Human-Centered Design and User Experience

book-cover

Editors: Tareq Ahram, Christianne Falcão

Topics: Ergonomics in Design

Publication Date: 2023

ISBN: 978-1-958651-90-2

DOI: 10.54941/ahfe1004214

Articles

Applying Human Factors Principles and Analyses to Design an Instructional Display for Dynamic Breathing Threat Training

As the U.S. Navy seeks to provide more comprehensive dynamic altitude breathing threats training, there is an opportunity to advance the instructional technology. Through human factors analyses, a user centered approach to display solutions was implemented. First, a critical review of the data relevant to this training informed designs for both real-time and after action review displays. Human factors professionals then conducted internal workshops to discuss display features and configurations that would increase instructor efficiency and effectiveness. Based on these requirements and design specification activities, a functional mock-up was engineered and integrated into a training simulator and data were collected as narratives from a larger training effectiveness evaluation to inform iterative design and development. Additionally, a small cohort of instructors provided heuristic-based feedback. These evaluation activities highlighted several advantages of using these displays over previous technology, and provided recommendations to system design updates that would increase display consistency and user efficiency.

Beth Atkinson, Emily Anania, Mitchell Tindall, Ryan Wohleber, Daniel Barber, Alicia Jordan, Jamie Lewis, Tyler Welden
Open Access
Article
Conference Proceedings

A Human-Centered Approach to Artificial Intelligence Applications in Naval Aviation

The doubling of artificial intelligence (AI) performance every six months (Sevilla et al., 2022) during the last decade necessitates that the application of these capabilities in high stakes settings not be done arbitrarily. Defining a structured, human-centered process increases the likelihood that the application of AI is done safely, effectively, and efficiently. Such a process, which considers both AI and automation, should start by identifying clear definitions to guide categorization of capabilities. A recent literature review identified 28 definitions for AI (Collins et al., 2021), to include AI being “…the ability of a machine to perform cognitive functions…problem solving, [and] decision-making.” Due to their complexity, investments in developing models can reach the millions (Maslej et al., 2023). Alternatively, automation can be defined as “…something which runs itself with little to no human interaction…” and guided by specific rules (GeeksforGeeks, 2022). Unique to AI is the ability to learn and evolve (GeeksforGeeks, 2022). With these definitions, the next step should focus on a comprehensive review of targeted domain tasks. This would include understanding the associated knowledge, skills, and abilities (KSAs), as well as the tasks’ criticality, frequency, and difficulty. Such information is generally a product of (cognitive) task analysis and/or front end analysis and is valuable when building criteria for the appropriateness of AI/automation. A recommended next step should include reengagement with experienced end-users, which is imperative for ensuring a comprehensive understanding of tasks and for yielding valuable insight into AI applications. This poster will provide an overview of the steps undertaken for initial consideration of AI and automation within a Navy domain, to include exclusion criteria and lessons learned with regard to applying this process. Finally, results will include estimated applicability of AI/automation technologies as related to current tasking in relevant aviation platforms.

Mitchell Tindall, Beth Atkinson, Jordan Sanders, Sarah Beadle, James Pharmer
Open Access
Article
Conference Proceedings

Comparison of Backpacks with Air Mesh Back Panels and Curved Boards in Standing Position

We designed a prototype backpack to reduce the physical load on students. The main features of the prototype structure were a three-dimensional pad back panel and a curved board. The prototype has a curved surface board inside the padded back panel. This increases the contact area between the backpack and the student's back. To verify the effectiveness of the prototype fit, we compared the prototype to a conventional backpack. Twelve participants were recruited from elementary school students and preschool students. There were significant differences in neck and hip angles when compared to the prototype. Postural measurements showed that carrying a conventional backpack resulted in tilting posture. Stabilometry was measured and found to be more unstable in the conventional backpack. Body pressure distribution measurements showed that the prototype distributed body pressure better. Compared to the prototype, the lower edge of the conventional backpack locally touched the lower back. On the other hand, the padded air mesh back panel of the prototype had a large area of contact with the lumbar region. The results of the comparison between the prototype and the conventional backpack showed that the children's posture changed. This indicated that the prototype was effective in reducing the load on the children.

Ichiro Hirata, Hiroyuki Nakamoto, Takashi Nonaka
Open Access
Article
Conference Proceedings

Effects of Filtered Air- and Bone-conduction Sounds’ Presentation in Mastication on Food Texture

Food texture is an essential sensation for food palatability, as well as taste and aroma, and is particularly important for solid foods. Among food textures, crispness is one of the most popular food textures in various countries. There are many snack foods with crisp textures in the market. They contribute to the sales amount. Hence, food companies need to develop new snack foods with good crispness for consumers' palatability.For mechanical textures, humans generally perceive force, bone-conduction sound, and air-conduction sound through the senses of tactile and hearing. This indicates that food texture is a multisensory perception. There are some reports that a high-frequency sound changes food texture to make it crispier. These reports showed that the filtered sound parameters of one of the senses changed the texture of the food. It has the potential to add a crisp texture to the original texture. In comparison with other languages, the Japanese language has many food texture descriptors of 445. Crispness descriptors such as saku-saku and kari-kari have differences from each other. Native Japanese speakers use the texture terms properly. The influence of the filtered masticatory sound on the crispness descriptors in Japanese is unclear.This study investigates the influence of air- and bone-conduction sounds on crisp texture by sensory evaluation. Air-conduction sounds during mastication are converted into digital data by a microphone. The sound data are filtered by high-pass or low-pass filters and are presented to the participants of sensory evaluation by a headphone or a bone-conduction earphone. For comparison, the sound data were also presented without filtering. This process from the conversion to presentation is performed in real time. The sample of sensory evaluation used nine commercially available foods; potato chips, hardtacks, thin rice crackers, pretzel sticks, thin cookies, sablés, thick rice crackers, deep-fried cookies, and stick-shaped sweet potato chips. Participants were eight students aged 22.9 ± 0.83 (mean ± standard deviation). They bit each sample three times and recorded the degree of texture on the visual analog scale of three texture descriptors; saku-saku, kari-kari, pari-pari.In the results of the sensory evaluation, saku-saku had no significant influence by the low-pass or high-pass filter and the headphone or bone-conduction earphone. On the other hand, low-pass filtered sound decreased the evaluation values of kari-kari and pari-pari of most samples by the headphone. This suggests that saku-saku tends to be influenced by the perception of force than air- and bone-conduction sounds. Kari-kari and pari-pari were influenced by sound. Some samples such as thin cookies and sablés had a difference between the influence of low-pass and high-pass filters by the headphone. Kari-kari and pari-pari are sensitive to the frequency of the sound. Since there are different tendencies among the three crispness descriptors, the effective addition of crispness by sound requires a detailed design of the filter frequency for each object descriptor in Japanese.

Hiroyuki Nakamoto, Kento Kawanishi, Ichiro Hirata
Open Access
Article
Conference Proceedings

Computer mimetics in visible performance: the late work of the Portuguese experimental poet Ernesto Melo e Castro

Ernesto Melo e Castro, Covilhã 1932–202, is a textile engineer and Portuguese artist, trained in Bradford. He dedicated is life to textile design and to the technical direction of textile engineering companies. At the same time, he developed research in the field of Brazilian concrete poetry and Portuguese experimental poetry; being a fundamental and very innovative author that used the computer in the last phase of its journey as an artist.His work is based on an ideographic structure where the visual composition, which uses exclusively typography, is based on the principle of the ideogram, where the general graphics of the piece provide the idea for the visual piece. Melo e Castro makes use of lyrics, lines, arrows and various symbols that depart from the conventional music agenda, approaching the notation practices of the authors of American experimental music.His later works, particularly ‘Interactive Sound Poetry’ makes use of a typeface not printed but drawn. Melo e Castro elaborates a capital letter register that mimics the homogeneity of typography. The gestural character of the lyrics shows a phonetic intensity that can be inferred from the writing itself, fixed in the score, where the rapidity of the gesture and the erasure are dominant characteristics. This score is based on a computer interactive creation around phonetics and sound, making use of a computer, keyboard and synthesizer with words amplified and where the user performs poetic sequences randomly as he presses the keys. The observer is faced with a set of words: 'freedom', 'love', 'action', 'chance' and 'peace', within a circle, functioning as reading pivots, providing combinations of graphically noted words.The user makes associations and sequences, learns as a musician learns a piece of computer music, producing conceptual chains of words and the associations will not necessarily be logical or grammatical, and can be casual and therefore produce new and unexpected meanings in the sound and conceptual plane. This piece, being neither singing nor speaking, fits within a mediation between singing and speaking, a technique systematized by Arnold Schoenberg, which constitutes one of the most important criteria in the sound character of the work, starting from a study of the basic phonetics of Portuguese.To confirm this research we are now carrying out an observation around the work ‘Negative Music’ that is not developed as in the works of John Cage in an appreciation of musical silence, although this fact seems at first sight evident. It is a piece for the eyes and not for the ears. The computer game of silence represents first of all a response to the paternal authority of Melo e Castro and a metaphor against the Salazar dictatorship in Portugal. With this in mind, it is first of all a semiotic poem of conceptual visuality; In a second analysis this poem becomes a performative interpretation. In addition to its functional aspect, Melo e Castro’s notation presents a strong graphic and typographic bent, with a notorious concern to produce an object of visual characteristics where there is a balance between its constituents.

Jorge Dos Reis
Open Access
Article
Conference Proceedings

Design for Sustainability Tools: Categories of classification towards practical use

Since the emergence of early approaches to design for the environment (such as green design or ecodesign), several tools have been developed to support the design process in the integration of environmental, social and, more recently in a comprehensive way, sustainability and circularity criteria. The vast quantity and diversity of tools have required the creation of ways to organize and classify them to facilitate their identification, selection and use by designers, engineers, and other product development professionals, according to the needs of the design practice objectives, and the specificities of the project.This paper aims to analyze the existing knowledge regarding design for sustainability and circularity tools to identify the main categories used to classify these tools. This was done with the aim of synthesizing the most appropriate classification from the point of view of the product designer who will use the tools. To achieve this, the methodology of literature review was employed, which included scientific papers, theses, and reference books in the field.This analysis gathered a wide diversity of classification forms and organized them into 6 overarching categories. It was also possible to verify that certain forms of classification are not particularly relevant for designers when selecting a tool, as they don’t clarify the feasibility of applying the tool. It is possible to conclude that there is still a need for homogenization and consensus in academia regarding the best way to classify these tools so that the classification is scientifically sound and useful for designers.

José Vicente, David Camocho
Open Access
Article
Conference Proceedings

Exploring Correlations of PCMI Metrics in Museum Creativity through Line Chart

The PCMI (Product Creativity Measurement Instrument) model assesses product creativity in design, which comprises dimensions of Novelty, Usefulness, Emotion, Attraction, Importance and Desire. This paper aims to understand the correlations of the creativity measurement metrics and provide evidence for simplifying the mode in the context of museum creativity. A 5-point online survey designed in the style of Likert Scales was proposed, and all the questions are adopted from the indicators of the PCMI model. The apparatuses used in this research are five Storm Bottles selected from top museums worldwide. Two hundred twenty-four participants were invited to assess the products, and 222 responses were valid (the overall Cronbach’s α of the data is 0.95). The data supported the integration of Attraction, Emotion and Desire into the Affect dimension, which corresponds with the finding from the second edition of the PCMI model. The results showed that the Affect dimension other than the Novelty is the factor that impacts creativity assessment of museums’ creativity positively, dominantly, and significantly. The survey data doubted whether Importance can be ignored in the context of museum creativity because it has little impact on the overall creativity score, but it needs further validation. The data suggested Novelty and Attraction influence Resolution, but the exact influencing mechanism needs to be explored further.

Hui Cheng, Xiao Qiu
Open Access
Article
Conference Proceedings

The Characteristics and Influencing Factors of the Colour of the Cizhou Kiln Porcelain

Chinese ceramic art boasts a rich and diverse history, and the colours of porcelain produced by different kilns reflect the aesthetic preferences, socio-cultural developments, and historical contexts of various periods and regions. Among the folk kilns in China, the Cizhou kiln stands out for its unique black-and-white colour scheme. While existing studies have extensively analyzed the history, decorative patterns, and shapes of Cizhou porcelain, few have explored the colour characteristics of the kiln and the factors that influence them. Therefore, this study aims to conduct a comprehensive investigation into the colour characteristics of Cizhou porcelain and shed light on the underlying factors that shape them. Methods: In this study, a dataset comprising 50 images of ancient Chinese porcelain and 50 images of Cizhou kiln porcelain was sourced from the internet. The main colours of each porcelain were extracted to construct the Ancient Chinese Porcelain Palette and the Cizhou Kiln Porcelain Palette, respectively, to analyze the colour characteristics of Cizhou kiln porcelain by comparing them to those of Ancient Chinese Porcelain. It was found that the porcelain from the Cizhou kiln is mainly black and white, with sharp contrast and simplicity, reflecting a unique aesthetic style. In addition, semi-structured interviews were conducted with a docent of the Cizhou Kiln Historical Museum, local potters, and the owner of a porcelain shop to verify the results of the image analysis and explore the factors that influence the colour of the porcelain. The interview results were coded at three levels to extract keywords regarding the characteristics and influencing factors of the colour of the porcelain of the Cizhou kiln.Results: The study revealed that the colours of the Cizhou kiln porcelain are mainly black and white, and they are mainly influenced by the period, region, and social culture. Firstly, the unique colour style of the Cizhou kiln porcelain developed during the Song Dynasty, but it changed over time with changes in the social environment, aesthetic concepts, and production process. Secondly, the rugged and bold character of the local inhabitants and the mineral raw materials unique to the region also influenced the choice of colour. Lastly, the Cizhou kiln is a civil kiln with more artistic freedom compared to official kilns, reflecting folk aesthetic interests and presenting bold, natural, and simple colours.Research Significance: This study of the Cizhou kilns from the perspective of colour is of great significance for a deeper understanding of the porcelain of the Cizhou kiln and provides helpful insights for exploring the trajectory of the development of traditional Chinese ceramic art and aesthetic changes. The results of the study can contribute to the innovation and promotion of the development and dissemination of ceramic art in contemporary society. Furthermore, the study results in a model of the colour-influencing factors of the porcelain of the Cizhou kiln, which is of extensive reference significance for the investigation of the reasons for the formation of the colours of other porcelain.

Haina Wang, Fangfei Liu, Yun Chen
Open Access
Article
Conference Proceedings

The User Interface Interaction Design of Central Bank Digital Currency: An Empirical Study

It is certain that the Central Bank Digital Currency (CBDC) as the future direction of monetary development has become a general consensus among central banks around the world. Many studies have been conducted on the technical and macroeconomic implications of CBDC at the level of technology and macroeconomics. Nonetheless, there is a lack of research on the user interface design of CBDC. The purpose of this study focuses on evaluating the relationship between the font size layout of CBDC interfaces and user age. A 3 (font size) X 2 (user age) mixed factorial design was used to assess the impact of the relevant research variables on users' subjective evaluations. The experimental results showed that, firstly, younger users preferred CBDC interface designs with medium-sized fonts and older users preferred large-sized fonts. Secondly, this study also found that both older and younger users were biased towards disliking CBDC interface designs with small font sizes. In addition, this study found that CBDC user interfaces with large fonts had the strongest sense of security, while CBDC user interfaces with small fonts did not. It is worth noting that younger users feel that CBDC is a secure payment method more than older users. Finally, young users have the highest NPS net recommendation index for medium-sized fonts, and older users have a higher NPS net recommendation index for large-sized fonts. The above findings can be used as design guidelines for the issuance and design of CBDC for the relevant countries in the future, and have high academic and theoretical value as well.

Zhongzhen Lin, Chien-Hsiung Chen, Shasha Li
Open Access
Article
Conference Proceedings

Effects of Diabetic Sole Design with Auxetic Structure on Reducing Plantar Peak Pressure

By 2035, the global prevalence of diabetes is estimated to reach 532 million. Foot ulcers, as a complication of diabetes, are particularly important to prevent in diabetic patients by regulating plantar pressure. Inspired by the mechanical properties of auxetic materials, a auxetic diabetic shoe was designed. The study utilized finite element analysis to compare the mechanical properties of the 3D auxetic lattice midsole with the traditional hexagonal lattice midsole, including peak pressure, peak displacement, stress energy, and viscous energy dissipation. The analysis of the mechanical properties of the auxetic structure provides valuable insights for the design of diabetic footwear soles.

