
Open Access
Article
Conference Proceedings

Research on Intelligent Cabin (scenario) Design from the Perspective of Tangible Interactive Narratives

The intelligent cabin is a complex multi-scene spatial carrier that lacks a practical and reusable perspective in constructing its scene space and interaction actions, and design participants have fewer efficient visual presentation means to help understand this process. Narrative is a flexible approach, from the overall framework to the interaction feedback, to the dialogue interpretation of each character. The introduction of a narrative perspective on tangible interactions better restores the state of spatial interactions in the cabin and stimulates participants to think more deeply about the cabin concept, spatial location, and modes of interaction. In this article, we investigate the role that tangible interactive narratives play in the development of intelligent cabin scenarios. We show how participants can use these narratives to test the applicability and usability of conceptual ideas by engaging in realistic and coherent tangible interactive narratives.

Mingyu Li, Danhua Zhao, Zhizi Liu, Xing Chen
Open Access
Article
Conference Proceedings

The Effectiveness of the Attention Guidance mechanisms in VR Museum

The COVID-19 pandemic has led to a shift towards digital exhibitions on virtual platforms and the increasing use of VR devices. In most exhibitions, audiences are free to explore and understand the content. However, in themed museums, this freedom may result in missing important exhibits.In this study, we examine the effectiveness of various attention guidance mechanisms and user satisfaction in virtual museums. We designed an immersive VR experiment in a simulated virtual museum environment with four mechanisms: no guide, arrows, characters, and characters that acknowledge the user and environment. There were two guiding directions (left and right) and three museum spacial compositions (60-degree angle, 90-degree angle, and 180-degree angle).Through mixed-method analysis, we found that all three attention guidance mechanisms were effective in guiding users in the three museum spacial compositions. Among them, the virtual arrow had the longest visibility time, and the acknowledging character had the highest user satisfaction.In conclusion, attention guidance mechanisms in VR museums significantly improve user attention to the target. The acknowledging character and arrow have the best guidance efficacy, and spacial composition also has a significant impact on attention effectiveness.

Haowen Guo, Danhua Zhao, Liyang Zhang, Yihong Lin, Hao Xin
Open Access
Article
Conference Proceedings

Smart Cockpit Layout Design Framework Based on Human-Machine Experience

With the rapid development of smart cockpit due to technological progress, the use scenario and user behavior of the in-cockpit users have changed dramatically. Automation and interconnection have greatly enriched the HMI (human-machine interaction) experience in the SCS (smart cockpit systems), the designs and researches conducted by researchers and designers from the perspective of traditional automobile interior layout will be greatly limited by these changes. We summarize the changes in cockpit layout caused by the development of human-machine experience in the smart cockpit systems, and present a design framework for smart cockpit design that includes design space. The framework consists of four parts: intelligent display area, seat space, smart peripherals and driving components. This research and framework provide new ideas and inspirations for the division of cockpit interior layout in design research, and provide guidance for the design of smart cockpit as a tool.

Ziteng Zhang, Danhua Zhao
Open Access
Article
Conference Proceedings

The Effects of Gender Differences on User Experience of Smartphone Vibration

Smartphone vibration is widely used in a variety of scenarios to provide information to users through the sense of touch. The user experience of smartphones is greatly influenced by haptic feedback. In this study, an experiment and an interview were conducted to investigate the effects of gender differences on the smartphone vibration experience. The vibrations of 5 smartphones were compared in 4 different scenarios, with 30 participants (16 males and 14 females) taking part in the study. Based on evaluation dimensions, the analysis showed that females were more sensitive and more accepting of smartphone vibrations than males. In certain scenarios, significant differences were found between males and females in their evaluation of vibration comfort. Based on the comparison and analysis of smartphone vibration, different preferences for males and females were identified for each scenario. The specific preferences were summarized based on the content of the interviews.

Yuxuan Liu, Xinmiao Nie, Jing Zhou, Xing Xiao, Haining Wang
Open Access
Article
Conference Proceedings

User Experience Design of Hand-Held Beauty Device

With the development of the economy and the improvement of people's living standards, the use of beauty instrument demand gradually increased, the beauty instrument market is also booming on this basis. However, in the process of rapid development of beauty devices, there are obvious shortcomings in terms of functions and user experience, such as the inability to meet the holding experience of female users when matching with nail accessories. Therefore, this paper conducts a user experience study on hand-held beauty devices for home use in order to improve the awareness and experience of hand-held beauty devices. Based on the experience design theory, this paper analyzes the user's use process to find out the user's pain points through experience measurement. At the same time, the correlation between user hand size, beauty device shape and user experience is studied to provide a basis for the design of beauty device shape. Finally, based on the conclusion of the two experiments, the design of hand-held beauty device is proposed, which provides reference for the development of beauty device products and also provides reference for the application of product design and experience design methods.

Dai Shi, Ai Zhang, Jing Ou, Haining Wang
Open Access
Article
Conference Proceedings

Analyzing the effects of split-screen animated transition on user experience in In-Vehicle Infotainment Systems

Enhancing the user experience of IVIS GUI has become increasingly important in the automotive industry. The size of IVIS screen is getting larger and larger, and as time goes by, in the process of using IVIS, because the size of IVIS can usually allow different applications to be displayed at the same time, the screen needs to display the appropriate split-screen animated transition during the user opening split screen status. In this study, we designed quantitative experiments on three basic transition effects: fade, slide, and zoom, and manipulated (9 combinations of transition effects + no transition effects) 10 combinations of transition effects at 9 different interval times in sequence, with 31 users participating in our experiments. The results of the study show that the most suitable combination of transition motion is AzoomBfade, AzoomBslide, AzoomBzoom, and when B delay 150 ms interval is the most suitable interval for split-screen transition effect, and this time should not exceed 400 ms for A application and 430 ms for B. This study provides relevant guidelines for the field of motion design to improve user experience.

Xinyuan Zhao, Yuan Xiang, Shuo Li, Hu Zhao
Open Access
Article
Conference Proceedings

Design and Healthcare: Evaluation of emotional experience in pediatric radiology

It is well known to anyone who has had a direct or indirect hospital experience how the sterile and aseptic healthcare system often generates negative emotions such as anxiety, frustration, and pain. It is usually due to the exclusively functional aspect of medical equipment (MRI scans, ventilators, ultrasounds, etc.), which induces fear and perception of threat, neglecting the importance of formal and emotional aspects within the healthcare environment. In the last decade, the intervention of Design on hospital aesthetics, products, communication, and services has allowed a partial reduction of stress and anxiety levels, improving patient satisfaction and guaranteeing, at the same time, health and healing.However, the contribution of Design becomes even more decisive when it comes to pediatric patients, who need a hospital system that considers their needs, feelings and opinions. Therefore, the vision of the patient as a person with psycho-emotional and relational, as well as physical and functional requirements, led the designers to design equipment and spaces with a pleasant and familiar appearance, which would favour the reduction of the trauma of hospitalisation and negative emotions experienced by young patients. Although some design interventions present in the literature demonstrate great sensitivity towards the world of children, the contribution of Design in the hospital setting is still minimal.Based on the scientific contributions provided by various disciplines such as Affective sciences, Social and Cognitive Neurosciences, Cognitive Psychology and Design, this research addresses the issue of children's affectivity in the evaluation and Design of positive user experiences. It questions the possible areas of implementation and the evaluation strategies and tools of Human-Centered Design (HCD), User Experience (UX), Affective Evaluation Methods (AEM) of Psychology, Affective Sciences, and Cognitive Ergonomics that allow the measurement of emotions. Specifically, the study aims to understand the following:- how it is possible to evaluate the emotional impact generated by the health system on the child;- the emotional response of children in interaction with the health product-service system.In particular, the study's main focus was analysing the emotional impact generated by the magnetic resonance imaging (MRI) examination before and after the examination simulation procedure with the Philips Kitten Scanner to understand the actual contribution.This research presents the results of a survey conducted within the diagnostic imaging department of the Meyer University Hospital in collaboration with the NOS ERGOMeyer group and the Ergonomics & Design laboratory of the University of Florence.The methodological approach of the research was quantitative and envisaged the application of Ergonomics for Design and Human-Centered Design methods. Specifically, the single-centre observational survey was conducted by structured interviews and questionnaires addressed to healthcare personnel and psychologists who work with children, especially in the hospital setting.From the survey, it was possible to grasp and define: the main behaviours and emotional factors linked to the hospital world, the primary emotional difficulties of the child linked both to the disease, but also to the context of care, the negative impact of medical instruments/equipment, the benefits and the criticalities related to the preparation of the MRI exam, but above all the importance of the game in minimising the negative emotions associated with medical procedures and the hospital system. Therefore, the survey highlighted many possibilities for implementing and developing design solutions to improve the young patient's emotional experience.

Ester Iacono, Laura Vagnoli, Enrica Ciucci, Francesca Tosi
Open Access
Article
Conference Proceedings

Optimization of interior design process on the basis of human factors standard

Interior design is based on the use nature of buildings, environmental standards, use material and technical means and architectural aesthetic principles, to create reasonable function, comfortable and beautiful indoor environment, to meet people ‘s material and spiritual needs. At present, the mainstream interior design process is dominated by the implementation process of engineering projects, focusing on engineering efficiency and paying less attention on human factors. With the development of society, people have higher requirements in the living environment, and a number of interior environment evaluation contents based on human factors are also set up in the architectural evaluation standards. Based on human factor engineering, this paper optimizes the current mainstream interior design process, in order to achieve the integration of engineering efficiency and human factor standards and provides a new idea for interior design.

Qianqian Lin, Yuanbo Sun, Jing Gao
Open Access
Article
Conference Proceedings

The influence of member matching degree on interdisciplinary team collaboration efficiency

In order to explore the effect of team members’ matching degree on the efficiency of interdisciplinary team collaboration. This study has utilized Likert Scale to make questionnaires, which were then tested and corrected by simple reliability and validity analysis. The questionnaires were distributed online to investigate the correlation between matching degree and collaboration efficiency. A total of 402 questionnaires were collected and screened. Finally, 346 questionnaires were testified as valid. The SPSS software was then utilized to test the reliability and validity of the data and also make multiple regression analysis. The conclusions were drawn as followed: ① The matching degree of members affects the team collaboration efficiency of interdisciplinary teams. ② The matching degree of behavior and disciplinary knowledge have a positive and significant impact on the efficiency of interdisciplinary team collaboration. ③ Goal matching has a significant impact on the execution efficiency of interdisciplinary teams, but has no outstanding impact on the communication efficiency. ④ Compared with matching of communication behavior, the matching of execution behavior has a more significant impact on the collaboration efficiency of interdisciplinary teams. ⑤ The frequency of team members participating in team collaboration has a significant impact on the matching degree of disciplinary knowledge and communication efficiency.

Xuandong Zhao, Pan Wenjuan, Pang Huimin, Zihe Zhou, Yuehua Liu, Wankun Feng, Zhaolin Lu
Open Access
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Exploration of AI aided design path for graphic designers

At present, the field of artificial intelligence is developing rapidly, and breakthrough achievements have been made in design. Artificial intelligence design shows the characteristics of humanization, diversity, convenience and high efficiency. Through questionnaire interviews and quantitative analysis, this paper first collects current graphic Designers' opinions on AI participation in design, then conducts quantitative analysis to find out the problems and pain points that graphic designers encounter in the environment of AI participation in design. Then it discusses the principles of AI design and the relationship between AI and human in design activities. A set of AI-aided design model is constructed to improve the current level of collaboration between graphic designers and AI paintings.

Weiming Liu, Ying Zhao, Guoer Wang, Li Yang
Open Access
Article
Conference Proceedings

Design of Integral Kitchen CMF Evaluation System Based on Virtual Reality

Integral kitchen is a new form of kitchen, and becomes an inevitable trend. The existing evaluation methods of integral kitchen CMF include graphic display, sample display and product display, but there are some problems such as tedious evaluation process, high cost and subjective evaluation. The paper analyses existing evaluation methods, demonstrates the necessity of applying virtual reality to the integral kitchen CMF evaluation. The results show that the integral kitchen CMF evaluation system based on virtual reality can improve the efficiency and quality of evaluation. This paper puts forward four design strategies, and provides reference for related design research.

