Usability and User Experience

book-cover

Editors: Tareq Ahram, Christianne Falcão

Topics: Usability & User Experience

Publication Date: 2023

ISBN: 978-1-958651-86-5

DOI: 10.54941/ahfe1003171

Articles

User Experience in Modern Cars – Definition, Relevance and Challenges of Digital Automotive Applications

User experience (UX) is very contextual, and it's usually understood as an interaction between users and products or services. The term user experience is often used in the context of websites and apps, but also in view of physical use of products. UX encompasses all the effects and experiences, whether physical or emotional, that customers experience before, during and after using products. In an automotive context, UX may begin with the external appearance of cars and continues throughout the entire usage until the driver and passengers leave the cars. If this UX is experienced as positive and satisfying, perception improves leading to increasing recommendation rates and reputation of the specific product and the behind lying manufacturer. Exemplary product characteristics that support good UX include visually appealing design, the joy of using a car, but also whether the drivers and passengers can identify with the product. In addition, the enjoyment of a particular product is not dispensable for a good UX, which is limited to the use of the product, but also has effects beyond that. In many product areas, UX is well described. There are also various definitions of how to achieve a good UX in certain product areas, but these recommendations are not universally applicable and often cannot be directly applied to other products. Looking at UX in the automotive industry, there is no clear definition of which parameters must be considered to achieve a good UX and how these parameters are categorized. In this context, the presented research introduces a methodology for evaluating the UX of modern cars. There are four main research questions underlying this paper: (1) How to define UX in terms of cars. (2) How can these definitions be applied and evaluated? (3) How do car manufacturers try to provide a good UX in modern cars? and (4) How can aspects of UX be included in the development processes of new cars? Through empirical research, key parameters have been identified to provide a definition of UX of modern cars. These parameters are then weighted according to a scientific approach using various methods and empirical studies. Based on the introduced definition, an exemplary modern premium car is evaluated to classify the actual state of UX. Furthermore, the combination of state-of-the-art UX in modern cars and the novel scientific approach to weight the different parameters is applied in exemplary use cases to point out the potential of the method to improve automotive development processes by integration of UX – related aspects even in early vehicle conception sequences.

Alexander Kreis, Daniel Fragner, Mario Hirz
Open Access
Article
Conference Proceedings

Understanding Trust in Automation: A Consideration of Human Factors Context

People interact with modern technology in various areas of life, both private and professional. One major advantage is the relief provided to users by technical devices that progressively take over tasks and perform them autonomously. Increasing system automation is often accompanied by uncertainties among users, expressed in concerns about paternalism through technology and loss of control. Trust can help to overcome perceived uncertainties and is thus a key driver for the acceptance and successful implementation of innovative technology. The study aim is to understand how trust formation “works”, what technology trust means in different contexts, which perceived uncertainties exist, and how individual usage decisions are made.We designed a two-step empirical research approach. Our aim was to explore what trust and distrust mean to different individuals and groups – in general (e.g., interpersonal trust) and in the context of technology (e.g., trust in automation) – and what influence different dimensions of trust and distrust may have on the acceptance of technology in different application fields. In a preliminary qualitative study, guided interviews (language: German) were conducted to identify conceptual facets of trust and distrust. In sum, 21 adults of different age groups (21 to 86 years) participated. The interviews were transcribed verbatim and analyzed using content analysis. Results were operationalized and measured in an online questionnaire survey (data collection is ongoing). To investigate influences of human factors on perceptions of trust and distrust, demographic data, personality traits, and attitudes were measured (e.g., risk perception, trust disposition, openness to innovation). To evaluate how differences in context might influence trust perceptions, the fields of autonomous driving and ambient assisted living were considered.Interviews: Trust was described as a positive gut feeling, difficult to put into words, and associated with affection, love, and friendship. Distrust was described as a negative, acrid feeling and associated with doubt, uncertainty, and deception. Experience (good/bad) and knowledge were identified as key factors that influence (dis)trust in general. Regarding technology, technical reliability and functionality as well as the perception of service operators influence the perceived trustworthiness. Trust and distrust seem to influence behavior in terms of reliability and control and depend on general risk perception and attitude (open/skeptical) toward others and things, respectively.Questionnaire: Factor and regression analyses will be conducted to form distinct dimensions for trust and distrust and to model their influence on technology acceptance in different contexts (mobility vs. health care). Cluster analysis will be conducted to examine the extent to which trust and distrust are perceived the same or differently among diverse study participants. Our results contribute to a deeper understanding of trust in automation across contexts and help scientific research measure (dis)trust constructs more precisely, taking into account individual associations and context-specific predictors. This also strengthens the knowledge of trust as a prerequisite for technology acceptance. The practical relevance of our study lies in the possibility to derive design and action recommendations for the user-centred development of technology innovations considering different target groups and application fields.

Hannah Biermann, Sophia Otten, Martina Ziefle
Open Access
Article
Conference Proceedings

User Experience and E-government Services: Lessons Learned about Developing a Benchmarking Survey

In this paper, we presented a personal reflection on designing a benchmarking web-based questionnaire to evaluate user experience in e-government. The questionnaire is based on a global conceptual framework that is proposed to evaluate users’ adoption behaviors of e-government services along with five significant factors affecting the adoption behavior. We developed this questionnaire and explained the validity and reliability tests. The validity testing incorporates the content validity ratio measure by contacting 16 experts in e-government and technology adoption to evaluate the questionnaire items. Hence, the questionnaire items were reduced from 55 to 24 items after addressing experts’ evaluations. Then, a pilot study was conducted using Cronbach’s alpha to evaluate the reliability of the questionnaire. We recruited 100 participants to answer the questionnaire and then evaluated its reliability. The results showed acceptable values of Cronbach’s alpha. Hence, the questionnaire is proven ready to be used after ensuring its validity and reliability.

Asma Aldrees, Denis Gracanin
Open Access
Article
Conference Proceedings

Digital technologies in museums: Critical issues and opportunities for equal access to cultural heritage

The museum experience is characterized by interaction with many different artifacts, including tablets and smartphones, which support the visit by providing access to purpose-built audio guides, site-specific apps designed for the particular museum to visit, etc. They may integrate Augmented Reality (AR) or Virtual Reality (VR) to enrich the visit or otherwise provide for different levels of interaction with the aim of engaging (engagement) people. In terms of inclusivity, major operating systems include built-in Assistive Technologies by default, which are becoming increasingly advanced. In fact, Assistive Technologies now feature most smartphones and have also become pervasive due to the optimization of Vocal User Interfaces and Artificial Intelligence. In particular, in terms of pervasiveness, features such as IOS's "Accessibility settings" (Android also offers similar functionality) in recent years enhanced the modality of access and enjoyment of technology and actually enable millions of people to communicate and practice their right to autonomy as never before (these kinds of features required the installation of accessory plug-ins or the purchase of external peripherals until a few years ago). Audio-guides, although a popular tool, still make knowledge inaccessible to the deaf public. In fact, audio-guides, unlike video-guides, allow visitors only access to audio and exclude other forms of communication support such as text, graphics, route maps, and/or video. To overcome this issue and guarantee access to the widest possible number of people, many museums are adopting customized solutions for the specific category of disability. For example, they use LIS audio guide and video guide on their own tablet devices or provide for their integration within museum apps. This research aims to contribute to inclusive access to culture for all people in museums. This goal is being achieved through the analysis of critical issues and the identification of implementation opportunities for the artifacts with which visitors interact and through which the very experience of visiting is shaped.This paper presents a state-of-the-art study of the main artifacts that are part of the museum visit, with a focus on accessibility. The study includes museum Apps at international level, web accessibility plugins, and the different standard accessibility features offered by the main operating systems (iOS and Android). The results of the research show a lack of tools that provide museum accessibility in terms of full inclusion, i.e., taking into account several disabilities at the same time, including long-term physical, mental, cognitive or sensory impairments, which are often unseen. In fact, apps and artifacts for museum tours have a tendency to divide functions according to disability category (focusing, for example, only on the deaf or only on the blind), thus accentuating the stigmatizing and divisive effect. Moreover, the research highlights that only a few virtuous examples, among those selected, succeed in offering a museum experience according to an inclusive approach, despite the integration of technologies and the support of applications and websites.Lastly, the purpose of this paper is to stimulate a reflection on the topic of accessibility in terms of both technology and design, in order to go beyond mere conformity to standards rather to integrate it with the many qualitative and quantitative tools offered by research in design, so as to disseminate devices and artifacts that make culture fully accessible in the museum setting

Alessia Brischetto, Ester Iacono, Claudia Becchimanzi
Open Access
Article
Conference Proceedings

Microbial Resource Research Infrastructure for the 21st Century: usability analysis of the Collaborative Working Environment

Ease-of-use is of paramount importance to ensure the acceptability of a virtual platform. With that in mind, we sought to evaluate the usability of Microbial Resource Research Infrastructure (MIRRI)’s Collaborative Working Environment (CWE). Usability tests intend to determine whether an interface facilitates a user’s ability to complete tasks in the platform analyzed. For the MIRRI’s CWE user tests, 29 participants, aged between 25 and 65 years old, from 10 countries (Brazil, Chile, Colombia, France, Italy, Latvia, Netherlands, Peru, Portugal, Spain), with different professional backgrounds (i.e. Research/ Education, industry, Officers, among others) were invited to carry out activities within 3 modules of the platform, namely: (1) Microbial Resources Catalog (MRC), (2) Services and Workflows Catalog (SWC) and the (3) Transnational Access information and application submission (TNA). At the end of the experience, participants were asked to fill out the System Usability Scale (SUS) - a standardized questionnaire widely used to measure usability. Based on the SUS analysis, participants had a good perception of the usability of the MIRRI platform. MIRRI's CWE platform innovates in the unification of data and information from the microbiological universe. The usability analysis validates the user experience, thus ensuring that acceptance by the users is not hindered by poor ease-of-use.

Iara Margolis, Lidia Rodrigo-Torres, Ana Mackay, Ana Faria, Anna Poli, Luis Almeida, Valeria Prigione, Antonio Vara, Adriana Chiarelli, Luís Soares, Rosa Aznar, Emanuel Sousa
Open Access
Article
Conference Proceedings

Comparing the impact of two common information architectures on the operational performance of mission planning systems

To explore the impact of information architecture design on task planning performance with the aim of improving the operational performance of task planning processes and reducing operator cognitive load. Methods: Two types of most commonly used linear and tree structures were used to design an interactive low-fidelity prototype of the two architectures based on the same planning task, 20 subjects were recruited, testers randomly selected the two scenarios, usability tests and NASA-TLX questionnaires were used to measure the differences in task planning operational performance and cognitive load of the two information architectures, and finally ANOVA methods were used to data processing and analysis. Conclusion: In the prototype design task with a tree structure, the subjects' performance was generally higher than that of the task designed with a linear structure, and the former subjects' cognitive load index values of self-performance, mental demand, time demand, frustration level, and effort level scores were lower than those of the latter, except for physical demand. After analysis, it was concluded that probably in complex task planning scenarios with many subtasks, the tree structure enables users to have a more holistic control of task branching and reduces the path return hierarchy, which in turn reduces the consumption of cognitive resources.Keywords: task planning, information architecture, interaction flow design, linear structure, tree structure

Xiaodong Gong, Shihang He, Qian Gong, Yushun Liu
Open Access
Article
Conference Proceedings

School teachers' and students' behaviors and attitudes toward recycling waste paper - a focus group experience

There are differences in the ways and attitudes of recycling waste paper between schools in urban and rural areas at different levels of development in China. The purpose of this study was to discover the role of interactive mechanisms of waste paper recycling on students' behaviors and attitudes toward waste paper in the campus recycling process. To complete this study, urban school classes and rural school classes in the same city, which have different waste management and recycling systems. Compare before and after recycling processing systems that incorporate interactive mechanisms. Data were obtained from interviews with students, questionnaires, and focus groups. Students in 10 urban schools and 10 rural schools in the same urban area of Guangdong Province, China, were surveyed online using Questionnaire Star, and the data were examined using SPSS statistical software. In the whole system, town schools are used as the main scenario, where teachers and students put waste paper into the converters and get the corresponding items. Due to the large amount of waste paper in town schools, there will be a surplus of items being converted out. Excess items will be transported to rural areas by transport vehicles from the recycling processing plant. The goods will be delivered to children in rural schools, reducing spending on educational items, while the transporters will take away and dispose of waste paper from rural areas. The focus groups discussed attitudes toward the improved waste paper management system, and most participants felt it was beneficial and significantly improved attitudes toward waste paper. After the improvement, the participants will intentionally collect the waste paper and put it into the replacement box. In addition, some participants also mentioned the sense of accomplishment that comes from turning the collected waste paper into usable items. Convenience and a sense of responsibility to protect the environment and the self-satisfaction of helping rural students are also motivations and potentials for improving waste paper management behavior. Participants were quite satisfied with the improved system of waste paper management. Not only is it sustainable, but it also takes into account the fact that it helps schools and school children in rural areas. Greater satisfaction can be obtained from it. This study provides a good starting point for future research on student attitudes toward recycling in both types of schools. A framework is provided for further research on factors influencing positive behaviors and attitudes based on this study.