Zhang Jifa, Wang Hongrui, Liu Yiwen, Lin Yinyin, Huang Zile
Open Access
Article
Conference Proceedings

Multidisciplinary Framework for Creating the Next-generation of Human-centered Design Guidelines

Human-centered design for students with disabilities is an inherently multidisciplinary endeavor. It requires input from practitioners in the fields of user experience (UX), instructional design, accessibility, software engineering, and more. To that end, this paper seeks to reveal the perspectives of practitioners who have experience across these various disciplines, especially as they pertain to Deaf and hard of hearing (DHH) students.In a previous study, the author asked practitioners to describe the design guidelines they use in their professions. To contextualize the concept of guidelines, the research participants were introduced to North Carolina State University’s Principles of Universal Design and Jakob Nielsen’s 10 Usability Heuristics. The outcome of that study revealed a wide spectrum of guidelines, with little commonality except for the Web Content Accessibility Guidelines and Universal Design.This paper builds off that prior research by interviewing the same practitioners with a renewed focus on the definition of guidelines. In particular: 1) How do these practitioners define “guidelines”, and do these definitions vary between the different disciplines of user experience, accessibility, etc.?2) Do the practitioners’ definitions of “guidelines” change as the end-user becomes more specifically designed? For example, do practitioners expect more, less, or something different when designing for hearing students vs DHH students?3) If these practitioners were empowered to create a theoretical set of design guidelines for DHH middle school-aged students, what process would they follow? The results of this new study demonstrate an awareness in the research participants that experts from different disciplines may need to be engaged in the process of creating design guidelines. More specifically, when asked to create DHH guidelines, the SMEs were often quick to say that they needed to collaborate with individuals who were embedded in the DHH community, i.e., individuals who are Deaf or hard of hearing, or individuals who have acquired second-hand knowledge through being immersed in Deaf culture.Surprisingly, when interviewing these practitioners for a second time, designers were not always explicitly stated as integral to the creation of design guidelines for DHH middle school students. A few reasons emerged for why this is the case: A) On multiple occasions, the research participants lamented that design education today often fails to prepare new designers in the space of accessibility. B) In another instance, a senior software architect felt that engaging designers would be detrimental to the guideline creation process. He would later amend his response to say that he would include a designer only if they had a sufficient background in accessibility. C) In a different instance, a designer took designer participation for granted and assumed that designers would obviously be part of the design guideline process. When asked to clarify why he did not include designers in his process when first asked, he said that his ego led him to assume that he would naturally be part of the process.While both this paper and the previous paper focus on the DHH student experience, the overall goal of this research is to create a reusable framework that will allow subject matter experts (SMEs) to examine the guidelines they use today, and to learn how to create the next generation of design guidelines that will rise to the challenge of human-centered design becoming increasingly multidisciplinary.

Alexis Polanco Jr, Tsailu Liu
Open Access
Article
Conference Proceedings

Visual Narrative Design of Text in Augmented Reality Interactive Experience

With the rapid development of digital society, augmented reality technologies are creating rich and engaging user experiences that are changing the way information is transmitted. As a key element in conveying information, telling stories, and constructing user experiences, the visual narrative design of the text is facing the challenge of moving from a traditional medium to a digital interactive medium. In the context of augmented reality, many researchers have focused on how to effectively use text for visual narrative design to create appealing visuals with clear and easy-to-read messages and themes. This paper examines the characteristics and functions of different types of text from the perspective of visual narrative, taking the origin, development, and construction of text as the starting point. Based on the properties of augmented reality technology, a model of textual visual narrative design strategy applicable to interactive application scenarios is constructed. Based on the theoretical study, an evaluation is carried out with actual augmented reality interaction design cases. Based on user feedback and the effectiveness of the design cases, the design model is optimized and improved to ensure that augmented reality technology can bring immersive and imaginative interaction experiences to the visual narrative design of text. This study helps to deeply understand the inner logic and process of textual visual narrative, enrich and expand its application theory in the field of interaction, improve the efficiency and visual effect of textual information dissemination, and provide some guidance and reference for the future development of the textual narrative.

Yichen Zeng, Chao Zheng
Open Access
Article
Conference Proceedings

Real-time visualization design of electronic music based on immersion theory

In the context of the current multi-cultural integration, people are eager to obtain multi-sensory experience in music aesthetics. According to the definition and classification of electronic music, this paper analyzes its different characteristics from different angles, and discusses the immersive design of music visualization performance and performance space based on the author's works as an example; puts forward the problems and corresponding solutions in existing electronic music performances ;Aiming at the characteristics of electronic music that are different from traditional music performance, the corresponding mapping rules, technical means, and expression methods are proposed to realize the visualization of music.

Weilin Su, Jie Ling
Open Access
Article
Conference Proceedings

Instructional design and practice of installation art based on Steam-Obe concept

The digital wave triggered by new technology has changed the traditional way of life. Digital media art, as the most cutting-edge part of contemporary art, has been gradually followed up with professional creation courses related to digital media in colleges and universities. Interactive device art creation course is an important practical course for digital media art major. Seek innovation points in multi-media platforms and conduct independent interdisciplinary creation, so as to learn interactive installation art creation in digital media art.At present, there are still some problems in the design of interactive device art creation course, which are mainly reflected in the following aspects:1. The teaching system is not comprehensive enough. The comprehensiveness and pioneering nature of interactive installation art make it require higher and more comprehensive professional quality of students. However, the current teaching system has problems such as single curriculum, lack of interdisciplinary integration and lack of special training.2. Lack of project management awareness. In the practical teaching of interactive installation art creation, due to the comprehensiveness and diversity of the course, students often need to organize a team to complete it. However, due to the lack of project management awareness, students are difficult to lack effective organization and management of complex projects such as interdisciplinary practice and media integration.3. The assessment and evaluation system is not comprehensive enough. The current curriculum assessment and evaluation system lacks an incentive mechanism for innovation, attaches too much importance to the training of new media art talents, and fails to assess the quality of students' innovation ability quantitatively. As a result, students have problems such as stylized creation and weak innovation consciousness, and a more perfect assessment mechanism for new media art education.In view of the above problems, by analyzing the concept of OBE and STEAM, the content and process of experimental teaching are optimized, and an online and offline experimental teaching mode of interactive installation art that integrates OBE and STEAM is constructed. This model includes two modules of basic theory and experiment, and the course development and evaluation system based on STEAM concept.Combining OBE mode with STEAM concept, the change of teaching mode pays more attention to improving students' comprehensive quality fundamentally, and attaches importance to students' learning and development. In teaching, "student-teacher-problem" should be the center. Students are given learning tasks or problems, and teachers help students with academic practice, thinking and exploration in the process of guidance, so as to achieve the purpose of understanding new knowledge.The concrete practice of the construction of the teaching model integrating the concepts of OBE and STEAM is as follows:1. Establish a teaching knowledge system based on STEAM concept, and cultivate the ability of artistic creation with STEAM concept.2. Student-centered. Student-centered is the core idea of OBE model. The STEAM concept emphasizes the nature of practice and supports students' active, independent and socialized learning by promoting their comprehensive quality.3. Project-based learning. Through project-guided learning, problem-oriented, specific open-ended questions are put forward so that students can explore answers, master methods, broaden their thinking and improve their practical ability, so as to ultimately enable students to independently develop innovative project works.4. Establish a course assessment system and works evaluation system based on the STEAM concept, and improve the overall evaluation of students' course performance and professional creation.At present, East China University of Science and Technology has successfully carried out online and offline hybrid experimental course teaching by integrating the concepts of OBE and STEAM. Students watch MOOC videos recorded by teachers through the school's online learning platform, learn the creation process of installation art online, and conduct concentrated experiments in offline basic experimental courses. In the project practice module, students gave full play to their thinking and made plans. After prototype testing and optimization, many excellent assignments were finally produced, and students got good results.The digital media Art major of East China University of Science and Technology was selected for practical verification. Through course assessment and teaching evaluation, this teaching mode has achieved good results, which can improve students' learning engagement, improve students' design innovation literacy, cross-media innovation literacy, and enhance students' learning experience and teaching satisfaction. It provides a reference for the teaching reform of interactive installation art.

Xu Dongjie, Ye Junnan
Open Access
Article
Conference Proceedings

Accessible E-Learning Through Story-based Participatory Design for Persons with Vision Impairments

Online learning (or e-learning) has seen a significant rise in popularity and ubiquity, especially during the COVID-19 pandemic, due to the convenience and flexibility for learners and cost-effectiveness to institutions. Advances in e-learning technologies, such as learning management systems (LMS), provide teachers and students with new modalities and formats for engagement in teaching and learning, respectively. However, there are growing concerns surrounding the accessibility of such technologies, especially LMSs, for learners with disabilities (LWD). Issues such as navigation, information access, and non-descriptive web graphics present barriers that severely impact the learning progression of LWDs. While past work has examined solutions for improving existing LMS accessibility, there are still barriers present that limit the complete online experience for LWDs, such as working with complex user interfaces (UI). We argue for more research that looks at design and interaction requirements from the perspectives of both teachers and learners to fully understand what it would take to design more usable and accessible LMSs. Our work details a participatory design (PD) study conducted with two user groups: one for teachers and one for students with vision impairments (i.e., blindness, low vision). Since we are working with blind and visually impaired (BVI) participants, we utilized a method called co-constructing stories that combines verbal storytelling with PD. This approach allows us to 1) gain a better understanding of the experiences of using LMS technology from our design groups and 2) provide a more accessible experience in collaborative technology design. Each group participated in three design workshops. The first workshop included developing a story where the participants were the main characters in a scenario using a conceptual LMS that they would imagine and come up with initial features and design requirements. In the second design workshop, the groups collaboratively refined the initial features and designs and developed additional design ideas. The third workshop was done in one-on-one sessions where participants would engage in a think-aloud session, navigating and using a prototype LMS we developed with their input.The teachers brought up their experiences teaching online courses to BVI students. They desired the ability to customize the course pages, such as typography, font size, UI control sizes, and color. Students wanted better semantics of the UI for improved translation of the web page components from their screen readers and a more simplistic layout. The think-aloud sessions yielded satisfactory results as both groups found the initial prototype to be accessible, easy to use, and an improvement over existing LMSs. While there were some suggestions for improvements, our work showed the effectiveness of empowering teachers and LWDs to co-design technology. We believe this work may benefit instructional designers, researchers, and educational technology developers looking to design more accessible e-learning systems to accommodate a broad range of disabilities.

Earl Huff
Open Access
Article
Conference Proceedings

Community walking system design from a co-creation perspective: The example of Hongqiao Airport New Village

In the realm of urban development, human-scaled community walking systems are continually devoured in large-scale urban renewals. Pressing issues such as fragmentation and segmentation of pedestrian paths, poor walkway quality, and outdated walking facilities demand resolution. On the personal and societal levels, walking, being the most fundamental mode of transportation, has unmet demands, with decreasing neighborly interactions exacerbating societal isolation and loneliness.The paper introduces the co-creation concept and related theories to dissect the components and human-centric developmental trends of the community walking system. It focuses on Shanghai's Hongqiao Airport Village's current walking system, employing participatory research, in-depth interviews, and co-creation workshops. This bottom-up approach encapsulates the residents' walking needs, exploring strategies to design a community walking system from a co-creation perspective.The paper proposes four strategies: the construction of human-centric physical infrastructure, the development of multifunctional spaces, fostering of inclusive social interactions, and promoting sustainable development through community involvement. These strategies are aimed at enhancing urban community livability and fostering human connections.

Jie Ma, Linghao Zhang
Open Access
Article
Conference Proceedings

Human-centered Design Investigation and Development of Chinese Young women's Daily mobility Safety

Starting from the human-centered design concept, this paper investigates the current situation of daily mobility safety for young women aged 20-30 in China, and finds that their perceptions of possible dangers in daily mobility do not match with the actual situation, and that there is a lack of standardized, systematic, and scientific daily mobility safety strategies and service guarantee systems for women. (2) Methods: Through the collection and analysis of news cases, we initially understand the safety hazards of women's daily mobility; through interviews and research, we further clarify the problems to mobility safety needs; based on the conclusions drawn from the first two types of research, we conducted a questionnaire survey to gain a more in-depth understanding. Finally, on the basis of the above human-centered design research, we clarify the design direction, summarize the user needs and complete the design practice. (3) Results: Under the guidance of the human-centered design concept, we designed an early warning product combining software and hardware including AI recognition technology, developed a set of information visualization strategies and formed a service system based on the current situation of young women's daily mobility safety. (4) Conclusions: According to the safety issues in women's daily mobility, young women need a human-centered mobility safety product from a female perspective. By combining social and government countermeasures, the product can be further improved and provide a more humane safety guarantee for young women.

Shuhan Zhang, Chen Xu, Yun Chen
Open Access
Article
Conference Proceedings

Avatar design focusing on kawaii motions

Avatars and agents are one of the important products in the metaverse. Kawaii value could potentially enhance the sales of avatars. This study aims to identify the kawaii motions of avatar and to examine the relationship between kawaii motions and purchase intention via Kansei (affective) engineering methodologies. We made the anime-like female avatar with six kawaii motions. The semantic differential (SD) method was used to measure their motions. As a result of principal component analysis (PCA), two PCs were extracted. PC1 has “enjoyable”, “kawaii”, and “charming.” PC2 has “elegant”, “beautiful”, and “stylish.” We visualized the relationship between the two PCs and each motion. Correlation analysis further indicated that kawaii motions were positively correlated with purchase intention (r = .67, p < .001). This study showed that the impression of avatar changes with kawaii motions. Designing the motions of avatar is likely to help them sell more. Avatar creators should design the kawaii motions to draw out the appeal of avatars.

Teru Kawakita, Takuichi Nishimura
Open Access
Article
Conference Proceedings

Influence of Letter Design Elements in Transparent Package for Tomatoes on Consumer Kansei

This study attempted to clarify the influence of design elements, such as the size, spacing, position, and color of letters in a product name and transparent packages in vegetables, on consumer kansei, as a foundational study for developing a support system for package design evaluation. We focused on tomatoes, which are widely consumed in the market, as the target product and created packages in which the above design elements were quantitatively changed according to the visual characteristics. The images captured at the time were adopted as the presentation stimulus group and were evaluated in terms of five kansei evaluative metrics: willingness to purchase, preference, impression, luxury, and cuteness. The relationship between the evaluation results and the design elements was analyzed. The results revealed that changes in the size of the characters in the product name affected consumer kansei. The characters’ position and color affected consumer kansei positively and negatively, depending on the conditions. Therefore, certain design elements of Tomato’s transparent packaging, namely the product name in large characters, easily distinguishable colors, and placement of the name in easily visible locations, enhance the willingness to buy in consumer kansei.

Hiro Hiyama, Tomoharu Ishikawa, Kakeru Shono, Miyoshi Ayama
Open Access
Article
Conference Proceedings

A patient-centered approach in designing a kidney transplant decision aid

The kidney transplant decision aid tool (https://www.srtr.org/tools/kidney-transplant-decision-aid/) was designed, created, and included as part of the Scientific Registry of Transplant Recipients (SRTR) resource website. The decision aid tool was created with input from patients with kidney disease and the doctors who care for them. An extensive information gathering and testing process with user-centered approach was implemented. Ten interviews and 4 focus group discussion sessions were held with an average of 4.5 patients in each group to gather preliminary design and content directions. Two additional focus groups with a total of 12 kidney transplant providers and 4 additional national focus group discussions with a total of 19 patients were held afterward to discuss the created content and design approach. Finally, 15 individual patient testing sessions were conducted to refine the content, design, and navigation of the tool. The tool is intended to be used during patient’s visit with their doctor as the patient learns about kidney transplant. Our goal is to provide informative materials to empower patients by helping them understand treatment options and outcomes. The doctor will guide patient through the tool and explain the information to help them to make informed decisions.The decision aid tool contains concise information to compare the pros and cons of dialysis vs. transplant treatments, living donor vs. deceased donor transplant, accepting higher quality vs. lower quality deceased donor kidney offers, and increased infectious risk kidneys vs. standard infectious risk kidneys. We also created a calculator to estimate a patient’s likely outcomes on the kidney transplant wait list based on the transplant regions or center and the individual’s medical condition. Preliminary testing suggests that patients find the tool and the likely outcomes helpful in leading to informative decision making.