Jiawei Tang, Yuanbo Sun, Huayu Zhang, Zhiyuan He
Open Access
Article
Conference Proceedings

Visual analysis of the progress, hot spots and trends of service design research based on bibliometrics

In order to better understand and grasp the progress of service design research at home and abroad, we analyzed the distribution of related literature output, research hotspots, basic knowledge and frontier trends with the help of CNKI database and Web of Science database as domestic and international data sources, combined with literature clustering and bibliometric methods. The results show that both domestic and foreign service design research is on the rise, and the research hotspots and citation frequencies are higher in foreign countries than in China. Foreign research hotspots mainly shift from quality, model, design, and management to science, technology, and service system, and focus on user needs and experience, and design thinking becomes a new research focus and continues to this day; while domestic research is mainly oriented to social innovation, public culture and technology-driven service design.

Chenxi Wang, Fan Zhang, Yuanbo Sun
Open Access
Article
Conference Proceedings

Service Design of Virtual Decoration Based on Human Factors Requirements

This study considers virtual space as a service implementation site with many people and many machines participating. Menu interfaces, interactive objects, and virtual people in virtual space are considered service access channels in this system. Based on the method of service design, this paper builds a virtual home decoration design platform that users can participate in.First, analyze the user needs in the home decoration service process, especially in the design and planning process. At the same time, according to the characteristics of virtual media, summarize the capabilities of service participants and compilation constraints. Secondly, by reconstructing the human-machine collaborative relationship of service contact elements, a service system with multiple virtual channels and full process coverage is designed to complete the function assignment of a virtual home decoration design platform. Finally, comb the information architecture according to the system's functional requirements. At the same time, a virtual interaction prototype is developed based on the Unity platform.This study verifies the consistency of service design and human-machine system design in concept, process, and method. At the same time, based on the user's perception of service in virtual space, a virtual service contact model is constructed, and a design strategy for a virtual service contact channel that meets human-factor requirements is presented.

Zhang Haoran, Yuanbo Sun, Song Yuqing, Chen Siwan, Xu Maoyuan
Open Access
Article
Conference Proceedings

Symbols in product semantic of aging design research based on eye tracking methodology

The application of eye-tracking technology provides quantitative data on users' visual and attention mechanisms. It detects the user's interactive attention mode to a specified visual stimulus. Elderly populations undergo a phased degenerative process in hand, eye and brain coordination due to physiological decay as they age. Research shows that aging design is essential in the current social development process. This study focuses on matching the interface of aging products and the user experience of semantic design in the visual symbol of aging effects, coordinating the performance of the physiological sequence-oriented cycle of the elderly population in interaction design. A virtual model with eye-tracking technology was prepared, and we applied the inductive effect of digital visual symbolic semantics on elderly people, capturing subjects' eye-tracking data to study the influence of virtual environment perception on interaction interface design. In this study, comparative analysis of sampling and quantitative analysis of data were the main experimental methods. The study used the 3d dynamic simulation technology to create a virtual interaction between users and products, exploring the different needs of subjects at the visual sensory level. In this experimental study, a variety of virtual spaces were constructed and the aging design models were designed. “Blender” and “cinema4d” were used to design products and display the dynamically in space, using Pantone color combination analysis, using visual communication symbols for geometric analysis. After the completion of the models, the subjects were sampled by eye-tracker, and the sampling data were sorted and analyzed in batches. This issue focuses on the visual symbolic interaction experience of aging design product semantics. It explores the visual sensory semantic efficiency of the design symbols through data visualization with eye-tracking technology. The design symbols are analyzed by the aging design research method. The study provides data support for design research implementation to enhance the aging design's semantic efficacy.

Jiqing Fu, Jiajing Zhang, Zihao Wang
Open Access
Article
Conference Proceedings

Design of interactive service for stray cat adoption based on shared platform

In order to solve the stray cat adoption problem, increase the sustainability of stray cat rescue activities and improve the current situation of the existing stray cat rescue platform, this study develops the service design practice through four stages: exploration, definition, development and evaluation. Firstly, the design process and the method of service design are analyzed through literature research. Secondly, the causes of stray cat problem and the current status of existing rescue platforms were investigated. In the exploration and definition stage, using user journey map, personas, and service blueprints to gain user’s needs. The study identified pain points and translated them into functions in this service design. In the evaluation stage, SUS test was used to verify the feasibility of the service design. This study constructed a new online cat raising service platform, including online cat raising service framework, APP design and innovative interaction ways. Continuously optimize the service experience of the existing stray cat support platform to attract users to continuously participate in the stray cat rescue activities. To provide theoretical support and reference for future rescue platforms for stray cats.

Xin Yueming, Mao Yue, Fang Liyuan, Yang Yang, Yuanbo Sun
Open Access
Article
Conference Proceedings

Strategies to improve the student engagement of Vocational College class based on design thinking

Student engagement is an important factor affecting the educational outcomes of colleges, which can help colleges better understand the quality of students' learning and the mechanism of students' effective learning to help colleges make corresponding improvements. While previous research and literature studies have found that students in vocational colleges class have low student engagement. Design thinking is a comprehensive thinking with mature concepts, methods, and tools, which has been widely used in the field of education. This study introduced the design thinking in the vocational colleges class, proposed the teaching activity mode and strategy based on design thinking, tried to use design thinking to intervene students' class behavior, and conducted the strategy by empirical research. The results show that the teaching mode based on design thinking has a positive effect on improving student engagement in class.

Qianqian Lin, Yuanbo Sun, Zhenghong Liu
Open Access
Article
Conference Proceedings

Design Strategy of Vehicle HMI VR Prototyping Tool Based on Kano Model

The Virtual reality specialization has been the trend in recent years. At the same time, vehicle HMI is faced with multimodal and 3D interaction methods. This is an opportunity to build vehicle HMI VR design tools. Design strategies for building prototype tools are developed based on user requirements. By studying and sorting out the HMI design content, we study the requirements of HMI VR design tools based on the Kano model, and build a suitable design strategy to guide the subsequent development based on the requirement priority and user feedback. Most of the envisioned functional requirements were positively evaluated, and there is positive value for designers in building vehicle HMI VR design tools.

Huayu Zhang, Yuanbo Sun, Jiawei Tang, Gao Jin, Wenhan Liu, Zhiyuan He
Open Access
Article
Conference Proceedings

Vehicle interaction design strategy based on human-computer interaction carrier

With the development of electronic technology, car interaction carriers have evolved from being dominated by hardware interfaces to software interfaces, with Tesla leading the way and even adopting pure software interfaces as car interaction carriers. In the automotive interaction design process, there is a lack of corresponding design strategies to guide the selection of interaction carriers, different interaction carriers have different characteristics, and the wrong use of interaction carriers will affect the user experience. This paper uses literature research and comparative research methods to study automotive interaction carriers and their characteristics, and to develop an automotive interaction design strategy for human-computer interaction carriers.

Zhiyuan He, Yuanbo Sun, Xiao Du, Huayu Zhang, Jiawei Tang
Open Access
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Conference Proceedings

Analysis of the Interactivity of Font Design Application in User Interface

Driven by the information age, the development of screen display technology has brought new opportunities and challenges for typeface design. Font design has gradually realized multi-dimensional presentation forms and interactive interaction properties. Starting from the application of fonts in user interfaces, this paper analyzes the factors constituting text interactivity and the basic characteristics of font interactivity. It summarizes the expression form of font interactivity in user interface design and its feedback effect. The study shows that, as a fundamental element of user interface design, standardizing the interactive properties in fonts and reading text can ensure the readability of text and improve the efficiency of information communication. At the same time, the application of new digital technologies further expands people's access to text information. The rich media and information dissemination channels have given rise to new patterns of font interactivity applications, shifting the representation of text from static to dynamic, enriching visual variables and application scenarios, and generally broadening the design field. Finally, this paper believes that immersive and interactive typeface design is the future development trend, and the typeface design in user interface should actively break the barriers to seek boundaries and development. The interactive application of fonts with the intervention of new technologies and devices enables designers to convey information and emotions more fully and completely, thus enabling users to obtain a better reading experience and efficient information resources.

Yichen Zeng, Chao Zheng, Xinlei Zhang, Bingkun Qiu, Xinhao Zhan, Li Cheng Xie
Open Access
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Stimulating Everyday Creativity: Mediating Role of New Tools in DIY Craft

Everyday creativity has been shown to help people consciously develop themselves, respond to challenges, feel more in control of their destiny, and maintain a healthy state of mind and body. Through creative practices, people's possibility thinking is strengthened, they can adapt to the changes of the environment more flexibly, and actively participate in actions that promote social change. However, the current research on daily creativity mostly regards it as a holistic concept, lacking in depth in specific fields and attention to the characteristics of the current era, which makes it often difficult for designers to find effective ways to promote the benefits of creative activity.This paper focuses on the popularity of contemporary DIY crafts in urban areas and try to understand how the renewal of tools has an impact on everyday creativity. On the one hand, DIY crafts are an important part of everyday creative activities. On the other hand, the application of digital and mechanical tools has injected vitality into the design innovation in this field. Based on the perspective of post-phenomenology theory, this research pays attention to how technological objects affect human perception and behavior patterns in specific situations, and mediate the relationship between people and the world. For designers, the term "technology" in post-phenomenology can be regarded as "designing artifacts", its mediating role can be understood and anticipated, and the "advanced" design method that moralizes technology can help bring users more positive use experience and contribute to a better life world.The study takes the new tufting experience as a case. It is typified by the use of tufting guns, which makes it different from the traditional weaving behavior. Such activities are widely spread on the Internet, attracting large numbers of young people. Using practice-led research and ethnographic methods to collect data and conduct qualitative analysis, the author elaborates that technological interventions not only functionally enhance people's ability, but also shape actions and experiences. According to Ihde’s discussion of four “human-technology-world relations”, in tufting activities, the first embodied relation between tools and participants mobilizes more sensory participation, and the “ready-to-hand” state of the tufting gun brings about a different embodied perception from that of traditional crafts. Secondly, the hermeneutic relation influences people's perception of the difficulty of crafts, and the connection between wool and cloth has been translated into the vibration and sound of the gun. The third is the alterity relation, which represents people's actions and ways of thinking are changed in the interaction with tools. Finally, the background relation makes pop culture permeate into the creative process. In general, participants’ sensory experiences, as well as their ways of seeing and making are reshaped by modern tools, and new experiences and skills are acquired. At the same time, people are encouraged to go beyond the limits of skills and rules for creative exploration and personalized expression.The potential negative aspects of tool upgrading in creative practice are also concerned. For example, the simplification of the process bridges the gap between novice and expert, preventing most participants from reaching a higher level of skills that underlie a more subtle and diverse insight into the world. Moreover, while tools help reduce the occurrence of errors, they also limit the possibilities for creativity. Finally, the article identifies the opportunities and challenges for designers in this new era that encourages everyone to create, and suggests strategies for incorporating the mediating role of artifacts into the design process to help users stimulate their creativity in everyday creative practices.

Jiaxin Zhou, Duoduo Zhang
Open Access
Article
Conference Proceedings

Design strategy of digital outdoor study manual based on children's learning behavior guidance

In the era of continuous and profound integration of digital technology and daily learning life, a large number of children's digital learning products have emerged and been used by children. In the field of outdoor study and learning activities, the study manual is an important carrier to supplement the content of activities to assist children in learning, but the traditional paper manual design is not in-depth enough to study the needs of the target subject and its design method cannot meet the needs of the times, and cannot bring children experiential learning in the study and learning activities. In study and learning activities, digitalization guides children's behavior and immerses them in study and learning activities, which can stimulate their interest in learning and improve learning efficiency. For this reason, this paper explores the design of digital outdoor study manual for children's learning behavior guidance. Based on the theoretical perspective of behaviorism psychology, this paper analyzes the learning behavior psychology of children in study activities, summarizes the characteristics of their learning behavior, and designs the flow chart of children's learning methods and observation behavior process in study activities in combination with the relevant theories of behavioral design. Through the questionnaire data, we analyzed the influencing factors of children's willingness to use the digital outdoor study manual. Finally, we tried to build the design strategy of the digital outdoor study manual that actively guides children's learning behavior. Provide reference for the design of children's digital outdoor study manual, assist the implementation of outdoor study activities, and make contributions to the development of digital education.