Yingli Gong, Ao Jiang, Wei Wang, Yinhe Zhu, Gaoshan Zhang, Jinjin Zhu, Junyi Huang
Open Access
Article
Conference Proceedings

What role an agent could play at home? Exploring the social roles of smart home system based on a content analysis

Smart home systems not only serve users to fulfill pragmatic goals, but also ‘live with’ users. Despite the conceptual possibilities, it still remains unclear whether and what social roles current smart home systems are intended by the companies. In this paper, we report a retrospective study on 15 selected smart home systems (SHSs) on current market. We used content analysis to identify themes and categories of function, personality and social role of these SHSs, and also explore the connections among them. Four representative social roles were identified: instrument, lobby boy, assistant and family member. Four related personalities were found: competent, helpful, trustworthy, and caring. Results of this study revealed an overview of current social roles that smart home system plays as well as the personalities they exhibit.

Haosong Dong, Peiyao Cheng, Haian Xue
Open Access
Article
Conference Proceedings

Quality analysis of images between expert and beginners taken by drone.

The use of drones provides a variety of images and video footage that we have not seen before. In non-destructive inspection, on the other hand, it is necessary to obtain an accurate image of the inspection area. The quality of the image is important because the image is used for inspection.In this study, expert and beginners drone pilots operated a drone to photograph the three subjects in the designated areas. Three subjects were photographed by different conditions. The quality of the photographs obtained was compared. The results showed that expert pilot were more likely than beginners to ensure that the subject was in the centre of the picture taken. In addition, distances between drone and subjects were set in almost the same position by expert.

Naoki Sugiyama, Tomoko Ota, Akihiko Goto
Open Access
Article
Conference Proceedings

Design and Research of Modular Monitoring and Disinfecting Connection Cabin in the Perspective of "Resilient City"

The global outbreak of the Coronavirus has exposed the problems of lagging construction of supporting facilities and emergency response systems when cities face sudden disturbances. The project aims to improve public health care safety from the perspective of "resilient cities" and to find out the feasibility of public epidemic prevention products. The research focused on the 4R attributes of resilient cities. Based on user scenarios, we took over 200 samples through questionnaires and interviews, with questions on behavioral movement, human-machine interaction and system process experience, and obtained pain points as: "efficiency", including time, strain; "safety ", including the extermination strength; "convenient", including operation process tediousness; "sentiment", including information symmetry; "staff fatigue" and other issues, and through interviews to further refine the process of staff experience. Summarizing the pain points to design functional modules for temperature measurement, triage guidance, special situation emergency handling notification, etc. Based on the task and environmental scenarios, we carried out field observation of different places and emergency handling methods, thus interpreting epidemic and disaster prevention policies to classify the places. Aiming at multi-layer scenarios and functions, the product is positioned at the front-end control of cross-infection to realize early detection, triage, disinfection and treatment. In order to facilitate the transportation and maintenance, our design is based on "cabin", including the L-shaped modular main cabin, which is preferentially positioned in the 1 and 2 level shelters. Emergency cabin, which can be unfolded into bigger space for rest if necessary. The isolation cabin, which is put away when idle and can be expanded to serve as an isolated area for users when there's user status exception. The material disinfection cabin at the entrance is suitable for tertiary scenarios such as communities where entry speed is lower. The belongings travel with users in the main cabin, and users can enter and exit the place through this connecting cabin after completing the process such as hands and shoes disinfection, and body temperature detection at the corner, which enhances users' sense of security, usability in terms of user experience. Based on research, our design is more technically and functionally competitive, focusing on the urban users' experience. Our study can realize front-end control of contagion and timely dispatch during major and secondary disasters, and can utilize the space with modular design to enhance resilience and realize common governance of public areas.

Ziqian Liu, Qin Zhao, Yiting Chen, Yujia Feng, Xinyi Yao
Open Access
Article
Conference Proceedings

User-centered design of an adaptively morphing human-machine interface

Adaptively morphing (shape changing) human hand-machine interfaces aim at increasing usability for various users, especially older walking-aid users with impaired hands. This paper introduces such an interface design for a five-finger hand-handle contact consisting of machined and additive manufactured components. Functionality is achieved via a granulate-filled flexible shell and pneumatic-actuated jamming. The interface is tested in a realistic use context experiment. The results contain positive subjective comfort evaluation and a digital workflow for design parameter analysis. Further design iterations considering these parameters are proposed.

Jonathan Max Kiessling, Thomas Maier, Simon Wiesenfarth, Stephan Mayer
Open Access
Article
Conference Proceedings

Small program design of learning tools based on user experience- Take "i remember" as an example

User experience is the evaluation criteria to measure the success of application tools. This paper constructs the evaluation criteria of user experience of wechat small program through literature research, and designs "i remember" small program according to this standard.This study is helpful to improve user experience satisfaction for the learning tools applet small program.

Yin Cui, Fan Zhang, Yun Chen, Shijun Ge
Open Access
Article
Conference Proceedings

Deep Analysis of the Web Accessibility and Usability of Videoconferencing Platforms for Blind People

During the COVID 19 pandemic, the use of virtual videoconferencing platforms increased considerably. Most of the group activities associated with this are conducted remotely, whichinvolves technological change affecting people, especially blind people. These videoconferencing platforms are hosted on the web, causing visually impaired users to enter a new era of communication with all its accessibility barriers and usability issues. For this reason, a systematic literature review (SLR) was conducted which allowed us to determine the level of web accessibility that these platforms have, the studies and all the implementations that are being conducted to mitigate this problem. In addition, the web accessibility of the three most widely-used videoconferencing platforms for both work and education was evaluated. Automated tools were used, individual tests were performed, accessibility guidelines (WCAG 3.0) were applied to determine the level of web accessibility, and usability tests were performed on a group of visually impaired individuals. The methods used were: Think Aloud (TA), the System Usability Scale Test (SUS) and Nielsen’s 10 Heuristic Usability Principles. The results of these tests and methods indicate that the selected videoconferencing platforms do not meet the minimum requirements for web accessibility, and that the level of usability is low. Therefore, changes need to be made and new implementations need to be developed with regard to these tools, so that visually impaired users can navigate the platforms smoothly and without any problems.

Tania Calle-Jimenez, Bryan Munoz
Open Access
Article
Conference Proceedings

Systematic literature review in Usability Web: A tertiary study

Web usability is a topic that several researchers have studied; this is because, with new technological advances, it is possible to improve application interfaces significantly and have usable products that captivate users by being friendly, efficient and easy to use. In this sense, reviewing secondary studies reported in this field is considered appropriate. This review aims to identify the methods and/or usability evaluation and validation methodologies, in what phase of development and software domain it has been evaluated, and the problems reported in literature reviews. The applied method is the one proposed by Kitchenham and Charters (2007) for the presentation of tertiary studies, beginning with the planning phase, which includes the activities: definition of research questions, search strategies, criteria for article selection, procedure for the inclusion or exclusion of studies and, criteria to assess the quality of investigations; followed by the review phase, in which the defined planning is carried out, the activities that include: execution of the selection of studies in the digital libraries, evaluation of the quality of the studies, extraction of relevant data and synthesis of the information; and finally the reporting phase, in which the answers to the research questions posed are evidenced. Regarding the results, we found a total of 106 articles, eliminated the duplicates, reviewed the rest and selected 15 papers, in which we identified the most frequently reported evaluation methods and methodologies, such as the Heuristic method, Observational measurement / Inspection and User test/usability tests. Likewise, we found the most commonly reported problems, such as Accessibility issues, Usability measurement and Methodological problems. Also, we distinguish that usability tests have been reported with a higher incidence in Web applications and Educational. Usability evaluation is applied in the different phases of software development, but with other incidences. Finally, we conclude that there is potential for more SLR about the usability of web applications.

Catalina Astudillo-Rodriguez, Santiago Cedillo, Priscila Verdugo, Jackelín Verdugo
Open Access
Article
Conference Proceedings

Controlled experimentation to improve the usability of business management systems: UDA-ERP case

An ERP enterprise resource planning system is software that allows managing the tasks involving an organisation’s processes. Usability within this system plays a vital role in users’ performance, facilitating interaction in an enterprise resource planning (ERP) system and boosting performance in terms of efficiency and effectiveness, which is why it is essential to perform usability tests. The UDA-ERP software developed by the Universidad del Azuay is a business management system whose objective is to improve the production processes of manufacturing companies in the MIPYME sector in Cuenca, Ecuador. This motivated us to evaluate the degree of user perception of the system’s usability. The present work evaluates the usability of the UDA-ERP software by applying a controlled experiment based on the Wholin methodology. This experiment was used for five experimental groups, including experienced users and users without experience in these systems. Controlled experimentation evaluated the performance of the selected study subjects regarding task completion time and completed tasks. This way, a comparison of the results was obtained, contrasting the results between the different experimental groups. The results show that each group completes the tasks with short time differences; In terms of usability, the UDA-ERP software is correct and does not require modification. In conclusion, usability is a relevant feature to consider in an enterprise resource planning system; hence, it is recommended to apply usability evaluations with some frequency.

Catalina Astudillo-Rodriguez, Juan Calle, Esteban Crespo-Martínez, Gabriela Chica-Contreras, Julio Mosquera
Open Access
Article
Conference Proceedings

Identification of Similar Experiences that Affect the Mental Model of Cryptocurrency Wallets

Blockchain services are unfamiliar and provide new or modified functions. Failure to utilize similar past experiences in the process of using unfamiliar services can lead to deterioration in the user experience. In this study, five major tasks were implemented to provide an overall experience of using a cryptocurrency wallet, and interviews were conducted regarding this experience. Thematic analysis was conducted on the participants’ responses to derive the types of experiences that affected each task process. This study will help build a user mental model of cryptocurrency wallets for follow-up studies.

Beomyoung Jeong, Sung H. Han, Kimin Kwon
Open Access
Article
Conference Proceedings

Human-machine Interface User Experience of intelligent Manufacturing Industrial Control Software

Industrial control software is software used for industrial production and manufacturing site control, which has a wide variety and powerful functions. The human-computer interaction experience of industrial control software should not only consider the basic cognition of users for operation but also consider the experience of each contact point from tasks and scenes. This paper analyses the characteristics of a human-machine interface of industrial control software. It also analyses the experience level of human-machine interface touchpoints of industrial control software based on the perspective of user experience, and finally makes an outlook on the future development path.

Rong Jiang, Huai Cao
Open Access
Article
Conference Proceedings

Automated charging of electric cars for improving user experience and charging infrastructure utilization

The number of electric cars on the roads is steadily increasing and it is expected that the markets of battery-electric vehicles will experience an accelerated growth during the upcoming years. One challenge for a successful employment of electric mobility represents the provision of sufficient charging points for large fleets. In this context, public charging systems play an essential role to provide access for a broad range of users. Standard technology today is manual charging by plug-in and plug-off the charging cables. This has drawbacks in view of safety, user comfort and limited access of persons with disabilities. In addition, cars are parked for a longer duration at charging stations so that they block access for other electric cars, and manual charging does support future automated driving and parking vehicles.The proposed article introduces a selection of automated charging technologies for cars and discusses their strengths and weaknesses for application in public areas. This includes inductive charging, conductive charging from the vehicle underbody and conductive charging by use of standard connectors. Based on a value analysis, robot-supported conductive charging by use of standard connectors is selected as the preferred solution for automated charging processes under consideration of investment costs, avoidance of specific vehicle adaptations and easy customer handling. The potentials of this technology to enhance existing charging infrastructure are discussed based on an existing research prototype of a robotic automated charging station. The discussion comprises aspects of charging system integration in urban and sub-urban infrastructure, operational boundary conditions as well as requirements for safe and reliable system usage. In addition, an outlook is given to the operational integration of automated driving and parking cars and the automated charging system with the target to optimize the operational load of the charging infrastructure, e.g. in public parking areas. One main target of investigation represents the enhancement of user experience during the automated charging process. This includes the provision of smooth user interaction by a smart phone application and on-site interfaces, the guidance of the car to the right parking position, as well as provision of information about the actual charging status and billing data. In this way, the article introduces a comprehensive approach of automated robot-based charging of electric cars with the target to improve both user experience and the effectiveness of charging infrastructure utilization.