Sauman Chu, Allyson Hart, Marilyn Bruin
Open Access
Article
Conference Proceedings

Shoe-Based Interface Promoting Instinctive Avoidance Behavior in Poor Visibility Conditions Utilizing Averse Behavior

In disasters such as the Great East Japan Earthquake and water accidents, many residents do not take evacuation action even after warnings are given, or they are careless or negligent about the danger. Additionally, poor visibility is likely to lead to serious injuries and accidents such as falls and tumbles. In such a disaster or dangerous situation, warnings are a very effective way to warn people of danger but the final decision to evacuate or avoid is individual. Previous studies suggest a prevailing optimistic bias towards disasters among individuals, underscoring the importance of emotional factors, which often override scientific information, in promoting evacuation behavior. Traditional warnings typically leverage visual or auditory signals, which may not be effective under conditions of poor visibility. Vibrotactile warnings, on the other hand, do not rely on these senses and can effectively alert individuals to imminent danger. However, those remains unclear whether vibrotactile warnings can counteract the optimistic bias towards threats and foster emotional factors that stimulate evasion. In this study, we propose a shoe-based interface using vibrotactile sensation to promote instinctive danger avoidance and evacuation behavior in disasters and poor visibility. By harnessing the natural 'averse behavior' of living organisms, our interface incites instinctive danger avoidance via unpleasant vibrations and tactile sensations. We conducted an experiment to identify the location of a vibration motor and an experiment to identify the vibration pattern that causes unpleasant emotions. The results showed that a toe was appropriate for the former, and a vibration pattern with a constant vibration time and a decreasing stop time was appropriate for the latter. Then, to verify the effectiveness of the shoe-based interface produced based on the results as a warning, we conducted a comparison experiment with existing sound warnings. We evaluated subjects' avoidance success and emotional responses utilizing questionnaires and biological data. Two experiments were conducted: one without prior explanation and one with prior explanation. Results showed a slightly lower success rate in avoiding danger compared to the sound warning, but both warnings without prior explanations induced over 80% of unpleasant and negative emotions. The percentages were 66.7% and 57.1% for the vibration and sound warnings, respectively, with prior explanation. In a post-experiment question, over 90% of subjects expressed not wanting to proceed with either warning. Therefore, this interface is slightly inferior to existing sound warnings in terms of stopping walking, but it has similar functionality in inducing unpleasant emotions, not wanting to go on, and having difficulty becoming accustomed to the stimulus. Moreover, our interface has the potential to promote instinctive avoidance and evacuation behaviors by instilling a sense of crisis. While the effectiveness of this approach was demonstrated in VR scenarios, its real-world effectiveness is yet to be established. Additionally, we did not consider the strength of the vibration while investigating the mounting positions and patterns. Future research will aim to investigate the ideal strength and number of vibration motors to optimize the system's performance and conduct real-world testing to evaluate its efficacy.

Hikaru Mito, Daigo Misaki
Open Access
Article
Conference Proceedings

Design Puzzibility: design idea exploration based on design puzzles with deep learning

The exploration of design ideas is a puzzle-solving process. The design puzzle as a framework motivates practitioners to explore more meaningful, refined, and preferable designs. This research tackles the factors that combine human-computer interaction on visual and semantic entities as hints to support the puzzles of concept design. Finding perfect references to express a specific design idea can be time-consuming and challenging. Mood boards have been used to motivate designers to visualize their creative concepts and convey insights to teams. This research illustrates the design puzzle with the mood board approach to support the idea exploration of web information system design. Several technical aspects of the design puzzle are surveyed and leveraged to achieve supporting design idea exploration with deep learning. With our computer-aided framework, designers may select the best combinations of design insights to work on further. To summarize, designers can use semantic and visual content analysis for problem-solving and idea exploration. This approach enables them to refine hinted ideas more flexibly and effectively.

Ching-chih Chang, Teng-wen Chang
Open Access
Article
Conference Proceedings

Navigation interface design for agricultural e-commerce: an empirical study

The purpose of this study was to investigate the effects of visual information layout format on users' experiences when browsing a mobile e-commerce interface for agricultural products across different ages. The effects of different agriculture product layouts (side-by-side vs. list), and age (younger group vs. older group) on user satisfaction, purchase intention, and preference were assessed by 2x2 between-subjects and within-subjects mixed ANOVA. The study utilized a convenience sampling method, a total of 36 participants were invited and asked to complete satisfaction, purchase intention, and preference scales after they completed four manipulative tasks. The results of the study showed that the form of product layout did not have a significant effect on the participants' purchase intention, whereas there was a significant interaction effect between the young and the old in terms of satisfaction and preference.

Shasha Li, Zhongzhen Lin
Open Access
Article
Conference Proceedings

From Concept to Framework: Construction of Evaluation Index Framework for Intelligent Home Appliance Design under the Context of AIGC

With the development of artificial intelligence, the production method of automatically generating content using AI technology has been continuously evolving. AI-generated content (AIGC) has rapidly emerged and plays a significant role in the design and development of smart home appliances. However, there hasn't been a systematic discussion on the evaluation index framework for smart home appliance design under the influence of AIGC. In this study, based on the popularity and essentiality of home appliance categories, we selected washing machines as the research object. With a research time span from 1980 to 2023, we conducted a systematic review of 427 publications and analyzed 52 core articles. Through the extraction of high-frequency vocabulary related to design evaluation in the literature, we obtained multiple key evaluation index keywords. By combining user interviews, expert interviews, and focus group experiments, we summarized the key evaluation index keywords and found that the design evaluation can be conducted from three dimensions: form, function, and experience. Based on this framework, we further categorized and classified the involved indicator items into hierarchies and categories, forming a design evaluation index framework to guide designers in their work.

Xin Tian, Shijian Luo, Zhengtang Tan, Huixiang Zhang, Hui Cheng, Chunxiao Zhu, Yao wang, Huan Lin, Fang Cong
Open Access
Article
Conference Proceedings

Legal Risks Underlying Human-Computer interface (HCI) Design: A Comparative Study on Macao vs. Major Jurisdictions

Human-computer interface (HCI) design is an essential aspect of modern technology development, which involves the interaction between humans and computers. HCI design can pose legal risks that may result in significant legal liabilities and consequences for any organization adopting the designs. From the standpoint of an HCI designer as opposed to a legal researcher, this article analyzes the legal risks underlying HCI design and the related regulatory framework in the small jurisdiction Macao in comparison with those in some major jurisdictions, including the United States, the European Union (EU), and mainland China. Relevant statutes, acts, and academic literature are drawn on to support the analysis. Categories of the aforesaid risks are primarily identified as intellectual property, privacy and personal data protection, accessibility, liability for harm, and cybersecurity breaches, only the first two of which are to be elucidated in this article due to its length limitation. The following findings are highlighted: Macao’s IP regime does not include provisions very specific to HCI designs, unlike the United States, the EU, and mainland China. Macao’s privacy and personal data protection framework is less comprehensive than the General Data Protection Regulation (GDPR) in the EU and mainland China’s Cybersecurity Law, Personal Information Protection Law (PIPL), and Data Security Law (DSL). In particular, the GDPR additionally mandates “data protection by design and default,” and mainland China’s Cybersecurity Law, PIPL, and DSL are well integrated with cyberspace sovereignty, national security, social and public interests, national sovereignty, and development interests of the state. In summary, in principle, the legal framework in the small jurisdiction Macao governing the legal risks associated with HCI is by and large in line with those in major and substantially larger jurisdictions. Notwithstanding, the former is in general a general miniature of the latter and comparatively devoid of express provisions very specific to and comprehensively covering HCI design. Subject to further research’s confirmation, this phenomenon of generalization and miniaturization may be true of many other small jurisdictions worldwide as reasoned in this article.

Victor K Y Chan
Open Access
Article
Conference Proceedings

Learning Through the Architectural Model: Creativity-inspired Design for Rural Children From the Perspective of Design Anthropology

Children's creative growth in rural areas has enormous potential for village development. The main challenges to implementing creativity-inspiring programs for rural children include the children's cognitive development being behind, the lack of teaching resources, and the constrained nature of the curriculum. This study examines the "daily creativity" of rural people from the early stage of design anthropology, using Baishuidong Village, Longhui County, Hunan Province as the backdrop for Hunan University's Design Rural Revitalisation Project. The study discovered a close interaction between humans and material instruments, as well as how "materiality" characterizes the daily inventiveness of rural dwellers. Building models are used by the local community as metaphorical "in-between objects" for the transmission of abstract empirical knowledge while teaching construction skills. This served as our inspiration for creating the "Architects of Huayao" children's inspirational teaching toolkit. Using modular building blocks to impart knowledge of regional architecture, we enhanced the previous teaching toolkit by holding four workshops with 30 third-graders at Baishuidong Primary School. Rural children are given context for their daily lives as well as historical and cultural contexts through the local architecture on the one hand and are encouraged to create through building blocks on the other. This encourages the development of design thinking and innovative thinking in children as well as the creativity of rural children. Rural children's creativity in classroom activities can be efficiently stimulated by the teaching method of using physical models in a cultural setting. Participants in the project, including local kids, teachers, and other volunteers, gave it favorable reviews.

Wenqi Shangguan, Duoduo Zhang
Open Access
Article
Conference Proceedings

Multi-expert Cooperative Development of Painting-themed Tourist Souvenirs Based on ICCO Model

The museum's painting collection has gradually become a vital reference resource for developing souvenirs. This study adopts ICCO theoretical framework and studies 534 kinds of souvenirs from the official Taobao flagship store of the Forbidden City according to the ideas of import, classi-fication, comparison, and export. Adopt = Houyi collector to collect data, EXCEL to sort out data, and organize several experts to analyze painting types, techniques, and crafts. As a result, tourists' favorite painting is "A Thousand Miles of Mountains and Rivers," and their favorite souvenirs are delicate flower-and-bird paintings and souvenirs of multi-expert cooperation are the main ones. Best-selling goods can be divided into auspicious meanings, festivals, and life scenes. Most products with large total sales volume are priced below 300 yuan. The products most accepted by consumers are souvenirs (50 yuan), bags (100 yuan), cups (200 yuan), silk scarves (250 yuan), and lamps (300 yuan). To sum up, the collaborative design method of many experts can provide more possibilities for the design of tourist souvenirs with flower-and-bird painting as the theme, and more different souvenirs can be developed according to the styles and preferences of different users.

Li Ou-yang, Jie Ling
Open Access
Article
Conference Proceedings

Innovative indoor navigation and route guidance solutions for first responders

During emergencies, first responders must quickly and efficiently navigate to precise incident locations. Indoor navigation can be seriously challenging in large, complex, and often unfamiliar structures. This challenge is exacerbated by issues like distractions, lack of accessible or up-to-date maps, poor signage, lack of signage, and hampered visibility. Situations which could benefit from precise indoor navigational guidance may include active attackers, fires, HAZMAT, and various medical emergencies.In this work, we describe multiple projects that designed and prototyped innovative indoor navigation and route guidance solutions specifically for first responders. The projects were sponsored and mentored by US Air Force Research Lab (AFRL) and National Security Innovation Network (NSIN) personnel; and the technical work was conducted by undergraduate senior engineering students in a Design Innovation (DI) capstone course at the University of Colorado Denver. The first semester of each project was focused on conducting background research with first responders, end-users, customers, and subject matter experts, and performing DI ideation methods to generate and explore novel solution concepts. The second semester of the projects involved developing, testing, and showcasing proof-of-concept prototypes of their systems and/or subsystems.One team developed a computer-vision landmarking solution that allowed navigators to use small portable electronic devices (phone, tablet, bodycam) to determine self-location while moving through the space, and to receive turn-by-turn and distance-per-segment route guidance instructions when a destination was entered into the interface. Two other teams iterated on a pathway guidance solution concept that did not require carrying or handling any extra gear, and simply indicated desired pathways to a destination via the use of pre-installed electronic directional indicators. Both solution sets figured out innovative ways to route first-responders to emergency locations with little or no extra gear to be carried, and with robustness to changes in paths during transit.

John McIntire, Haythem Mansour, Nadeen Sawaqued, Luke Schwab, Egduard Jauregui, Felicia Reinhart, Enoch May
Open Access
Article
Conference Proceedings

Evaluation of unpleasant green environment based on biological reaction and contingent valuation

Green environment such as parks and woods have been maintained as having healing and relaxing effects. These effects have been evaluated by biological reactions and contingent valuation method. Most previous studies are focusing on green environments where maintenance is done. On the other hand, there are many unmaintained green environments such as abandoned detached houses and woods. There is a possibility that people feel uncomfortable with these problems, such as increasing anxiety about crime prevention and disasters and deteriorating the local image. However, to the best of our knowledge, no research has been conducted that focuses on the discomfort of unmaintained green environment. Therefore, in this study, we investigate subjects' biological reactions (cerebral blood flow and heart rate) and willingness to pay (WTP) for the improvement, presenting images of abandoned detached houses and woods as unmaintained green environment, and analyze the relationship between biological reactions and WTP.59 subjects joined this experiment. After a 60-second rest period, each subject sees the 4 unmaintained greenery image and 4 maintained greenery images, 5 seconds each. In order to consider the order effect, the order of unmaintained and maintained greenery images was alternated by half for each subject. In addition, data showing large fluctuations or trends during breaks were excluded from the analysis.As a result, 1) in case of abandoned detached house, the heart rate tended to increase when they see the "unmaintained greenery", and in case of abandoned woods, the heart rate tended to decrease when they see the "maintained greenery". 2) The heart rate variation differ by gender and presentation order of images. Females showed greater variation. Interestingly, there was a contrasting change in whether the maintained images were viewed first or later in both abandoned detached house and woods. 3) We cannot find the difference in cerebral blood flow. 4) There was no relationship between the presence or absence of changes in biological reactions and WTP. Though we need further investigation, we show the possibility of biological reactions to evaluate unpleasant green environment.

Masayoshi Tanishita, Michiko Ohkura
Open Access
Article
Conference Proceedings

Single-Person Household Satisfaction of Personal Spaces in Shared Houses

Recently, shared houses in Korea are attracting attention among single-person households and young people. However, it is often built at low design costs, so user satisfaction is low. In residential spaces, user satisfaction is very important as it directly relates to residents’ quality of life. The purpose of this study is, therefore, to identify satisfaction of shared house residents, in regard to their own personal space. An online survey was conducted on 316 single-person households, people in their 20s and 30s. The spatial elements of a shared house are composed of four elements: space composition, color and finishing materials, furniture arrangement, and indoor environment. These elements are further subdivided into sub-elements. Space composition includes the bedroom location and size, the convenience of access to the bedroom, and storage space, among others. Color and finishing materials include the colors and finishing materials of the closet, cabinet, walls and floors. Furniture arrangement includes bed and closet size, cabinet size, bed and closet type, and number of cabinets. Indoor environment includes lighting color and control, soundproofing condition, window size and location, ventilation and solar radiation. According to the user satisfaction evaluation, furniture arrangement was deemed to be most important among residents, followed by color and finishing materials, indoor environment, and space composition. According to user satisfaction with sub-elements, the convenience of access to the bedroom, the color of the closet, the size of the cabinet, and the soundproofing condition was low. To enhance housing satisfaction among single-person households and young individuals, it is necessary to improve the convenience of access to the bedroom, selecting an attractive closet color, checking the appropriate cabinet size, and soundproofing condition in the indoor environment. The elements of shared houses should be well planned to increase the satisfaction of both single-person households and young people.

Danqiong Liu, Yujin Kim, Yeonsook Hwang
Open Access
Article
Conference Proceedings

Usability of Booking a Flight Ticket Using Airline Applications on Smartphones

In recent years, using online has emerged as the predominant method to book an airline ticket. Following the COVID-19 pandemic, there has been a surge in the popularity of small-group travel in Japan, leading to an increasing number of smartphone users booking tickets. Consequently, the user-friendliness of airline applications profoundly impacts users' willingness to make purchases. This study aimed to visualize challenges and areas for improvement in airline ticket reservations focused on Japan Airlines and Thai Airways. Therefore, experimental investigations were conducted using these smartphone applications of two airlines. The experiments involved five participants who were tasked with navigating through the entire reservation process using the applications of the respective airlines. Subsequently, we gathered participants' impressions regarding their experience of booking a flight ticket with the retrospective protocol analysis as a qualitative method. The flow of the reservation process was primarily categorized into the following five segments: location selection, date selection, flight selection, and personal information input.The results from the experiment underscore the essential attributes of a user-friendly application for booking a flight ticket. These attributes include optimizing the presentation of information, effectively categorizing data, strategically placing buttons to minimize errors, and ensuring a consistent navigational experience. This study's outcomes highlight that enhancing the usability of applications requires deliberate attention to these factors. In conclusion, this study addresses the pressing concern of designing intuitive and user-friendly airline applications for booking a flight ticket. This study also effectively categorizes the reservation process into key stages by focusing on the applications of Japan Airlines and Thai Airways. This comprehensive analysis accentuates the importance of design considerations in promoting user satisfaction, enabling airlines to cater to the growing trend of online reservations and offer users a seamless experience for booking a flight ticket.