Yue Li, Ying Zhao, Jing Mei, Li Yang
Open Access
Article
Conference Proceedings

An approach to designing an ergnomic handheld 3D laser scanner

Due to ever higher quality and safety standards, the demands on the flexibility of 3D scanners are also growing. Mobile scanning is particularly interesting for confined situations.The need for a hand-held product with which the user should be able to work comfortably for as long as possible expands the interest of a technical advance by the need for good ergonomics. While a team of engineers from ZEISS oversaw the technical implementation, industrial designers were brought into the process to support the ergonomic implementation and the adaptation to the corporate design of the ZEISS company.Taking anthropometric data into account, various options were first identified to enable good ergonomics that take into account the existing technical conditions of the prototype for the optical measurement sensor. More than 60 physical concept models in the actual scale of the sensor, some of them built only as a partial area, characterize the process flow. The models were implemented from semi-finished products, cardboard, Styrofoam or clay and in some cases weights were added. The large number of models made it possible to find the best possible grip concepts for the sensor. By having a real, tangible artifact, the application of ergonomic guiding principles could be well explained to the team. By evaluating it with their own experience, the interdisciplinary team was able to collaborate at eye level. The development of the models was supplemented by computer-aided design, VR models, 3D prints, and prototypes.Subjective acceptance tests were conducted with all models, as well as qualitative interviews with potential users. Of course, these continuous testing cycles included hand sizes of different sizes to accommodate the widest possible user group. In addition, new people were regularly introduced into the circle of test subjects in order to avoid the typical phenomenon of 'burnt users' emerging. As a result of the high number of models, very valid statements could be made about the smallest changes.Due to years of collaboration between engineering and design and the corresponding trust between the disciplines, the process was able to be dynamic and communicative. Weekly meetings and interdisciplinary workshops resulted in a large number of ergonomic variants being discussed and recombined and improved. The relationship of trust between the disciplines also meant that the 'childlike curiosity'' of all those involved in the process could be encouraged and even unusual ideas could be developed and tested. The design team also developed usability and interaction concepts for the operation of the hand-held sensor. Two-dimensional representations of workflows and click dummies supported the process.

Deike Hessler, Thomas Hofmann
Open Access
Article
Conference Proceedings

How to design an HMI for users that do not exist yet

How is an ergonomic user interface designed when the final users are not known yet? This is a challenge that designers and developers are increasingly facing due to various factors. Considering the ongoing and new development of technologies and the resulting operating options, new work fields and user groups arise. Even existing complex workflows can be rethought and adapted. As a result, many constraints, workflows and user groups are not known during development. The motivation for the adaptations can be an increase in production through a better use of given resources or to ease the working conditions of the users. An example of this is the use of industrial, automated drones to facilitate inspections and minimize and optimize transport routes and times, for example. In cooperation with HHLA Sky, the HMI for a control center was developed - with a focus on ergonomic user-friendly remote control and management of up to 200 drones. The concept of the Integrated control center (ICC) was to cover not only the flight, but the entire process chain, from generating and flying missions, to planning and managing resources, to documentation. Accordingly, professional users such as dispatchers, professional pilots and technicians are the target group. The system must differentiate between the individual roles and take into account the evolving needs and competencies. Therefore, new requirements arise for the design, which should enable a safe and intuitive interaction.Due to the fact that this is a new form of control center and no empirical data was available, the design of a user-centered interface was (and still is) a major challenge. This paper describes the methodical process, how unknown workflows and needs of users were determined, which possibilities for information generation were used and how expert knowledge from other industries could be transferred to the design of the control center. The problems of information representation and depth in the respective work processes are also considered and which approaches were used for forecasting. Finally, it is described why the final design could nevertheless be developed ergonomically suitable for the user group.

Thomas Hofmann, Svenja Knothe
Open Access
Article
Conference Proceedings

Envision - Testing Platform For User-Centered Visualization and Interaction Concepts

ENVISION is an ongoing research project of the Osnabrück University of Applied Sciences (HSOS), the German Aerospace Center (DLR) and the software development company FREQUENTIS ORTHOGON. Within the project, a testing platform for user-centered visualization and interaction concepts is being developed. This paper discusses the methodological approach as well as basic conceptual decisions for the selection of a design process for the development of new systems. The scientific focus of this paper is on the user-centered design of future radar interfaces and Controller Working Positions (CWPs).With increasing digitalization and automation in the field of safety-critical air traffic control systems, functional adaptations and enhancements of CWPs are becoming the standard case. The interdisciplinary cooperation between air traffic controllers, software developers and usability experts outlines a procedural model for the development and testing of future cooperation with air traffic controllers and their better integration into the development process of new systems.

Christian Blessmann, Deike Hessler, Thomas Hofmann
Open Access
Article
Conference Proceedings

The Development of Process-Based Customized Service on Insole Design for High-Heeled Shoes

In the era of customers in power, customized products have gained significance in design strategy. By discovering the uncomfortableness of wearing high-heeled shoes and researching the issues caused by inappropriate foot pressure, this study (which is currently in process) aims to establish a service process that meets customers’ needs . The service process started with scanning the contours of the subjects’ feet and constructing corresponding 3D anti-slip kits. Then, the prototype was printed with a silicone 3D printer with controlled parameters. The hardness, thickness, and density of the silicone materials differed among subjects with different experiences, and feedback was obtained. Through interviews and data collected from the subjects, the researchers will analyze the feelings they experienced—both standing and walking—while wearing the designed silicone kit. In the end, we will develop a reference chart, based on body weight and shoe size, that guides consumers in choosing silicone anti-slip kits . In this way, the manufacturer can optimize the low-cost mass production and the high-cost of full customization . Thus, we will create a service design and physical products that better meet consumer expectations.

Zun-Hwa Chiang, Wei-Wei Su, Ming-Hsien Chuang
Open Access
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Conference Proceedings

The Value Co-creation Service Mode Design of Online Technology Market

Technology is now the primary force behind economic growth and increased productivity in the era of the digital economy. The online technology market is the main platform for technology trading and is a new strategic industry. The service mode of the online technology market can improve user service and enable the co-creation of user value. At first, a thorough review of the literature is performed to investigate the online technology market, service design and mode, value co-creation theory and its application. Second, it classifies various online technology market types and the service modes of various platforms using a comparative analytical approach, and it draws conclusions about how these service modes will develop. Eventually, the design subjects, design factors and processes, and design forms in the technology transaction process of the online technology market are studied, the service mode design model of the online technology market is developed, and the design results are generated. This essay encourages the growth of service design for the online technology market by offering useful concepts and workable recommendations for the service mode.

Wenling Xu, Yun Wang
Open Access
Article
Conference Proceedings

Improvement Design of Household Medical Nebulizer for Children Based on Ergonomics

The purpose of this paper is to study the user needs of household children’s nebulizers from the perspective of Ergonomics, and to provide a basis for the improved design of products, so as to help children carry out nebulization treatment more efficiently and safely. The user research method was used to analyze the pain points and needs of users in the use of children's home nebulizers. Through the literature research, this paper studied the relevant human-machine size and psychological characteristics of children were, and discussed the demand-orientation of children's nebulizer shape, color and material were. Through the above research, this study analyzed the needs of children's nebulizers in terms of the experience of use and man-machine dimensions, and improved the product. The improved design of household children’s nebulizers could not only soothe children's anxiety in the treatment to a certain extent, but also promote children’s healthy growth and help improve the system of children's household medical products.

Shiyi Zhou, Jiajun Wei, Zhijuan Zhu
Open Access
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Ergonomics in Classroom Furniture for Primary School Children in Vietnam

This paper reports a study in the context of a product design research about classroom furniture in Vietnam and is based on the review of literature. The objective of the research project is to help improve Vietnamese children's well-being, developing a proposal of classroom furniture more adapted to primary school children, using local materials and production processes, reducing carbon footprint and contributing to sustainability. In this Southeast Asian country, children spend a long time at school, daily, performing a lot of different activities and are still experiencing non-suitable classroom furniture, leading to wrong posture, posing safety risks and possibly harming their present and future health. Sustainability also seems to be overlooked, as the application of materials with less environmental impact is not a priority. The study helped on the contextualization and definition of the problem, providing information about the status quo in Vietnamese primary schools' furniture and pointed directions on this research project, towards more sustainable choices on materials, such as bamboo and its production processes. Adaptation to the Child is an aim in both health and environmental levels. Children's well-being at school depends on the interaction and comfort with their surroundings, including adapted and sustainable classroom furniture, which can support a healthier learning experience.

Cristina Salvador, Tuong Quyen Vu
Open Access
Article
Conference Proceedings

Anthropometric-based school furniture design for Ethiopian secondary school students

Students take part in one of the most sedentary occupations. They spend an average of 5-8 hours in school daily. About 80% of this time, they sit in the classroom doing activities such as reading, writing, and communicating. It has been suggested that schools are places where students develop their permanent sitting habits (M. S. Parvez, et al, 2018). The mismatch between students and school furniture dimensions has been associated with adolescent low back pain (Milanese & Grimmer, 2004). Therefore, suitable and comfortable school furniture for students is necessary. Although many developed countries have proposed school furniture dimension guidance, developing countries and most least-developed countries still lack the support of an anthropometric database for school furniture design. Therefore, this study aims to fill this gap by establishing an anthropometric database of secondary school students in Addis Ababa, Ethiopia, investigating the mismatch between students' anthropometric dimensions and current school furniture dimensions, and providing recommendations for secondary school furniture dimensions.MethodSample selection Two hundred secondary school students (85 (42.5%) male and 115 (57.5%) female) from two secondary schools in Addis Ababa, Ethiopia, were recruited in this study. Every 25 subjects were randomly selected from each grade in each secondary school using the cluster sampling method. The mean ± SD age and body height were 17 ± 1.4 years and 5.4 ft ± 0.3 ft respectively. The sample size was set according to suggestions from World Health Organization that 200 is the minimum sample size used for building reference standards (WHO, 1995). Before testing, all subjects were instructed about the contents of the experiment and provided their consent.Data treatment and Analysis Body dimensions, including stature, sitting height, knee height, popliteal height, and thigh clearance, were measured using metallic tape. Data were presented with mean, standard deviation, and percentile base for the 5th, 50th, and 95th percentile values. Based on the percentile values of anthropometric dimensions of subjects and furniture dimensions, combinational formulas of furniture dimensions were set. The mismatch is determined if the calculated value of the critical dimensions is outside the interval quantity (Gouvali et al., 2006).ResultThe results of this study show that the chairs and tables of secondary schools in Addis Ababa were poorly designed without considering the anthropometric features of students. Most students sit in chairs with a seat that is too tight and without a backrest, which may cause health problems such as back pain in the long term. Therefore, we proposed three sets of acceptable furniture dimension range for the secondary school students in Addis Ababa, which may be helpful as a reference for school furniture design, and subsequently improve students’ comfort and health in school.

Samuel Mekonnen, Tebello Pusetso, Hui Lyu, Ugwueke Emmanuel
Open Access
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Mapping beyond the horizon

The design of interfaces has an extensive focus, which goes beyond the screen design. The objective of this study, developed in learning settings at the University of Évora, Course of Interface Design, first curricular semester of 22/23, was to explore two perspectives of Interface Design. The project focused on mapping six sites related to Nature Spots beyond the horizon established from the classroom. The project included a physical non-digital interface (PhiNDI) and a digital interface component. The study follows a descriptive case methodology. The results allowed the students to develop tangible Design solutions and competencies at the level of the development of affordances. The limitations of the project are related to the development of low and high-fidelity prototypes.

Jose Silva, Tiago Navarro Marques, Ema Silva
Open Access
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Stories in a shoe box - Entangled narratives of Nature

The present climate challenges require the development of different tactics and some outside the realm of pure rationalisation, strategies that focus on emotional and romantic relationships with the space of Nature. The investigation follows a descriptive case methodology. The narratives developed by Hans Christian Andersen were the starting point for the project developed in Learning Settings at the University of Évora in the Course of Technologies of Vector Drawing, curricular year of 2022/23. This project starts from the assumption presented by (Supriya, 2020). According to the author, the stories of Hans Christian Anderson build a romantic relationship with Nature being fundamental for a relationship of protection by the human agent. The students involved in the current project chose one of the stories of Hans Christian Anderson, followed by the development of a scenic representation in Tunnel book for the story in an area of 15x30x15. The compositions of the various students later formed a wall of stories. When the students presented the project, the authors conducted a thematic analysis of the project descriptions to assess how students interpreted the stories and whether a romantic relationship with Nature was perceptible.

