Human Factors in Communication of Design

book-cover

Editors: Amic G. Ho

Topics: Communication of Design

Publication Date: 2023

ISBN: 978-1-958651-66-7

DOI: 10.54941/ahfe1003992

Articles

Experience Media Model: A Method to Facilitate the Consistent Bottom-up Innovation in Community Co-creation

Co-creation is becoming a more common and essential method to deal with complex systematic problems in the community, a critical issue in social innovation. However, due to the perishability of co-creation, it is challenging to consistently facilitate the bottom-up innovation of participators. Perishability means that the co-creation results cannot be well saved and cannot have sustainable impacts on participators, such as emotional links, social interactions, and real-time talks. Towards this end, we introduce the theory of communication study into the social innovation area. According to the Malezek Mass Communication System Model and the Verkehr Theory, we deconstruct a co-creation event as a social information system and regard the traditional design touchpoints as the media touchpoints which can affect the communication process among participators during the co-creation. By combining the co-creation logic (named the Execution Co-creation Layer) from service design with the communication logic (named the Media Co-creation Layer) from the social media area, we aim to construct a new model named the Experience Media Model (EMM) to optimize the problem. EMM is a top model to help the community co-creation organizers systematically comp the information flow and adjust, delete, or create some media touchpoints to get better and consistent bottom-up innovation results after the co-creation. In addition, EMM was evaluated, verified, and iterated by applying it in a practical community co-creation project named NICE2035 Art Co-Mural, No.169 Fuxin Road, Yangpu District, Shanghai, China, where more than 200 residents were involved offline, and more than 100,000 people were involved online. Moreover, we conducted interviews, comments reviews, and media data analysis to get further feedback and insights from participators. In conclusion, we argue that the EMM can be a method to facilitate consistent bottom-up innovation in community co-creation, and we hope that this article has a specific enlightening value for later researchers.

Yue Jiang, Tingtao She, Tak Cheong Lee, Jingwen Li, Li Yang, Zhaorui Li, Yujia Tang
Open Access
Article
Conference Proceedings

Live without time: The generation of media time and time anxiety, as well as the solutions

This paper first researches the changes in contemporary media time, finding that media time would lead to social acceleration and deliver a more negative impact on contemporary people, thus exacerbating their time anxiety. Secondly, based on the characteristics of the natural reality of circadian rhythms, this paper explores the ways to treat and alleviate people's time anxiety through modern media by using the means of visual communication. Thirdly, this paper explores the significance of relieving time anxiety, purposed to give physical and mental relief to more users who are living in the contemporary accelerated state.

Yuanyuan Xia
Open Access
Article
Conference Proceedings

A Designer Situation

Designers are first and foremost members of society, sharing the same concerns around education, finance, career prospects, social status, and self-fulfillment as any other practitioners. The creative and humanistic nature of designer roles, however, often places them in an inferior position in meritocratic, progressivist systems. In a total of three sections, designers are contextualized in a scape of lived experiences, anecdotal evidence, statistics, investigative reports, and theoretical resources, interwoven to picture a specific contemporary designer situation. The Human Capital discussed the systemic occupational discrimination against designers made visible and measurable by the US and Canadian immigration offices, attributing this phenomenon to the awkward classification of academic disciplines, the poor understanding of designer roles at the administrative level, and the skewed emphasis on solving hard technical problems. It was argued that said skewed emphasis can be traced back to the setup of goals and incentives in the existing educational institutions, overshadowing the value of designers’ ability to solve real-world problems and improve the wellbeing of many. The (Great) Expectations touched on the homogenous admission schemes in China and the profound implications of Eurocentric ideologies on Chinese design students’ choice of postgrad education. These factors, combined with the disproportionate expansion of design schools in the UK and the less-than-transparent rankings that favored British schools, gave birth to a tutoring industry that aims at sending Chinese design students to the UK for higher education. The discrepancy between the expectations from the education systems and the requirements from the job market, however, contributed to a new norm where graduates from prestigious programs overseas went back to the sector where they once received tutoring, instead of working as designers in the field. The Job raised personal observations and reflections on graphic design jobs. Juxtaposed with David Graeber’s bullshit jobs theory, the repetitive, substitutable, and nonautonomous aspects were brought up to question the meaningfulness and prospects of the very occupation, followed by a brief mention of emergent AI image generators both as opportunities to reduce workload and threats to the job security of graphic designers. Further, it was argued that because corporate design principles were postulated upon unsustainable business models, when designers are doing good in a contemporary corporate context, there is the danger of them causing more harm in the long run than their “average” counterparts. Stefan Sagmeister and Jaron Lanier were referenced to call for more justified specifications of “good design” versus “bad design”, as well as more subversive transformations of corporate design principles and know-hows. As a semi-open closing mark, opportunities for improvement and reframing of the afore-mentioned situation were identified to evoke further discussions on the very status of designers.