Emiri Otsuka, Namgyu Kang
Open Access
Article
Conference Proceedings

Design Application of Solar Backpack for African Rural Area Students

Access to electricity is a significant challenge in Africa, the impact of which is even greater in schools in isolated rural areas. According to the World Bank, approximately 600 million people (nearly two-thirds of the population) in Sub-Saharan Africa lack access to electricity, leading to difficulties in people’s livelihood, including limited educational opportunities. It has been observed that students living in rural areas take long-distance walks (1h to 2hrs) to school early in the morning and return home after dark with no street lights. Moreover, many students study at night without access of light and electricity. Therefore, this study aims to explore the potential applications and benefits of solar-powered backpacks for African students living in rural areas. The study was conducted in Comoros, at the Mohammadia Community School in the village of Irohe Oichili and the village of Chomoni Oichili where students walk more than 6.5km to get to school. Three hundred and one students were interviewed. The questionnaire was employed to capture necessary data for the solar-powered backpack design and a vivid picture of the importance of this design in Comorian rural communities for students. The parameters within the questionnaire includes families’ financial status, whether electrical power shortage affects the students’ educational performance, whether the solar-powered backpack will benefit the students and so on. The results of the survey showed that 82% of the students came from families with low financial status. 80% of the students reported that electrical power shortage affects their educational performance. 90% of the students reported that they would benefit from using a solar-powered backpack. Therefore, a solar-powered backpack was designed with a solar panel attached to the front of the backpack, and a LED light was attached directly inside the backpack. For the charging facility, the backpack is occupied by a USB port, located on the bag’s exterior, connected to the charge center and the battery, while the battery inside the pack is stored neatly away. The battery provides power to the port through an extension system connected inside the backpack. The prototype was tested, and we found that the average time spent on the school way to charge is 1h48min. The capacity of the battery charged on the way is 36%. The period of usage for studying is 1h30min, and the battery life after usage is 16%. As a result, a solar-powered backpack could provide a convenient, portable and sustainable source of electricity for student living in remote areas who are unable to access the electrical grid. Future work is to update the prototype with an attached solar panel that can be disconnected for better charging when the student enters the classroom or at home.

Said Youssouf Kadafi, Hui Lyu, Tebello Pusetso, Zhang Xusheng
Open Access
Article
Conference Proceedings

iBODY: Human body shape reconstruction by using multiple depth cameras

Diverse 3D body shapes of the human body can be collected and statistically analyzed to construct a collection of representative human body shapes. Such a digital human model can be used to realize a design that reasonably takes into account the diversity of the human body, so-called human-centered design, on a computer.A device that measures the three-dimensional body shape of the human body is generally called a 3D body scanner. Although body scanners using laser beams are extremely accurate, they are very expensive and require the subject to keep static for a long time. Photogrammetry, a method that reconstructs body shapes from color images obtained by placing dozens or hundreds of cameras around a subject, can generate dense meshes with realistic textures of the subject's body shape, but the equipment is large and expensive, and the accuracy is difficult to verify. On the other hand, a body scanner using depth cameras can acquire a wide range of high-density point clouds in a short time and requires a small number of cameras, making it relatively inexpensive to build a scanner.This paper describes a new 3D body shape measurement method using multiple depth cameras. The task of identifying the position and orientation of each depth camera in the 3D world coordinate system is generally referred to as global calibration, and conventionally requires that a default checkerboard can be captured from each camera. In this paper, we propose a new global calibration method using a real object of known shape. Only a single object is placed for the measurement area, and calibration is possible as long as any part of the surface shape of this object can be captured from each camera.Furthermore, this paper describes a method to construct a homologous mesh using the obtained high-density point cloud of the human body surface. By constructing the mesh in which the configuration of vertices and faces is invariant regardless of the body shape, dimensional measurements and other analyses are facilitated.

Yui Endo, Kazuto Hayashi
Open Access
Article
Conference Proceedings

IEQ Visual Data to Building Occupants for Personal Control of Indoor Environmental Quality

Indoor Environmental Quality (IEQ) profoundly influences occupants' health, productivity, and comfort in built environments. Effective interaction with occupants to comprehend and control IEQ conditions is crucial in human-centered design for IEQ optimization. This paper presents a preliminary study that leverages three-dimensional (3D) virtual space to deliver IEQ data to occupants, enabling them to understand indoor conditions better and exercise personal control of IEQ. A survey was conducted with participants in a virtually simulated educational environment. For a comparative study, participants experienced 3D virtual space with and without IEQ data information on IEQ variables such as temperature, humidity, air quality, lighting, and noise levels. The proposed framework addresses the effectiveness of IEQ visual data on occupants' responses to ways of indoor environmental controls. Regarding the effectiveness of IEQ visual data for occupants' engagement in IEQ controls, the percentage of positive tendency, that responses strongly agree and agree, ranges from 86 to 88% for thermal comfort, from 84 to 92% for visual comfort, from 71 to 81% for acoustic comfort, and 85% for indoor air quality. Findings also show that specific directions on pictograms would help participants take active engagement to improve comfort levels rather than visual data solely. In conclusion, this paper indicates a preliminary approach utilizing 3D virtual space to determine how participants respond to IEQ visual data for personal control of IEQ. By merging immersive visualization with interactive control, our framework bridges human factors and indoor design for occupants' comfort and productivity. The demand for human-centered design continues to expand to IEQ management with emerging technologies such as electroencephalography, resulting in the design of optimized, healthier, productive, and energy-efficient indoor spaces.

Jeehwan Lee, Sanghyun Lee
Open Access
Article
Conference Proceedings

Human-centric Introduction to a Complex Cybersecurity Standard

Industrial automation and control systems (IACS) operate in complex and increasingly networked environments of industrial plants. Due to the increasing number of cyberattacks, these systems are also exposed to the growing threat of being attacked. IACS are often found in critical infrastructure such as power supply or water treatment plants, as well as in industry, so their compromise can result in devastating consequences. To prevent this, the IEC-62443 series of standards was developed to address the cybersecurity of IACS. In order to achieve cybersecurity in accordance with the IEC-62443 standard, the human factor plays a major role, as it is humans that need to implement and manage the cybersecurity controls. To help those users to get started and gain a basic understanding of important IEC-62443 concepts such as zones and conduits, defense in depth, and security levels, this paper defines an experience-based practical approach to train users w.r.t. application and implementation of the standard.

Jan Eißler, Marko Schuba, Tim Höner, Sacha Hack, Georg Neugebauer
Open Access
Article
Conference Proceedings

A Method for Adversarial Example Generation Using Wavelet Transformation

With the advance of Deep Neural Networks (DNN), the accuracy of various tasks in machine learning has dramatically improved. Image classification is one of the most typical tasks. However, various papers have pointed out the vulnerability of DNN.It is known that small changes to an image can easily makes the DNN model misclassify it. The images with such small changes are called adversarial examples. This vulnerability of DNN is a major problem in practical image recognition. There have been researches on the methods to generate adversarial examples and researches on the methods to defense DNN models not to be fooled by adversarial example. In addition, the transferability of the adversarial example can be used to easily attack a model in a black-box attack situation. Many of the attack methods used techniques to add perturbations to images in the spatial domain. However, we focus on the spatial frequency domain and propose a new attack method.Since the low-frequency component is responsible for the overall tendency of color distributions in the images, it is easy to see the change if modified. On the other hand, the high-frequency component of an image holds less information than the low-frequency component. Even if it is changed, the change is less apparent in the appearance of the image. Therefore, it is difficult to perceive an attack on the high-frequency component at a glance, which makes it easy to attack. Thus, by adding perturbation to the high-frequency components of the images, we can expect to generate adversarial examples that appear similar to the original image with human eyes.R. Duan et al. used a discrete cosine transformation for images when focusing on the spatial frequency domain. This was a method by use of quantization, which drops the information that DNN models would have extracted. However, this method has the disadvantage that block-like noise appears in a resultant image because the target image is separated by 8 × 8 to apply the discrete cosine transformation. In order to avoid such disadvantage, we propose a method which applies the wavelet transformation to target images. Reduction of the information in the high-frequency component changes the image with the perturbation that is not noticeable, which results in a smaller change of the image than previous studies. For experiments, the peak signal to noise ratio (PSNR) was used to quantify how much the image was degraded from the original image. In our experiments, we compared the results of our method with different learning rates used to generate perturbations with the previous study and found that the maximum learning rate of our method was about 43, compared to about 32 in the previous study. Unlike previous studies, the attached success rate was also improved without using quantization: our method improved attack accuracy by about 9% compared to the previous work.

Kanato Takahashi, Masaomi Kimura, Imam Mukhlash, Mohammad Iqbal
Open Access
Article
Conference Proceedings

Analysis of Cybersecurity Risk for Factory Systems

As the digitization of factory systems progresses and the number of digital connections between factories increases, cybersecurity risks throughout the supply chain also increase. In fact, there have been many cases where factories have stopped due to damage from ransomware. For large companies, it is possible to secure the budget and personnel for cybersecurity, including outsourcing. However, almost all small and mediums enterprises (SMEs) are facing with the difficulties to secure them. In this paper, we used a web diagnostic tool for simple risk assessment of factory systems using the checklist for understanding the rough risk posture in the appendix of " The Cyber/Physical Security Framework for Factory Systems" formulated by the Ministry of Economy, Trade and Industry in November 2022. After analyzing the evaluation results and interviews with 170 companies collected through the survey, we analyzed the common challenges for promoting security measures for the factory systems of SMEs. In previous works, several cybersecurity guidelines for industrial control systems in a factory have already been published such as IEC 62443 series, NIST Cybersecurity Framework. However, it is too time consuming and difficult for SMEs to utilize them because these guidelines have over 100 requirements and need specialized people who understand both cybersecurity and industrial control systems well. Therefore, we have developed an easier risk assessment tool based on only 32 requirements. The tool was cogitated to visualize the rough risk posture of factory systems by scoring (20%-100%) the achievement of each requirement. We also gave the risk weight to each for adjusting the difference of the effectiveness for the risk mitigation in our previous work (under peer review). As a web tool survey result, more than 80% of SMBs found it inadequate to mitigate cybersecurity risks. We categorized the cybersecurity risks into the four pillars which are “People”, “Process”, “Technology” and supply chain risk management of assets in the factory system (FA SCM). We saw some common results in each category below: “People”: No awareness of executives, stakeholders, no governance and organization, no collaboration between IT and factory organizations, no educational contents for mitigating the risk in the factory. “Process”: No risk assessment, no assets management for factory systems, no security policy and rule, no procedure and back up asset for incident response. “Technology”: Some countermeasures are installed such as firewall, endpoint security solutions, but not managed well, no network segmentation, no log management, well done for physical security. “FA SCM”: No management for system integrators and asset vendors, no procedures for mitigating the cybersecurity risk for procurement of FA assets. We also found out “People” factor is the root obstacle because no dedicated people for cybersecurity in a factory organization causes the insufficient risk mitigation of the other three categories. If SMEs need the people in charge, it is essential for the executives to commit the investment for human resources. We plan to analyze the results more and build the standardized approach for cybersecurity for factory systems of SMEs in the future work.

Hiroshi Sasaki, Kenji Watanabe, Ichiro Koshijima
Open Access
Article
Conference Proceedings

Towards Agile Worth-Oriented Systems Engineering for Future (AWOSE 4F) – Considering Sustainability Goals and Issues in Development Processes

The Agile Worth-Oriented Systems Engineering (AWOSE) approach is a flexibly applicable methodology to identify and assess potential ethical issues with respect to a (socio-)technical system and systematically incorporate them in a corresponding agile development process. Originally, AWOSE used the model for the ethical evaluation of socio-technical arrangements (MEESTAR), which refers to ethical dimensions exclusively focused on the direct needs of human stakeholders, and fuzzily demanded to extend these with environment- and nature-related aspects. This part of the methodology was meant to merely safeguard against potential harm, whereas an independent set of “worth elements” describing the intended positive outcomes of the system’s usage was pursued as the primary goals of development. Both potential ethical issues and intended worth were then integrated into so-called Worth Maps and explicitly connected to associated system features and components. The Worth Maps then facilitated appropriate design decisions during agile development of the system.As a proposed advancement and tentative successor, AWOSE for Future (AWOSE 4F) strives to concretize the consideration of non-human life and emphasize its interdependence with human requirements based on the Sustainable Development Goals (SDGs) defined by the United Nations.Previous research on sustainability in the context of software and other information and communication technology-based system development commonly distinguished between “green IT” or “software sustainability”, i.e., making technical systems themselves greener, and “green by IT” or “sustainability by software”, i.e., using technical systems as tools to encourage sustainable action. AWOSE 4F can potentially address both of these, depending on the placement of SDGs within Worth Maps. Using SDGs to extend or replace the "ethical dimensions" of MEESTAR should ensure that the system itself is made sufficiently sustainable, whereas establishing SDGs as “intended worth" would foster encouragement of sustainable actions or decisions through the system. In principle, AWOSE 4F could be used in the research and development of a broad range of different upcoming technical systems. Setting SDGs as intended worth appears especially promising for the creation of future cognitive assistance systems that shall help human users select and execute sustainable (micro) actions in daily life, as well as for making appropriate long-term strategic decisions.

Benjamin Strenge, Thomas Schack
Open Access
Article
Conference Proceedings

Digitization, Cybersecurity and Risk Management in the Oil and Gas Sector in the post COVID world: A Systematic Review

Digitization and cybersecurity are intertwined. The surge in digitization has made the cyber threat landscape complex and real, allowing cybercriminals to target nations' critical infrastructure, especially oil and gas. Recent high-profile incidents demonstrate the quickly evolving and intensifying threat landscape. Oil and gas producers must protect themselves from these stealthy adversaries, which necessitates a thorough understanding of the relationship between digitization, risk management, and cybersecurity. Academics and industry practitioners have been digitizing the oil and gas industry for decades to make it more cost-effective and resilient. However, managerial progress is slow and traditional methods are still used. Cybersecurity was largely neglected during digitization. This paper chronicles the growth of smart factories and cyber risk management practices through different digitization strategies, and identifies gaps in digitization and risk management. A systematic literature review of the petroleum industry was conducted using four databases (AAPG, SCOPUS, ProQuest and Web of Science). 56 papers were shortlisted after a comprehensive research. The paper examines the publication, source and goal of digitization models and their use in the oil and gas industry. It also integrates digitization, cybersecurity and risk management in the petroleum sector. In the past, cyber-attacks were responded to after they occurred, and digitization has outpaced cybersecurity management. . This poses a real challenge in the world of oil and gas sector, where billions of dollars are at stake due to this knowledge gap. With the passage of time cyber security has become an integral part of the digitization programs, and recently, the proposed models have integrated cybersecurity as an essential element of digitization frameworks, however much needs to be explored and studied at project level as these models require further validation and updating.

Huma Imran, Mohamed Salama, Colin Turner
Open Access
Article
Conference Proceedings

Multicriteria analysis for the design of interactive public spaces as potential catalysts for local development in Guayaquil

The development of the City of Guayaquil, around its urban peripheries, generates a problem for traditional territorial planning, since emerging solutions must be generated to problems such as the deficit of public spaces and green areas. The multi-criteria analysis between variables such as decision making and the development of sustainable designs generates a path for the local development of peri-urban communities, a specific case of analysis for the study, the Cooperativa Sergio Toral 1, is visualized as a booming territory of urban growth. unplanned, taking into account its accelerated expansion, the means of how these internal communities can generate a source of sustainable employment through decision-making provides possibilities for change in view of the sustainable development of the territory. The objective is to establish a choice parameter that develops the local potential of the territory for the socio-economic benefit of these communities within the Sergio Toral 1 Cooperative. Among the findings of the qualitative methodology, it was obtained that the creation of self-constructed designs through design participatory increases the autonomy of choice and that the synthesis of quantitative data allowed the generation of variables not foreseen in the study. As a result, the exposure of two dependent variables subject to testing configured independent variables that contribute to more effective decision-making and that the development of furniture designs increases the capacity for local development through the creation of spaces for ventures, thus concluding in the creation of interactive public spaces that connect the territory and promote the sustainable growth of the territory, increasing by 7 m2. per inhabitant the amount of green area and the economic development of 30% of the population.

Bryan Colorado, Christian Zambrano, Lileana Saavedra Robles, Juan Briones, Rommy Torres
Open Access
Article
Conference Proceedings

Humane Entrepreneurship in the Creative Fashion Industry: Role of Entrepreneurs’ Intuition on Entrepreneurial Decision-making and Performance

The purpose of this study was to identify the humane-oriented factors that are predictive of creative entrepreneurs’ intuition, decision-making and entrepreneurial performances, and also to establish the dynamics between their intuitions, decision-making and entrepreneurial performances when engaged in their entrepreneurial activities. The study was informed by the realization that the traditional concept of entrepreneurship has mainly focused on new venture creation with the entrepreneur at the centre of all entrepreneurial activities. But with the changing tide of conceptualization, the human aspect of entrepreneurship has evolved as humane entrepreneurship and is operationalized as the pursuit of entrepreneurial growth and humane development for opportunity realization and sustainable organization. Yet, unlike the application of the business aspect of entrepreneurship in established firms, the human aspect of the creative entrepreneurial approaches are often overlooked, and thus represent a knowledge gap. Thus, in the pursuit of filling such gap, exploring the human-oriented dynamics in entrepreneurship has attracted much attention and continue to gain currency in humane entrepreneurship research. In this stead, the following questions were explored relative to creative entrepreneurs’ entrepreneurial activities in the Ghanaian fashion industry. (i) what factors are predictive of the entrepreneurs’ intuitions, and decision-making as well as their entrepreneurial performance. (ii) is there an influencing association between the entrepreneurs’ intuitions, decision-making and entrepreneurial. Using the quantitative philosophical approach informed by the entrepreneurs’ subjective evaluations of their intuitions in decision-making and entrepreneurial performance was enabled, data was obtained from 728 respondents operating in the Ghanaian creative fashion industry. Analytical Findings from principal components analysis identified seven (7) factors that are predictive of the Entrepreneurs’ intuitions in decision-making, eight (8) factors that are predictive of their entrepreneurial decision-making, and ten (10) factors that are predictive of their entrepreneurial performances. The influencing association between the entrepreneurs’ intuitions, decision-making and entrepreneurial is also established. The study outcome provides an important insight on the dynamics of human-factors in creative entrepreneurship and the influencing significance of entrepreneurs’ intuition in their entrepreneurial performances. The insights provide human-oriented perspectives that could enable educators associate with the neuroergonomics constraints in creative entrepreneurship development over the past years and the impact it has, and continue to have, on individuals in developing economies who desire to create business around their creativities. The study outcome provides a good understanding of the influence of creative entrepreneurs’ intuitions on their entrepreneurial performances in the to educators and administrators, which could be used to effectively design a humane-centered creative entrepreneurship skills and practices in the Ghanaian fashion industry.