Jose Silva, Tiago Navarro Marques, Ema Silva
Open Access
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Conference Proceedings

Design of Spherical handle for children's Electric Toothbrush in order to improve grip comfort and stability

Children's gripping ability is far less than that of adults, but the children's electric toothbrushes on the market today do not have a scientifically targeted design for children's grips. Therefore, this study aims to explore the characteristics of children's gripping styles and design a children's electric toothbrush that meets the needs of both children and parents. The research team explored the pain points in the use of children's toothbrushes through literature research and interviews, extracted design requirements, and proposed a design solution of a spherical grip. According to the proposed design solution, a corresponding model was made, and users were allowed to experience and feel the model, and finally a children's electric toothbrush that meets the expectations and needs of the two target groups was obtained. It also provides a new idea and reference for the design of children's gripping appliance.1.IntroductionWe found that many children's toothbrushes currently on the market are simply adult electric toothbrushes scaled down equivalently and do not take into account children's own gripping ability and usage habits. Based on this blind spot, we conducted literature research and design to explore how to design a tailor-made electric toothbrush for children.2.Existing product analysisThe existing electric toothbrushes for children were analyzed and focused on the brush handle design, and it was found that none of the current children's toothbrushes had a good grip comfort, and their advantages and disadvantages were analyzed in comparison.At the same time, we have integrated and analyzed the existing electric toothbrush technologies and applied them in the design session.3., User needs analysisChildren's toothbrushes are not only for children, but also for parents. Only a children's toothbrush that meets the needs of both is a design that can be implemented. We integrated the pain points from the research, the children-oriented one is the use of holding method, the parents-oriented one has three key points: information feedback, fighting resistance and habit formation.4.Design4.1 Design objectivesCombining the above research and data analysis, we set five product design goals: to make children want to brush their teeth, to brush comfortably, to brush cleanly, to develop a habit, and to reassure parents, and made a corresponding solution based on each design goal.4.2 Design optionsWe focused on the target point of "comfortable brushing" and researched children's specific gripping style, and through literature and observation of the state of children's palms while brushing, we found that the most comfortable grip for children is the spherical grip.4.3 ModelingWe first made the sketch model in adult size, then we determined the size of the child's hand by reviewing papers and turning the hand over to make an equivalently scaled child model.4.4 Modeling VerificationThe children were asked to hold both the design straw model and the commercially available electric toothbrush to simulate the position of brushing with the electric toothbrush for grip comfort comparison. collected experience and feedback. Parents were also asked to hold the adult size model for experience and comparison.We then compared the spherical grip models with slight differences in length and width proportions for the children to integrate and analyze the most appropriate shape proportions, refine the models, and finally analyze accessibility, fit, and fit to establish the final shape.5.ConclusionThis paper takes the design of children's electric toothbrushes as an example, focusing on the characteristics of children's gripping style and exploring a grip design that better fits children's gripping style. It also takes into account the common experience of parents and children, who are the two different groups of people facing children's products. Through product usability testing, the feasibility and rationality of the spherical grip shape is verified, providing new ideas and references for the design of children's gripping appliances.

Xinyue Zhuang, Tiancong Wang, Zixuan Zhang, Haining Wang
Open Access
Article
Conference Proceedings

Analysis of children's sitting posture status and influencing factors

The in-depth interview method was used to conduct research on target children aged 6~12. In the home environment, the sitting characteristics, common sitting posture types and parents' views on children's sitting posture of different school ages were studied, which provided a reference for the refinement of the influence indicators of children's standard sitting posture in the context of intelligent display devices, which provided reference for the design of sitting posture monitoring products. Studies have found that most children use smart display devices for a single continuous duration of 30~40 minutes, and their correct sitting posture maintenance time is shorter, the frequency of bad sitting posture is higher, and the bad sitting posture is mainly hunched back and head down.

Huimin Hu, Anna Hao, Ling Luo, Wenlei Niu, Jianglan Chen
Open Access
Article
Conference Proceedings

Research for Health System Design Under Digital Intelligent Era

This With the advancement of technology and social development, health is becoming an increasingly important proposition for the development of human society. The new crown epidemic has made health-related issues such as crisis response, epidemic prevention and disease prevention, aging trends, and quality of medical services more acute and urgent.In the digital era, design, as a thinking method for problem solving and a mechanism for crisis prevention, is deeply involved in solving health problems in the relationship between people and society. Smart Health Design aims to explore design intervention in the field of great health, integrate humanistic care through intelligent technology, reconstruct the standards and methods of health design in the digital era from the perspective of design intelligence, achieve health and social harmony, construct a contemporary smart health living system, and establish a smart and healthy lifestyle.Through the design case of industry-university-research project cooperation, the article focuses on healthy lifestyle, explores the demand for digital products and services in the health field, and proposes the value proposition of smart health from passive medical treatment to active health with the concept of humanistic care and the integration of intelligent technology and digital intelligence design methods, and constructs a new scene of smart health life in a multi-dimensional way, so that smart health life can reflect the emotion and temperature of "computing" in the digital era.

Fei Wang, Cong Gu
Open Access
Article
Conference Proceedings

User Interaction Decisions of Smart Home Products Under the Influence of Situational Differences - A Case Study of Home Lighting Products

With the trend of intelligent systems, interaction between human beings and smart home products tends to be diversified with the development of technology. In this context, whether the selection of different interactive control forms of products will affect the user experience? Moreover, whether situational differences will affect users' interaction decisions? To solve the above problems, this article takes the interactive form of smart home products as the research object and takes the indispensable lighting products in the smart home system as an example. Based on literature research, the classification of interactive control methods of smart home products is clarified at first. The user interview method summarizes several typical daily home situations that are universally representative. In addition, based on questionnaire analysis method, user's interactive decision-making tendency, and decision dimension in several typical family living situations are researched. It is found that the current interactive control methods of smart home products can be roughly divided into touch-based physical interaction, non-touch motion sensing interaction, and third-party device-assisted control. It is also found that in several universal and representative family living situations, the decision-making tendencies and dimensions of interactive control behaviors of different situations are diverse. This study's significance is providing reference ideas and methods for the interaction design and research of smart home products. This study aims to call on designers to comprehensively analyze the diversified value demands of users in combination with the differences in situational demands and then design a corresponding interactive control form, achieving the goal of more humanized interaction between users and smart home products.

Yuwei Wu, Junjie Zhang
Open Access
Article
Conference Proceedings

Ergonomics and Design: development of a “next generation” NICU portable ventilator

Nowadays, research and innovation in the pediatric field represent both a challenge and a great development opportunity. The emergence of clinical problems and the convergence of scientific knowledge and multidisciplinary approaches allows us to offer innovative solutions to improve pediatric care. In particular, the new digital technologies represent an important factor of innovation in the field of health care and, above all, in delicate and complex contexts such as Neonatal Intensive Care Units (NICU), where due to the vulnerability of young patients it is necessary to use of ever more straightforward and more efficient care tools.However, in the pediatric field and, above all, in Neonatology, cases of errors in healthcare are increasingly frequent; it is estimated that a child is three times more exposed than an adult to potentially harmful situations of Medication Error because the level of assistance required is higher and the equipment required is more complex. In particular, one of the most common causes of access to the Neonatal Intensive Care Unit is the respiratory difficulty which requires specific mechanical ventilation treatment, which can involve human errors and risks related to its use with possible physiological complications.Sometimes, human error can be attributed to the excessive complexity of using the products/services or the need for more materials suitable for the personnel needs. In the neonatal field, there are frequent problems related to usability, ergonomic characteristics, software and hardware interfaces, the human factor, and the context and methods of use of medical devices that lead to errors.The general objective of this study, conducted at the Meyer Children's Hospital in Florence, was to improve not only the condition of the well-being of the young patient but also the working conditions of the medical and healthcare staff, promoting interaction, simplifying the actions and minimizing the possibility of error in use.This paper reports the main results of the research achieved thanks to the application of the evaluation methods of usability and safety of use typical of Human-Centered Design. These have made it possible to pay attention to the needs of users who interact with the medical system (patients, health professionals) and the different skills of the professionals involved in designing and providing services.Through field surveys and discussions with experts and healthcare professionals (user observation, semi-structured interviews, questionnaires, etc.) conducted at Meyer Children's Hospital in Florence, it was possible to collect data on current critical issues. In particular, the survey made it possible to understand how the user interacts with existing fans and how much these can lead to problems regarding the complexity of assembly, the difficulty of reading the physical and digital interface, the presence of numerous instruments during transport and the issues relating to the organization of the treatment phases.The analysis of the user and the evaluation of the criticality of the existing products/systems have therefore allowed the identification of possible scenarios and intervention solutions, defining the requirements of the new ventilation system. From the results obtained, it was possible to configure new solutions, which gave rise to the design of a new generation lung ventilator for NICU to improve ventilation assistance operations, reduce user errors and make the product versatile and easy to use both in the ward and during neonatal protected transport.

Ester Iacono, Alberto Cirulli, Francesca Tosi
Open Access
Article
Conference Proceedings

Future Information Input Mode and Case Study of Intelligent Operation Cabin of Construction Machinery

Intelligence is an inevitable trend in the construction machinery industry. Under this trend, the interaction, spatial pattern, and information transmission of the operation cabin will all change. The intelligent operation cabin is an important space for information interaction between people and construction machinery. It is a complex workplace with a large number of information input interfaces. It is necessary to understand how information is entered in current and future intelligent operation cabins. Through the analysis of the current situation and the study of relevant cases, combined with the characteristics of the construction machinery itself, the future information input mode of the intelligent operation cabin of the construction machinery is summarized and discussed. This research can provide some reference and thinking for the design of the future intelligent operation cabin of construction machinery.

Dongxinyi Li, Jun Yi
Open Access
Article
Conference Proceedings

Achieving personalized wrist training: apply human factors in the control strategy of rehabilitation robot

The wrist is severe based on wear and tear caused by stroke and the rehabilitation process is very complex, nearly 1/3 of stroke patients still have serious upper limb dysfunction after half a year of rehabilitation treatment. The wrist rehabilitation process is very complex, and normally be divided according to the human recovery stage into multiple levels, and each stage requires different rehabilitation treatment methods. For example, according to the well-used Brunnstrom motor assessment method, the motor function of patients is divided into six stages from I to VI, and the rehabilitation process of patients can be roughly divided into early, middle and late terms.Although rehabilitation robot plays more and more important role in the wrist rehabilitation training, most of the existing research focus only on mechanical, electronic or controller design, and ergonomics is rarely discussed, resulting in the lack of consideration of human factors in wrist rehabilitation robot. Moreover, the robot control strategy associated rehabilitation theory is seldom studied, which hardly realize personalized training with different stage. Aiming at the problems involved in the above three rehabilitation stages, there are corresponding comprehensive rehabilitation strategies, namely passive rehabilitation training, assisted rehabilitation training and resistance rehabilitation training. Thus, this paper focus on the control strategies design of wrist rehabilitation robot that meets the requirements of human factors according to the different rehabilitation mechanisms and needs of patients at each stage. To define our research methodologies, we first constructed the methodological framework diagram and applied ergonomics to the control strategy of wrist rehabilitation robot. Apart from that, passive, assisted and resistant rehabilitation training modes are set for individuals in different stages of rehabilitation to realize personalized rehabilitation training. In addition, we evaluated the device satisfaction with the subjective evaluation scale. More specifically, the subjective scale was designed based on the Likert scale, and was set up in the order in which the interaction occurred. After the scale was made, we used SPSS to analyze the reliability and validity of the scale. Subsequently, a questionnaire was administered on the non-probability sample. The statistical analysis of the data by one-way ANOVA found that the device was quite comfortable. In conclusion, our NPU-Wrist operates on human factors throughout the design process and provides a valuable approach for subsequent rehabilitation robots.

Ruolei Yu, Weiwei Yu, Luying Xu, Yasheng Chen, Donglai Lu, Benali Abderraouf, Jin Zhi
Open Access
Article
Conference Proceedings

Future Companion Intelligent Products

Intelligent products are experiencing the development from industrial intelligence to service-oriented, chat-oriented,and virtual life intelligence. Today's Intelligent products can help humans complete complex and dangerous work and gradually become our friends in daily life. Especially in the COVID-19 pandemic, when the whole society faces the challenge of loneliness together, people urgently need to use AI to solve the problem of emotional companionship. It is a problem that needs to be solved by interdisciplinary thinking to make the machines that interact with people able to observe, understand and generate emotional characteristics similar to those of people. This paper introduces companion-type intelligent products and the status quo of multi-modal interaction between such products and users. On this basis, combined with design, psychology, and ergonomics, a design scheme for further research on companion-type intelligent products using multi-modal emotion recognition technology is proposed. This scheme focuses on using the "instinct and emotion" module in the product to adjust the interactive behavior and realize different responses even when the same stimulus is presented.