Yi Luo
Open Access
Article
Conference Proceedings

Public art, public space and service design: Communication between artists and audience

Since the 1980s, cities in Europe, the US and other regions have witnessed a "renaissance" of public art. More and more artists have also begun to focus on the design process of public art, as well as the definition, function and its impact on urban development. These discussions mostly focus on the concept of public art itself and its location in public space, with little attention given to the relationship between public art and public space, its intended audience and the service functions it should provide. This article starts from the classification and function of public art, and re-examines the relationship between public art and public space, its service functions and effects based on Dewey's "art as communication" theory, as well as the link between artists and audiences in public space settings. Through some case studies, this research discusses the impact of public art and hopes that public artists will take responsibility for optimizing the quality of public space services by involving the audience in the design process of public art.

Zi Yang, Izzy Yi Jian, Kin Wai Michael Siu
Open Access
Article
Conference Proceedings

The influence of hiking trail map representation on route selection

In the past two years, more people in Taiwan have been engaging in hiking activities because of the epidemic restriction on leaving the country. However, the number of accidents has risen, mostly among inexperienced hikers. Because they are unfamiliar with the mountain terrain, they tend to make wrong route decisions. So this study examines hikers' interpretation of hiking trail guide maps and the risk perception of route information in them. This study evaluated the user's thoughts and feelings, information interpretation, and risk perception of existing hiking trail map information. The experiment was conducted online by 30 participants, half males, and half females, and half were of high and low hiking experience. The evaluation was performed as follows: 1) A pre-test questionnaire was administered to investigate the attentional ranking of information on the hiking trail map. 2) Participants were asked to complete three situational tasks on the map and fill out a 9-point Likert scale of risk perception, performance satisfaction, and a NASA-TLX scale. 3) Each participant was asked to complete three maps, and the maps were randomly assigned to respond. 4) A semi-structured interview was conducted, and the top three most helpful information on route perception of risk was ranked. Combining the results of the three maps, both high and low-experienced participants felt that direct text road signs (e.g., danger, cliff) gave the best sense of route risk. The second place was the slope map. Participants indicated that the slope map provides an intuitive view of the route, especially in emergencies, and that the ups and downs of the route are essential points to consider in their route selection decisions. In the Yangmingshan National Park map task, most people revised their route decisions. Low-experienced hikers felt that there needed to be more information on a slope to compare routes, making it more challenging to make decisions. Highly experienced people can identify the terrain directly through the contour map. However, the map had much textual information, and the contour lines were too dense, which made it difficult to interpret the terrain of some routes. In the question of risk perception, we found that most of the perception scores given by with high experience people were higher than those offered by less experienced people. That means that more experienced people pay more attention to the risks presented by each piece of information and increase their sensitivity to crises. Finally, the overall evaluation showed that road signs and slope maps were essential information for risk perception. This study will optimize and improve both information items to help hikers perceive route patterns more accurately and improve their risk perception.

Pei Tsen Lai, Ching I Chen, Meng-Cong Zheng
Open Access
Article
Conference Proceedings

User Participation in Museum Digital Communication

The development of the Internet has brought about the transformation of communication modes and user behavior. Under the influence of participatory culture, the Internet has given the public more opportunities to participate and user participation has gradually become the key to the digital communication of museums. Based on the historical process of Internet development, this paper analyzes the communication modes of digital communication in museums in the era of Web 1.0, Web 2.0, and Web 3.0. This paper finds effective ways to expand user participation through the study of user participation in different periods and puts forward opinions and references for digital communication in museums.

Yixin Guo, Yan Wang
Open Access
Article
Conference Proceedings

Artistic Features and Expression Contents of Portrait Bricks in Cultural Ecology —— Taking Portrait Bricks Unearthed in Zhejiang, China as an Example

The mapping from biological to cultural ecological niches is a guide to finding the most suitable ecological niches in a system of individuals or populations. Portrait bricks are a central reflection of Chinese people's livelihood, thought, literature and religion, and have been an important decorative tool in houses and tombs for many generations. This paper analyzes and summarizes the artistic features and expressions of Han Dynasty portrait bricks in Zhejiang Province, China, and constructs an analysis model of Han portrait bricks under ecological evolution.