Mohammed-Aminu Sanda, Lilian Ama Afun, Anna Alacovska, Obi Berko Damoah
Open Access
Article
Conference Proceedings

Designing Non-Contact Interior Space for Space Users' Sense of Safety

During the pandemic that lasted for over three years, the physical aspect of spatial distancing caused a change in lifestyle and was accompanied by psychological distress. The psychological distress caused by physical disconnection exists alongside a tendency to maintain a certain distance from others due to the anxiety felt when sharing space with others. This inclination to maintain an appropriate distance from others may continue in the post-pandemic era. The purpose of this study is to understand the perception of space users regarding design elements for non-contact interior spaces and to propose appropriate interpersonal distances based on different spatial characteristics. To achieve this, surveys were conducted to grasp the perception of non-contact space design elements. Additionally, experiments were carried out in a variable experimental environment. As a result, the importance of design elements for non-contact spaces, including natural ventilation, air filtering and circulation systems, windows/doors, and space density. In the absence of windows, regardless of the ceiling height, there was a trend of decreasing public distance as the space area increased. When the ceiling height was 2.4 m and windows were present, there was a trend of decreasing public distance as the space area expanded. Given the lack of clearly defined space design from a psychological perspective, this study has provided the necessity and direction for user-centered space design.

Ju Yeong Kwon, Da young Ju
Open Access
Article
Conference Proceedings

A Method of Advertising Information Design in Subway Space based on Passengers' Needs for Cognition

This study aims to explore the effectiveness and feasibility of subway advertising information design based on passengers' needs for cognition. Through the analysis and evaluation of the advertisement in the existing subway system, we find that there are some problems in the advertisement of subway space, which can not fully meet the needs for cognition of passengers. First of all, there are often design problems that are not coordinated with the subway environment. Secondly, some advertising content is over-commercialized and lacks practical and emotional resonance that is closely related to passengers' lives. Passengers' needs for cognition are closely related to subway advertising information. In the process of subway travel, passengers not only need travel information, but also want to obtain information about culture, history, art and other aspects related to the destination. They expect ads to provide valuable, meaningful information that will give them a pleasurable cognition experience during their short travel time. Passengers' needs for cognition for advertising include understanding of regional culture, exploring new things, and paying attention to social problems. In order to better meet the needs for cognition of passengers, we put forward a subway advertising information design method based on passenger needs for cognition, which is divided into demand layer, mechanism layer, transformation layer and target layer, and describes the needs for cognition of passengers for subway advertising information and their respective action mechanisms.The results of this study show that satisfying passengers' aesthetic needs, their needs for cognition for regional culture, new things and social problems, and their needs for interesting interactive ways can enhance the attraction and influence of advertising on passengers. Through designing advertisements that are coordinated with the subway environment and have practical content and emotional resonance, the communication effect of advertisements can be enhanced.

Zhipeng Zhang, Xing Fang, Wenyi Xu
Open Access
Article
Conference Proceedings

Exploring the Ethical Dimensions of Accessible UX Design: Balancing Stakeholder Interests and User Intentions

In the digital world, the significance of accessibility within user experience (UX) design cannot be overstated. However, accessibility has often been overshadowed by the prevalence of agile product development approaches, leading to its neglect. This paper aims to highlight the vital importance of accessible UX design for end-users and addresses the growing concern of diminishing accessibility in the realm of commercial software. Moreover, it delves into the ethical implications raised by the inclusion of dark UX patterns, intentionally inserted to manipulate user behavior, which not only raise ethical questions but also violate established ISO standards, such as ISO 9241.The presentation centers around the concept of dark UX patterns, which employ various visual triggers and element hierarchy manipulation techniques to guide users towards actions that may not align with their best interests. These patterns are not limited to non-compliant software alone; they are pervasive across various aspects of everyday life, showcasing their broader social impact. By referencing real-life examples, the discussion expands to explore the philosophical implications of UX design, diving into the fundamental question of whether ethically correct UX design can coexist with economical stakeholder interests and innovative practices.However, the challenge lies in balancing the needs and objectives of stakeholders, who seek to promote their products, with the aspirations of UX designers, who aim to enhance the overall user experience. This balance adds complexity to the ethical landscape surrounding UX design, leading to thought-provoking questions regarding intentional and unintentional unethical UX design. It prompts inquiry into the decision-making processes behind these approaches and explores the responsibilities of UX designers in navigating these ethical considerations. The primary objective of this paper is to initiate a discourse on these ethical dilemmas and foster a broader understanding of their implications. To achieve this, the research presents case studies that exemplify both ethically incorrect designs and counter-examples, showcasing how the needs of stakeholders and users can be addressed simultaneously without resorting to manipulative app flows. By examining these cases, the study aims to shed light on potential pathways for innovative yet fair software design, wherein the interests of stakeholders are respected without compromising the ethical responsibilities of UX designers.

Aysegül Karakus
Open Access
Article
Conference Proceedings

Image-Based Icons: Effects of Object Recognition, Feature Recognition, and Visual Field for the Design of Learning Management Systems

Schools and universities are increasing incorporating digital technology with their curriculum implementation through use of Learning Management Systems (LMS) like Desire2Learn (Blackboard), Canvas, and Schoolloop, just to name a few. With the rise of instructor-side customization options in the LMS, educators may not be experienced in designing features, such as button design. Yet, buttons are the most common point of interaction between a user and the interface, and buttons direct students to information on a specified page. Thus, research on effective and usable options for button design in an educational framework is needed to ensure that LMS interfaces are designed with the user’s performance and ease of use in mind. The present study examined visual search performance using a 3 (button type: image, text, image+text), x 2 (border style: rounded or squared), x 2 (screen size: laptop size or mobile size) within-subjects design. In general, results showed longer search times for text only buttons compared to image and image+text buttons, rounded square borders compared to square borders, and larger than smaller screen sizes. However, these overall effects were qualified by two-way interactions between button type x border style, and button type x screen size, where text buttons paired with square borders and large screen sizes resulted in worse performance. Although image+text buttons yielded similar performance to image only buttons, users preferred image+text buttons. Implications of these findings for design are discussed.

Shane Toyohara, Kim-Phuong L. Vu
Open Access
Article
Conference Proceedings

Usability Evaluation of Food Bank Data Visualizations using Eye-Tracking Technology

Effective resource allocation in hunger-relief agencies relies on data-driven decision-making. In recent years, major hunger-relief organizations, such as food banks, have increasingly adopted data visualizations as a fundamental tool for presenting and comprehending analytics. As this trend has gained momentum, the need for establishing a standardized approach for food banks to presenting visualizations has become evident. These visualizations must be efficiently interpreted by users to prevent potentially dire miscommunications. A usability evaluation was conducted on selected visualizations using eye-tracking technology in this study. Usability concerns and design recommendations were identified. Findings of this study have the potential to improve food bank operations through evidence-based decision making.

Kyle Hilliard, Mikaya Hamilton, Steven Jiang, Lauren Davis
Open Access
Article
Conference Proceedings

Considerations for Cabin Design in Urban Air Mobility's Personal Air Vehicles with a Focus on User Experience

Urban Air Mobility (UAM) era is predicted to arrive, with the commercialization of Personal Air Vehicle (PAV) expected by 2025. The cabin design direction of traditional aircraft and PAV differs significantly, and considering the perspective of a new space that users have not previously experienced, it is necessary to understand user perceptions in order to provide an environment that ensures satisfaction, comfort, and stability. Furthermore, while the cockpit in traditional aircraft is separated and disconnected, PAV may have direct interaction points between pilots and passengers, necessitating consideration of social factors related to pilot-passenger interaction. The purpose of this study is to identify the physical and social servicescape factors in PAV cabins that may influence the experiences of passengers and pilots. According to the survey results, both pilots and passengers rated the "Safety in Emergencies" element as the most important. It takes into account the confined interior of the cabin, examining environmental factors that impact not only passengers but also pilots, thus providing a holistic understanding and presentation of the overall aspects.

Ju Yeong Kwon, Seok Jun Jin, Da young Ju
Open Access
Article
Conference Proceedings

Exploring a software application to simulate rigid bodies to have fast conceptual designs

There are various software tool applications to design and simulate the operation of a product. However, knowing its capabilities and scope helps us make computational resources more efficient, decrease learning times, and reduce savings in purchasing licenses. This work presents the experiences obtained when using a software tool application to generate conceptual designs of prototype mechanisms, in which it was required to simulate their movements quickly and easily without investing too much time in learning to use said tool application. Through three case studies, the advantages and disadvantages of the software application explored are shared. With the first case study, the alternative of using a single sketch to model the side view of a prototype thoroughly was evaluated. The second case study analyzed the types of restrictions necessary to make assemblies and generate the movement simulation. The third case study evaluated the possibility of representing the force of gravity and creating the effect of contacts between moving solids. Among some of the results obtained is that the software tool application explored 1) allows the use of a single sketch to generate the side views of a prototype, 2) the assembly restrictions are the same as those used to generate a simulation of movement, which facilitates its definition and 3) the effect of the force of gravity can be obtained through the use of different assembly constraints. At the beginning of the article, an introduction is presented about the topics related to the simulation of rigid bodies; subsequently, the restrictions that can be represented in the software tool application explored are identified, then the three case studies used are described, and finally, the conclusions and future work are mentioned.

Hector Rafael Morano-okuno, J Enrique Chong Quero, Ricardo Jaramillo Godinez
Open Access
Article
Conference Proceedings

Carbon Footprint Interaction Through Slow Design Computing and Visual Design

Our motivation is to apply the principles of Slow Design to the research on calculating carbon footprints, specifically by creating more “conscious” and “visible” interactive ways to inspire users to actively engage in the formation of their carbon footprint and gain more positive experiences from it. With the United Nations promoting the Sustainable Development Goals (SDGs), there is an increasing number of carbon footprint calculation applications available. However, users need to accumulate long-term usage to provide estimates of their impact on both personal and environmental aspects and further receive recommendations for sustainable living. In the book "User Friendly," Kuang and Fabricant (2020) reveal that climate change can be a feedback problem. They state, "We don't know how much carbon we emit daily, and the target timelines are set too far in the future, making the effects invisible. Imagine if the effects of carbon emissions were exactly the same as they are now, but the accumulation of carbon turned blue into green. In such a world, it's hard to believe that anyone would still talk about whether human activities have any impact on the climate...." Therefore, we hope to leverage Slow Design to foster an emotional connection to this interactive behavior, enhance the cognitive model of actions, and bring about sustainable benefits. To achieve the application of Slow Design principles in the research on calculating carbon footprints, we employ creative ideation and design research methods, including (1) studying relevant literature and cases, (2) interacting with potential users and conducting interviews, (3) creating and testing low-fidelity prototypes, and discussing recommendations and strategies for carbon footprint calculation. These research findings can serve as references for future studies on Sustainable Development Goals.■ Slow Design and Carbon FootprintWe apply the principles of Slow Design to the research on calculating carbon footprints. Slow Design is a design philosophy inspired by the Slow Living movement in 1986, advocating for slowing down the pace of life and countering the fast-paced lifestyle and culture of mass consumption. It contrasts with the culture of fast consumption and immediate gratification, emphasizing sustainability and respecting human needs and the environment. Slow Design focuses on quality, details, and experiences to provide more meaningful and sustainable design solutions. On the other hand, Slow Design Computing is a concept that combines the principles of Slow Design with computer science. It adopts the values and principles of Slow Design and applies them to the field of computer science and digital technology.■ Calculation and Case EvaluationThe carbon footprint calculation method is a way to assess the greenhouse gas emissions produced by an individual, household, organization, or product. These emissions are typically expressed in terms of carbon dioxide equivalent (CO2e). The methods for calculating carbon footprints can vary depending on the subject of calculation and the data used. Relevant literature (Batmunkh, 2022) and accounting software and platforms available on the market, such as MOZE 3.0 (2021), can be utilized for this purpose.■ References[1]C. Kuang and R. Fabricant, User Friendly: How the Hidden Rules of Design Are Changing the Way We Live, Work, and Play. USA: Picador, 2020.[2]L. MOZE Co., "MOZE 3.0," ed. Taiwan, 2021.[3]A. Batmunkh, "Carbon Footprint of The Most Popular Social Media Platforms," Sustainability, vol. 14, no. 4, p. 2195, 2022, doi: 10.3390/su14042195.

Yi-Sin Wu, Chun-Yen Chen, and Teng-Wen Chang
Open Access
Article
Conference Proceedings

An investigation into how an integrated user interface and virtual reality affects operator performance when completing submarine control room tasks

Submarines use a plethora of sensors crucial for above-water surveillance. For example, the optronics mast utilises sensors that collect optical data on the surrounding environment. Whereas the Radar Electronic Support Measures (RESM) mast provides electromagnetic surveillance that focuses on avoiding counter-detection. Paradoxically though, every time the mast is up it increases the risk of counter-detection. To reduce exposure time, submarine masts are integrating multiple sensors; like optronics and RESM, to collect data simultaneously. Traditionally, different operators complete optronics and RESM tasks. However, an integrated optronics and RESM mast, would likely require an integrated operator role. Therefore, optimising the Human-Machine Interface would enable optimal operator performance. One suggestion is to present both optronics and RESM data on a single user interface and explore different ways of presenting this information, using more emerging technologies. Therefore, the aim of this study is to investigate how an interface, which supports the presentation of both optronics and RESM data, affects operator performance compared to an interface that presents optronics data only. The study will also explore the effects of presenting such information using current and novel display methods, specifically computer monitors and virtual reality (VR). To test this, four experimental conditions were devised: (1) no additional data using a conventional display, (2) additional RESM data using a conventional display, (3) no additional data using a VR display, and (4) additional RESM data using a VR display. To assess operator performance, participants will complete simulations in each condition, and data will be collected on task accuracy, task completion time, operator workload, situation awareness, and system usability. A detailed account of the research findings will be presented.

Roman Bolton, Sophie Hallam, Alex Smith, Jade Melendez, Craig Allison, Katie Plant
Open Access
Article
Conference Proceedings

Speculate the future roles of design with the changes in the economy, technology, and user generation

The recent advancements in technology have significantly impacted the direction of technological innovation. The present-day international community is witnessing the coexistence of five different generations with varying values, consumption habits, and behaviors, leading to ongoing shifts in market demand. Moreover, the global economy has transformed from a product-oriented approach to a service- and experience-oriented one, signifying the onset of the experience economy and the proliferation of diverse business models. Designers must reassess the future impact of design in the industry. The study aims to examine the future significance of design and its impact on the industry, providing the necessary skills and abilities for design professionals to improve their understanding of future trends and the influence of design in their field. The study used qualitative methods to examine the roles of design, including investigating local service design in Taiwan and international cutting-edge experience design cases, conducting interviews with design experts to gain insights into the present comprehension of design and prospective opportunities among design practitioners, and analyzing trends in social, technology, and economics to determine future roles and capabilities. This comprehensive research incorporates a total of 17 trend data, 18 cases, and insights from 12 industry experts, spanning design, users, technology, and business domains. The study encompasses perspectives from Taiwan, Eastern regions, and Western regions, aiming to thoroughly analyze the impact of design within the industry.This study has three main results after a comprehensive analysis of the above data. Firstly, we designed an analysis framework that takes into account user, business, and technological changes to help us analyze the role of design. Secondly, we sort out 12 future roles of design and describe their related resources and abilities. Thirdly, this study provides a framework for examining the future roles of design, which can further analyze the changes in design capabilities, help designers think about their own combination of capabilities, empower design education and industrial talent cultivation, and establish a more suitable education method for the future. Additionally, companies may utilize the research to inform their talent development strategies, job descriptions, and overall business direction. Government and educational institutions can also benefit from this study by understanding how to allocate resources for design training.