Xiaoya Wang, Yun Wang
Open Access
Article
Conference Proceedings

Evaluation of nonlinear regional stability performance of passenger cars

With the development of automobile technology and the improvement of road facilities, the driving performance and driving environment of vehicles have been improved, and the speed of vehicles has accelerated. This also brings hidden dangers to vehicle safety. When the vehicle is driving under complex working conditions such as ice and snow roads or strong crosswind, the vehicle tends to be in a nonlinear area, and the vehicle is prone to instability due to drivers’ insufficient driving experience and incorrect operation, resulting in traffic accidents and casualties and property losses. However, in the current evaluation system for passenger car safety, the performance of the linear region of the vehicle is mainly evaluated by limiting the maximum vehicle speed or lateral acceleration, and the stability of the nonlinear region of the passenger car is not comprehensively evaluated. This paper proposes a comprehensive evaluation index for passenger car safety based on stability and nonlinearity. The slowly increasing steer test under different speeds and different road conditions is conducted through the joint simulation of CarSim and MATLAB/Simulink, and the vehicle state can transition from the linear region to the nonlinear region under this test scenario, so the validity of the comprehensive evaluation index of passenger car safety proposed in this paper can be verified. The test results show that the index can quantitatively evaluate the safety of passenger cars under different test scenarios.

Zehong Wei, Xuelian Zheng, Jie Wang, Yuanyuan Ren, Qingju Wang
Open Access
Article
Conference Proceedings

Design strategies compared: How eHMI are perceived in relation to the exterior design of automated vehicles

Communication between road users, especially between vulnerable road users and drivers, is an important part of road traffic. Often, small nuances such as gestures, facial expressions or eye contact determine the subsequent behaviour of those involved. For example, eye contact with the driver helps pedestrians to make a decision about when to cross the road. With automated vehicles (AVs), the ability to communicate with the person in the driver's seat is limited, as they no longer necessarily control the vehicles behaviour. AVs perceive their environment via a multitude of sensors. Towards the environment, however, a communication channel has been missing until the latest research about external human-machine interfaces (eHMI). For eHMIs, there are various concepts and studies on design, modality and positioning. So far, there is a lack of experience on the integration of eHMIs into the exterior design of vehicles in terms of their perception by pedestrians and other road users. A large number of studies have already shown that vehicle exterior design has an influence on people's subjective perception and associated actions. In this paper, this preconditioning will be investigated in relation to the degree of integration of eHMI in interaction with visible or invisible sensor clusters. For this purpose, different degrees of eHMI integration are applied to a concept car and investigated in an eye-tracking study with regard to their influence on the sensations of other road users. This results in findings for the design of safety-relevant eHMIs to strengthen the trust in AVs among the general population.For this paper, we conducted a literature review on the design and limitations of designing of eHMIs. In particular, studies on the location of eHMIs, their modality (light, symbol or text) and colour stood out. In order to be able to make statements about the integration of eHMI into the vehicle exterior design, the research results were categorised according to the degree of integration into additive, integrative and integral eHMI.Since visual attention plays a significant role when viewing vehicles with eHMIs, the study was designed with eye tracking anaylsis. In this, the test persons are shown renderings in ¾ front and ¾ rear perspective of a concept vehicle on the screen, which represent different degrees of integration of eHMI. The stimulus patterns show additive eHMI in the form of attached roof bars, surrounding light text bands on the roof, as integrative eHMI as well as integral eHMI in the exterior design in the form of central, fully integrated display surfaces at the front and rear. In addition, to test interactions with the visibility of sensor clusters, each configuration was combined with both visible and invisible sensor clusters.The test persons evaluated each of the stimulus patterns by means of a questionnaire regarding their subjective impression in the context of use cases (road crossing scenario). The evaluation with regard to different factors provides statements about the system trust through eHMI, the appealing and recognisability of eHMIs as well as the interaction with the sensor clusters typical for automated vehicles.RESULTS AND CONCLUSIONThe research has shown that the type and degree of integration of eHMI into the vehicle exterior design is of relevant importance for design perception, evaluation and thus design. The degree of integration has an impact on perceptual factors such as recognisability or appealof AVs. To replace the subtle but efficient communication between driver and pedestrian in the context of a future vehicle exterior design, it is beneficial if the eHMI represents a salient stimulus and can be interpreted clearly.OUTLOOKFurthermore, it should be investigated whether vehicles with a personifying exterior design and a human-interacting eHMI (cf. Jaguar Eye-Pods) show more positive effects on communication and recognisability than conventional, machine-like eHMI. This would come close to merging classic vehicle design with robotic design, meaning the transfer of human characteristics to machines.ACKNOWLEDGEMENTSThis research was supported by Federal Ministry for Economic Affairs and Climate Action in the national research project RUMBA.

Lars Gadermann, Lutz Fischer, Daniel Holder, Niklas Ihle, Julius Schlecht, Thomas Maier
Open Access
Article
Conference Proceedings

Spatial views in intelligent cabin interaction behavior and touchpoints design

Intelligent cabin is a space that provides users with interaction information during vehicle movement, but in current research, the description model of intelligent cabin interaction design is framed by input-output and focuses only on actions and feedback, but in a multi-touchpoint cabin, the relationship between the interaction medium and the user's spatial location is equally important. Therefore, this paper attempts to refine the spatial description model of interaction touchpoints and interaction behaviors in the cabin based on the existing spatial model-related literature and the cabin interaction design practice to help interaction designers in related fields identify and solve the human-computer relationship issues in the intelligent cabin more comprehensively. The addition of the spatial dimension will expand the concept of interaction touchpoints in the cabin, which will be beneficial to the design of intelligent cabin interaction in both the concept development and design expression stages.

Chang Meng, Danhua Zhao
Open Access
Article
Conference Proceedings

The design of short-term rest vehicle cabins based on light-induced sleep technology

The invention of artificial lighting makes people's work and rest gradually eliminate the constraints of natural light circadian rhythms. Sleep rhythm disorder and sleep loss are caused by the changing work schedule and long-term mental stress under the fast-paced life in modern society seriously, which affect people's health. With the development of technology in transportation, it is faster and more convenient to move between regions, people's living environments are changing, and the sleep scenario has become more complex. Studies have shown that the non-visual effects of light can induce sleep behavior by affecting melatonin secretion and the associated circadian rhythm system. Natural light is considered the most effective circadian rhythm synchronizer in humans. This study focuses on the short-term rest scene during travel and uses the induced effect of light to explore the instant effect of sound and light environment perception on promoting sleep. In the form of realization, the elements such as seats, interactive control systems, and semi-closed cabin bodies are integrated and reconstructed. The interior environment of the vehicle cabin is designed with somatosensory interaction and environment coordination. These vehicle cabins will be modularly combined to achieve an optimized combination of compact space layout and user privacy. In addition, these vehicle cabins will use photoelectric display technology to create a light environment with rhythmic changes in the cabin while meeting the differentiated needs of different users at the visual level. The design provides a new experience for resting during travel, making it possible for short-term and efficient rest in human living space and visual function. The research mainly focuses on the participatory experience of light-guided rest, explores the role of ambient light in improving sleep efficiency through quantitative methods, and explores public resting facilities for efficient rest with the consideration of the human body, sense, and control.

Tongyao Liu, Junjie Zhang, Zihao Wang
Open Access
Article
Conference Proceedings

Future automobile driving space voice interaction: adapt to the driving scenarios and user personalities

This paper investigates in-car voice interaction, where in-car voice assistants are becoming a common form of interaction in the car. However, voice assistants are unable to naturally perform emotional feedback based on traffic scenarios and driver state, so we explore the perspective of voice emotion in order to improve the in-car VUI experience. We designed five driving scenarios and tasks and four typical emotional voices. Participants were asked to experience each of the four emotional voice assistants in these five driving scenarios and tasks via a driving simulator and their feedback was collected through questionnaire ratings and interviews. And we also collected user personality traits (Big Five Inventory).In this paper, we assessed the emotional needs of in-car VUIs in different situations and made design recommendations for future in-car voice assistants. To explore the relationship between voice assistants’ emotional styles, driving scenarios and tasks, and users, we designed a series of voice assistants with four emotional styles (Joy, Relaxed, Urgent, and Neutral), recorded audio samples for five specified driving scenarios and tasks. Seven participants were invited to evaluate the voices, then based on the feedback, the voices were improved until they conformed to the set emotional styles. As dependent variables, we collected user personality traits (Big Five Inventory). Then we conducted a simulated driving experiment. Several participants with driving experience (N=26) were asked to experiment with five different driving scenario tasks in turn, with all four emotional voice assistants being tested in each driving scenario task. Then participants provided their insights through questionnaire scoring and semi-structured interviews.Our results show that users are more satisfied with voice assistants when their emotional style is matched to the driving scenario and task. For example, voice should be serious and brief in situations related to driving performance and driving safety, while in situations not related to driving performance (e. g. in-car entertainment) the voice assistant should be more lively and chatty. The experimental results also show that the user's gender and personality also have an impact on the emotional style preferences of the voice assistant. In the scenario tasks of Passenger assistance, Navigation, and Proactive assistance, the preferences of female users differed significantly from those of male users (p<0.05). In pairwise comparisons, participants who preferred Joy scored significantly higher in extraversion than all other groups (p < 0.05). Consequently, adapting the right emotional voice to different driving situations and user personalities has a positive impact on increasing user satisfaction.

Weitong Zhang, Chen Jiaxin
Open Access
Article
Conference Proceedings

Personalized Adaptive Cruise Control with Deep Reinforcement Learning

With the increasing of vehicle intelligence, how to integrate driving style into the autonomous driving decision-making strategies and enhance the driver's trust in the autonomous driving system has become a hot topic. In this paper, a new personalized adaptive cruise control algorithm taking the consideration of driver car-following style is designed. By filtering and reconstructing the driving data in the NGSIM database, indicators characterizing the car-following style are extracted, and K-means is used to cluster the car-following style into three categories: aggressive, general and conservative. A classification identification model is established to realize the online identification of the car-following style. The adaptive cruise controller is designed based on the Dueling Double Deep Q-Network algorithm, and driver car-following style is integrated into the reward function. Corresponding weight coefficients are set according to different working conditions, and the fuzzy rule is used to adjust the weight coefficients of the reward function in real time. The simulation platform is built based on Carsim and Matlab/Simulink to verify the performance of the proposed algorithm. The simulation results showed that the personalized adaptive cruise control algorithm can achieve accurate identification of the driver's car-following style and achieve stable control that incorporates the driver's car-following style. The research can provide reference for the subsequent implementation of more advanced personalized autonomous driving functions.

Zhuocheng Han, Xuelian Zheng, Yuanyuan Ren, Xiansheng Li, Qingju Wang
Open Access
Article
Conference Proceedings

Lane Changing Behavior Recognition of Other Vehicles Considering Driving Tendency

Autonomous driving technology includes four links: perception, cognition, decision-making, and behaviour. The cognition plays a vital role as a bridge between perception and decision-making. In the cognition link, accurate identification of the intention and behaviour of surrounding vehicles is a necessary prerequisite for autonomous vehicles to make correct behaviour decisions, and it is conducive to reducing the driving risk of own vehicle. Different from driving style, driving tendency has the characteristics of dynamic and behavioural decision-making preference. Being able to identify the driving tendency of surrounding vehicles in real time will be more conducive to making reasonable behavioural decisions for own vehicle. Therefore, this paper takes the lane change trajectory data of passenger cars in the NGSIM open-source database as the research sample. Firstly, the problem of data imbalance is considered, and the imbalanced samples are sampled using the method of uniformly dividing the data set. Secondly, from the perspective of own vehicle, the characteristic indicators that can represent the tendency of the surrounding vehicles to change lanes are mined. Finally, the GRU deep learning algorithm is used to establish a real-time identification model for aggressive lane change behaviour. Compared with the traditional method, the method proposed in this paper can effectively identify the tendency of lane change behaviour of surrounding vehicles in the early stage of lane-changing behaviour and has higher recognition accuracy. The research results show that the real-time identification of the tendency of the lane change behaviour of the surrounding vehicles is beneficial to the assessment and quantification of the driving risk of own vehicle, and also provides a theoretical basis for the decision-making of own vehicle, which is of great significance to the safe driving of own vehicle.

Zhimao Hu
Open Access
Article
Conference Proceedings

Driving Behavior Analysis Based on Weighted Cost Function

Drivers are the main participants of road traffic, and analyzing their driving behavior characteristics is beneficial to road safety and personalized vehicle insurance formulation. Most existing studies describe driving behavior characteristics by constructing various driving behavior features of driving data. However, drivers' pursuit of different property is the main reason to form different driving behavior characteristics. Therefore, this paper proposes a novel framework, which uses the weight of cost function to represent driving behavior characteristics. Firstly, for every driver’s basic driving maneuver, cost function representing comfort, safety and quickness is calculated. Secondly, for every driver, weights of each characteristic are calculated by entropy weight method. Finally, based on these weights, driving style is clustered by k-means. Different than those previous studies can only describe driving behavior characteristics from results, this paper describes driving behavior characteristics from causes. Therefore, the framework proposed in this paper is helpful to deeply understand differences between various driving behavior characteristics, and beneficial for describing driver decision making. The empirical results on driving data implies that this framework can efficiently recognize driving behavior characteristics.