Yisha Wang, Wei Ding
Open Access
Article
Conference Proceedings

A Lead User-Persona approach to eliminate communication barriers among stakeholders in co-design.

An appropriate representative Persona is a critical factor in helping interaction design (IxD) innovation and product marketing succeed. Designers, users, and marketers usually work together as stakeholders to build Persona. However, researchers have noted that differences in understanding among stakeholders lead to Persona being created but not used well. Therefore, utilizing a mobile photographing market investigation project as a case study, this study proposes a new approach called Lead user-Persona. The core aim of the Lead-User Persona method is to help stakeholders reduce differences in persona understanding. Researchers use hybrid qualitative and quantitative approaches to find and analyze users’ information and ultimately build Lead-User Persona. At the end of this project, researchers invited project stakeholders to find IxD insight and fill out the satisfaction report. The results show that the Lead-user Persona can improve stakeholders' satisfaction with communication and creation.

Anran Feng, Mengye Zhou, Wanjun Li, Ziyi Wang, Weiru Zhang, Jing Chen
Open Access
Article
Conference Proceedings

XR is more than the sum of AR, VR, and MR

Extended reality XR as the latest reality enhancement technology is regarded by many as the sum of augmented reality AR, virtual reality VR and mixed reality MR. However, this article argues otherwise. This article discusses the misconceptions of LED-based XR as the sum of AR, VR and MR. Although MR is still the combined form of AR and VR, their focuses are different from the LED-based XR. While the common features of AR, VR and MR mostly focus on the different treatments of environment as reality, their limitations lay on their inability to integrate real-time high resolution video of human figures. VR is also limited by computing power. More advanced motion and other sensory capture devices are not inaccessible to regular VR consumers. VR users can only see real-time characters or avatars in low polygon resolution. While MR is still the sum of AR and VR by combining virtual reality with the physical world, MR is not equipped with high resolution camera to achieve the real time integration of photo realistic image in the mixed reality. With some exceptional cases, most of these AR, VR and even MR are typically for the interactive experience of one single user at a time while others can only observe through the projection system. On the other hand, LED-based XR with its real time integration of high resolution camera is designed not for one single user. With motion capture devices integrated in the system, characters can interact among themselves and with the virtual environment. XR also has the power to integrate the immersive features of AR, VR and MR but more. The key feature of LED-based XR can place a high resolution moving human figure or avatar inside the virtual world real-time. However, LED-based XR is not without its limitations. This article focuses on discussing the strengths and weakness of LED-based XR and how it can achieve more than the sum of AR, VR, and MR.

David Yip
Open Access
Article
Conference Proceedings

ArchiVico Digitale: a comprehensive and synergistic approach for the preservation and dissemination of local memory to strengthen identity

The main objectives of the "ArchiVico Digitale" project are the digitization, cataloging and web publication on an Omeka-based platform of the documentary material preserved in the Historical Archive of Vicopisano (HAV) to facilitate the access to several documents and the exploration of thematic discovery paths linked to local historical memory.The result of the publication of this material on the web is a digital archive collecting and enhancing archival documents to allow scholars and the general public to carry out research. Since the HAV keeps a large number of documents gathered in files, a preliminary selection of two types of documents/files was necessary: those in a poor state of conservation and those of extreme interest which bear witness to relations with the territory and historical dynamics. The proposed approach, implemented in synergy between different public and private subjects, provides the restoration of documents in a poor state of conservation, the digitization and archival description of each selected document, the web publication in a digital archive and the dissemination of the contents of the documents relating to local historical dynamics to students of schools of all levels in educational courses aimed at preserving the collective historical memory. The project, conducted in a three-year period, resulted in 12 thematic paths for a total of 194 documents (765 image files), a total of 6 restored archives (5,130 image files) and a dissemination activity of the thematic itineraries involving a total of over 160 students and over 15 teachers.