Mario Hirz, Stefan Lippitsch
Open Access
Article
Conference Proceedings

User experience elements of data visualization large screen: The example of electricity industry

In the era of big data, all sectors of society pay more and more attention to data value. Data visualization, as the most effective way to present data value, has been given an important position.The electricity industry has many sources of data, complex dimensions and large scale. It is necessary to present massive data clearly, scientifically and accurately through the visualization system. Therefore, it is very important to establish a set of data visualization large screen product evaluation element model based on user experience to improve user satisfaction. This paper mainly collects the user experience elements of the large screen of electricity industry data through user interviews, and uses the card sorting method to establish the element model, which is convenient to quantify the user experience of the large screen of electricity industry data visualization, and realize scientific evaluation of user experience results.

Wei Du, Xinxiong Liu
Open Access
Article
Conference Proceedings

User-Centered Dashboard for Sensors-Enabled Human State Monitoring: Two Operational Use Cases

Recent developments in sensing technologies make it increasingly feasible to collect physiological and behavioural data that can be exploited to understand operators’ cognitive challenges, health and operational readiness in real-life situations. Our previous work led to the development of a real-time data integration, synchronization, and processing nexus that can be used with multiple sensors and multiple users simultaneously. In turn, this data can be analysed and displayed on a dashboard to monitor one’s state using machine-learning derived or classical algorithms. This study presents how user-centred design can be harnessed to develop context-adapted monitoring solutions in two different use cases, that is space medicine and public safety personnel training. We highlight the steps taken to define context-adapted solutions for the exploitation of physiological and behavioural data. We also outline the necessity to consider end-users and stakeholders to produce usable information that is context relevant and that optimizes the human-system interaction.

Alexandre Marois, Laura Salvan, Noémie Lemaire, Jean-François Gagnon
Open Access
Article
Conference Proceedings

User Experience Design and Evaluation on Mobile Investment Application User Interface Prototype

The present study aimed to investigate the usability of Ajaib, a mobile investment application in Indonesia, through the conduct of user experience research and usability testing. The previous study utilizing User Experience Questionnaires (UEQ) indicated that the original application fell short in the areas of efficiency, dependability, and novelty. Furthermore, the usability testing results revealed a low success rate, specifically in regards to "Access Learning." In order to address these issues, a high-fidelity user interface design was created based on the results of the previous study. The new design prototype was then evaluated through usability testing, with records and results being recorded through a usability test platform. 21 participants, who were considered beginner users, completed 15 tasks, with task durations and mistakes being recorded. The results of the UEQ on the new design revealed improvements in all scale, with a notable shift from neutral to positive evaluations for the category of novelty. Furthermore, the new design prototype was found to have effectively addressed the problem of completing the "Access Learning" task from the previous user interface. However, participants struggled to complete the "Selling Stock" task without errors. Future studies will involve revising the next version prototype based on the results of the usability testing and UEQ

Chieh-Ju Huang, Julio Kolopitawondal
Open Access
Article
Conference Proceedings

Visual variable perception in time series dynamic visualization

Visualization facilitates understanding by encoding large amounts of complex information into intuitive formats such as graphics and images. In the design of dynamic visualization of time series, visual coding is more important, because a large number of complex and high-dimensional data will follow over time, but users may not be able to process and filter them in time and effectively. The paper evaluates the cognitive load and performance of users under two time pressures of eight different dynamic visual variables through experiments, so as to allocate more significant coding methods to higher priority information and improve the efficiency of information acquisition. The results show that there are significant differences in cognitive load when using different visual variables, and the cognitive load is lower when using angle, symbol number and area coding. However, there is no significant difference in user performance. There was no significant difference in cognitive load between the two time pressure states, but there was significant difference in accuracy. The accuracy under low time pressure is significantly higher than that under high time pressure.

Chunzhu Mi, Xiaojun Liu
Open Access
Article
Conference Proceedings

Exploring the Correlation between Campus Map Representation and Wayfinding Behavior through Virtual Environment

National Taipei University of Technology (NTUT) is located in the heart of Taipei's prosperous transportation district. The campus retains many architectural features from the early 20th century. The Red House Historic Monument, a designated historical site in Taipei City, has cultural tourism value in Taiwan's history. The campus is also surrounded by scenic spots such as the Huashan 1914 Creative Park and the Guang Hua Digital Plaza, which attract many tourists. However, the campus is divided into several school districts by major traffic arteries and has three main entrances and exits. Overcrowded layouts and unclear categorized information hierarchies are apparent problems. However, we must investigate why entrants and tourists cannot reach their destinations efficiently through the campus map.This study uses the National Taipei University of Technology campus as the experimental site. It aims to investigate the design of its mapping system through the wayfinding behavior in the virtual environment. The 3D software was used to build the existing architectural environment. Then the model was imported into Unity 3D to simulate a scenario where the participants could move freely around the campus from a first-person perspective. A total of 30 participants were recruited for the online experiment, and three sets of scenarios were provided to simulate wayfinding on the campus, with eight tasks in each set. The assessment methods include: 1) participants were asked to perform the tasks and record their behavior and thinking aloud; 2) a five-point Likert scale was used to record the participants' evaluation of the map and their feelings while performing the tasks; 3) semi-structured interviews were conducted to understand the reasons behind the decisions and behaviors to wayfinding. We found that the existing campus mapping system had two major design problems: 1) Missing information. Important sites were not marked on the map, so the participants could only find them at a loss. 2) Design flaws. The maps on the same road have inconsistent directions, which causes the participants to spend extra time to confirm the original information and wayfinding strategy and increases the error rate. The original color differentiation and numbering provided little help. Participants indicated that they did not always notice them; even if they did, they did not find it helpful or counterproductive. "You Are Here" information was incomplete, resulting in errors in route-finding decisions. The position of the map stand is not consistent with the orientation of the participants, which increases unnecessary thinking time. The map design and the distribution of the overall campus don't meet the users' needs. The results of the study provide us with an understanding of users' pathfinding behavior on campus, which can be used as a reference for subsequent design improvements.

Kai-Wei Hsu, Ching I Chen, Meng-Cong Zheng
Open Access
Article
Conference Proceedings

The information architecture of PDAs-its impact on user comprehension and risk perception

Communication technology has been widely used in healthcare. There is a trend for one of the decision-making aids in innovative healthcare to become interactive web pages and applications. However, users often do not understand professional medical information and health values, especially those with poor numeracy skills. Therefore, more research is needed on translating complex medical information into simple guidelines that users can effectively understand and operate.Aims: This study aims to understand the impact of author-driven and reader-driven information architectures on users of patient decision aids.Methods: Author-driven and reader-driven framework models were developed for the same topic of patient decision aids. Users of different numerical abilities were evaluated on their comprehension, risk perception, usability, and task load. A total of 38 participants were assessed, of which 17 were reader-driven models, and 21 were author-driven models.Results: The results showed that reader-driven model participants were significantly better at comprehension than the author-driven model(p=0.025), but there was no significant difference in risk perception. Author-driven model usability was higher, but overall usability was lower. In the task load section, participants demanded more mental, physical, time pressure, effort, and stress feelings in the reader-driven model, especially in the time pressure section (p=0.011). In contrast, participants were more satisfied with their self-operational performance in the author-driven model. There was no significant difference between the two models regarding comprehension and risk perception between participants with excellent and lousy numeracy skills. However, among those with good numeracy skills, reader-driven model comprehension performance was significantly better than the author-driven model (p=0.018), and there was no significant difference in risk perception.Discussion: We found that the information architecture in patient decision aids impacts the user's comprehension. In the future, the information navigation framework of patient decision aids should consider the numerical ability of the user when developing them.

Li-Jen Wang, Meng-Cong Zheng
Open Access
Article
Conference Proceedings

Usability Study on the User Interface Design of Streaming Service Applications

Streaming service applications allow users to watch programs across devices anytime and anywhere, and their share is increasing. In order to understand the usability of existing streaming service applications, this study selected three representative streaming service Applications in the market, namely IQIYI, Netflix, and Disney+. Download the paid version of the streaming service applications for the Android platform. Six operation tasks are designed according to users' common functions, namely, selecting the film, playing the fast-forward function, adding the film to the playlist, finding the recorded history, confirming the user’s account, and downloading the film. The experimental equipment was Xiaomi Tablet Pad5, the operating environment was a general university classroom, the participants were invited by convenience sampling. A total of 31 participants (M=19.7; SD=2.54), 16 males and 15 females, were enrolled in the university departments of Chinese Culture University and National Taipei University of Education. The experiment was conducted by filling out basic information, System Usability Scale (SUS), and subjective scale after tasks. The experimental results were divided into qualitative and quantitative parts, and the quantitative part was checked by one-way ANOVA. All the generated results are summarized as follows: (1) The search window is based on the user's needs, so do not set the keywords of the advertisement and do not push the advertisement window during the operation process to avoid affecting the user's experience. (2) Video download button can be set under the video preview window, and the width of the button can be set to the same width as the preview window for the convenience of the participant. (3) The interface can be customized to add or remove items and categories that users like. (4) For unknown functions and buttons, simple icons or explanations can be provided to facilitate participants to fully utilize the available functions on the interface. (5) Future work can increase the number of participants or conduct A/B tests on the uncorrected version of the interface after the correction to verify the effect of the correction.

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

Enhanced User-System Learning Interface

This paper describes a new informational navigation tool to augment user learning and/or knowledge transference strategies for complex Human-System-Integrative (HSI) machines. The device is designed to augment a reduction in the amount of time required to navigate machine operating manuals when searching for operational information, including a) systems and systems integration, b) normal operational procedures c) abnormal operational procedures d) emergency operational procedures, and d) machine limitations. The device can be applied to many different domains including Academia (textbooks), Automotive, Aviation, Medical, Nuclear, Space, and any other domain requiring complex Human-Machine-Interaction (HMI). Current methods using paper and digital technologies are challenging to circumnavigate; they can make learning unreasonably problematic and laborious; and can require a large amount of the user’s time. As a result, operators can lose efficiency in time and cognitive development when utilizing current state-of-the-art methods. To improve learning resources, the Enhanced User-System Learning Interface (EUSLI), an Advanced Interactive Media (AIM), was developed. Preliminary tests using professional airline pilots (the users) and aircraft manuals (the knowledge transfer system) as the testing experiment, demonstrated an efficiency increase of 65.5% when compared to state-of-the-art methods. Additionally, results indicate increases in cognitive resources, cognitive compatibility, situation awareness, usability, and enjoyment (an emotive factor); and decreases in user fatigue and workload. This paper describes the qualitative and quantitative data and analysis of the research conducted in association with previous research of the Enhanced Pilot Learning Interface published with AHFE in 2018. The results indicate the current research study verified the findings of the previous experiment, with enhanced formative information to be included in the experimentation's conclusions.

De Vere-Michael Kiss
Open Access
Article
Conference Proceedings

Effects of Design Thinking on Learning User Experience and User Interface Design

User experience design is more essential and important for the planning then visual interface design. In this research, design thinking integrated in “User-Interface Design for Mobile Device” course for making the students to investigate the user requirements from the related tools. Both the group of design and the group of technology students will have interdisciplinary groups and do the research about the user requirements according to spectacular topics from related workshops in the class. Later on, they will learn how to do the interface design prototype with related software and also concern about the visual style. It will help the students understand the point of how to execute project and practice it. Also, the experts are invited to the class for giving talks and suggestion about the students’ projects and sharing the ideas of design innovation and experiences. User test is required after the students finish their design project, beside set up several tasks with scenarios for the participants to see what kind problems they would have during the investigation of the prototype of the service app. The students can learn and practice four phases of design thinking. There are several evaluating methods of teaching and learning in this research: descriptive statics, reliability analysis, and independent sample t-test. The students gave positive feedback for the general questionnaires, and the reliability is high for the value of Cronbach’ alpha. For the arrangement and teaching method in this course, expert critics are helpful for implementation of related design projects, and the students can get more advices from this teaching method. In the future study, more experts from the industry will be invited for different advices and feedbacks according to the types from students’ projects for practical and integral learning experiences.