Lei Shi, Youlin Zhang, Jicun Xu, Xuelian Zheng, Xiao Tong Cui, Qingju Wang
Open Access
Article
Conference Proceedings

Effects of design around a window on the mental strain of a person working at a desk

When working in a room, people may choose to work around a window for a sense of openness and recovery of fatigue. However, design around a window for example the size of a window and the distance from the sidewalk may have a negative effect on the mental strain, such as decreased concentration on work.In this study, we examined the effects of design around a window on the mental burden of person working at a desk through a subjective experiment using both a virtual environment technology and an electrodermal activity measurement method. This study is a part of research aimed at obtaining knowledge about design around a window that does not cause mental strain. We arranged floor-to-ceiling height windows and a moving virtual human avatar in the virtual environment and measured the skin potential response (SPR) of the subjects under each condition.A total of eleven students participated in the experiment. The subject wore an electrodermal activity meter and sat in the middle of a quiet experimental room. They also experienced a virtual rectangular room presented via a head-mounted display. The dimensions of the virtual room were set at 3000 mm in width, 2500 mm in depth, and 3000 mm in height. A 3000 mm high window was created on the front wall. We set the subject sat 800 mm away from the window of the virtual room. Human avatars passed outside the window.There are eighteen experimental conditions with those three parameters: three widths of window (1000, 2000, and 3000 mm), three types of avatars (1. walking, 4. jogging, and 5. striding) and two distance levels between the subject and avatar (1000 and 2000 mm). In one continuous trial, three of the eighteen experimental conditions were presented in random order, resulting in three types of avatars appearing at 30-50 seconds intervals while the window width was fixed at a certain level of three. After a 20-second break, the next trial began with the other condition. The order of the window widths and distance level between the subject and avatar was in random order for each subject. During the experiment, the subjects performed a task to type a key in the same direction as an arrow displayed on a monitor.The results showed that the mental strain of the person working at a desk was significantly higher when the window width was 1000 mm in comparison to a window width of 3000 mm. when 1. walking avatar appeared. Compared to the previous experiment in which subjects had no task, the mental strain was significantly reduced in some factors. From these analyses, we find that the narrower the window width, the higher the mental strain on the person working at a desk. Also, it suggests that the mental strain varies depending on existence of a task.These findings may be useful in creating window designs that make it easier to concentrate on tasks.

Karin Ueda, Yohsuke Yoshioka
Open Access
Article
Conference Proceedings

Effect of Colorfulness of Texture arranged on Sidewall of Pathway on Walking Speed

Controlling human walking speed is an important topic in architectural planning. Understanding the factors that cause changes in walking speed can contribute to the crowd manipulation and the improvement of street attractiveness. Visual information is one of the most important factors for changing the walking speed, and a lot of study has been conducted on it. However, few studies have examined the relationship between walking speed and visual stimuli by color.Therefore, this study conducted an experiment using virtual environment technology to evaluate the effect of the colorfulness of the texture on the sidewall of the pathway on walking speed. The main purpose of this study is to obtain useful knowledge for the design of attractive street through quantitative analysis of the experimental results.Ten university students as the participants were asked to wear a wide view head-mounted display (Star VR one/ Star VR Co. /Horizontal angle of Field of View: 210°) in the experiment. Since the size of the real experimental room was large enough (9,680 mm x 15,600 mm) and the HMD’s position has been fully captured with in the area, the participants could walk around in a virtual environment with their own feet. The participants were asked to walk 6 m along through each of pathways in eight different conditions presented within this virtual environment, and their walking speed was measured. In common setting with each condition, the width of pathway was set at 6m wide and height of sidewalls were also set at 6m on both sides. The entire length of pathway were set at 200 m, so that the end of the pathway was not visible for the participants in walking.The texture of the sidewalls of the pathway consisted of small square tiles joined together. Two levels of the size of the tiles (500mm square or 1000mm square) and two levels of the colorfulness of the tiles (Colored or Non-Colored) were combined to form the different experimental conditions. For each of these four conditions, adding a case in which the participant was asked to gaze at any location and a case in which he was instructed to gaze the point floated 30 m ahead in the travel direction to continue, we made a total of eight conditions. The participants examined these eight conditions in random order.The results of the experiment showed that the average walking speed were significantly higher in the Colored condition than in the Non-colored condition, especially in the case of participants gazing point was not fixed on travel direction. And these significant differences were also found regardless of the tile size level. This result indicates that walking speed was accelerated when walking in the richly "colorfulness" environment than when walking in the less "colorfulness" environment.In addition, in the case of the participant's gaze position was fixed, this significant difference in colorfulness could not be confirmed. This may be due to the ability of peripheral visual field. The peripheral visual field has lower ability to discriminate colors than the central visual field. While the gaze position was fixed to travel direction, the sidewalls were perceived mainly in this peripheral visual field. Therefore, it is considered that the effect of the colorfulness was difficult to appear.

Ayano Naoi, Yohsuke Yoshioka
Open Access
Article
Conference Proceedings

Evergreen: A Mixed Reality Transformation for Experiencing Plant Dyeing

Plant dyeing is a traditional process of dyeing with plants, which is natural, environmentally friendly and safe. However, in modern times, due to the widespread popularity of low-cost chemical dyeing and changeless conventional exhibition forms, plant dyeing is gradually losing people's attention. With an increasing urgent need to promote this sustainable ancient handicraft, the transformation and evolution of conventional plant dyeing exhibitions are of great importance, towards experiences that are helpful for the public to understand courses of plant dyeing, during which the advocated products bring people the aesthetic satisfaction and consumption desire. To enhance the effectiveness and improve the learning experience of exhibition activities, we applied MR (Mixed-Reality) technologies to construct an environment by merging the real and virtual worlds. Allowing participants to interact with the coexisting physical and digital objects, this MR environment sets up an interactive feedback information loop between the virtual world, real world and participants, intensifying the sense of reality in user experience. In this paper, we designed a transformation of promotion from traditional physical exhibitions to mix-reality ones, and implemented Evergreen, a MR interactive space that allows people to experience plant dyeing. As it was demonstrated at an art exhibition in Xiamen city, China, we conducted user tests on site to verify the effectiveness of this proposed transformation.

Haoran Hong, Weiyue Lin, Genshen Li, Hiroki Kobayashi, Yingying She, Yiran Chen, Pintong Xiao, Yinan Fu, Jiayi Lei
Open Access
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Conference Proceedings

Sensory Virtual Interaction Design Based on the Impact of Microplastics on Ecosystem

Virtual interaction can provide vivid interaction scenarios for the audience, and its operability greatly shortens the distance between the works and the audience. The key to building a complete set of virtual interaction works is to design aesthetic 3D video and logical interaction design. Micro plastic pollution is an environmental problem that has recently attracted much attention. Micro plastics widely exist in various media carriers all over the world. As far as plastic straws are concerned, on average, more than 30 plastic straws are used each year in China. A large number of micro plastics are produced in the process of processing and recycling, causing irreversible damage to the natural ecology. Therefore, from the point of view of design, the virtual interactive design of the micro plastic pollution theme is studied based on interactive devices. Let people know the harmfulness of micro plastics, and reduce the use of plastic products spontaneously. In this paper, the origin and influence of microplastics are briefly introduced. Secondly, to slow down the micro plastic pollution problem by design, we analyzed and learned the relevant cases of virtual interactive design works, learned from each other's strengths, and finally presented the design practice results.

Xinhao Zhan, Chao Zheng, Bingkun Qiu, Li Cheng Xie, Xinlei Zhang, Yichen Zeng
Open Access
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Conference Proceedings

Effect of the Horizontal Visual Field on Human Sense of Direction in a Curved Passage

In our previous study, we have investigated the relationship between the shape of the curved passages and the sense of direction using a head-mounted display (Oculus Quest/Oculus). However, the horizontal visual field of the head-mounted display used in the study was about 90 degrees, whereas the human horizontal visual field is about 200 degrees. Because of this, the results could be different when passing through a curved passage with a wider horizontal visual field. Therefore, in this study, the effect of the horizontal visual field on the accuracy of the sense of direction in the curved passages was investigated.Ten college students participated in the experiment. The subjects were asked to wear a head-mounted display with a visual field of about 180 degrees (StarVR One/ StarVR Corporation) and hold a controller. The subjects also wore soundproof earmuffs to prevent hearing the surrounding sounds. After that, they were asked to walk through some curved passages constructed in a virtual environment.First, a virtual arrow was displayed and arranged at the beginning point of the passage. The subjects were asked to memorize the direction indicated by the virtual arrow (instructed direction). After memorization was completed, the subjects were asked to walk to the end of the passage. When the subjects reach the end of the passage, the entire passage was removed, and only an arrow indicating the traveling direction at the endpoint of the passage appears. After the arrow appeared, the subjects changed the direction of the arrow with the controller to reproduce the instructed direction (reproduced direction). The difference in angle between the “instructed direction” and the “reproduced direction” was used to extract the change in the sense of direction.The passages used in the experiment consisted of curved and straight parts. The width of the passages was 1500 mm, the height was 2500 mm, and the radius of curvature of the curved part was 3500 mm inside and 5000 mm outside. The turning angle of the curved passage was set at six levels in 15 degrees increments, ranging from 15 to 90 degrees (15, 30, 45, 60, 75, and 90 degrees). Furthermore, the subject’s horizontal visual field was restricted to two levels (90 and 180 degrees). A total of twelve conditions were set by combining these two variables. Each condition was presented twice in a random order for each subject.As a result of the experiment, no significant difference was detected in the difference between the “instructed direction” and “reproduced direction” between the condition with the horizontal visual field of 90 degrees and 180 degrees. This result suggested that the accuracy of the sense of direction is not significantly changed even if the horizontal visual field is restricted to 90 degrees. Therefore, the visual field outside of 90 degrees does not seem to affect the accuracy of direction sense in curved passage. For this reason, it is assumed that our previous study results can be applied even when the visual field is wider than 90 degrees.

Naoki Takahashi, Yohsuke Yoshioka
Open Access
Article
Conference Proceedings

Metaverse on Education: A case study about users’ acceptance of technology

This paper aims to present a study about people’s acceptance of using the Metaverse technology. The education context is the focus of intervention justified by the massification of distant learning powered by the new challenges faced by this sector during the lookdowns caused by the COVID-19 pandemic. Also, with technological development, a new paradigm regarding interactions may be able to change the educational dynamics. Thus, this pilot study aims to investigate the acceptance level of potential users of this technology to identify factors that can influence technology use and enrich the debate about new interactive worlds. For this, the Unified Theory Acceptance and Use of Technology (UTAUT) questionary was adapted and made available through an online platform. The total sample had 148 valid questionaries. Overall results show a low level of anxiety, with most people reporting that they didn’t feel scared about using metaverse for online education. They also report interest, mainly related to the capacity to help with some tasks and optimize the educational tools. Researching users’ acceptance before investing in effective development could promote a more reliable result, enhancing cost x benefit issues. Users’ acceptance is even more critical when social and cultural aspects are involved, such as changes in the educational paradigm. Researching how ready our society is to accept a new concept - such as having classes or doing educational expeditions within the metaverse through VR - and its impacts provide a glance at how the future can be designed sustainably, helping to shape the way technology takes part of our daily life.

Elisangela Vilar, Francisco Rebelo, Clara Alvelos, Gabriel Andrade, Paulo Noriega
Open Access
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Conference Proceedings

Grasping Posture Study in One-Handed Touch Screen Operations Based on Posture Coding

The ergonomic design of the thermal comfort of smartphones requires a greater understanding of the user's preferred grasping postures. This study examined the users' preferred grasping postures in three one-handed and high-heat-generating smartphone applications(short video browsing, video chatting, and video recording). The grasping postures of 50 participants in 3 smartphone application scenarios are photographed. The grasping position is encoded by the smartphone locations (left: L, right: R, top: T, bottom: B, front: F, back: K) and the number of fingers at each contact position. The grasping posture frequency distribution of smartphone application scenarios will be of use to guide the determination of the optimal thermal layout of smartphones in specific application scenarios.