Claudio Loconsole, Marianna Giardina, Enrica Salvatori
Open Access
Article
Conference Proceedings

Ways of Seeing: an Eye-tracking Study of Natural Viewing Behavior Towards Paintings

Interpretation of paintings is dependent on the visual saliency and focal points created in a painting. The self-expression of artist is perceived through the eyes of viewer to create a meaningful visual interpretation. It is important to know eye fixation points of viewer’s gaze behaviour coincides with the focal points created by the artist in a painting. The goal of this study is to analyse the natural viewing behaviour towards paintings, by tracking the eye movements of the human subjects when exposed to various paintings of different art movements. This study will deal with individual variations in perceptions related to the characteristics of the pictures. This visual data is generated through eye-tracking technology and articulated with the help of gaze plots, heat maps of eye movements of the human subjects. The paintings are categorized into two segments. One with distinct and hierarchical focal points and the other segment consists of paintings with more crystallographic balance and tessellations. Distinct variation of gaze behaviour is observed between these two different segments of paintings. The traditional theories of creation of focal points and principles of designs are correlated with the eye-tracking study. The study also attempts to focuses on the visual hierarchy within a painting and how the viewers’ eye movement it corresponding to the same. The outcome of the experiment shows the correlation of focal points on a two-dimensional static visual stimuli, i.e. paintings in the experiment, with the viewers’ gaze behaviour. This correlation can also be implemented into other form of two dimensional visual arts, like, graphic design, digital arts, poster design, etc.

Saptarshi Kolay, Bhavya Sihmar, Mahua Mukherjee
Open Access
Article
Conference Proceedings

Communication of a Theater play. An exploration from graphic design.

We observe how the versatility of the discipline of graphic design can incorporate its theoretical and practical knowledge of other artistic and cultural fields, such as, in this case, theatre. The interpretation of a play goes beyond the creation of scenarios or the artistic representation itself. It also requires an appropriate communication strategy to present the work in its entirety to society and capture the audience necessary for the business structure to be sustainable. This is where we focused our study area and detected a problem: how can we enhance the communication of a theatre play through design? At this point, the work is directed towards professional practice where the participating designers can interpret from their practical knowledge the characteristics and qualities of a given position to provide their graphic solution. This study focuses on exploring and comparing the practices of a selection of design professionals, specialists in this area to define which conditions and requirements should be taken into account in the briefing initially proposed in the design of this type of cultural communication as a starting point between: the creator of the play (the stage); the exhibitions of the theatre company (the performance); and the design of social dissemination (communication).

Monica Lameiro
Open Access
Article
Conference Proceedings

The Democratization of reading: from the printed pocketbook to the ebook

The form and use of the book as an artefact have changed under the influence of technological, formal, and cultural factors. The appearance of the printed book contributed to the increase in learning how to write and read. The faster multiplication of texts, within reach of a wider audience, with the desire to enable the transport for reading or consult at any time, increased the demand for books in small format, in a “portable format”. The emergence of a reading public, directly associated with initiatives to promote education, the various transformations in the book production process, as well as the reconfiguration of the book format and its availability in pocket size through decisions focused on the needs of the readers, have contributed significantly to the popularisation of books, and reading.Today, it is possible to read printed books with various formal characteristics and from different digital formats on various reading devices, such as computers, tablets, e-readers, and smartphones. This context has contradicted the idea that the printed book would “die” and reinforced a scenario of lasting coexistence of printed and digital books, in which both play a part in democratising book reading.Through a literature review, this paper aims to understand the role of the printed pocketbook, and now the ebook and its reading on mobile devices, in democratising reading.

Ana Do Carmo, Elisabete Rolo
Open Access
Article
Conference Proceedings

Which Can Better Guide Consumer Behavior, the Appearance or the Packaging Information of Fruit: A Study Based on Eye Movement Experiment

Fresh food, such as fruit, its physical characteristics, and its packaging characteristics provide separate internal clues and external clues for consumers' cognition and attitude and purchase intention, however, how consumers pay attention to them and how they recognize their importance have not been analyzed and discussed. In this paper, three empirical studies were conducted to explore the role of the physical characteristics and packaging characteristics of fresh food such as fruits in the shopping process and their impact on consumers' attention distribution, cognition, and purchase decisions. Study 1 conducted an eye movement experiment to compare the difference in fixation points and fixation duration between cut and uncut fruits when the subjects gazed at fruits. Significant impacts of the fruit's physical characteristics on consumers' visual attention were found. Study 2 used another eye movement experiment to explore the effect of the visual elements of the fruit package on consumers' visual attention, and to compare the difference in the fixation points and fixation duration between the fruit itself, the text, and the image on the fruit package. Study 3 used a series of scales to investigate the importance of the specific information displayed by packaged fruits, consumers’ most concerned information was found by analyzing the impact of fruits’ physical characteristics and the package information on consumers' cognition and purchase decisions and the interaction between the two types of factors. The research results have specific reference significance for the packaging optimization design of fresh products such as fruits and commodity displays.