Chieh-Ju Huang
Open Access
Article
Conference Proceedings

Usability of music application interface systems

The mobile digitalization of music has been a part of people's lives for a few decades. As people enter the stage of transformation from Web 2.0 to 3.0, traditional Internet carriers and other major companies' apps are facing a change. In addition to the quality of the digital products that come with the apps themselves, the visual matching of the user interface, the logic of the operating framework and the adhesion of the user community have all become key factors. Purpose: This study aimed to examine the preferences, behaviors, and ease of use of music apps by students in tertiary institutions, the mainstream group of internet users, in order to provide reference suggestions for the future development of music apps in the Web 3.0 stage.Methods: In this study, the top three apps downloaded (Sample 1 "Spotify"; Sample 2 "QQ music," and Sample 3 "NetEase Cloud Music") were selected from the existing apps in China and Taiwan for the experimental design. The experiment consisted of five task steps: (A) bookmarking songs; (B) sharing songs with friends; (C) creating a new song list with a specific name; (D) searching for a specific song; and (E) changing personal information. Thirty subjects were recruited (purposive sampling), with 10 participants operating each app. Data were collected on task performance time and from the System Usability Scale (SUS), Post-Study System Usability Questionnaire (PSSUQ) and semi-structured interview results. The collected data were tested by one-way ANOVA and LSD post-hoc tests to confirm the significance between variables and specific analyses.Results: The results showed that (1) among the five operational tasks, Task A (p = 0.01 < 0.05) showed a significant difference in operational performance; then, according to the LSD post-hoc test results, the operational time of Sample 1 (M = 15.30, SD = 8.98) was significantly lower than that of Sample 3 (M = 33.67, SD = 16.77), which was not significantly different from that of Sample 2 (M = 23.11, SD = 9.89). There was no significant difference with Sample 2 (M = 23.11, SD = 9.89). (2) According to the SUS scale results, there was a significant difference in the participants' evaluation of the ease of use of the three apps (p = 0.01 < 0.05). According to the LSD post-hoc test results, Sample 1 (M = 85, SD = 8.82) was significantly higher than Sample 2 (M = 66.25, SD = 17.05) and Sample 3 (M = 69.75, SD = 13.15), with no significant difference between Samples 2 and 3. (3) According to the PSSUQ results, there was a significant difference in the interface quality profile, as seen in the LSD post-hoc test results, where Sample 2 (M = 2.93, SD = 0.72) scored significantly lower than Sample 1 (M = 3.9, SD = 0.85) and Sample 3 (M = 3.9, SD = 0.61).Discussions: The three apps are all music players, and the underlying logic of operation is the same, so there is little noticeable performance difference. Sample 1 is the only one of the three apps that has black as the primary visual color of the interface, with green accents. The darker color enhances the user's time to complete tasks and provides a better user experience. When performing tasks, the subjects would invariably look for the icon representing their data in the bottom right corner.

Jiacheng Wang, Liangming Jia
Open Access
Article
Conference Proceedings

Effects of Information Layout and Dynamic Presentation of Banner Advertising on the User Interface Design of Mobile Food Ordering Application

With more and more users using smartphones to order food online, in order to attract users, advertisements are widely used in various mobile food ordering APPs (MFOAs). The presentation of information in the user interface of MFOA is an essential factor pertinent to the user experience. This study aimed to explore the usability of information layout and dynamic presentation of banner advertising in an MFOA's operation and to suggest future design improvements. A 2 x 2 between-subjects experiment was planned to help explore whether the information layout (i.e., list-style and matrix-style) and dynamic presentation of banner advertising (i.e., static and dynamic ads) affect users' task performance and their subjective evaluations. This experiment used a convenience sampling method, and a total of 32 participants were recruited to participate in the experiment. Data collection for the experiment included participants' task performance, subjective ratings on a 7-point Likert scale and semi-structured interviews. The generated results revealed that: (1) Information layout with different types affected the participants' task performance; (2) Dynamic presentation of banner advertising affected users' task performance; (3) Information layout affected participants' subjective evaluations of the degree of preference and attractiveness; matrix-style was better than list-style; (4) There was a significant interaction between information layout and dynamic presentation of banner advertising in the subjective measure of the degree of preference, list-style is rated significantly higher in static ads than in matrix-style. However, the opposite result is obtained for dynamic ads. The findings generated from the research can be a good reference for developing the user interface design for MFOAs.

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

Design of Self-Driving Tour Planning Interface Based on Tourism Motivation

Objective: To study the interactive perception effect of users' travel motivation on self driving travel planning function and demand characteristics.Methods: Taking the user's travel motivation as the starting point, the author analyzed the travel motivation of self driving tour users through factor analysis, analyzed the case of existing travel planning products, summarized the defects and deficiencies of the products, and elaborated the demand characteristics of self driving tour in the travel planning.Conclusion: Based on the user's tourism motivation, design the travel planning function of self driving tour, sort out the characteristics of travel planning before, during and after tourism, provide intelligent information services for tourists, use mobile Internet technology to build a close relationship between tourists and service providers, and form an emotional recognition effect between the user's use of the operating interface and the product.

Zhang Boyang, Yuanbo Sun, Huayu Zhang
Open Access
Article
Conference Proceedings

Design and Usability Evaluation of Visual Perception Game-Based Training System for Children with Developmental Delays

The prevalence of developmental delays is increasing year by year and is common in preschool-aged children with developmental delays, and visual impairment is a common problem in children with developmental delays. Visual development is critical to preschoolers learning. Children with visual problems often have difficulties in picture recognition, image comprehension, and memory, resulting in difficulties in daily living and learning. However, traditional paper-based training is tedious and lacking in interactivity, game training can make up for these problems. Therefore, the objective of this study was to design a visual-perceptual play training system for children with preschool developmental delays, to investigate the usability and perception of the system for children with developmental delays. In this study, the recommendations of the heuristic evaluation were iteratively designed to ensure the functionality of the system. The system will be tested with an eye-tracking device to verify its suitability for use with children with developmental delays and to further suggest considerations and limitations for future research when designing software and interfaces for children with developmental delays. The results of this study showed that the best participants focused on the correct answer and the specified pattern, while the worst participants tended to focus on irrelevant things and had high overall attention on the screen. It was found that for the preferences section of the interface, placing the specified pattern in the center of the interface or closer to the options resulted in better performance of the children's perceptual training, and clearly rewarded feedback kept them motivated to learn and less distracted. The system will continue to be optimized in the future in the hope that it will help pre-schooler’s visual cognitive learning and help parents understand their children's visual ability.

Cai-Ying Cheng, Chun-Chun Wei, Yang-Cheng Lin
Open Access
Article
Conference Proceedings

Usability Evaluation of Self-Ordering Kiosks in Fast Food Restaurants

In recent years, the introduction of technology and digital management into the service industry has gradually changed consumers' lifestyles. With the popularization of equipment systems, the development and use of self-ordering kiosks have gained much attention in the restaurant industry. However, the utilization rate of self-ordering kiosks has been meager since their establishment, and they cannot relieve the queues at the counter. This study investigates whether self-ordering kiosks in fast food restaurants can meet customers' needs to achieve a self-ordering process and improve ordering efficiency.This study was conducted on three representative fast-food chains in Taiwan, and their self-ordering kiosks were used as the target of the investigation. Thirty participants with no experience were invited to conduct an ordering task experiment to evaluate the ease of use of the ordering interface. The experiment was divided into five contextual tasks: meal selection, modifying the order, changing the meal comment, self-checkout and selecting receipt type, and redeeming e-coupon. All procedures were conducted on the self-ordering kiosk in the fast-food restaurant. The evaluation methods were as follows: 1) the participants performed the tasks sequentially and recorded the time performance, and conducted think-aloud during the tasks; 2) the participants filled out SUS and QUIS questionnaires to indicate their evaluation and feelings about the self-ordering kiosk; 3) semi-structured interviews were conducted to understand the participants' operation and future expectation during the tasks.The results showed that in the operation of the self-ordering kiosk in all three fast-food restaurants, there were cases of incorrect interface operation by the participants. We found that: 1) 33% of the participants indicated that they were unclear about the operation process, and the kiosk prompts were not clear enough to cause uncertainty among the participants. In particular, when an error occurred and it was necessary to go back to the previous step, the prompts in the system interface were ineffective in helping the participants operate smoothly, resulting in a long ordering time. 2) All three self-ordering kiosks use 21.5-inch upright touch screens and a full-page interface design, making it easy for the participants to ignore the information and hardware devices below the interface when operating at close range. For example, 37% of the participants said they could not find the shopping cart at the bottom of the interface and could not confirm the scanner's location the first time when redeeming the e-coupon. 3) 73% of the participants said in the questionnaire that the function of customizable meals is essential, but the degree of customization in the current self-ordering kiosk is relatively low. Finally, the SUS scores of the three quick-service restaurants' self-service ordering kiosks were 56.25 (F grade), 62 (D grade), and 56 (F grade), respectively, which did not meet the ease of use criteria. The results of this study helped to understand the operational behavior of the participants in using the self-ordering kiosks.

Yi Shan Lee, I Wen Yen, Meng-Cong Zheng
Open Access
Article
Conference Proceedings

Usability Evaluation of Self-Service Ticketing Kiosks in Cinemas

Self-service systems have flourished in recent years; to make it easier for consumers to purchase tickets, cinema operators introduced self-service ticketing kiosks. The performance of the operator interface and the amount of time spent affect the user's propensity to utilize the self-service ticketing kiosk at the Cinema. In the initial observation, most individuals prefer to purchase tickets at the traditional counter rather than the self-service option. This study used an experimental task, SUS, QUIS, and participant's feedback questionnaire, to determine why self-service ticketing kiosks are not meeting users' needs. The study identified cognitive disparities in the ticketing process of the existing self-service kiosks in Cinema and a lack of substantial status presentation and transparent organization in the ticketing interface. It leads inexperienced users to misunderstandings and operational blunders. This study's conclusions can serve as a foundation for the future optimization of self-service ticketing kiosks in cinemas. The results showed that the participants had problems with the faulty operation of the interface of all three cinemas. (1) When purchasing tickets, two cinemas popped up with a "confirm membership status" prompt, which made many participants hesitant and confused. (2)Order corrections problems, including the lack of a "back to the previous step" function, causing the participants to be unable to correct wrong purchases and need to cancel the entire order to purchase again. (3) All three cinemas had unclear information on the seat selection page. 73.3% of the participants felt that the presentation was not straightforward. Includes no seat numbers, alphabetical presentation of row numbers, and no indication of seat status. (4) 43.33% of participants stated that the existing self-service ticketing kiosks at the three cinemas are less convenient and time-efficient than purchasing tickets at the counter, so they prefer to buy tickets at the counter. Moreover, the SUS scale of the kiosk in the three cinemas were 62.5 (D level),56 (F level), and 54.5 (F level), respectively; neither of them could meet the operational requirements. The results of this study provide us with an understanding of the current user behavior and evaluation of the self-service ticketing interface at the Cinema, which could be used to improve the user experience in the future, allowing users to have a better experience during the ticketing process.

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

User experience based acute death prevention monitoring system and emergency product design

Acute death is known as sudden death. In recent years, the number of sudden deaths in China increasing, and the proportion of deaths outside hospitals and at home is as high as 80 %. The purpose of this paper is to study how to effectively deal with the occurrence of sudden death and ensure the timeliness of rescue, so as to better protect the life and health of the elderly and sub-healthy people. The literature research method was used to study the current design trends and shortcomings of monitoring products and first aid products. From the perspective of user experience, the elderly and people living alone are the main objects of the study, and user interviews and empathy maps are used to construct role portraits, and behavioral analysis is applied to analyze user needs and provide guidance for the subsequent design. Based on the above approach, a community AED emergency system was proposed to serve mainly apartment houses in the community. Finally, user affective feedback was assessed through the Self-Assessment Model (SAM). This study concludes that a deeper understanding of the underlying user needs can be gained from a user experience perspective, and user-approved solutions can be designed accordingly.

Jiajun Wei, Shiyi Zhou, Yan Gan
Open Access
Article
Conference Proceedings

Analysis of User Interaction Behavior on Sina Weibo under the Context of Intelligent Technology

As one of the prevailing social media in China, Sina Weibo maintains its position by utilizing artificial intelligence technology in recent years. This study explores the interaction behaviors of Sina Weibo users in terms of following, commenting, and reposting by social network analysis and discusses the intelligent technology applied on the platform in order to understand the characteristics of user behavior under intelligent background. Based on analysis of data collected from Sina Weibo, it has been proved that the density of the following relationships between users is not particularly close and users' following behavior tends to be "related" or "interest-based"; A small number of users are highly followed and a few posts attract many comments; users' reposting activity tends to be more frequent than commenting. The user's behavior has certain characteristics under the intelligent background. We believe that this study has a certain reference value for the development of social media, and can provide some insights into the interaction design and user experience design under the influence of intelligent background.