Xing Xiao, Yuxuan Liu, Yue Zhu, Xinmiao Nie, Haining Wang
Open Access
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Conference Proceedings

Anthropometric characterization of Campeche's population

Anthropometry is an important branch of ergonomics that deals with body measurements, particularly measurements of body size, shape, strength, mobility, flexibility, and work capacity. Reliable anthropometric data and technical procedures of ergonomics can be powerful tools to optimize the design of products to fit human dimensions. However, in Mexico, there is a scarcity of this type of data, particularly in the state of Campeche. This study aims to characterize the anthropometry of the economically active population in the northern part of the state of Campeche by creating an anthropometric chart for the design of adequate workstations and workspaces. The study was conducted with a sample of 382 subjects aged between 15 and 65 years, and 46 structural anthropometric dimensions and weights were taken and collected following the protocols most commonly used among experts in anthropometric and ergonomics. Data were analyzed to determine mean and standard deviation for all anthropometric dimensions. In conclusion, an anthropometric chart was developed to describe the characteristics of the economically active population as a priority for the manufacturing and service industries.

Mayra Pacheco Cardin, Juan Luis Hernández-Arellano, Julian Aguilar-Duque
Open Access
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Conference Proceedings

Ergonomic evaluation of a new handle for laparoscopic dissector based on upper extremity posture

Extreme motions of upper extremity during laparoscopic surgery have been one of the most important risk factors that cause work-related musculoskeletal disorders among surgeons. This study presents a new pistol-type handle (NPT) for laparoscopic dissector. The new handle provides ergonomic support for the thumb and purlicue to make it more flexibly and steadily to open and close end-effector. Other two commercial handles, including a pistol-type (PT) and a ring-type (RT), were compared together using objective and subjective studies. Twenty surgical students with clinical experience performed simulation tasks of dissection and precision handling. Subjects’ motions (wrist, forearm and upper arm) and performance were measured by inertial measurement unit (IMU) and video analysis, with opinions and perceptions evaluated by questionnaires. The outstanding goniometry results reveal that completing dissection task using NPT reduces the mean angle deviations relative to comfortable upper extremity position. The performance shows no difference between NPT and PT, however, NPT and PT perform less task errors and less task time than RT. The subjective results show that NPT significantly obtains preferences and reduces the degree of task difficulty. For performance on task completion, pistol-type handles show better usability than ring-type. For comfortable upper extremity posture, NPT has been demonstrated goniometry and ergonomic advantages during operations. The handle with thumb and purlicue support can protect surgeons’ musculoskeletal health by means of reducing awkward wrist postures and exaggerated arm arcing movements.

Rui Jiang, Yujia Du, Haining Wang
Open Access
Article
Conference Proceedings

Heart rate variability during repetitive work in the presence of fatigue

Fatigue has been demonstrated to have a direct negative effect on the productivity of the worker and a marked rise in the long-term occupational risk. The measures being presently applied mainly target the muscular activity directly, that together with subjective understandings of one’s own fatigue levels make up an inaccurate cumulative evaluation of fatigue. “Industry 4.0” wearable devices allows for a more complete and continuous measurement of variables related to fatigue, and thus represent a more accurate value of the worker’s fatigue level.Aim: To analyse the structure of heart rate variability, as a measure of cardiovascular responsiveness, during repetitive work when muscular fatigue is present. Tasks: A protocol was developed to simulate a real-life workplace scenario with a set of low-intensity repetitive tasks that are commonly practiced. The signals obtained were then processed, and heart rate variability was calculated using multifractal analysis and frequency domain variables.Hypothesis: It was hypothesized that the structure of variability will change during repetitive work in the presence of fatigue.Methodology: Participants were asked to perform three 10-minute trials of a repetitive task involving a specific set of movements commonly required for work. Between each trial, a fatigue protocol was carried out, targeting the main agonist muscle. An ECG was collected through a wearable band placed on the level of the xiphoid appendix during the three trials denominated: Baseline, Fatigue 1, and Fatigue 2. Results: Significant differences were found in Very Low Frequency and Low Frequency in the Baseline and Fatigue 2 conditions. However, there were no significant differences in High Frequency. The results of the fractal analysis did not show any significant differences for any q-order, indicating that the fractal of HRV is maintained.Conclusions: These results are enthusiastic for applying algorithms that use heart rate variability to quantify cardiovascular responsiveness to fatigue during repetitive work. These results suggest that fatigue alters the variability structure of HRV, but the fractal structure of HRV remains unchanged.

Diogo Carvalho, Luis Silva, Miguel Carvalho, Mariana Dias, Nelson Costa, Duarte Folgado, Maria Lua, Hugo Gamboa, Elazer Edelman
Open Access
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Conference Proceedings

Exploring the Cultivation of Artistic Archaeology Talents in the Context of "New Liberal Arts" in China: A Case Study of "3D Image Design" Course

The concept of "New Liberal Arts" encourages universities to promote interdisciplinary integration teaching and enhance the breadth and depth of application of professional course contents, so as to promote the application relationship between disciplines and cultivate application composite talents. At present, there is a growing demand for popularisation of science knowledge, and online museums, short science videos and other forms of virtual visualisation of science have been recognised by the market, so talents in this field need to be trained by universities to replenish the market. However, with the development of the times, limited by the speed of renewal of the art archaeology ontology - archaeological resources, how to maintain the rigour and innovation of art archaeology talents to progress together is a current issue that needs to be addressed. The aim of this study is to focus on the cultivation of innovative art archaeological talents, and to explore the teaching of the course "3D Image Design" from the perspective of interdisciplinary, comprehensive literacy, dialectical thinking training, and the social significance of the course, starting from the curriculum of digital media art. The course proposes a "3D creation-based art and archaeology learning method" and an "integrated software application model" that can optimize the traditional teaching methods of art and archaeology courses and cultivate complex talents with a sense of integration of art and science.

Liu Ying, Liyuan Bao
Open Access
Article
Conference Proceedings

Social media in rural life: Design innovation for participatory cultural communication in China

The development of internet technology and social media has rapidly changed everyday experiences. Rural people benefit from new technology. They share their stories on digital social media platforms, and promote agricultural products on Live Streaming platforms and E-commerce platforms. Rural communities have been an active part of the booming social media phenomenon in the past few years, especially in China. The study is based on fieldwork in a rural village in the Hunan Province of China, which has a rich ethnic culture, including intangible cultural heritage such as Huayao cross stitch. Local communities partner with designers to create cultural product designs, digital cultural content, etc. Rural people in that village participated in this study and their related social media were retrieved, using a dataset collected from their widely used social media platform, we analyze rural people’s profiles, more than 120 online short videos and images they posted on their accounts within one year.By combining both quantitative data from surveys and qualitative data from semi-structured interviews, We explored the ways and new features of Chinese rural cultural communication in the Internet era, and summarized three deficiencies in the current cultural communication of Huayao. These Inadequacies helped us reveal how design innovation can provide new ways of enhancing the impact of participatory communication of rural culture.By establishing a rural cultural image, guiding rural people's content of the creation, and stimulating their subjectivity, design innovation could address the gap as a definer, planner, facilitator and promoter, and rural people could play a positive and important role in digital culture communication. Individuals and communities can benefit from the content made by rural people themselves on social media. Finally, design innovation could promote the infusion of local cultures into the global and build a sustainable way of rural cultural communication.

Hezhu Pan, Mengfei Liu
Open Access
Article
Conference Proceedings

The application of digital art in experimental font design

The development of digital art has profoundly changed people's reading habits and also affected the design methods and visual presentation of fonts. Meanwhile, the application media, scenes, and fonts' communication modes have become more diverse. Since the development of font design, a font is no longer a two-dimensional symbol that can only be communicated through shape and language. More and more artists create and express words through digital art. At this time, the role of "character" has gone far beyond the communication of sound or ideographic information, but has become the carrier of presenting some new concepts and ideas. "Experimental font" focuses on the visual presentation of font and the exploration of "experimental" behavior itself. It is reflected in the creation of the font itself and includes "character" in various visual situations to explore the boundary of visual form and text meaning. The application of digital art in experimental fonts adds a dynamic dimension to the fonts, which not only enriches the visual perception, but also breaks through the limitations of space and material, and improves the interactive and experiential feeling of experimental fonts. This paper will discuss the above characteristics of experimental font design under digital art, and look forward to the development of Chinese experimental font design.

Li Cheng Xie, Chao Zheng, Xinhao Zhan, Yichen Zeng, Xinlei Zhang, Bingkun Qiu
Open Access
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Conference Proceedings

Challenges and contributions of collaborative design methodologies in design for territories

Over the last decades, territories have shown a continuous transformation and adaptation to social and economic relations in order to respond to global challenges. It is therefore indisputable the significance that regions, especially inland territories, play in promoting sustainable development and improving people's living conditions.In the inland territories of the country, it is possible to notice a special attention from municipalities to employ more integrated and innovative approaches, which confirms the importance of defining and adopting strategies to tackle challenges. These concerns highlight the need to better understand the interaction of communities, regional actors, companies and academic and public institutions as a factor for sustainable regional development.It also appears evident in this context, in addition to technology and science, the importance of the emergence of new knowledge practices that broaden processes of thinking, of developing new ideas and of generating innovative solutions. This approach enables us to view design as a practice or methodology which, besides connecting objects with social customs and standards, analyses and develops projects involving the participation of various individuals in a given design process.The ability to lead, analyse and interpret problems is increasingly intrinsic to the practice of design with the aim of solving and testing new ideas for a sustainable society.With this reflection we intend to understand how design can contribute to the development of innovative projects that foster the regional creative sector. To this end, this article analyses territory as a design object and examines how collaborative methodologies, focused on design and targeted at local communities, play an active role in the processes of solving the challenges of these territories.At present, inland territories have been found to have the ability to stand out for their innovative and creative profile, thus becoming excellent environments to sharpen the creation of concepts and projects supporting the idea of doing design for and with society.This document also aims to highlight the importance of the co-creation method applied to territory as an enabler of the relationship between people and places. The involvement inherent to the collaborative process provides a better understanding of the context and local needs, and allows the emergence of innovative solutions, thereby facilitating an integrated and sustainable development of the territory. In light of this, it is important to stress that the new paradigms of design are currently oriented to social concerns through an interdisciplinary and systemic vision, based on a holistic view deriving from more strategic approaches.In short, this article attempts to identify some collaborative practices for the definition and creative resolution of problems, as well as to understand the territorial dynamics and to better grasp the existing relationship between collaborative methods in design and territory management. It is our intention, as ultimate goal, to investigate the feasibility of these methods and their integration in the regional strategies of inland territories with the purpose of supporting and promoting territorial innovation.

Carla Rodrigues, João Neves
Open Access
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Conference Proceedings

A comparative study of seagoing vessels between China and Europe from early 15th century to early 17th century

It was a period of high speed development of seagoing vessel from early 15th century to early 17th century. As an important tool for human exploration of the sea, ship decoration not only carry the imagination and reverence of the sea, but also influenced by the times, religion, politics, culture and aesthetics. It aims to compare the ship decoration which base in design pattern, manufacturing techniques and colour between Chin, Spain, Portugal and Britain. This paper use a comparison methodology involving a widespread historical research conducted on historical documents and ancient painting. In this study can identify the influences of different culture elements of ship decoration which has been mapped in this research. By analyzing all outcomes of the research would be beneficial for designer of ocean-going vessel base on historical element context.

Yan Huajie, Jiefeng Lu, Qin Kai
Open Access
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Conference Proceedings

Prediction of purchase decision-making on digital live streaming Interface on MT: A comparative research of multi-modal Human-Machine Interaction

In the emerging live-stream shopping, evaluating and establishing the best interface design for live streaming platform to improve user experience and effect transactions is essential. Nevertheless, traditional methods such as subjective interviews and task-observation have limitations to assess the neural mechanisms involved in this process. This study sought to apply neuroscience methods in analyzing and evaluate 3 different live streaming APP’s Human-machine Interaction with users and further use Support vector machine (SVM) classifiers based on different combination of users’ electrodermal activity, electroencephalogram and eye movement to predict users’ purchase decision. To this end, 35 participants were required to complete 4 shopping tasks on 3 live streaming APP respectably, and their multi-dimensional subjective and objective data were collected and analyzed. The results showed that the tonic SC was significantly smallest in the A APP than other two APP, and the B APP had smallest fixation frequency, implying that B App might need less effort in interaction with users and obtained more positive user experience. Moreover,the fusion of eye movements, EDA and EEG data could fairly improve the performance of design decision making classification. Then, it is possible that applying multi-modal physiological data synchronization would be an effective approach to assess live streaming platform and further improve the integration quality, or develop advanced tailor-made product recommendation system.