Sha Liu, Yang Long, Junren Wang
Open Access
Article
Conference Proceedings

Types and Role of the Bullet Point System in Reading Experience

In the age of information, information overload is projected to grow. The best techniques are sought to reach layperson audiences or readers with a unique message. Designers and information architects care about this. Thus publishing design and print communication must explore new ways to organise information for high reader impact and a more humanistic approach than before. This method requires writers to grasp readers' attention while reading. Hence, bullet points may highlight crucial themes when writing. Bullet points assist readers' reading and comprehension. Understanding ideas helps readers accept them and so bullet points improve information processing. Bullet points have been styled using points, lines, and various forms in publication design and commercial communication. However, there are not enough data to provide bullet point suggestions. Incorrect bullet point styles might impact information processing and document authority. Therefore, bullet points' effects on readers' emotions and information processing must be studied. This study examines the bullet point system and how it helps in the organisation and typesetting of texts. Bullet point categories' information-interpretation efficacy will be examined.

Amic Ho
Open Access
Article
Conference Proceedings

Crossover IP Image Design Strategy for the Great White Rabbit Brand Based on AHP Analysis

To propose a specific plan for the design of cross-border IP image of the old brand Dabai rabbit, and more consideration of user emotional needs when upgrading the brand image. The method is based on Donald Norman's design emotionality theory, using AHP hierarchical analysis to summarize the demand indicators of the cross-border brand IP image upgrade in market research and user evaluation data, and quantify the demand to generate design principles by ranking the importance level, and finally come up with the design scheme of the cross-border IP image of the Great White Rabbit and ledin. Through quantitative and qualitative methods to summarize the user needs, it was found that the top four demand indicators of the crossover IP of the Great White Rabbit were variable modeling, fun, cute style and emotional resonance, and the high demand for external visual and internal emotion reflected the rational consumption cognition of the young generation; and according to the demand indicators, the crossover IP design should focus on three major aspects of user sensitization, brand content and brand value consumption. According to the demand index, the three design principles of user sensitization, brand content and brand value consumption were proposed, and the design practice of cross-border IP image design for the Great White Rabbit brand was completed.

Zhong Wang, Wenya Zhang
Open Access
Article
Conference Proceedings

Beyond Problem-solving: Exploring Design Modes for Children’s Medical Care Service and Experience

Driven by great passion of designing for the real world, College of Design and Innovation , Tongji University, reached out to Shanghai Children’s Medical Center in 2014 and established collaboration regarding this plan. We attempts to understand the cause for the children’s ‘crying’ and thus identify what could be done to solve the problems. By introducing and analysing this eight-year exploration, We found that following the traditional problem-solving was not a good solution to the communication problem between children patients and doctors. this paper attempts to understand and reframe the design modes in the context of designing for children’s medical care service and experience, We established a new design model of an IP-based communication system for children patients, the parents and the doctors, providing space for further discussion and practice.

Cheng Peng, Siyun Teng
Open Access
Article
Conference Proceedings

Angel or Devil? Public attitudes toward AI arts from cross-cultural perspectives

AI Art has attracted the attention of researchers due to the ongoing and rapid development of AI art technology. However, limited research has explored the different attitudes toward AI Art from a cross-cultural perspective. Based on the results from social media platforms and Natural Language Processing (NLP), the current study examines the similarities and differences between Eastern and Western cultures in recognizing AI art. Results showed that Eastern and Western cultures might share similar attitudes toward AI art, human-AI relationship, and positive and negative attitudes, while they might have distinct topics, such as contextual application and usage intention. Theoretical and practical implications might also be discussed in this study.

Yuqing Liu
Open Access
Article
Conference Proceedings

Optimization of the Animation Production Process utilizing Game Engine

With the increasing demands of audiences, animated films are required to achieve higher quality. The traditional production process frame has an extreme slow development since the advent of the first 3D animated film in 1995, which leads to a continuously increasing requirement of both human labor and hardware. Nowadays, with the optimization and iteration of game engines, their application in animation has become more and more extensive. Utilizing game engines to optimize the traditional pipeline is a feasible approach, not only for industry, but for education field and independent artists. This paper elaborated the three processes: Pre-production, Production and Post-production, through comparative analysis of the pipeline of traditional 3D animation films and the engine 3D animation films with representative practical works. The study shows that game engines provided a revolutionary way in all these stages of animation production, more than 50% of detailed processes are remarkably simplified. This work described optimizations in different phases, generalized this pipeline systematically, then discussed challenges and opportunities of this innovation. The results of this study could be adopted by creators, especially independent artists to product animated films with relatively lower costs and higher flexibility.