Xue Xiong, Lin Li
Open Access
Article
Conference Proceedings

A Bibliometrics-Based Study of Visualizing Design Narratives

The context of digital transformation has brought new opportunities and challenges to design education. This paper aims to grasp the current research hotspots and theoretical foundations of design narrative and to explore new trends in future development based on the current research hotspots. Using the literature related to design narratives collected in Web of Science as the data source, the scientific bibliometric method to create a scientific knowledge map in terms of the distribution of literature by year of output, author, reference co-citation and keyword clustering, and conduct a visual analysis to sort out the research. The results show that the overall number of literature within the search area is rising, with research hotspots mainly focused on design education, narrative design, serious games, and narrativity.

Mimeng Zhang
Open Access
Article
Conference Proceedings

Rehabilitation of Data Web Application Design and Usability Evaluation for Elderly Users

As nations face aging populations, elderly individuals often resist seeking medical care, negatively impacting their physical and mental well-being. Current telemedicine solutions often present unfriendly interfaces, exacerbating seniors' difficulties comprehending these technologies. To address these challenges, we developed a web-based application enabling elderly users to access rehabilitation data on mobile devices, gain insights into their rehabilitation training, and obtain medical guidance.Our methodology combined semi-structured interviews with seniors, on-site observations, and expert consultations to understand user requirements. We then conducted usability task experiments to assess key usability metrics, such as satisfaction, efficiency, and error rates. Finally, we employed a usability questionnaire and semi-structured interviews to evaluate the application's usability and seniors' motivation.Analyzing the completion of five predetermined tasks and the results of the MAUQ questionnaire, our findings demonstrated good overall usability for elderly users, with an average score of 5.20 per question. Using an independent sample T-test, we found that although the total questionnaire score remained unaffected by respondents' education level, significant differences arose concerning ease of use and satisfaction among respondents with distinct educational backgrounds.Our study highlights that the web application enhances older adults' willingness to use mobile devices for rehabilitation. By integrating the application into geriatric rehabilitation training, healthcare providers can facilitate a deeper understanding of seniors' conditions, increase motivation for rehabilitation, and streamline the process, making it accessible, digital, and visually engaging.

Wei-Ni Hsu, Bo Liu, Yang-Cheng Lin
Open Access
Article
Conference Proceedings

A controlled experiment using eye-tracking to evaluate the usability of the UDA-ERP system

The size and complexity of ERP systems demand investigating the ease-of-use characteristics required by business users. Usability testing provides essential information to determine errors and specific problems within a software product. This paper presents the results of a usability experiment using non-invasive tools to collect eye-tracking data to analyse and understand human behaviour. A controlled experiment for usability tests was carried out with the aid of an eye-tracking device and the application of the System Usability Scale (SUS) survey. The experiment involved expert teachers in the accounting area and students who are about to complete their studies in accounting. The methodology applied was the experimental process proposed by Wohlin. This methodology includes five tasks: scope definition, planning, execution, data analysis and interpretation, and presentation and dissemination. The experiment was guided by the descriptions of the specific tasks to be completed by the participants. The eye-tracking device GP3 collected participants' eye-gaze data while executing the task. Finally, participants completed the System Usability Scale (SUS) survey. The results show the feasibility of using eye-tracking devices jointly with the SUS survey to identify usability problems related to the graphic interface in the UDA-ERP system. The results suggest that the UDA-ERP system usability is functional, and the usability experiment methodology used in this study provides a practical approach for evaluating future ERP systems' usability.

Catalina Astudillo-Rodriguez, Emilio Guzman, Patricia Margarita Ortega Chasi
Open Access
Article
Conference Proceedings

User Experience on the Telecare System Menu Design with Handheld Devices

Telecare systems for handheld devices can support people who need medical help in a faster way through technology. This study is a continuation of the previous phase of the research and will design a prototype of a handheld device pertinent to a telecare system. The purpose of this study aims to investigate the user experience of telecare systems with handheld devices.In the previous phase of the study, most participants thought that the telecare system should have a clear information framework and function list to reduce the visual interference on the page and improve search efficiency. In particular, the functions in the "System Functions, Find Consultant, Hot Consultants" section should be clearly delineated. Therefore, the research design and experimental variables will primarily focus on the users' needs for remote care functions and the interactive menu interface design of the system. That is, the study will investigate the users' requirements for menu functions and the usability of the interactive interface of the system. The primary research method is a two-factor mixed experiment with a purposeful sampling method. Participants will be invited to take part in a usability test of the menu interface and will fill out a questionnaire after performing all typical tasks. Semi-structured interviews will be conducted with a representative sample of participants.After the experiment was completed, a two-way analysis of variance (ANOVA) will be conducted to investigate the main effects and interaction effect of the variables on the interactive user interface usability and users' subjective evaluations, such as psychological load, preference, and satisfaction. Through this study, it is hoped that the internal feelings of users when operating and interacting with the system can be understood via this study. The research results can be used as a good reference for future interface design of telecare system for handheld devices.

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

Applying the Kano Model to Optimize the Furniture in Rental Scenarios - An application to China case study

With the price of commercial housing rising year by year and the increasing floating population, more and more people choose to rent housing to solve their housing problems in the transitional stage. In order to reduce rental costs, many furniture in rental houses has problems such as poor quality of supporting facilities, incomplete functions, and difficulty in carrying, often ignoring the functional and emotional needs of tenants for the use of furniture, so it is necessary to find new furniture forms to meet the material and spiritual needs of contemporary renters.In this paper, the strategic analysis tool stemming from the PEST(political, economic, social, and technological) has been adopted to explore the necessity of studying furniture for rental scenes. Among the relevant research and practical cases, the research on rental furniture mainly focuses on space-saving, multi-functional, and modular design, and puts a lot of practice into the structural design of furniture, and conducts in-depth research on the difficulty of furniture disassembly and assembly, the portability of furniture, etc. However, relevant studies have ignored the functional and emotional needs of tenants in the process of using furniture, so some products do not fit well with the actual rental group.In response to this problem, we carried out user research using user interviews and Kano models. The research process is divided into three parts: experimental design, experimental development, and experimental results. We want to obtain basic user information through user interviews, and then use the Kano model to analyze and classify user needs and prioritize demand. Combined with the two-factor theory, we analyze the relative satisfaction (SI) and relative dissatisfaction (DSI) of each demand for users, so as to finally evaluate the functional demand of users for rental furniture design, and show the data results of this study in the experimental results.Based on the above research, this paper summarizes the requirements of furniture in the rental scenario and proposes the optimization strategy for this type of furniture design from four dimensions: user targeting, furniture appearance, furniture structure, furniture function, and furniture experience.

Wei Ding, Yuting Liao
Open Access
Article
Conference Proceedings

Investigating the creative design strategy for H5 news based on the Octalysis

This study explores how to enhance H5 news user experience and promote news dissemination by constructing gamified creative design strategies. Through interviews and observations, eight key elements that affect H5 news user experience are summarized, and their weight values are calculated using AHP. Furthermore, the feasibility of gamification in H5 news is verified by comparing the high-weight elements with the eight core intrinsic motivators of gamification. A gamified design framework based on the Octalysisis proposed, and creative design strategies that aim to motivate the experience, set the incentive, and help to spread the news。

Jin Bin Liu, Si Ye Chen
Open Access
Article
Conference Proceedings

Correlation Between Dominant Sensory Mechanisms and Emotional Responses in Virtual Products

Through the exploration of Human Behavior with the use of networks as well as the tetrachoric coefficient, we sought the relationship between the active Dominant Sensory Mechanisms (DSM) during the processes of interaction with 3 Virtual Products in 3 groups of users., and the Emotional Responses generated in this process. The results obtained suggest the existence of a strong dependence on the dichotomy: Dominate Sensory Mechanisms and Emotional Response (Em). However, the results obtained from the Tetrachoric Coefficient (TC) show an inversely proportional relationship between the activation of the DSM and the Em. In this sense, the results show that the greater the domain of a DSM, the less influence of the Em response, and the greater the influence of the Em response, the less domain of a DSM. This was perceived in all 3 groups of users analyzed.

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

Design of Smart Subway Travel Products Based on Scene Theory

In recent years, thanks to the development of digital, subway is no longer just a means of transportation to meet people's fast travel, but can meet people's diverse needs and provide rich and thoughtful humanized services.In the process of smart city construction in China, new technologies such as big data, cloud computing, artificial intelligence and 5G are increasingly applied to urban rail transit. "Smart subway" is developing rapidly everywhere. Services such as intelligent navigation, face scanning, automatic temperature measurement and other services are gradually entering the subway of some cities. It improves the experience and efficiency of people's travel.This paper takes the internal product facilities of subway trains as the research object and conducts desktop research based on Context theory. By gaining insight into the behaviour and experience needs of subway passengers riding scenarios, design opportunity points for optimising the product experience are derived and combined with design tools to solve the problems currently encountered by passengers when travelling on trains in order to improve the user experience.

Huai Cao, Xinyue Gong
Open Access
Article
Conference Proceedings

Quality Function Deployment to combine with Service Design to optimize the English vocabulary learning app's usage experience

As mobile technology develops, more people are using their smartphones to learn English vocabulary, and smartphone apps can improve English vocabulary learning effectiveness. When evaluating how to use an app, the process and user experience are equally as crucial as the actual product. Research has also revealed that using applications is not straightforward and that the user interface is not sufficiently clear. Service design, which aims to generate creative service processes, is focused on interdepartmental teams developing procedures based on the needs of learners. Quality Function Deployment is an effective technique for transforming customer requests into product design specifications through a multi-level examination of the product. This study combines a User Journey Map with the Quality Function Deployment to more precisely identify and fix issues with the use of English vocabulary learning applications. The user's thoughts and feelings are expressed in a timeline through the visualization of the use process, user demands are assessed in a hierarchical manner, and important design aspects in the use process are recognized. This is a novel technique to meet fresh learning opportunities and offer fresh viewpoints on the interface's user flow.

Shuo-Fang Liu, An Yu Su, Yi Chieh Wu, Meng Hsuan Lee
Open Access
Article
Conference Proceedings

Research Hotspots and Trend Analysis of User Experience Design for Healthcare Service System

International Organization for Standardization(ISO) defines user experience as the perceptions and responses of users about the usage or anticipated use of a system, product, or service. The notion of "patient-centred" service has steadily evolved over the last several years, focusing on user experience in the healthcare service system. Current research on user experience in healthcare service systems integrates topics such as psychology, design, and engineering. It is impossible to conduct an impartial analysis of this multidisciplinary topic based on a survey of the traditional literature due to the complexity and volume of the reference material. This study utilises bibliometrics to visualise the retrieved data's knowledge structure and structure of the retrieved data and to offer a foundation for future research in the area of user experience design for healthcare service systems.The information for this research comes from the Web of Science. The search strategy was TS=((User Experience)AND(Medical Services OR Medical Products OR Medical Diagnostic Equipment)), and the search sources were the five primary citation indexes typically utilised in the WOS database: SSCI, SCI-Expanded, A&HCI, CPCI-S and CPCI-SSH. During the search process, the sources had to be modified or eliminated to prevent the loss of interdisciplinary literature. The search results were produced as "complete records and cited references" text files. Manual screening is used to screen out publications that diverge from the subject of the study, lack on-site information (e.g., time, keywords, authors, and other crucial information), include duplicate data, or are otherwise distracting. For additional quantitative analysis, a total of 2030 articles were retrieved.This work employs a mix of bibliometrics, content analysis, and information visualisation, as proposed by Pritchard in 1969: bibliometrics may assist in identifying patterns and information in vast volumes of literature via quantitative analysis of all sorts of literature. The study also used a combination of two bibliometric tools, CiteSpace and VOSviewer, to examine keyword co-occurrence analysis and literature co-citation in the cited literature and to map the associated scientific information to visualise research paths and frontier regions.The results of the study indicate that: 1. From a macro perspective, the number of documents in the search area is increasing and will remain a key research direction in the academic community; 2. From the perspective of the number of articles published, the UK, the US, China, and Canada are leading the research in this field; kings coll London, Mcmaster univ, Boston univ and other institutions are more active, but there are few high-producing institutions, and eastern Europe is the least productive region. The need for more collaboration between research institutions and between institutions and writers and the shortage of prolific authors represent the most significant research limitations. 3.The disciplines of "healthcare," "experience," "mental health," "services," "telemedicine," "patient satisfaction," "impact," and "schizophrenia" are varied and strongly interrelated. Nonetheless, this topic's fundamental study has generated many great works.