Chiayin Yang, Shin-yu Tsai, Weng-io Chan, Michelle Lin, Hsien-Hui Tang
Open Access
Article
Conference Proceedings

Characterization of Earplug Performance using Dummy Head Microphone Measurements

This study evaluated the sound insulation properties of three distinct types of earplugs: Plug type A, Plug type B (both silicone), and a form type (polyurethane foam). The experiment employed a dummy head to account for the shape of the human head and ears when testing the earplugs’ sound insulation properties against white noise and sine waves. All three types of earplugs demonstrated significant noise attenuation within the frequency range of approximately 2500-4000 Hz when exposed to white noise. In the case of sine waves at 400 Hz, the largest discrepancy was observed when comparing conditions with and without earplugs. Specifically, the difference was approximately -11.9 dB for plug type A, -6.7 dB for plug type B, and -9.5 dB for the foam type. These findings provide valuable insights into the effectiveness of different earplug types in reducing noise levels.

Kosuke Morinaga, Shigekazu Ishihara, Kazuya Kunisue, Shinji Kajikawa, Misa Kajikawa
Open Access
Article
Conference Proceedings

Human- centered Design Research of Visualization Approaches to Health Popularization

With the improvement of people's health consciousness and the development of new media, the visual representation of health science based on media has flourished. However, the current visualization cannot meet people 's emotional needs. This article conducted literature research and in-depth case studies on types of visualization for health science popularization, questionnaire survey and comparative analyses were carried out between the existing visualization methods of health science popularization. The article then discusses the design strategy for building a suitable visual html five(H5) for health science popularization. The results of practical verification show that the html five quiz game can guide people to actively think about and understand how to use medicine correctly, optimize the user's experience when acquiring knowledge. This research offers an insight into human-centered design of visualization of health science popularization.

Yue Wu, Siqi Zhang, Yuqing Zhang, Yun Chen
Open Access
Article
Conference Proceedings

Exploring Human-Like Behavior Explanation on AI Speaker Recognition as Communicable Partners across Age Groups

AI speakers are not just tools for presenting information but also have the potential to function as communication partners. Pradhan et al. (2019) reported that individuals differ in their understanding of AI speakers, with some perceiving them as radio-like machines while others see them as human-like social agents.This distinction provides important insights into building trust with AI speakers. The objective of this study was to develop fundamental knowledge that enables AI speakers and humans to establish trustworthy relationships, akin to those between humans.We examined whether participants' behavior towards the AI speaker differed when they were informed that it operated as an autonomous entity, similar to an agent robot. Additionally, we investigated whether these results were independent of age. Forty younger and forty elderly participants were involved in a joint Simon task experiment. The hypotheses were as follows: (1) Participants who were informed that AI speakers "think and make decisions on their own, like humans" would strongly perceive AI speakers as communicative partners compared to participants who were informed that AI speakers were "programmed to act like machines." (2) The aforementioned differences would persist irrespective of individual characteristics, such as age or experience with robots. The experiment's findings supported both hypotheses.

Yukiko Nishizaki, Takumi Uchitani
Open Access
Article
Conference Proceedings

Exploring Anime Character Image Generation Based on User Preferences

This paper presents a method for generating images of anime characters based on user preferences. A questionnaire is developed to measure user preferences, inspired by Rubin's "Love and Liking Scale". Specifically, user preferences are collected by presenting anime character images to participants through a crowd survey and collecting their responses. The model responsible for generating the anime character images is trained using deep learning techniques, using the survey data as a training set. However, attempts to generate images using the trained model did not produce the expected results. When analyzing the survey data, it was found that there was limited variability in the "Love and Liking" scales for each anime character. This suggests that the trained models may not adequately reflect user preferences. Future work will focus on improving the model to accurately capture user preferences and developing a more appropriate model. This study provides fundamental knowledge and essential insights for the development and advancement of anime character image generation methods tailored to individual user preferences.

Mitsuhiro Hayase
Open Access
Article
Conference Proceedings

Small UXS-Squad Teaming: Military Operational Use Cases

The proliferation of small unmanned systems (i.e., drones) being deployed at the squad or small unit level for military applications continues to increase (e.g., the use of both commercial and bespoke custom drones in the conflict in Ukraine has been a headlining story since the start of the conflict). The reliability and capabilities these low-cost platforms offer pose numerous potential benefits for squad level operations, particularly for Special Operations Forces (SOF). This paper and associated poster present a summary of current operational use cases for commercially available small unmanned systems based on feedback from a cohort of representative military end users. The purpose of this summary is to provide designers and developers of unmanned systems, payloads, autonomy, and other related capabilities with an operationally grounded set of use cases to better inform their efforts from the perspective of the users who must make the decision to rely on these technologies, noting that this population is typically one that is challenging to access.

Michael Jenkins, Caroline Kingsley, Richard Stone, Sean Kelly
Open Access
Article
Conference Proceedings

Internet of Toys for Measuring Development of Drawing Skills in Support of Childcare Workers

During childhood, play is important for promoting the mental and physical development of children. For this reason, those involved with childcare (guardians and childcare workers) need to create an environment suitable for child development and provide children with support and guidance. However, because there are unique elements to the development of each individual child, childcare workers caring for large numbers of children, and guardians in remote areas, may struggle to oversee the daily development of the children in their care. Especially, in Japan, the lack of vacancy at nursery schools and the number of nursery teachers is regarded as a problem in spite of declining birth rates. Therefore, there is a strong desire to realize a society in which children can be raised safely and securely without placing a burden on parents and childcare workers. To solve the problem, we propose various types of toys with built-in sensors are used to acquire motion data during play activities, and a system intended to aid in estimating the child development stage by creating a data visualization for childcare workers. In this paper, we built a pen holder type device for measuring development of drawing skills. Using this prototype, as the first step of an evaluation, we conducted an experiment to verify whether it is possible to discern four types of drawing focusing on changes in drawing skills related to child development. The results showed that they could be identified with 63% (SVM) and 64% (RF) accuracy.

Keiko Yamamoto, Taichi Fujihara, Ichi Kanaya
Open Access
Article
Conference Proceedings

Exploring the User's Perception of Updates in Intelligent Systems

With the rapid advancements in artificial intelligence and connected systems, understanding users' perceptions becomes crucial. This study delved into the "Perception of Updates" in intelligent systems, combining expert and user interviews to elucidate the various facets of perceived system upgrades.For a deeper dive, semi-structured interviews were carried out with experts and users alike. The expert group consisted of professionals from diverse fields, including user experience, product design, intelligent vehicle design, voice system specialists, and academics, all of whom have substantial experience in the domain. Key insights from these sessions ranged from the evaluation of intelligent product upgrades to discerning design recommendations under perceived enhancements.On the other hand, user interviews engaged 20 users with experience in using intelligent products. The focal point here was their experiences and recall of moments when they distinctly perceived an update or progression in the intelligence of the systems they used.Emerging from these interviews were structural analyses of the perception of updates. Three primary dimensions were discerned: enhancement of perceived functions, addition of new functions, and perceived evolutionary capabilities of the system. Notably, there were also implications on the effects of this perception. Positive outcomes included increased trust in the product, heightened purchase intentions, brand loyalty, a sense of security, and a propensity to recommend the product to peers. Interestingly, among user interviewees, the perception most significantly influenced product recommendations and brand loyalty. Meanwhile, experts highlighted the implications on brand loyalty and trust, reinforcing the intrinsic link between perceived updates and continued user engagement. However, there were also potential drawbacks to consider, such as concerns over privacy and perceived threats, though these were less frequently mentioned.This study highlights the importance of understanding user perceptions of system updates, offering valuable insights for improving user experience in modern technology.

Youyu Sheng, Xing Chen, Yuhan Liu, Jingyu Zhang
Open Access
Article
Conference Proceedings

Investigating the issues encountered for improving usability

Human centered design (HCD) is a traditional human Factors and Ergonomics concept. About the end of last century (1999), HCD is firstly standardized as process. It is rare case that the HCD which is not academic system is continued to discuss. The reason is considered not to solve the issues by using HCD. The purpose of this study is to investigate degree of recognition and application for promoting installation of HCD process to interactive system development area for usability and to clarify the issues and propose ways to solve this HCD problem. The questionnaire results by about 600 developers shows that known ratio about HCD is about 58% and applied ratio for in known ratio is about 42% (152 developers). However, overall, only 23% are covered. If HCD is recognized, nearly half of it will be applied, so it is important to raise overall recognition. The ratio of upper phase, development phase and evaluation phase that requirement definition related usability are similar. However, the ratio of deciding usability requirement in upper phase is only 13%. The ratio of evaluating usability requirement before specification is only 10%. Though the ration of recognition for HCD is not so low, many developing areas cannot decide usability requirement before requirement definitions. It is guessed that almost developers do not know how to decide usability requirements.To confirm this question, the other study was carried out. The ratio of recognition for Common Industry Format for usability (CIF) is about 39%. The number of developers to apply CIF to development is about 90. It is only 14%. The CIF is the format for applying HCD process to development process which is standardized in ISO. This standard series is belonged in Standard series for software quality called SQuaRE (System and software Quality Requirement and Evaluation). As the range of recognition for SQuaRE series is about 43%, it is necessary to spread CIF to software development areas.To verify the effectiveness of CIF, CIF is applied to self-driving bus system. Firstly, a high-level description of the context of use shown in the context of use description (ISO/IEC 25063) was made for a usual bus and self-driving bus system, respectively. After that, use needs and user requirements were extracted based on high level description. This process shows that it is easy to extract user requirements before requirements decision phase by using the CIF. However, it is found that management level does not understand the importance for the role of upper phase activities by this time investigation. For this reason, it seems that the ratio of recognition of HCD. It is necessary for improving usability to spread HCD, CIF and SQuaRE much more.

Shinichi Fukuzumi
Open Access
Article
Conference Proceedings

Comparative Evaluation of Social Media Data Analytics Tools in Event Management: Usability and Effectiveness

The advent of social media analytics tools has brought a transformative shift to event management, enabling more dynamic, effective, and personalized event experiences. However, navigating through the sea of available options to select the most suitable tool can be challenging. This study aims to demystify this selection process by comparing the usability and effectiveness of four popular social media analytics tools for event management. The evaluation procedure involved two key steps. Initially, Nielsen's ten usability heuristics were applied to assess the usability of each tool. Subsequently, each tool's effectiveness was examined based on seven Measures of Effectiveness (MOEs) for Event Management (EVMAN), identified through an extensive literature review. Evaluation results exhibited strong consistency, which underscores the validity of our methodological approach. Our findings provide valuable insights by highlighting the strengths and weaknesses of each tool, thus aiding event managers in their selection process and offering educators a framework for classroom adoption. Furthermore, our study contributes to the literature by introducing a distinctive evaluation framework that integrates usability heuristics and event management-specific measures of effectiveness. By bridging this gap, our research paves the way for more knowledgeable, effective, and streamlined adoption of social media data analytics tools in event management.

Melissa Hunsicker Walburn, Angela Walters, Stacey Smith
Open Access
Article
Conference Proceedings

Risk-Based Selection of GUI Elements for different Input Devices

Following the U.S. Food and Drug Administration and the EU Medical Device Regulation, manufacturers must design graphical user interfaces (GUI) with appropriate controls that meet risk and usability requirements, including safety, efficiency, effectivity, learnability and satisfaction. To meet these, we collected and categorized commonly used GUI elements and analyzed those based on criteria related to criticality, such as visibility of options or selections, number of options, accuracy, and control speed. We created tabular overviews to display each GUI element's characteristics, enabling the GUI designer to choose risk-, task- and usability-based the most suitable GUI element. These tabular overviews could increase efficiency during early development phases and help avoid common mistakes. While this work has the potential to support choosing appropriate GUI elements, reduce risks and improve usability, its practicality and effectiveness still need to be verified in further work.

Okan Yilmaz, Klaus Radermacher, Noah Wickel, Verena Nitsch, Armin Janß
Open Access
Article
Conference Proceedings

Analyzing user experience of e-scooter usage: A human-computer interaction perspective on personal vs shared e-scooters

In response to urgent environmental sustainability and carbon reduction issues, the global transportation sector is actively promoting the use of electric vehicles to replace high-carbon emitting fuel vehicles. In the Taiwan two-wheeler market, for example, electric-scooter (e-scooter) products are increasingly meeting the needs of consumers due to their continuous lightweight and aesthetically designed improvements, as well as the provision of convenient battery swapping services. By the end of 2022, 2% of consumers in the overall scooter market had opted for e-scooters instead of fuel scooters, indicating that their needs were being satisfied. To further meet the consumer demand for e-scooters, Taiwan launched shared e-scooter services in 2018, enabling consumers to ride e-scooters by paying reasonable vehicle usage fees in a "rent-to-own" model to meet their transportation needs. As of the end of 2022, more than 8,000 e-scooters were made available for the public to share, satisfying the needs of consumers requiring short-distance transportation using e-scooters. From another perspective, the usage rate of private e-scooters is not high in Taiwan, with an average usage time of 54 minutes per private e-scooter. Since shared e-scooters are available for all users to consume, they can effectively reduce the idle rate of e-scooters and increase their usage rate, further meeting consumer needs. The primary goal of launching these products and services is to focus on sustainable transportation, as the simultaneous provision of these two service models can meet the needs of consumers with different transportation and usage habits, ultimately aiming to replace fuel vehicles.This research aims to gather subjective feedback from consumers through a rating scale to understand the extent to which e-scooters and shared e-scooters are meeting consumer needs, as well as the issues encountered during their usage, while prioritizing user experience and satisfaction by exploring the perceived feelings of users in their interaction with e-scooter products or shared e-scooter services. Participants with prior experience of using e-scooters or shared e-scooters will be recruited to complete the questionnaire. The final results of this study aim to provide recommendations for enhancing the services based on consumer feedback and gain insights into the demand for e-scooters and shared e-scooters, including analyzing the differences in demand for these products and proposing suggestions to better meet consumer needs. By addressing the challenges faced by consumers in using e-scooters and shared e-scooters, the results of this research will contribute to the development of more user-friendly and efficient transportation solutions, ultimately promoting the adoption of sustainable transportation options in Taiwan and globally, and supporting the reduction of carbon emissions while improving the quality of life for the public.

Huang Fei-Hui, Wen-chou Huang
Open Access
Article
Conference Proceedings

Accessibility Roadmap for Tertiary Institutions

Higher education institutions have unique web accessibility requirements. These institutions consist of every different type of research, along with teaching, marketing and e-commerce requirements, like promoting courses, collecting fees and providing course materials. They also have very specific accessibility requirements, often with teeny-tiny budgets! However, as different as these institutions are from other organizations, the more similar they are to one another. In over two decades of working with tertiary institutions, Gian Wild has developed a roadmap that is applicable to all different types of tertiary institutions, and that can take them from knowing nothing about accessibility to incorporating accessibility into every aspect of operations.This roadmap consists of five phases:- Quick wins, incorporating issues such as building an accessibility committee, developing a Disability Reference Group and Accessibility Champion, funding Disability Services, developing accessibility resources and capturing accessibility complaints.- Develop an Accessibility Plan, consisting of writing an Accessibility Statement, developing an Action Plan, updating Policies and Procedures and communicating with staff- Ensure web sites and applications meet accessibility requirements, including ensuring all future client web sites are accessible, creating an inventory of ICT, identifying applicable web sites, conducting testing, contacting vendors and undertaking fixes- Develop accessibility knowledge within the institution, such as providing training for web staff, faculty and Disability Services- Promote accessibility compliance, by conducting accessibility sessions, developing accessibility case studies and providing incentives and publicity for staff

Gian Wild
Open Access
Article
Conference Proceedings

The Comparative Hazards and Benefits of EFBs and Paper Documents in the Cockpit 2016 - 2022

In aviation, the Pilot oversees the gathering all material required to be present in the cockpit. These materials are referred to as a “flight bag” and include performance calculations, charts, and other documents critical to the flight. Due to the volume of documents which can weigh up to 35-pounds, many pilots utilize electronic flight bags (EFBs). A previous archival study from 1995 through 2015 found significant human factors issues with EFBs that include a lack of training, inhibited access to information, and distraction/workload (Sweet & Strybel, 2016). Today, companies such as Airbus have made the use of EFBs as part of their standard operating procedures. The present archival study compared the hazards and benefits of carrying EFBs to the hazards and benefits of carrying paper documents in the cockpit utilizing the NASA Aviation Safety Reporting System (ASRS) from 2016 through 2022 because of the increased use of EFBs since 2016. We found several human factors issues with EFBs such as accessing information, missing or incorrect information in databases, and limitations of the physical EFB apparatus and its auxiliaries.