Qichao Zhao, Qian Zhou, Qingju Wang, Ying Gao, Ping Wu
Open Access
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Conference Proceedings

The Sound Nest project: mobile Application design for auditory cognitive training of stressed people in the post epidemic era.

Under the COVID-19 epidemic and the economic downturn, people's pressure is increasing daily. Many people in the workplace are troubled by the distraction caused by excessive pressure. This paper aims to study the effective methods for stressed people to improve their concentration in the post-pandemic era. It also introduces the design and development process of an Android system-based mobile app - "Sound Nest." With auditory cognitive training as the core, we will conduct nonmusical auditory training for stressed people from three aspects: sound frequency, spatial orientation, and rhythm. We use SteamAudioVR to build a 3D virtual sound field and, with the guidance of visual interface orientation, to help improve our concentration. This software has three training modules. Based on the auditory attention training (AT) of Adrian Wells, it constructs single-source orientation training and multi-source track training modules. Based on the binaural auditory beats training of James · D · Lane · A, build a binaural beat training module. 3D virtual sound field orientation is constructed based on the ASMR Map of Emma L. Barratt. This application conducted sampling tests on some stressed people and received good feedback, which initially entered clinical validation.

Fenglin Gao, Fei Xu
Open Access
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Conference Proceedings

Multiple-view Visualization Awareness Model and Measurement Method Construction: Based on Quantitative Analysis of Situation Awareness

Multiple-view Visualization (MV) is the current trend in information visualization, presenting massive and complex data from multiple perspectives and through different aggregations. MV designs are often used in industrial inspection scenarios, and their interaction design affects the operator's Situational Awareness (SA) and thus the operator's decision-making. However, SA assessments of MV exist mostly after the design is completed and lack effective measurement methods. In this paper, we present an in-depth analysis of existing SA models, combine the design process and elements of MV, summarize the MV perception model based on the Quantitative Analysis of Situational Awareness (QASA), and propose a method to measure the SA of MV, so as to help designers take the SA into consideration before completing the design. A formal user study was conducted to compare the SA of different layouts, starting with the layout as a design element. Quantitative results showed significant differences in participants' SA when using different layouts. Participants’ feedback confirmed that this measurement method can help designers to conduct user studies on different MV elements to improve operators' SA when using the system.

Xuan He, Peng Ji
Open Access
Article
Conference Proceedings

Design of an Intelligent Interactive Handgrip Training Device for the Elderly Based on Ergonomic Applications

Currently, the world's population is aging significantly, and the need for society to promote and maintain healthy aging is expected to rise. Older adults need effective and targeted training products as their physical functions continue to decline with age, creating many complications. In this study, a total of 128 elderly subjects were invited to participate in the experiment using questionnaires, user journey maps, and in-depth interviews to obtain relevant data through in-depth analysis of the transformation and adaptation of the perceptual system, musculoskeletal system, thinking system and psychological characteristics of the elderly to understand their hand training modalities and exercise needs fully. The product uses ergonomic principles and integrated design theory to design an intelligent interactive hand grip training device for the elderly, whose core innovation is the multi-module training form and intelligent interactivity, covering four module functions such as finger pressure training, hand grip training, vibration massage relaxation, and visualization data and emotional interaction. This product's multi-functional overlay design cannot only effectively train the hand of the elderly but also adds humanized emotional interaction design, which significantly improves the user experience and provides design reference for the future development of intelligent interactive hand grip training devices for the elderly.

Le Xu, Liyuan Bao
Open Access
Article
Conference Proceedings

User Interface Consistency Experience in Composite Cross-device Interaction

The complexity of cross-device interaction brings challenges to the design of user experience. Related research has investigated the elements of cross-device scenarios and the design principles of different scenarios. To explore the consistency of user experience for a single user in multiple temporal cross-device scenarios, this study first defined the concept of composite cross-device scenarios that include cross-device interactions with asynchronous and synchronous operations. Then, based on the principle of cross-device consistency, three interface distribution strategies under three composite cross-device scenarios, mirroring, split view, and split interaction, were constructed. Finally, through experiments, the user experience of the above three interface distribution strategies is tested under the two tasks of "operation-oriented" and "observation-oriented". Experimental results show that there are differences in user preferences for different interface distribution strategies in two different tasks. In each group, the mirrored pattern received the highest score. Through semi-structured interviews, it is found that users pay the lowest learning cost for performing cross-device operations in mirror mode. Separation of view and separation of interaction score relatively high in operation-oriented and observation-oriented task scenarios, respectively. This difference indicates that the cross-device interface distribution method needs to meet the interaction requirements of the task.

Jiahe Zhang, Yuan Xiang
Open Access
Article
Conference Proceedings

Graphical and ergonomic evaluation of symbols on traffic signs

In Europe, traffic signs, although identical, are not the same, varying from country to country, focusing this study on the Portuguese case. The guiding principles and technical standards for the development, production and installation of traffic signs in Portugal are defined in a normative document, the Traffic Signaling Regulation. Regulatory Decree No. 6/2019 presents the first major revision to the Traffic Signaling Regulation approved in 1998, introducing new information signs, new tourist, geographical, ecological and cultural indication symbols, as well as the graphic representation of drivers signals, traffic regulatory agents and traffic lights. The Traffic Signaling Regulation of 1998 presented 112 symbols for indications, adding the 2019 revision plus 10 symbols, which makes a total of 122 information symbols, lacking this area of normalization and standardization. Part of the pictograms present on the vertical signage are not easily perceptible. The iconic level used in the design of the pictograms is very different, with some being extremely simplified and easily perceptible and others requiring a higher level of decoding by the user, caused by the complexity of the sign. This article is the result of a graphical and ergonomic evaluation of the new symbols added to traffic signs in Portugal. For the evaluation of the symbols, a mixed methodology, non-interventionist and interventionist, with a qualitative basis, was used, divided into three phases: The first phase of aesthetic and functional analysis of the new symbols presented, the second phase of graphic normalization of the symbols and the third phase of evaluation and validation of the developed standardized symbols. With the project developed, it was possible to understand the inconsistency of the system proposed by the Portuguese State, verifying through the results obtained an improvement in terms of visual ergonomics, understanding and aesthetic balance in comparison with the symbols in use today.

João Neves, Paulo Noriega, Daniel Raposo, Rogério Ribeiro
Open Access
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Conference Proceedings

'The feasibility of Salutogenic Theory in product design

With the four industrial revolutions, human social behavior and needs have grown and changed at a high rate. Design also continues to differentiate and evolve with human needs. In terms of product ergonomics, it can be divided into two important research directions: human mental perception of products and the physiological impact of products on people. However, current systems and basic concepts of product design methods lack the role and impact of cognitive processing on human perception and emotion.This paper we are discussing the area of mental cognition of products. From the perspective of cognitive ergonomics, it involves human mental processes such as perception, memory, reasoning, and motor response. For the elements of cognitive human factors engineering. In 1988, Norman proposed three design levels corresponding to cognitive psychology in product de-sign, including instinctive design level, behavioral design level, and reflective design level. The instinctive design level is very much associated with the image of the product itself, the behavioral design level corresponds to the functional use and interaction of the product, and the reflective design level corresponds to the spiritual and psychological needs of human be-ings(Norman, 1988). Human perception has influence on human psychology, and the relationship between psychological perception and health is highly relevant.In 1993, Antonovsky proposed the 6C theory and Salutogenic theory, arguing that human perception has a strong correlation with health, where health is identified as the ability of an individual to adapt physically and mental-ly and self-manage in the face of event stress, maintain dynamic calm and restore personal balance. 6C theory includes complexity, conflict, confusion, sense of coherence (SOC), civility, and coercion. The 6C's describe the different behavioral choices we can make to promote health in the face of stressors in our social system of existence and health. The interaction and use of the product can correspond to the six items of the 6C's theory, whether or not the cognition of the product and the difficulty of using the system create complexity, and complexity can create conflict, and the cognitive behavior of the designer and the cognitive behavior of the user may not always be consistent. The core of Salutogenic is the sense of coherence, and the sense of coherence (SOC) divides the world into three levels at the cognitive level: comprehensible, manageable, and meaningful. By comparing and analyzing the papers, Salutogenic and Norman's psycho-cognitive frameworks are highly relevant. The purpose of this paper is to explore whether people's perceptions of products can contribute to their health. The validity of the questionnaire items was verified by deforming Salutogenic's 29-item SOC Life Questionnaire from assessing individuals' perceptions of different elements of the product, conducting a questionnaire survey, and finally collecting data for testing. The feasibility of applying health promotion theory to product design was assessed to create the concept of healthful product design and the evaluation form of healthful product design.

Shuo-Fang Liu, Jiahao Cai
Open Access
Article
Conference Proceedings

Interaction preferences of human body's natural gestures and gestures in smart Large displays scenarios

With the rapid development of smart Large displays and motion sensing technology in the past ten years, gesture interaction based on smart Large displays has become more and more popular in home and public environments. The freehand interaction of smart large screen can be applied to traditional desktop displays and input Situations where equipment is unsuitable or insufficient for information presentation and task manipulation.This paper discusses the influence of natural body posture factors and interaction distance on the gesture interaction of the home smart Large displays. The user completes the specified task by customizing gestures in the home smart screen in a natural posture. The gestures displayed by the user are counted and the smart Large displays is designed. A set of user-defined interactive gestures in household scenarios. The perceived usability evaluation experiment of the user-defined interactive gesture set is conducted, the perceived usability and workload of the user gesture set are recorded, and the best gesture command preference is screened out.The results showed that the same natural posture had a significant impact on the application variation of gestures, with significant differences in interaction performance, perceived usability, and workload between sitting and lying postures. This study provided implications that are likely to improve the design and deployment of large display-based freehand interaction techniques.

Yanhui Li, Ren-Ke He
Open Access
Article
Conference Proceedings

Research on Body Movement Correction Based on Ergonomic

Ancient Chinese people paid attention to walking like the wind, sitting like a clock, lying like a bow, and standing like a loose man. This was the standard for a good posture. They did not blindly pursue "thin" to show a person's physical beauty. Our posture had an invisible impact on our health and temperament. Modern people, due to the accelerated pace of life, the popularity and application of electronic products, especially in today's rapid development of information technology, had many factors that caused people to hunchback, neck, splayed feet Bad posture, such as high and low shoulders, not only affects people's physical beauty, but also has a certain impact on their health. This paper analyzes the impact of bad posture on people's body and mind from the perspective of ergonomics, discusses the importance of posture management, and shows the comparison between normal posture and wrong posture by using pictures from three aspects of standing posture, sitting posture, and walking posture. At the same time, on the basis of ergonomics, To explore the muscle structure of people from the front, side, back and three sides when they are upright in normal posture, and to study the corrective action of bad body posture according to the characteristics of body joints. On the basis of the theory of human science, through the research of body movements, we will explore the professional movement methods and practical methods to change the body posture, so as to change the original bad body posture, make the body more upright, and improve the body beauty and body beauty.

Xin Xu, Xiaomei Chen
Open Access
Article
Conference Proceedings

Analysis of the Handle Cross-section Design of Cordless Drill Screwdriver

The "cordless drill screwdriver" is a widely utilized and versatile tool in the field of power tools. However, power tools generate a certain amount of torque force transmitted to the hands during operation. While the human wrist joint can absorb a certain degree of torque force, the torque generated by power tools during handheld operation is significant, leading to deviations in wrist posture and forearm rotation, which also impose muscular load. Previous studies have proposed diameter recommendations for cylindrical handle designs to enhance performance and reduce the risk of muscle load. It has been suggested in past research that the diameter of a circular handle affects grip strength, and recent studies have used hand handles scanned with magnetic resonance imaging to increase the contact area between the hand and the handle, improving grip contact force and comfort. It is evident that the size and form of the handle significantly impact the operator's grip strength, efficiency, and subjective perception. Building upon this, this study aims to explore the drill-driver configurations that reduce reverse torque. We will collect and compile various handle cross-sectional designs of cordless drill screwdrivers available on the market, using an affinity diagram to categorize the existing handle cross-sectional designs. The results reveal a total of six major handle cross-sectional designs in the market. Furthermore, the grip postures corresponding to these six-handle cross-sectional designs will be discussed, and future experiments can be conducted to investigate the impact of these six-handle cross-sectional designs on grip strength.

Hao Jhe Li, Johan Chang
Open Access
Article
Conference Proceedings