Xinyue Zhang
Open Access
Article
Conference Proceedings

Experience compelling map: an auxiliary tool for user experience design in physical retail

The growth of online shopping is a recognized phenomenon and its strength has become even more evident during the Covid-19 pandemic. Despite the ease and speed of digital retail, one cannot lose sight of the physical store, responsible for ensuring the vitality of urban centers and promoting a more humane shopping experience. Current market and consumer movements call for a “Phygital” reality, an expression designed to represent the intersection of physical (offline) and digital (online) commercial environments.Design is about people. According to Lowdermilk (2018), you cannot create products for users without going to them. User-Centered Design (UCD) emerged from Human-Computer Interaction (HCI) and essentially consists of a design methodology based on people's true needs and interests, developing products and services that are easy to understand and use. Deep knowledge of the public is the reason for the success of brands commonly associated with good commercial performance, after all, everything is created with the intention to be bought and thus become part of people's daily lives.An intrinsic relationship is found between Cognitive Ergonomics and User-Centered Design. Cognitive Ergonomics comes from Cognitive Psychology and its studies are linked to memory, concentration, attention, reasoning and decision-making processes. User Experience (UX), one of the focuses derived from User-Centered Design, addresses the entire experience that the user has with a product or service, including physical and emotional reactions (LOWDERMILK, 2018).Cognitive and behavioral methods, such as the focus group, have their original foundation in the disciplines of psychology and are strong allies of User-Centered Design and UX. These user assessment methods or techniques provide information about individuals' perceptions, cognitive processes and potential responses. The information obtained is perceived through sensory systems, which influence the way the user interacts with the task, his decision making and also satisfaction. Through these methods, users are placed at the center of the entire process of designing experiences (WICKENS, 1992).For Stanton (2006), no single method can, by itself, collect all the information necessary to conduct an effective research and, therefore, to achieve factual results, it is advisable to use a combination of methods. In the case of research involving retail, such methods can be personalized and related to the brand, its target audience and commercialized products. To facilitate users' understanding and ensure greater participation during a focus group session, for instance, a design thinking tool can be incorporated: the Experience Compelling Map. In this tool, accessed by Tonin during a “Design Thinking for Better Business” workshop held at The New School-PARSONS in 2018 and conducted by Melissa Rancourt, volunteers are invited to share insights from a structured exercise that sequentially maps the experience into five moments: 1-attraction, 2-entry, 3-engagement, 4-exit, 5-extension.In order to illustrate the benefits of using the tool as a support to the user experience design process in physical stores, the present study presents an experiment in which the Experience Compelling Map is used during focus group sessions involving 25 volunteers equally divided between the 5 different generations they belong: Silent Generation, Baby Boomers, Generation X, Generation Y and Generation Z. Based on the results obtained through the experiment, it is possible to propose guidelines to improve the consumer experience in physical retail. The guidelines presented are divided into 14 categories and are a synthesis of the insights collected from users, showing that the tool can not only be a great ally when applying cognitive-behavioral methods, but is also capable of significantly contribute to user experience design.

Paulo Eduardo Hauqui Tonin, Elton Moura Nickel
Open Access
Article
Conference Proceedings

An automatic layout method of children's book covers based on design aesthetics

This paper focuses on children's book covers and further investigates the automatic typesetting algorithm for book covers based on the aesthetic measure algorithm. Before designing the algorithm, the element composition and relative positions of current common children's book covers were analyzed, and common types of cover elements and their identification methods were derived and their positions were quantified. The intermediate values of the positions of each type of element in the book cover in the sample were obtained, and then the initial positions of each type of element in the experimental elements were assigned according to the recognition results. And then this paper proposes an automatic displacement algorithm by generating random class objects with random seeds and then generating random numbers with the help of this object so that the objects can be displaced irregularly on the page to produce a large number of combinations with high aesthetic values. In order to verify the effectiveness of the automatic layout method given in this paper, the book cover layout is generated on the basis of the random given element size and the higher interface aesthetics values are calculated.

Zhang Yiran, Xiaojun Liu
Open Access
Article
Conference Proceedings

Construction of Key Index System of Product Usability Design Based on User Operation Behavior -- An Example of the Intelligent Ultra-cryogenic Refrigerator

There is a contradiction between the increasing complexity of product functions and the ease of operation. This resulted in the ubiquitous usability problem of products. In view of the mismatch between product usage and user behavior logic, this study systematically analyzes the usage of product from the perspective of user behavior logic, and explores the usability requirements of intelligent ultra-low temperature refrigerators. This paper combines the theory of usability engineering to correlate usability requirements with product design elements. Correlation co-efficient and, weight are calculated by gray correlation analysis and the order relation analysis, and the key indicators of usability design of product are extracted, which provides key indicators, which provides key indicators for product optimization design, quantifies user demand, improves product usability, realize the interaction, mixing and symbiosis mode between human and intelligent machine. In the process of research, providing the intelligent ultra-low temperature refrigerator as an example. As a biological sample or special work piece manager, intelligent ultra-low temperature refrigerator is of great significance for speeding up medical research and promoting industrial development. This study constructs the key index system of product usability design. And by the user knowledge and design knowledge effectively matching to improve product availability, enriched the theoretical system of human-computer interaction design and usability, and provided decision basis for iterative innovation product design, reasonable allocation of resources.

Zhāng Píng, Hanyu Wang, Haokun Tian, Ruzhong Li
Open Access
Article
Conference Proceedings

Interaction Design Strategies for Cultural Relic Information in a Mixed Reality Context

This paper focuses on the issue of how to design cultural relic information interaction in a mixed reality context. Taking the perspective of cultural relic information interaction design as the entry point, and combining the mixed reality context and characteristics, a design strategy for cultural relic information interaction design are proposed, which provides a basis and reference for cultural relic information interaction design and helps to improve the user experience. Using interdisciplinary cross-research and deductive methods, the design strategy are proposed at the level of strategy, scope, structure and presentation, and a practical application is carried out to validate the design strategy, using the Luohua bird embroidered jacket as an example. By analysing the concept and characteristics of mixed reality contexts, new opportunities for digital product design from the three dimensions of computer, human and environment are identified. The design of natural interaction techniques, design theories of natural human interaction behaviour, and theoretical support that can enhance user experience in rich application scenarios provide for the design of cultural relic information interaction. At the same time, it further extends the application of mixed reality contexts in the field of cultural relic information dissemination. Expand the explanatory power of cultural relic information. From the level of public awareness: it helps the public to better understand cultural relic information, gradually love traditional culture, improve their awareness of cultural relic information, and then develop a sense of cultural identity. From the level of cultural popularisation: to improve the breadth and depth of popularisation of cultural relics information, to help promote the dissemination and transmission of cultural relics information, while expanding the effective transmission of cultural relics information.

Chenlu Li, Songhua Gao
Open Access
Article
Conference Proceedings

Knowledge Visualization of Earthquake: Impact of Design Format on Readers' Perception and Understanding

To strengthen the seismic intensity and differentiate adaptations to earthquakes in Taiwan, the Central Weather Bureau of the Ministry of Transportation and Communications subdivided the original seismic intensity of 5 Strong and 6 Violent earthquakes of the Seismic Intensity Scale into 5 Lower and 5 Upper, 6 Lower and 6 Upper respectively in 2020.First, we collected 28 infographics from domestic and overseas governmental and private institutions and stock image websites using earthquake intensity as the keyword. Three researchers with design backgrounds classified the infographics into three kinds of types for experimentation: 1) a single-color gradient (semi-circular car dashboard) with an illustration of a cabinet or a house; 2) a 3D geometry (horseshoe type) with illustrations of people and scenes inside and outside the house; 3) a traditional table (horizontal type) with an illustration of a house. The text descriptions of the three infographics were the same. Sixteen respondents (10 of whom had 5-year design background) read through the three infographics sequentially and did a 7-Point Likert Scale Questionnaire. The questions included design form (format, logic, and clarity of information), perception and understanding (distinguishing seismic hazards, perceiving intensity differences, and rapid understanding), risk perception, and personal preference. Finally, semi-structured interviews were to gain a deeper understanding of what factors influence readers' priorities in reading the earthquake intensity infographics.This study found that: 1) a semi-circle speed gauge with one color gradient using light to dark orange had the highest perception and understanding score (mean = 5.19); 2) 3D geometry with horseshoe shape with illustrations and information richness had the highest design form score (mean = 5.13) and highest personal preference ranking; 3) formatting tables with stereotypical image and only one house illustration could not determine the difference had the lowest design form score (mean = 4.65) and lowest perception and understanding score (mean = 4.93) and lowest personal preference ranking. The lowest scores for design form (mean = 4.65), perception and understanding (mean = 4.93), and personal preference were the lowest. In addition, 80% of the respondents were concerned about earthquakes and prepared for them, but more than half would not evacuate quickly during an earthquake. Suggestions for the future are that the earthquake infographics could use color gradients and 3D geometry so that the public can differentiate the danger in different intensity scales.

Ying Chi Hsu, I Wen Yen, Meng-Cong Zheng
Open Access
Article
Conference Proceedings

Studying Tian Hock Keng's architectural heritage through the lens of interaction through digital design

The history of human civilization has formed a large number of precious architectural heritage, which reflects a country's achievements in engineering technology, social development, culture, art, etc. This architectural heritage also covers the concepts of architectural design planning. However, with the changes in the environment and the influence of human activities, cultural heritage is inevitably eroded and destroyed. The distribution of architectural cultural heritage is wide and large, and the resources for architectural protection are given priority to projects with higher value, and it is impossible to cover all. Under the background of the digital age, the digital preservation and dissemination of cultural heritage have gradually become an inevitable trend. Digital cultural heritage technologies supported by technologies such as virtual reality, augmented reality, and 3D modeling provides rich means for digital recording, preservation, display, and inheritance of cultural heritage, and expand the connotation of traditional cultural heritage protection.Virtual reality technology has been widely used in the protection and dissemination of architectural cultural heritage. As a national key cultural relics protection unit in Singapore, THK has a long history and rich ancient architectural resources. The research aims to digitally preserve THK from inevitable physical damage by creating 3D interactive models, which can restore the historical, cultural, and aesthetic value of THK's architectural heritage. With breakthroughs in perceptual interaction technology in recent years, the mode of natural interaction in VR has more possibilities. This research mainly focuses on the application of natural interaction modes based on eye and hand movement tracking on architectural cultural heritage dissemination. Meanwhile, it also explores the application in the dissemination of architectural cultural heritage and summarizes the interactive designing strategy. As the eye movement and hand movement tracking modules are applied to the virtual interactive display of THK, we have the following objectives. Firstly, we will analyze the characteristics of information dissemination which is in various forms in natural interaction. Moreover, we will validate design strategies for natural interactions with experiments, optimizing the user experience of the audience who are experiencing the interaction. Particularly, the 3D interactive mode can interactively transport users back in time. Although both the aesthetic elements and the architectural space have evolved through time, users can still interact with them. To experience the history and culture, target users can watch and interact with THK digital architecture models on their mobile phones from anywhere. This study can improve the impact of information spreading and make helpful explorations of the digital dissemination method of cultural heritage, as well as have positive effects on the distribution of spatial structural information and historical and cultural information about architectural heritage.