Megan Mitchell, Thomas Strybel, Vernol Battiste
Open Access
Article
Conference Proceedings

The effects of type of road and driver personality on drivers’ automation use: an on the road study with Tesla’s autopilot

Research has shown that drivers are willing to use vehicle automation. However, automated systems can only be beneficial if they are accepted, trusted and used appropriately by the driver. Therefore, the present study investigates drivers' willingness to use vehicle automation as a function of driving situation characteristics and driver personality in an on-road experiment. Firstly, the study investigates whether drivers are more or less likely to use vehicle automation depending on the type of road (rural road or motorway). It will also test whether the type of road affects the driver's in-situ assessment of the automation (e.g., criticality and mental load). Secondly, it examines whether driver personality (Big Five and affinity for technology) is related to the rate of handover, and whether drivers' in-situ assessment of vehicle automation is correlated with the rate of handover.Thirty-eight participants completed a one-hour drive with six measurement intervals and a length of 24 km in the north of Berlin. In general, the results showed that a combined handover of lateral and longitudinal automation was used most frequently, regardless of the type of road. More specifically, the type of road influenced the drivers' handover behavior. Handovers to lateral and longitudinal automation were more likely on motorways than on rural roads. The type of road also influenced in-situ ratings of automation trust, usefulness and appropriateness. Drivers' personality was found to have a significant influence on their handover behavior. Lower neuroticism scores and higher affinity for technology were associated with higher proportions of handovers. The results also show that in-situ ratings correlate with usage behavior. Critical ratings were negatively related to handovers, whereas trust, appropriateness and usefulness were positively related to handovers.Based on the results, we conclude that drivers will use automated driving functions when they have the opportunity to do so. Their usage behavior is influenced by the type of road, their assessment of the situation and aspects of their personality. The study serves as a starting point for future studies, such as naturalistic driving studies. The results also help in the design of vehicle automation and increase the understanding of drivers' use of vehicle automation.

Josephine Halama, Manfred Thüring, Stefan Brandenburg
Open Access
Article
Conference Proceedings

The Roles of Driving Style and Initial Trust on Trust towards Automated Vehicles

User trust and acceptance are critical for the success of Automated Vehicles (AVs) in enhancing road safety and reducing driver workload. This study aims to investigate the influence of AV style (careful or aggressive) and driver style (careful or aggressive) on trust in AVs, while considering the role of initial trust level. A questionnaire-based survey was conducted with 204 participants, and responses were analyzed utilizing a Linear Mixed Model (LMM) with AV style, driver style and initial level as fixed effects. Two significant two-way interactions were observed: between driver style and AV style, and another between initial trust and AV style on trust. Specifically, careful AVs were rated with a higher trust than aggressive AVs by both driver groups. Additionally, aggressive drivers trusted aggressive AVs more than careful drivers, but careful AVs gain the same trust. Interestingly, participants with medium initial trust exhibited a less divergence in trust between different AV styles, yet the trust gaps between different trust groups consistently existed. These findings underscore the importance of aligning driver style, AV style, and initial trust levels to cultivate heightened trust in AVs.

Milei Chen, Weixing Huang, Tingru Zhang
Open Access
Article
Conference Proceedings

Investigating Challenges in Decision Support Systems for Energy-Efficient Ship Operation: A Transdisciplinary Design Research Approach

To increase energy-efficiency and reduce CO2e emissions in maritime shipping, Decision-Support Systems (DSS) can be leveraged. Specifically, in regard to reducing the greatest contributor to consumption, propulsion (IMO, 2021), by assisting seafarers in route planning, and timely and efficient re-planning, as well as general monitoring of ship’s energy dynamics. However, the successful integration and acceptance of these systems into the seafarer’s workflow pose significant challenges, such as goal conflicts, e.g. with safety or with the financial interests of different stakeholders, which require a deep understanding of interactions onboard and onshore.This paper reflects on our implementation of a transdisciplinary design research approach for developing novel, human-centered AI-based tools for energy-efficient ship operations. Of our concurrent studies, we describe selected forms of inquiry that together resulted in a holistic understanding of the application domain, target audience, and typical tasks as well as an interactive prototype of a decision support system for energy-efficient ship navigation.The research activities reported are based on human factors research concerning energy-efficient ship operations and focus on research through design in the sense of Jonas (2015) in the field of DSS for CO2e emission mitigation in navigation and ship operation, and the formative evaluation of a DSS prototype in a ship simulator environment (N = 22). By viewing these research activities through the lens of design research, more specifically the theoretical foundation of MAPS (Jonas et al., 2010), we systematically describe and discuss their individual contributions. MAPS specifically operationalized design research as “Matching Analysis, Projection and Synthesis”, enabling integrative, systematic research processes across boundaries of disciplinary bodies of knowledge, domains and actors.As a primary contribution, we reflect on our lessons learned to identify generalizable challenges for similar future projects of the maritime ergonomics community. These include (1) context-sensitive integration of navigational and operational data; (2) calibration of users’ expectations of the system’s capabilities; and related to this (3) increasing transparency of how the DSS retrieves and processes data, and of how confident it is in its suggestions. By considering key human factors, such as workload, autonomy and biases (e.g., automation bias) on the basis of our system, we demonstrate how these challenges can be addressed. As a secondary contribution, we also share our resulting designs as examples of how AI-based decision support for optimizing energy efficiency can be visually and functionally integrated into onboard ship operation and navigation.REFERENCESIMO, 2021. Fourth IMO GHG Study 2020. International Maritime Organization, London, UK.Jonas, W., 2015. Research through design is more than just a new form of disseminating design outcomes. Constructivist Foundations 11, 32–36.Jonas, W., Chow, R., Bredies, K., Vent, K., 2010. Far beyond dualisms in methodology – an integrative design research medium “MAPS.”

Benjamin Schwarz, Mourad Zoubir, Jan Heidinger, Marthe Gruner, Hans-christian Jetter, Thomas Franke
Open Access
Article
Conference Proceedings

Emerging Technologies in Transportation: The Simulated Air Traffic Control Environment (SATCE) case study

SATCE (Simulated Air Traffic Control Environment) is a system that simulates air traffic control scenarios for training purposes and improves effective and efficient communication. SATCE implementation in aviation training provides a more realistic and immersive training environment (use of AI in communication needs of training with controlled traffic volume and events), offering Competency Based Training & Assessment (CBTA) features in phraseology and procedures. Purdue - ASTi research case study of SATCE enables aviation SMEs to enhance their knowledge and practice their skills in a realistic and immersive environment. Another potential use case for digital twins in SATCE is to simulate different aircraft types and scenarios. Purdue team projects aim to research the behavior and performance of different training scenarios under SATCE, design, test, and certify the implementation – use of different flight devices in existing airspace classification environment. Purdue – SATT approach for SATCE focuses on the potential to improve the effectiveness and efficiency of aviation training programs (CBTA globally) by providing a more realistic and immersive learning experience (lean process for training/certification, transition to AI - AAM environment). Moreover, this research focuses on mitigating residual risk in the 'AI black box', focusing on aviation ecosystem operations under SATCE – facilitating different aircraft types, airspace, and implementation of AAM. Results aim to analyze and evaluate the Artificial Intelligence (AI) certification and learning assurance challenges under the SATCE aspect.

Dimitrios Ziakkas, Neil Waterman
Open Access
Article
Conference Proceedings

Utilizing Dimensional Emotion Representations in Speech Emotion Recognition

Speech is a natural way of communication amongst humans and advancements in speech emotion recognition (SER) technology allow further improvement of human-computer interactions (HCI) with speech by understanding human emotions. SER systems are traditionally focused on categorizing emotions into discrete classes. However, discrete classes often overlook some subtleties between each emotion as they are prone to individual differences and cultures. In this study, we focused on the use of dimensional emotional values: valence, arousal, and dominance as outputs for an SER instead of the traditional categorical classification. An SER model is developed using largely pre-trained models Wav2Vec 2.0 and HuBERT as feature encoders as a feature extraction technique from raw audio input. The model’s performance is assessed using a mean concordance coefficient (CCC) score for models trained on an English language-based dataset called Interactive Emotional Dyadic Motion Capture (IEMOCAP) and a Korean language-based dataset called Korean Emotion Multimodal Database (KEMDy19). For the experiments done on the IEMOCAP dataset, we reported a mean CCC of 0.3673 on the Wav2Vec 2.0-based model with CCC values of 0.3004, 0.4585, and 0.3431 for the valence, arousal, and dominance values respectively trained on the “anger”, “happy”, “sad”, and “neutral” emotion classes. Meanwhile, a mean CCC of 0.3573 on the HuBERT-based model with CCC values of 0.2789, 0.3295, and 0.3361 for the respectively on the same set of emotional classes. For the experiments done on the KEMDy19 dataset, a mean CCC of 0.5473 on the Wav2Vec 2.0-based model with CCC values of 0.5804 and 0.5142 for the valence and arousal were achieved using all available emotional classes on the dataset, while a mean CCC of 0.5580 from CCC values of 0.5941 and 0.5219 on four emotional classes “anger”, “happy”, “sad”, and “neutral” were observed. For the HuBERT-based model, a mean CCC of 0.5271 with CCC values of 0.5429 and 0.5113 for the valence and arousal were recorded using all available emotional classes, while a mean CCC of 0.5392 from CCC values of 0.5765 and 0.5019 for the valence and arousal values on the four selected emotional classes. The proposed approach outperforms traditional machine learning methods and previously reported CCC values from other literature. Moreover, the use of dimensional emotional values provides a more fine-grained insight into the user’s emotional states allowing for a much deeper understanding of one’s affective state with reduced dimensionality. By applying such SER technologies to other areas such as HCI, affective computing, and psychological research, more personalized and adaptable user interfaces can be developed to suit the emotional needs of each individual. This could also contribute to the advancement of our understanding of human factors by developing emotion recognition systems.

John Lorenzo Bautista, Yun Kyung Lee, Seungyoon Nam, Chanki Park, Hyun Soon Shin
Open Access
Article
Conference Proceedings

Object Combinations for Alternative Uses Test Suitable for 2-Condition Within-Participant Comparisons

In recent years, creative thinking has been gaining importance. Creative thinking can be broadly classified into two types of thinking: divergent thinking, which generates a wide variety of ideas from a single concept or idea, and convergent thinking, which converges a wide variety of ideas into a single concluding idea [1]. Since improving the performance of divergent thinking leads to the good performance of creative thinking, many methods have been proposed to support divergent thinking. One of the representative methods to evaluate divergent thinking performance is the Alternative Uses Test (AUT) [2], a task in which participants are asked to respond to as many ideas for different uses of a presented object as possible. Measures of divergent thinking performance include fluency, flexibility, and originality, and when evaluating the AUT [3]. The AUT has been used in many studies because of the short time required to respond to tasks and the relative ease of evaluation. However, the performance of the AUT can vary greatly depending on the individual's experience with the presented object in AUT, and when conducting an AUT under multiple conditions, such as in a comparison experiment, differences in presented objects may have a greater impact on responses than differences between conditions. For these reasons, the AUT is not suitable for within-participant comparisons unless appropriate objects are chosen. Therefore, the purpose of this study was to select appropriate objects, to which the same participant shows similar responses, for within-participant comparisons. First, we listed 32 objects as candidates for appropriate objects for the AUT, which were then narrowed down to 16 through experiments with 4 participants. An experiment was conducted using these 16 objects. 32 undergraduate and graduate students participated in the experiment. They responded to the AUT on these 16 objects. In total, there were 3507 responses. Responses were independently validated by three evaluators and classified into 26 categories. Then, we calculated the quantity of responses to the AUT, and the AUT fluency score from the evaluated data, and conducted a 2-way ANOVA, which revealed that the performance of the AUT differed depending on the object. We examined combinations of objects with the lowest variance using standardized scores and suggested several combinations of objects suitable for within-participant comparisons.[1] J.P. Guilford, “The nature of human intelligence,” New York, McGraw-Hill,1967.[2] Guilford, J.P. “The Structure of Intellect”. Psychological Bulletin, 53(4), pp. 267-293. 1956.[3] Torrance, E. P.: The nature of creativity as manifest in its testing, The nature of creativity, pp. 43–75. 1988.

Ryunosuke Fukada, Kimi Ueda, Hirotake Ishii, Hiroshi Shimoda, Fumiaki Obayashi
Open Access
Article
Conference Proceedings

Illuminating Narratives of Young Wheelchair Users: Lived Experience Insights for Framing Child-Centred Inclusive Mobility Design

Lived experiences and individual interpretations of reality can be effectively communicated through narratives. As such, capturing and understanding narratives can be considered of critical importance in human-centred design, as they form the essence and perspective a design is built upon and are thus essentially embedded into the designed outcome. The role of narratives in design becomes particularly critical when designing with or for end-users whose narratives tend to differ from mainstream dominant societal or disciplinary narratives due to differences in lived experiences. In order to empower such communities and ensure designed entities can be meaningful and desirable as well as usable for them, it is important to proactively uncover, interrogate and incorporate a diversity and plurality of end-user narratives into the design process. This study demonstrates how this could be applied in the field of Inclusive Paediatric Mobility (IPM) Design, by setting out to uncover and interrogate the narratives of nine young wheelchair users aged 4-18 years. In-depth narrative interviews are conducted and analysed to unveil five high-level narrative themes including: Independence, Freedom and Choice Beyond Mobility; Social Inclusion and Support Networks; Identity, Customisation and Self-Expression; Accessibility and Adaptations; and Resilience and Determination. An interpretive phenomenological analysis is then conducted to identify archetypal dominant, counter and alternative narratives that exist around each theme. The study elucidates the complexity, duality and dynamicity of end-user narratives and highlights how wheelchairs can act as a vessel for narratives which transcend the primary concept of mobility, encompassing a deeper sense of identity and selfhood, enriched with values, feelings, and opinions related to various areas of life. As well as offering insights into the lived experiences of young wheelchair users, the narratives identified through this study could be adopted in practice by inclusive mobility designers, stakeholders and policymakers to inform sense-making and opportunity framing processes, to ultimately create more meaningful child-centred healthtech solutions and empower young wheelchair users.

Cara Shaw, Farnaz Nickpour
Open Access
Article
Conference Proceedings

From Technologies to Positive User Experiences in Cars – Phase I: Developing a Human-Centered Technology Profile as a Starting Point for Innovative Solutions

Information on novel interaction technologies is still being stored in a rather disorganized manner in many companies today, therefore, a more systematic approach is needed. Existing methods for standardized description of technologies focus the technological development approach and neglect human-centricity. To address this gap, the authors propose the Human-Centered Technology Profile (HCTP) that combines traditional Technology Management components with a human-centered perspective. The HCTP involves four steps, including conventional technology profile development, analyses of technical as well as user-described functions, classifying the technology concerning its user perceptibility, and sketching three possible scenarios for “technology futures”. The HCTP was applied and evaluated for three technologies in the automotive industry and applied research. Results demonstrate the method's fundamental applicability and highlight optimization potentials as perceived by participating technology experts. The discussion focuses on the HCTP’s optimization potentials and what to change in the next iteration.

Valeria Bopp-bertenbreiter, Doreen Engelhardt, Lena Rittger, Athina Kalmbach, Harald Widlroither, Matthias Peissner
Open Access
Article
Conference Proceedings

A Design Method of Subway Public Welfare Posters based on Visual Metaphor

The purpose of this study is to explore a design method of subway public welfare posters based on visual metaphor. Through the analysis and evaluation of the existing public welfare posters of subway space, we found that many poster designs have problems such as outdated design style, poor communication effect and low passenger participation. In order to solve this problem, we proposed a design method of subway public welfare posters based on visual metaphor, and applied it to the design of subway public welfare posters. This method takes visual metaphor as the main design theory, and analyzes its relationship with subway space scenes and public welfare posters. By combining public welfare information with visual elements such as images and symbols, the posters can be conveyed more vividly and easily, so as to attract passengers' attention and resonance. In the poster design process, we first analyze and understand the theme of public welfare, and find the core issues or keywords related to the target group. Then, these core issues or keywords are transformed into specific images or symbols using visual metaphors to enhance the artistic expression and transmission effect of the poster. Through the clever use of color, composition, layout and other design elements, the poster is more attractive and recognizable, attracting the attention of passengers. However, due to the limitations of conditions, we can not conduct tests in real scenarios, and more reliable tests are needed in the future. To sum up, the design method of subway public welfare posters based on visual metaphor has certain theoretical and practical value. Through the use of visual metaphor design means, the communication effect of public welfare posters and the participation of passengers can be enhanced, and the effective communication of public welfare information in the subway space can be realized. In the future, the application potential of visual metaphor theory can be further explored to provide innovative ideas and methods for visual design of more scenes.