Yawen Zhang
Open Access
Article
Conference Proceedings

Kneading Design System: 3D Modelling Study Tool with Emotional Value for Non-Specialists

The purpose of this study is to introduce a Kneading Design System, that is, a design tool that enables "hands" mediated 3D modelling studies, and to explore what kind of value users can perceive by using this tool. Kneading Design System is implemented using parametric design techniques, with a physical interface allowing users to explore the solution by actually touching it with their hands. The tool allows non-experts to intuitively deform the 3D model by providing input through a physical device with clay-like affordances. The physical device can detect the pressure exerted by the user's touch and use the transformed and accumulated parameters in order to change the shape of the drawn object, allowing the user to touch and explore a large solution space. Technically, the tool is a combination of parametric design and a tangible user interface, nevertheless, it is unique in its "direct hand touch" aspect. Experiments were conducted to characterize explored solutions by comparing the proposed tool with a text-based 3D generative model. The experimental results showed that the solutions explored using "hands" were "more unexpectedly shaped for the user" and had "more emotional value" than those explored using text. It was also found that the emotional values explored by the proposed tool are based on internalizations such as selfhood. Although the proposed tool is targeted at 3D modelling, this design methodology can be applied to other domains. This paper we also describe a new design vision for applying the concept of the proposed tool.

Daishi Iwai
Open Access
Article
Conference Proceedings

Understanding the Roles of Art and Design Technology in Art Therapy

The use of art and design technology in art therapy plays an important role in helping individuals express their inner emotions and thoughts. Art therapy is a sort of psychotherapy in which people use art to explore their emotions and ideas, process challenging situations, and enhance their mental and physical health. Art and design technology can be used to facilitate the therapeutic process and help individuals express themselves uniquely and creatively. In addition, art and design technology can provide an opportunity for individuals to learn new skills and obtain a feeling of accomplishment. For example, an individual may use technology to create an animation or web design, which can provide a sense of accomplishment and can help them to feel more confident. Overall, the use of art and design technology in art therapy can provide individuals with an opportunity to express themselves creatively and explore their feelings in a unique and meaningful way. This can help individuals to process difficult emotions and gain a sense of accomplishment, leading to improved mental and physical health.

Ruth Chau, Amic Ho
Open Access
Article
Conference Proceedings

Navigating the Digital Landscape: Trends and Challenges for Museums in the 21st Century

This paper examines the current and future state of museums in an ever-evolving digital landscape. With the rise of digital technology and changing cultural expectations, museums must adapt to remain relevant and appealing to their audiences. The report analyzes key trends, including the diversification of content, collaborative curation, changing demographics, and the impact of the Creators' Movement, specifically 3D printing technology. The report emphasizes the need for museums to be innovative, interactive, and socially and culturally relevant in order to maintain their significance in the 21st century.

Mingzhu Li, Ming Zhong
Open Access
Article
Conference Proceedings

Design Model for Children's Communication Problem in Healthcare based on Systems

The seven years cooperation project between College of Design and Innovation, Tongji University and Shanghai Children's Medical Center, to create a children's medical franchise brand and related application services. Base on Richard Buchanan’s theory, this paper researches the Systems from the perspective of intersection of communication and design. We attempted to develop a new design model of an communication system for children patients, the parents and the doctors. Therefore, We summarize the problem of communicating information in medical care as a systemic problem. How the complexity of problems in information communication can be solved orderly and harmoniously so that a better experience can be served for children patients will be the subject of this paper.

Cheng Peng, Siyun Teng
Open Access
Article
Conference Proceedings

Interweaving Design and Computing: Addressing Systemic Challenges in the Intelligent Era through Human-Computer Collaboration

he intelligent era has witnessed a profound integration of computing and design, leading to significant changes in the scale, scope, and tools of design, and has had a profound impact on future design practices. In particular, the development of artificial intelligence (AI) has made mutual understanding, communication, and collaboration between humans and machines an inevitable topic in design. This has prompted designers to reconsider their existing work modes, processes, mindset, collaborative relationships, and the application of collaborative design tools. What new insights do these changes bring to the mindset of designers? How can we redefine the mindset of designers based on the characteristics of the intelligent era and guide current design practices? This study focuses on the deep integration of technology and design in the intelligent era, combining insights from academic literature and the perspective of the design industry to explore how designers can effectively respond to the challenges of deep human-machine collaboration in the intelligent era from three aspects: design objects, thinking patterns, and methods.

Yan Dong, Hanjie Yu, Qiong Wu
Open Access
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