Luo Hong, Kang Xinyan, Li Sheng, Zhou Yangmengliu
Open Access
Article
Conference Proceedings

Application Status and Progress of Analytic Hierarchy Process in Design Research: Bibliometric Analysis Based on Citespace

Background:Analytical Hierarchy Process (AHP) refers to the hierarchical process of the complex decision-making system and the transformation of multi-factor decision-making into multi-level single-factor problems. In recent years, the application of AHP in Design Research (referred to as AHP-DR) has attracted more and more attention. As a result, a large amount of research literature with diverse knowledge structures and a visible interdisciplinary nature has been produced. But it is hard to reflect the actual application situation of AHP-DR only through the summary and analysis of the traditional literature review method. Based on this, this paper uses the relevant literature collected in the Web of Science database as the data source, visualizes the knowledge structure of the retrieval data through scientific bibliometrics and comprehensively analyzes the research situation and development trend of AHP-DR.Objectives:This paper mainly researches the application of AHP-DR by answering the following three questions: (1) Which countries, institutions and scholars are the application subjects of AHP-DR? (2) What are the hotspot research topics of AHP-DR? What are the future frontier trends? (3) What are the topics and paradigms of AHP-DR high-impact literature research?Methods:This paper uses the methods of bibliometrics and information visualization. To obtain more rigorous and comprehensive data indicators, VOSviewer and CiteSpace (two pieces of bibliometric visualization software) were used to draw a map of scientific knowledge such as cooperative countries co-occurrence network, keywords co-occurrence clustering network and reference co-citation clustering network so as to conduct an empirical analysis on the retrieved data. In this paper, the Web of Science database is selected to retrieve the journal and paper data related to AHP-DR. In order to ensure the authority and research value of literature data, only SCI, SSCI and A&HCI were selected as the search source, with TS=(("Analytic Hierarchy Proces" OR "AHP") AND ("design")) as the search criteria and an unlimited time span. Finally, 1403 retrieved papers published from 2015 to 2022 were exported as TXT files in the format of "fully recorded and cited references" to generate a visual knowledge map for quantitative analysis.Results:(1) The paper output related to AHP-DR shows an overall upward trend, with University Politecn Valencia, Istanbul Technical University and Islamic Azad University as the primary output institutions. In addition, cooperative research among scholars is not close, and sporadic cooperation among institutions is the main research type. This is also the current situation of AHP-DR research. (2) Nowadays, the research hotspots of AHP-DR include fuzzy ahp, selection, management, decision-making, optimization and sustainability, which are mainly applied to "evaluation and decision-making" problems. The combination of AHP and other methods mainly involves topsis, fuzzy topsis and MCDM, etc, making AHP bear an interdisciplinary attribute. (3) At present, a bulk of influential and highly-cited literature on AHP-DR has been generated. They constitute the classic cases and knowledge base of the application of AHP-DR and provide a research basis for the subsequent application of AHP.Conclusion:With the accelerated process of design research and more detailed research fields, it is still a long way to go to explore a suitable way for AHP-DR to be applied in the design field.

Junhui Sun
Open Access
Article
Conference Proceedings

Analyzing Social Presence Factors in Experience Design of Online learning

With the advancement of computer and Internet technology, online learning and hybrid learning have progressively become the new norm in education. The lack of interaction and communication in the experience design of online learning platforms has resulted in the forced weakening of the teacher's role, and the problem of lower student engagement and learning results has become increasingly evident which brings new requirements and obstacles to the design of online learning experiences.Since social presence has a direct impact on the effectiveness of online learning, which has been confirmed in the Col framework, this article will investigate user experience design in the context of online learning with the aim of enhancing users' social presence.User research methods, such as user interviews and questionnaires, are combined with theories associated with online learning to analyze the interaction experience design factors in the process of online learning, which are summed up as initial perception experience, learning process experience, and effect value experience. Second, the literature research technique is used to determine the formation mechanism and influencing factors of social presence: the formation of social presence depends on the triangle structure of "sociability-social presence-social space," and the mapping relationship of "social space orientation, perception of others, perception of self, evaluation of others and self, shared presence, perceived social presence" can be summed and promotes the formation of social space and social interaction in turn.The influencing factors, including control, sensory, distraction and realism, are what finally build the link between experience and design. This research constructs an experience design model for online learning from the perspective of social presence based on the aforementioned research methods, and utilizes it as a basis to guide the design process, which is verified by applying the social presence evaluation scale.Based on social presence theory, this study suggests a model for experience design for online learning to direct design procedures that can satisfy users' needs for online learning, promote social interaction in online learning, optimize the online learning experience, and enhance learners' engagement and learning motivation. It offers fresh perspectives and a framework for experience design in this situation.

Li Ren, Xiaodong Gong, Yushun Liu, Qian Gong
Open Access
Article
Conference Proceedings

Exploring the Design of Campus Directional Sign through Wayfinding Behavior in Virtual Environment

National Taipei University of Technology (NTUT) is in the center of Taipei City, with three significant entrances and more than 20 buildings. Because of the nearby attractions, such as the Huashan 1914 Creative Park and Jianguo Brewery, and the Red House, a city-designated historical monument on the campus. Visitors are often attracted to the campus. However, the crowded and enclosed building layout makes it difficult for first-year students, foreign guests, and tourists who are unfamiliar with the environment to navigate around the campus.In this study, the campus of NTUT was used as the experimental environment, and the modeling software was used to build the scene model. An interactive interface was created in Unity 3D to allow participants to move around the virtual campus from a first-person perspective to simulate wayfinding. A total of 30 participants conducted the online experiment, using the three entrances of the campus as the starting points to divide into three groups of scenarios. Each set of scenarios contained four tasks, and participants were divided into three groups of 10 to operate two scenarios, each with a total of eight tasks. The evaluation method is as follows: 1) Let participants perform wayfinding tasks, and the researcher observes and records their behavior and thinking aloud during the tasks. 2) After the tasks, a five-point Likert scale questionnaire was used to understand participants’ anxiety levels and evaluate the directional signs. 3) Semi-structured interviews were conducted at the end of all tasks to determine the reasons behind the behavior.The results show that the participants did not quickly enter the trail at the beginning of the experiment unless the directional sign gave clear guidance. They mostly searched for directions on the main wider paths, and we found that participants would expect the directional signs to be consistent. If they did not find the previous target information on the next directional sign, they would go back and forth to confirm the correctness of the information, or they would stop and look around, thinking they had reached their destination. On the other hand, once the participant starts looking at one form of directional sign design, they subconsciously look for the same design, such as the same color or shape. It caused participants easy to ignore the other design form of directional sign. In addition, the arrows of the directional signs should be more unambiguous. For example, when participants found out that the arrow is pointing to the back of the building, they are likely to pause and hesitate. A diagonal arrow can also lead to misunderstanding. When participants became disoriented in finding the exit, they used the strategy of walking around the campus wall to find the exit. The results of this study intend to help understand wayfinding behavior on campus and serve as a reference for the subsequent design of directional signs.

Ting Chun Liao, Ching I Chen, Meng-Cong Zheng
Open Access
Article
Conference Proceedings

Design of the living room based on the survey of children's parent-child families - Take Shanghai as an example

People's living standards have improved with the continuous development of the times. The lifestyles of today have changed dramatically, which has led to an increase in living space requirements. Additionally, young children's growth is particularly concerning to many people.The living room serves as the focal point for family communication and emotional interaction. Consequently, the living room receives more attention.We begin this paper by examining the family lifestyles of modern Chinese consumers, examining the life patterns of children's families, and demonstrating the importance of the living room through research, using the Shanghai area as an example, in order to improve the home market's understanding and attention to parent-child users so that products that fit their needs can be developed.

Ezaes Rashad Sultan Alazazi, Linong Dai
Open Access
Article
Conference Proceedings

Does the Automated Essay Scoring System Reduce Motivation to Learn English Writing? A Case Study of Chinese College Students

Artificial intelligence technology has given rise to the Automated Essay Scoring (AES) system, which has greatly reduced the workload of English teachers. It can give overall scores, error feedback and writing suggestions in seconds, after students have uploaded their English essays. In China, the most widely used AES system is called Pigai, which has been shown to help improve English writing skills, but has caused resistance from some students who believe it reduces motivation and creativity in English writing. Using a case study approach, this study investigated 29 Chinese English learners who had used Pigai. Based on the Cognitive Process Theory of Writing, quantitative analyses were used to assess motivation in three writing stages: planning, translating and reviewing. The results showed that the negative impact on students' motivation occurred in the planning and translating stages for three main reasons: lack of interpretability, unsuitability of recommendation algorithms and inadequate feedback mechanisms. In addition, based on the results of the questionnaire and interviews, we made some design suggestions for the AES system to improve user experience.

Zhixin Gui, Duoduo Zhang, Yiming Bai, J Ouyang
Open Access
Article
Conference Proceedings

The Effects of Communication Cues on Group Decision Making in Online Conferences

Online conferencing has become one of the most common tools we use in our lives and at work today. As a result of the coronavirus disease (COVID-19) pandemic, social mobility was limited, and people around the world had to use computer-mediated communication to connect and collaborate remotely instead of face-to-face interaction. The outbreak led to a surge in the use of online meetings, which are still actively used by a large number of people. However, prolonged or excessive use of online meetings can cause some negative feelings, a phenomenon known as "Zoom Fatigue." The lack of communication cues in online meetings compared to face-to-face interactions can lead to undesirable experiences such as easy distraction or low engagement. Previous research has found that the root causes of zoom fatigue include a lack of non-verbal cues such as spatial voice, facial expressions, eye contact, and body language. It is unclear to what extent these cues influence participants' experiences of social interactions in meetings and the relationship between them. We designed a between-group study to compare the performance and experience of different interaction conditions with different communication cues on meeting teamwork. The communication cues we focused on were spatialized voice (SV), eye contact (EC), facial emotions (FE), and body language (BL). By reducing communication cues, we designed five interaction conditions, namely: an online meeting A1 (no SV), normal face-to-face A2, face-to-face with a mask A3 (no FE), face-to-face with a hidden head A4 (no FE and EC), and face-to-face with a hidden whole body A5 (no FE, EC, and BL). Using the hidden profile paradigm, we set up a fictitious personnel selection case to test group decision-making and investigated whether communication cues made a difference to the cognitive load and social presence in the meeting. In groups of four, we tested 20 participants in different interaction conditions and observed and recorded their behavioral performance. For all participants, we collected their demographic information as well as online meeting usage. To assess the experience of social interactions in meetings, we recorded task completion times and used the Networked Mind Measure of Social Presence Questionnaire (SPQ), the NASA Task Load Index Questionnaire (NASA-TLX), and the System Usability Scale (SUS). Our results found a decrease in task completion time after integrating eye contact. For social presence, spatial voice and facial expressions led to a significant increase. Eye contact and gestures increased attention but decreased perceived information comprehension. Eye contact had no significant effect on joint presence, while gestures enhanced joint presence. For cognitive load, eye contact and facial expressions make it lower, while other cues enhance it. The integration of gestures substantially enhances the usability of social interactions in meetings. In summary, our findings suggest that spatial voice significantly enhances social connection with others in meetings; facial expressions and eye contact help improve the understanding of interactions; and gestures improve the perception of social interactions. The way communication cues are presented in future virtual environments and remote collaboration will determine whether the feeling of real-life face-to-face interactions can be met or exceeded.

Tingshu Chen, Ren-Ke He
Open Access
Article
Conference Proceedings

Using Linear Regression to Investigate the Relationship Between User Experience and UX Components in Cryptocurrency Wallets

This study investigated the relationship between User Experience (UX) and UX components in cryptocurrency wallets. A user evaluation experiment was conducted on two selected cryptocurrency wallets, CoinUS and D’CENT, using 32 individuals with no prior experience. Participants were asked to perform tasks such as creating and restoring a cryptocurrency wallet and receiving and sending cryptocurrency. After each task, participants evaluated the overall UX and UX components, including usability, affect, sociability, social value, economic value, and trust, on a 101-point scale. Linear regression analysis was used to determine the relationship between UX and UX components. The results show that usability and trust are the key independent variables that affect UX, better usability leads to better UX, and a higher level of trust in the service offered also contributes to better UX.

Kimin Kwon, Sung H. Han
Open Access
Article
Conference Proceedings

Aligning User Experience with Communication Theory to Explain Why We Love and Hate Hotels

Rhetorical theorist Sonja Foss introduced a theory of visual rhetoric in 1971 (Foss,2004). Aligning Applied Human Factors Engineering (AHFE) with visual rhetoric can provide the field of UX with a deeper understanding of how a design can impact the effective performance and usability of products. According to Foss, visual objects are not inherently rhetorical, but when they are organized to express symbolic action, allow for human intervention, and target a specific audience, these visual systems gain rhetorical significance (Foss, 2004). All the various user interfaces (UI) that humans interact with day to day include attempts by a user experience (UX) designer to "guide" the user to the proven, most effective, lowest-risk means of accomplishing a specific goal. Aligning user experience (UX) with the principles of rhetorical theory establishes an important facet through which the designer can understand why a UI design fails or succeeds. Aristotle taught that the speaker accomplishes persuasion accomplished by appealing to the three pillars of rhetoric: logos (appealing to logic), pathos (appealing to emotions), and ethos (appealing from authority).Similarly, Don Norman stated (2013), "Cognition provides understanding, and emotion provides value judgement." Norman also discussed (2003) that trust in the UI is damaged when UI doesn't meet these cognitive and emotional expectations. Consider an experience many Americans have in common, staying overnight in a hotel. Every hotel works similarly, understood through the hotel business's well-established practices and expectations built on previous experiences. But imagine what transpires when the experience breaks convention and the unexpected happens. Incorporating rhetorical principles in design considers how users identify and communicate to others in their user group. Appealing to the users through logos, pathos, and ethos helps the designer communicate more effectively, meeting the user's needs. When these pillars work together to communicate with the user more accurately, it improves a user’s discoverability of product features, and system affordances become a pleasant, straightforward experience to enhance the usability of products. High-usability products correlate to reduced cognitive load, task time reduction, and reduced fatigue time. Foss et., Helmers, Marguerite H., and Charles A. Hill. Defining Visual Rhetorics. Mahwah, N.J: Lawrence Erlbaum, 2004. Web.Norman, Donald A. The Design of Everyday Things. Revised and expanded edition. New York, New York: Basic Books, 2013. Print.