Chenliang Gong, Wenyi Xu
Open Access
Article
Conference Proceedings

Remote Haptics: Introduction to a touchless remote inspection system for industrial experts

Physical inspection poses significant risks, such as exposure to hazardous or even impossible working situations like the presence of rotating parts or a high-temperature environment. Remote inspection with robotic platforms is therefore an established method. This paper introduces a prototype of a touchless remote inspection system for industrial experts, combining both visual and haptic feedback. The system is split into two sub-systems, user- and environment-side.The user side consists of a wearable hand glove, arm exoskeleton, and a VR headset. The environment side consists of a robotic arm, stereo camera, and sensor system mounted on the TCP of the robotic arm that acquires the object properties touchless. The glove and the arm exoskeleton are used to teleoperate the robotic arm and the data gathered by the sensor system are transcoded into haptic signals and realized using actuators mounted on both the glove and the arm exoskeleton. A Robot Operating system (ROS) environment acts as a signal interface between the two sub-systems and gives the opportunity to create a digital twin for testing and applying new control algorithms.To allow a natural feeling in inspection, the sensor system with µm accuracy is used to acquire objects' properties, such as shape, texture information, and vibration. This system consists of a Structured Light (SL) camera with an accuracy of 30 µm at a range of 0.3 m, along with a Continuous Wave (CW) radar sensor.The glove and the arm exoskeleton are designed to allow the natural movement of the user's hand and arm. Twelve IMU sensors measure the fingers’ joints to calculate the fingertips' positions and the orientation of the palm, while the exoskeleton has five Degrees of Freedom (DOF), four for the shoulder, and one for the elbow. On the other hand, they are equipped with different types of actuators to allow the proper haptic feedback. The glove is equipped with Linear Resonance Actuators (LRA) to allow tactile feedback and a braking mechanism for kinesthetic feedback. Another braking mechanism is used in the arm exoskeleton in order to give the proper feedback in the case of collision, for example.With the accuracy of the SL camera, several algorithms are implemented, with the fingertips' positions as input, to extract the texture information and detect the object's shape from point cloud data created by the SL camera. Another algorithm is implemented to make use of the high accuracy of the radar sensor, especially in the case of a vibrating object, to allow the inspection of such dangerous and rather impossible objects physically. The output of these algorithms is then mapped into haptic signals and sent to the user side.The live visual feedback from the stereo camera is fed to a VR/AR environment. Also, the haptic glove is augmented in the environment. The stereo camera is mounted on a mechanism independent of the robotic arm. This mechanism allows mimicking of the user’s head movements while wearing the VR headset with a current latency of 400 ms.

Fady Youssef, Thorsten A Kern
Open Access
Article
Conference Proceedings

A Digital Platform for Respiratory Rehabilitation in Patients with post-COVID19: Design and Usability Evaluation

This article presents the outcome of creating a usable digital platform for therapeutic education in respiratory rehabilitation. The platform has been developed to address the growing need for remote rehabilitation services, particularly in the context of respiratory conditions following COVID-19. It provides therapeutic education and supports self-rehabilitation sessions, catering to the needs of patients while also assisting in the training and education of healthcare professionals and students in the field of respiratory rehabilitation.The design process followed a user-centered approach, incorporating inputs from rehabilitation therapy experts and collaborative meetings with representatives from educational institutions. Through a comprehensive analysis of requirements, the platform's functionalities were defined, resulting in a set of clear and precise functional and non-functional requirements. The platform was designed as a progressive web application (PWA) with responsive design for compatibility across multiple devices. It incorporates informative error messages and robust data encryption for user security.The platform consists of different modules: one for users or patients conducting self-rehabilitation, medical specialists and/or students, organization administrators, and the platform administrator. Each module offers specific functionalities tailored to the respective users' needs. Patients can register, access therapeutic educational materials, perform rehabilitation exercises, and track their progress. Medical specialists and students have tools to review and edit patient records, create rehabilitation plans, and monitor their progress. Organization administrators can manage users and evaluate platform usage, while the platform administrator oversees system management, parameterization, and maintenance.The platform's interface design emphasizes simplicity, effectiveness, and ease of use. Patients can easily navigate through welcome screens, access rehabilitation plans, view exercise videos, and generate progress reports. Medical specialists and students have intuitive interfaces to create rehabilitation plans, add new exercises, review patient records, and access comprehensive reports for monitoring progress. Multimedia elements, including videos, enhance the effectiveness of rehabilitation exercises.The platform's data model effectively captures information about organizations, patients, medical specialists, exercises, and evaluations. The navigation model facilitates intuitive interaction and efficient task completion. In addition to the design, this article also presents the implementation of usability testing.To evaluate the platform's usability, a protocol proposed by Abhay Rautela was followed, accompanied by the use of the Computer System Usability Questionnaire (CSUQ). The evaluation involved a group of participants who performed tasks relevant to their roles as physiatrists or patients. The CSUQ was used to collect feedback and assess user satisfaction. The results of the usability evaluation will be discussed, providing insights into the platform's strengths and areas for improvement.

Marco Santórum, Mayra Carrión, Patricia Acosta-Vargas, David Morales-martinez, Julian Galindo-losada, Camila Madera, Gloria Acosta-Vargas, Verónica-Gabriela Maldonado-Garcés, Manuel Ayala-chauvin, Mario Gonzalez, Esteban Ortiz Prado
Open Access
Article
Conference Proceedings

Advancing Web Accessibility: Evaluating and Analyzing an Educational Platform for Respiratory Therapies

This article presents the design and evaluation of an accessible digital respiratory rehabilitation therapeutic education platform. Its primary goal is to promote inclusive technologies for individuals with respiratory needs. The platform was developed with adherence to the Web Content Accessibility Guidelines (WCAG) 2.1, ensuring practical usage up to level AA for people with disabilities or functional limitations. A multidisciplinary team of healthcare professionals, web developers, and accessibility experts collaborated on the project. The design process incorporated considerations such as content organization, color contrast, descriptive labels, screen reader compatibility, and keyboard navigation. The results demonstrated a high level of accessibility, emphasizing the platform's effectiveness in providing accessible educational resources for respiratory rehabilitation. This research underscores the significance of web accessibility in supporting individuals with respiratory needs throughout their therapeutic journey and discusses future improvements and research avenues.

Patricia Acosta-Vargas, Gloria Acosta-Vargas, Mayra Carrión, Marco Santórum, Manuel Ayala-chauvin, Esteban Ortiz Prado, Verónica-Gabriela Maldonado-Garcés, Wilmer Esparza, Camila Madera, Mario Gonzalez
Open Access
Article
Conference Proceedings

The Past, Present and Future of the Metaverse Research: A Bibliometric Review

Since the word “Metaverse” was first coined by the novelist Neal Stephenson in 1992, it has immediately shown endless charm and attracted many scientists, engineers, and geeks from all over the world to become its “vassals”. In recent years, with the development of virtual reality, blockchain and smart wearable devices, the idea of Metaverse seemed to be touchable and became a popular topic in academic literature. This study aims to highlight the influential authors, sources, institutions, and countries in the research of Metaverse through bibliometric analysis. 665 related documents from 1995 to 2023 January were collected and analyzed from the Web of Science Core Collection database. The R-tool Bibliometrix 4.0.0, and the software VOSviewer 1.6.19 were used to analyzed research trends. The results showed that almost 80% of the relevant documents was published in the past year. Wang Feiyue is the most relevant author with 17 articles. Sustainability, IEEE Access, and Applied Sciences Basel are influential journals in this field. Chinese Academy of Sciences is the most productive institution, and China is as well as the most productive country, while the United Kingdom is the most cited country. Furthermore, our study identified five research streams, which not only summarized current academic activities, but also provided potential directions for the future study.

Xinyue Lei, Liqun Du
Open Access
Article
Conference Proceedings

Exploring Fear and Hesitancy among Machine Tool Operators - A socio-technical approach on enhancing machine tool usability from a developer, educator and user perspective.

Due to the growing shortage of skilled operators and the increasing automation and digitization of manufacturing processes, the topic of machine tool usability has also become more prominent. Understanding the problems and issues which users have to overcome in order to be able to operate their machine tools is essential. Recent research on machine tool usability set a focus on three dimensions of usability: the affective, cognitive and technical dimension, which all influence the overall usability of machine tools. This paper takes a closer look at the affective dimension and the connected factor of fear and initial hesitance of machine tool users. Operating machine tools in a shop floor environment is often connected to time pressure and tight processes. Developers and educators therefore set a high focus on technical aspects and cognitive processes connected to the usage of a machine tool. Thus, the affective dimension of usability is often neglected during the training of machine tool operators and consequently affective aspects, such as fear of using machine tools are still present on the shop floor. In order to understand the nature of the affective dimension, a deeper understanding of the causes of these fears is essential. Therefore, the research question arises: “How can fears and initial hesitancies of machine tool operators be identified and categorized and what countermeasures can be taken to alleviate these initial fears?”. Qualitative expert interviews with control and machine tool developers as well as with educators, trainers and operators provided insights into the status quo of machine development and skilled worker training. Based on this interview study, the aspect of fear of using machine tools was examined in a multi-perspective manner. The researchers found various aspects of fear and obstruction which operators are facing, when working with machine tools. Three main motives for initial hesitance of the operators have been identified: fear of potential injury, fear of damaging the machine and fear of failure. These identified categories were subsequently connected to theories of workplace anxiety, allowing for a deeper understanding of their underlying dynamics. To provide further insights, specific guiding principles for developers, educators and managers were proposed, emphasizing actionable steps that can be taken to address and alleviate the identified fears. The understanding gained in this study forms an important basis for future approaches on machine tool usability from developer, educator and user perspectives.

Luisa Lange, Sonja Buxbaum Conradi, Tobias Redlich, Jens P Wulfsberg
Open Access
Article
Conference Proceedings

Fault detection and estimation of a lithium-ion battery system using an adaptive observer

Nowadays, we are dealing with the increasing complexity of industrial systems, which are often equipped with a large number of sensors and actuators. Industrial processes are usually complex and consequently vulnerable. The likelihood of multiple failures and resulting economic losses also increases. Therefore, fault estimation is gaining more and more attention from a practical point of view and is an important aspect in modern fault diagnosis (FD), which can provide knowledge about the detection, isolation and identification of the faults. In this paper a novel fault detection and estimation adaptive based observer approach for the Takagi-Sugeno (T-S) system is proposed.

Norbert Kukurowski, Marcin Mrugalski, Marcin Witczak, Justyna Patalas - Maliszewska
Open Access
Article
Conference Proceedings

Effectiveness Evaluation of Video Evoked Target-Emotion Method

This paper mainly evaluates and studies the effectiveness of video to induce five target emotions: happiness, sadness, relaxation, fear and neutrality, providing theoretical basis and guiding significance for better application of such methods in emotion-related research in the future. This study adopted the methods of desktop research, subjective self-evaluation and expert evaluation to collect and screen out 20 emotion-inducing video materials from major mainstream video websites. On this basis, a reasonable emotion-inducing experiment paradigm was designed: First, the guidance was presented, and then the video clips were played to induce the target emotions. After each video, the subjects were required to complete the evaluation of the perception and experience. In order to avoid the mutual influence of the emotional states of different video clips, the subjects were required to rest and recover during the interval before starting the next trial. As for the rules of subjective self-evaluation of emotions, referring to the report questionnaire containing multiple emotional dimensions used by Gross to evaluate movie clips, this paper selects 10 relevant dimensions to form a questionnaire, including happiness, arousal, fear, happiness, interest, pain, relaxation, sadness, surprise and tension, and finally collects the emotional dimensions induced by videos and the corresponding emotional intensity. The emotional intensity was scored by Likert 9-point scoring method. The subjective evaluation data of 68 subjects were collected in the formal experiment. The intensity and differentiation of target emotion were used as the evaluation indexes of the effectiveness of emotion induced by video materials in the paper. Emotional intensity refers to the score of emotional intensity of subjects in the subjective evaluation process, and the hit rate is used to represent the differentiation degree of emotional induction, specifically referring to the ratio of the number of subjects whose score difference of target emotion is higher than that of non-target emotion by ≥1 point to the total number of subjects. Taking the video clip with the most successful target emotion induction as an example, it is found that the target emotion evoked hit rate of these videos is greater than 50% through calculation, indicating that the target emotion evoked is relatively concentrated. In order to further test the effectiveness of emotional induction of video materials, the emotional dimension in the subjective evaluation data was taken as the independent variable, and the corresponding score value was taken as the dependent variable. One-way ANOVA and LSD post test were performed on the subjective score value of each target emotion-induced video material. The results showed that different video materials would produce higher intensity in several emotional dimensions (P<0.05) after emotional induction, but in contrast, the score of target emotion dimension was significantly higher than that of other emotional dimensions, indicating the effectiveness of video in inducing target emotion. This study has a certain reference value for the establishment of emotion database and the effective induction of laboratory emotion in the future emotional research.

Xiaoli Fan, Hua Guo, Feng Wu, Shuyu Shao
Open Access
Article
Conference Proceedings

User-independence in recycling by visually impaired persons

To be successful, waste recycling requires the support and participation of different levels and groups of stakeholders. The government, professionals and other stakeholders can take a proactive role in achieving this by encouraging the wider public participation of various user groups as part of their local sustainability goals. However, studies focusing on methods of promoting equal opportunities in recycling to persons with different capabilities, in particular those with special needs, are limited. Among all, few design researchers have examined the physical and perceptual barriers of visually impaired persons (VIPs) face in such participation, or their specific requirements. Evidence that can inform sustainability-oriented environmental management and planning through the participation of VIPs is also limited. This paper presents a case study in Hong Kong. The research focused on review and promotion of the participation of VIPs in recycling. The promotion aimed the self-initiation and decision of the recycling based on the social, cultural and physical preferences and needs of VIPs. Besides general social and design research methods collecting the views and choices of the VIPs, the key research activity was to invite them to participate in workshop. These workshops were also not planned and decided by the researchers. Instead, VIPs were more working as researchers to lead the research project. The findings of the research were insightful in design policy, implementation and management. One of the key findings was the importance of user-independence in recycling. Instead of expecting more on-site human assistance or specially designed and targeted environment and facilities, VIPs prefer an inclusive design for their preferences and needs.

Kin Wai Michael Siu
Open Access
Article
Conference Proceedings

Assessment of visual discomfort during watching 3D and 2D televisions using electroencephalography analysis

Three-dimensional (3D) television (TV) is becoming more popular and used for entertainment than the conventional two-dimensional (2D) TV. This study conducted to examine the effect of 3D TV watching on the subjective visual fatigue and EEG data. Thirty male healthy participants (aged 31.4 + 7.1) recruited from the community. We conducted pre- and post- EEG signal collection on participants who watched the same 2D/3D movie content. Additionally, we administered a subjective visual fatigue questionnaire to the participants following the viewing task. The two-way ANOVA was used to verify significant interaction effects of 2D and 3D on before and after watching. A paired-samples t-test was performed for the mean values of subjective questionnaires results to identify significant differences between after watching 2D and 3D movie. Compared with watching 2D TV, 3D TV viewing will cause more fatigue and discomfort. A new evaluation model for 3DTV with beta waveband parameters in seven regions was established, according to the result from EEG data analysis.

Tiantian Liu
Open Access
Article
Conference Proceedings

Circular Economy for Construction and Waste Demolition: A Bibliometric Review of Research Trends

The construction sector is one of the largest contributors to global waste generation, posing significant environmental challenges. In response to this issue, the concept of circular economy (CE) has gained prominence as a sustainable framework for managing construction and demolition (C&D) waste. A bibliometric review analyzing the research trends in CE practices applied to C&D waste was elaborated in this study. The study utilizes a comprehensive dataset of scholarly publications in the Scopus database, spanning publications in the year 2014 to 2023, and employs bibliometric analysis using a two-step literature selection process to map the evolution of research in the field. The review identified key thematic areas, scholarly authors, prolific journals, and co-occurrence networks using VOSviewer software. The findings revealed a growing interest in circular economy approaches for C&D waste, with a surge in research output that focused on circularity in resource efficiency and material flow, life cycle assessment of materials, and circularity in material recovery and recycling. The insights derived from this study contributed to a comprehensive understanding of the current state of C&D waste and facilitated the identification of knowledge gaps within the circular economy framework. It also provided a roadmap for researchers, policymakers, and industry stakeholders to identify research gaps and sustainable solutions for managing C&D waste within the circular economy framework.

Comfort Olubukola Iyiola, Modupe Mewomo, Margaret Oyewole, Sina Makanjuola
Open Access
Article
Conference Proceedings

Benefits of Implementing Value Management Practices on The Performance of Construction Projects

The construction sector contributes significantly to the economy, and its activities are essential to achieving a nation's societal strategic priorities of fostering housing, infrastructure, and improved livelihood. However, compared to expectations, the current construction projects are undergoing significant changes. The complexity and difficulty of completing construction projects timely continue to be a major problem and delivering construction projects is more difficult in recent times due to increased design iterations, cost, and time overrun, and enormous wastes, among others. Therefore, defining value in terms of social, economic, and environmental issues, even when the clients' criteria are met becomes a major challenge. Consequent to this, the establishment of value management (VM) practices was advocated to ensure the successful completion and delivery of construction projects. However, there is limited research on implementing value management practices for the completion of construction projects especially in developing nations and the concept of doing so isn't yet comprehended. Therefore, this study examined the benefits of applying VM techniques to the successful delivery of construction projects. Based on current research trends, a systematic literature study was done, looking at articles from the year 2010 to 2023. The insights derived from this study contributed to a comprehensive understanding of the benefits of adopting VM practices and facilitated the identification of knowledge gaps within the value management study. It also provided a roadmap for researchers, clients, project stakeholders, and policymakers to identify the benefit of this research implications as they establish and enhance value requirements on construction projects.

Modupe Mewomo, Comfort Olubukola Iyiola
Open Access
Article
Conference Proceedings