Richard Steinberg, George White
Open Access
Article
Conference Proceedings

Agile and reliable design decisions based on the perception of the target audience

The conceptualization phase of a product plays a critical role in the design process. The decisions made during this phase directly affect the degree of innovation, quality of design solutions, costs involved, and overall competitiveness of the product. During this phase, a continuous process of accepting and rejecting options takes place, so that making decisions correctly becomes a very important activity for the company. However, decisions made during this phase often rely on subjective opinions, leading to uncertainty and errors. This paper presents the Waumap platform (https://waumap.ibv.org), that was developed as a methodological tool to involve potential consumers in the design process. This tool takes advantage of the potential of Artificial Intelligence (AI) to analyze in a standardized, agile and autonomous way the perception of the consumer expressed naturally by a representative sample of remote users, combining classical qualitative user research with natural language processing techniques.The paper shows also the results of the use cases carried out with different companies. In general, the companies state that the Waumap tool is very simple, intuitive and agile. They consider it very useful for their decision-making in their development processes, specifically, in the following application areas: new product concepts, supermarket shelf (physical and/or virtual), packaging and corporate image.The analysis of the perception of the consumers who have participated in the use cases have allowed to show that the automatic analysis of the user's perception through Artificial Intelligence reduces the time and effort of analysis to generate the keys that make it easier for companies to make decisions in the design of their products. The Waumap platform has positive implications for the decision-making process, facilitating a better integration of the target audience in the product conceptualization phase and offering the keys to design optimization from the point of view of market acceptance.

Raquel Marzo Roselló, Adrian Morales Casas, Vanessa Jimenez, Lia De Belda, Marta Valero, Mercedes Sanchís Almenara, Adrian Colomer Granero
Open Access
Article
Conference Proceedings

Virtual Fitness Coach App Interaction Design by Using Kano-AHP-QFD Model

As people become increasingly health-conscious and their living standards improve, fitness has become an important part of daily life. However, due to limitations such as time, location, and cost, many people are unable to go to the gym for regular fitness training. Therefore, designing a virtual fitness coach mobile application that caters to the fitness community is of practical significance. The purpose of this study is to improve fitness effectiveness by determining and quantifying the demands and weights of fitness enthusiasts in the interaction of a virtual fitness coach mobile application, transforming them into design elements, and enhancing user experience and satisfaction through their appearance in the app. To this end, this study proposes a virtual fitness coach mobile application design method based on the Kano-AHP-QFD model. First, a questionnaire survey was used to obtain 20 requirements for virtual fitness coach mobile application design from the fitness community, and the Kano model was used to classify them according to attributes. Secondly, the Analytic Hierarchy Process (AHP) was used for weight analysis, revealing that user fitness instruction and user life guidance needs are the most critical design requirements for the mobile interaction design of virtual fitness coaches. Finally, Quality Function Deployment (QFD) was used to transform customer needs and expectations into product or service design characteristics, ensuring that these characteristics are met. This paper combines three classic quality management tools to design and study the mobile virtual fitness coach application, verifying the feasibility of this method in solving similar design problems. This method not only provides practical design for the fitness community but also provides reference for the design of other mobile applications.

Chang Guo, Anglu Li, Wanyue Luo
Open Access
Article
Conference Proceedings

Application of innovative design of transformable baby stroller based on TRIZ

In the context of traditional stroller design, people tend to focus on its lightness, stability, comfort and material safety aspects, however, the current strollers are single-functional and do not fully meet the needs of users in complex spaces, while there are safety hazards. Based on the safety requirements of the escalator scene, this paper proposes a solution for a stroller with liftable rear wheels to solve the problems of easy tipping and unstable user force when the front and rear wheels of the stroller are not at the same level. The solution discusses how strollers can dynamically change to meet users' needs for product safety and ease of use in an escalator scenario. First, user research was conducted through observations and interviews. After that, a TRIZ-based functional model was developed to describe the application scenario and identify the specific problem. Using the standard solution method, the innovative invention principle was used to design a self-adjusting structure applied to baby carriages through the analysis of the su-field model. In addition, based on the ergonomic design principles of standing posture, we have improved the sense of the experience of using the product. This study guarantees the safety of infant travel while also enhancing the comfort of use, satisfying the needs of users and providing a new solution for the use of strollers in escalator scenarios.

Lu Wei, Xiaotong Zhao, Xiaomo Ye, Xin Chen
Open Access
Article
Conference Proceedings

Children's Experiential Product Design from the Perspective of Aesthetic Education

This study employs advanced methods such as user interviews and behavioral observations to facilitate the practice of aesthetic experience design. The primary objective is to delve into the intricate interactive dynamics between users, environment, and products through diverse experiential encounters, ultimately enhancing user experience and fulfilling their emotional needs. Notably, this paper prioritizes pedagogy and supplements it with design, integrating an aesthetic education perspective that underscores the guidance and cultivation of beauty. By integrating emotional elements into children's experiential product design from an aesthetic education perspective, this approach serves to stimulate emotional resonance and profound experiences among children. Furthermore, it aids in the enhancement of cognitive abilities, the cultivation of comprehensive qualities in various domains, and the fostering of user participation through rich educational elements. This approach holds substantial theoretical and practical significance for design practice and the development of children's products from an aesthetic education standpoint.

Ziqin Luo, Huixiang Zhang
Open Access
Article
Conference Proceedings

A Comprehensive Evaluation of Gift Packaging

Due to the rapid development of the global economy, the production of domestic waste has increased rapidly, causing increased damage to the global environment. Among them, packaging waste accounts for the largest proportion of household waste, and product packaging can lead to an excess of emissions, resource waste and environmental pollution, which are key areas that have received increased attention by society. In particular, the phenomenon of over-packaging has been on the rise, with gift packaging being the "hardest hit area". The gift-giving behavior is a manifestation of people's communication style, and these types of gifts which carry such emotional communication have gradually become the material carrier of etiquette culture. The packaging can show the value of the gift and enhance the quality of the gift. In addition, the emotional and social values contained therein are more easily realized. Therefore, consumers tend to pay close attention to the packaging when choosing gifts and are willing to pay extra for excessive packaging. Compared to ordinary commodities, gifts have special product positioning and their packaging is an important component of their value, therefore businesses understand that there is extra profit in gift packaging and are willing to make unnecessary designs for gift packaging. Nowadays, the phenomenon of over-packing in gifts is getting more and more attention from all walks of life, the problem of over-packing has triggering factors in the whole life cycle. To crack the problem of over-packing in gifts, we need to start from the roles of these triggering factors, which come from the production side, the consumption side and the third party. These entities are the manufacturers of the gifts, the designers who design gift packaging, the gift-givers who buy the gifts, those who receive the gift and the organizations that evaluate the packaging impartially. However, in the existing research, the comprehensive evaluation of gift packaging is still unclear, and there is a lack of theoretical guidance on how to reduce the triggering factors of excessive gift packaging from different perspectives. Therefore, this study focuses on this phenomenon to investigate the views of various roles on overwrapping in the life cycle of gift packaging, using existing gift packaging as a reference, extracting elements of gift packaging through literature survey, using questionnaires to obtain the evaluation of various roles on packaging elements, quantifying the obtained results, constructing a set of comprehensive evaluation scale for evaluating gift packaging, and presenting the results in the form of radar diagrams. The results of this study can optimize the design and development of gift packaging at the production end, correctly guide the selection and use of gift packaging at the consumer end, and provide a common evaluation standard for third-party organizations to judge the excellence of gift packaging. This study will reduce the triggering factors of over-packaging in the whole life cycle of gift packaging, alleviate the environmental pressure brought by over-packaging, and create a more sustainable gift packaging concept.

Shuo-Fang Liu, Mingkai Hong
Open Access
Article
Conference Proceedings

The application of co-design in service design: a bibliometric analysis of 2018-2022

In recent years, a substantial body of literature has emerged due to the widespread application of Co-design in Service Design Research (hereafter referred to as Co-SDR). However, there is currently no comprehensive literature review on Co-SDR. To further promote the development of service design and Co-design as a tool for innovation, it is crucial to comprehensively summarize and analyse the relevant research, particularly its current state over the past five years. Furthermore, the existing research literature in the field of Co-SDR is extensive, spanning across diverse disciplines and fields of knowledge, and the research content and perspectives are complex. As such, traditional methods of literature review may not be adequate in capturing the current research hotspots and development dynamics. The search strategy of using TS= ((co-design OR collaborative design) AND (service design)) in the Web of Science (WOS) core database was adopted in this study. The three major citation indexes commonly used in the WOS database, namely the Social Sciences Citation Index (SSCI), the Science Citation Index (SCI), and the Arts and Humanities Citation Index (A&HCI), were chosen as the search sources. The search spanned from 2018 to 2022 to examine the development dynamics and current status of research in the last five years. To avoid the loss of interdisciplinary literature, the sources were not streamlined. A total of 880 articles were selected and used for further quantitative analysis. To obtain more rigorous and comprehensive data indicators, the study employed VOSviewer, a bibliometric visualization software that uses a scientific bibliometric approach to empirically analyse the retrieved data. Bibliometrics refers to the quantitative analysis of various types of bibliographic data to identify potential patterns and information in the vast amount of bibliographic data available. This approach was first proposed by Pritchard in 1969. The analysis reveals that Co-SDR research output has increased significantly in the past two years. Few countries/regions, institutions, and scholars demonstrate high productivity, and research collaborations tend to be institutionally dominated and fragmented.The keyword clustering analysis shows that Co-SDR research is comprehensive and multidisciplinary, with four primary categories: #1 Healthcare Design, #2 Research Methodology, #3 Participatory Design of Public Services, and #4 Design Assessment. Together, these clusters form the hotspots of Co-SDR research, including service design methods and evaluation, user interaction, experience and co-design processes, reflecting a strong inclusive character and emphasising "user-centredness."The reference co-citation network analysis reveals that Co-SDR research is relatively mature, and the field has produced a body of classic literature. The research methodology is primarily a user-centred participatory approach, using specific quantitative evaluation metrics for service design, with the aim of improving services through co-design. Research theories include value co-creation, experience-based co-design, technical co-design, and planning studies, which have played an essential role in driving the development of subsequent research on Co-SDR.

Yue Cao
Open Access
Article
Conference Proceedings

User Expectations of Facial Recognition in Schools and Universities: Mixed Methods Analysis

This project explores the relationship between community perception, expectations, and experiences with privacy risk and facial recognition technology used in schools and universities. The methodology includes a meta-analysis of current literature and content analysis of social media content on the subject matter. The meta-analysis revealed that positive attitudes about facial recognition technology used in schools only reflect a portion of the total surveyed. A sentiment analysis of tweets about facial recognition technology used in schools and universities revealed that concerns skyrocketed in 2020, probably caused by the pandemic forcing courses and academic activity online, thereby heightening awareness about facial recognition technology and its implications. Tweets expressed concern about privacy, ethics, and data management. Negative emotion spiked in discussions about unrest and conflicts, possibly due to news about facial recognition used in crowd control. Concerns about power differentials spiked in conversations about how facial recognition would affect academics and education. The trends in attitudes directly pertain to current and projected problems and negative implications of facial recognition on vulnerable populations, including children, seniors, ethnic minorities, and transgender populations. The heterogeneity of the U.S. market requires sensitivity to issues of diversity, equity, and inclusion. Recommendations include operationalizing lessons learned from user experience research. Future studies should investigate trade-offs between privacy, safety, and autonomy.

Aimee Roundtree
Open Access
Article
Conference Proceedings