Interdisciplinary Practice in Industrial Design
Editors: Cliff (Sungsoo) Shin, Yong-Gyun Ghim
Topics: Interdisciplinary Practice in Industrial Design
Publication Date: 2024
ISBN: 978-1-964867-20-5
DOI: 10.54941/ahfe1005111
Articles
Mixed Reality in Physical Rehabilitation, Opportunities and Challenges
Mixed reality has begun to find applications in new areas as hardware, from smart phones to head mounted displays, have become more widespread, powerful and affordable. Research on effectiveness, acceptability and other issues related to the use of these technologies have been carried out in different contexts. While more work remains to be done, it is possible to envision new cross disciplinary applications with the potential to be highly effective. which would not have been possible without results from these different research streams. This paper will examine the use of augmented reality in the context of upper limb rehabilitation. Related research on the perceived accuracy and validity of of augmented (and tangible augmented) reality, integration with external sensors, supporting product-service-systems and customization will be examined. Potential applications to upper limb rehabilitation will be discussed and open issues highlighted.
Youngmi Christina Choi, Kelly Fischer
Open Access
Article
Conference Proceedings
Designing products through the lens of the material landscape
Recognizing the value of and working with the material landscape extends well beyond the array of materials products are made from. The material landscape encompasses a broad range of considerations, such as attachments people have with objects, people’s experiences with objects, the relationships objects have within a setting, and technological aspects related to objects. This paper advances knowledge about the material landscape and industrial design through literature summaries and a series of three learning activities created specifically to support students to learn about their individual and collective material landscapes. The three aims of this paper are to: (1) outline, define and expand upon the nature of material landscapes based on literature and theories from cultural geography and material culture; (2) characterize the ways that people interact with their material landscapes; and (3) highlight how material landscapes can support novice design students to evolve from being consumers to becoming designers. Along with describing three learning activities, the results of this work provide details about the material landscape including the concepts of attachments, identify formation, collecting objects and curating objects.
Joyce Thomas, Megan Strickfaden
Open Access
Article
Conference Proceedings
Transitional Learning through Unexpected Objects
Design teaching and learning occurs in many forms using a variety of objects including ones that are expected and others that are unexpected. Furthermore, there is a variety of different approaches to teaching and learning design including transitional learning that is about immersing learners into topics and themes that enhance involvement and responsibility. First, this paper highlights the characteristics of transitional learning. Second, we tease out what we mean by expected objects and unexpected objects, and how an object-based approach to teaching and learning is ubiquitous within design education. Additionally, we describe some of the roles that object (in general) play in design learning including, for example: as communication strategies; to create visualizations to describe design ideas and design solutions; to conduct research; and to understand materials, production and/or mechanics of objects. Third, we zoom in on four project explorations to examine how unexpected objects serve a transformative purpose in design education. These unexpected objects include a coffee creamer container, ambiguous objects, an older complicated manufactured object, and insects from nature. These unexpected objects support learning through activation, challenges, (re)design, and (re)construction resulting in learners engaging in object-based hands-on learning, and aid learners towards being more responsible when designing for others. Finally, this paper sums up how transitional learning through unexpected objects plays an increasingly important role in the design process in our current era that has moved away from using actual objects and prioritizes high-tech object learning.
Megan Strickfaden, Joyce Thomas
Open Access
Article
Conference Proceedings
History Lives On: Interdisciplinary Design to Uplift Rural Communities
Starting as a partnership between Booker T. Washington and Julius Rosenwald in 1914, a grassroots movement to educate black children grew into over 5000 school buildings throughout the segregated deep south of the United States by 1932. Today, less than 600 of these “Rosenwald School” structures remain nationally, and most are in a state of great decay. These schools represent the education of a new generation of African American thinkers and are considered by economists to have created the African American middle class. This paper will explore the methodologies used to curate, design, and fabricate an exhibit, “History Lives On—Preserving Alabama’s Rosenwald Schools,” aimed at increasing public engagement and awareness of the history of the school building program. The exhibition project serves to educate the public and bring history to life by illustrating the inequities that existed in the educational system of the Jim Crow South.
David Smith, Gorham Bird
Open Access
Article
Conference Proceedings
Mycography and Biodesign Pedagogy: Concepts and Methods for Creating Living Posters
This paper presents the outcomes from one design studio taught in the School of Industrial and Graphic Design at Auburn University. Students were introduced to the field of biodesign, a relatively nascent field that combines design and biology. Biodesign is a broad domain with practices that range from discursive to utilitarian and whose outcomes may be material or conceptual. This studio focused on the creation of a biodesign project that was material and discursive. In other words, students used living microorganisms to create images that promote reflection and discussion. Students began by learning an experimental image-making process, referred to here as mycography, which uses microorganisms from the fungi kingdom in lieu of ink or photo paper. Similar to darkroom photography, mycography may use light to create an image from a negative. Next, students were asked to create living images that expressed their relationship with the natural environment. Their design organism was Saccharomyces cerevisiae, which is more commonly known as brewer's yeast or baker's yeast. After numerous initial tests, they created living posters that were 30 cm x 40 cm (12 in x 16 in). Unsurprisingly, in a time of ubiquitous ecological disruption, their posters expressed concern about our changing climate. The living posters that students created acted as a call-to-action and conveyed a sense of urgency about environmental degradation. At the same time, using a living organism as a design material provided a vital learning analogy for students: the images created with brewer's yeast resisted complete control and mimicked our relationship with the natural world. Through hands-on making with another organism, students gained a greater sense of agency while also recognizing the impact that design can have on other organisms.
Devon Ward
Open Access
Article
Conference Proceedings
Exploration of Service Robot Morphology Through Generative AI Applications
Advancements in robotics and artificial intelligence (AI) are bringing service robots into various aspects of our lives, and the appearance of service robots has diversified along with their increase. While anthropomorphic design has been extensively discussed in human-robot interaction (HRI) as a way of making robots more understandable and acceptable, much remains to be investigated about the desired level of human-likeness in a robot’s design, which is also dependent on the specific context of use. This paper proposes a visual mapping method as a means of guiding the appearance and degree of human-likeness of a service robot in the corresponding use context. A service robot context map, comprising the robot’s task nature and operation environment, is constructed and translated into a morphology map regarding the level of human-likeness and aesthetic qualities. Based on these mappings, two service robot contexts were selected to create evaluation materials to measure the desired degree of human-likeness. Variations of a service robot design were created and visualized in photorealistic rendering through the utilization of generative image AI tools. Though with some unintended design changes, generative image AI is an efficient way of creating robot representations in context for an evaluation study.
Yong-Gyun Ghim
Open Access
Article
Conference Proceedings
Applying Pattern Awareness to Human Centered Design and Systems Thinking
Pattern Awareness in nature is innate in every human and cultures around the world have employed it to navigate the world around them. Permaculture Design has aggregated and employed many of the most ubiquitous patterns found in natural systems around us, from the universal to individual organisms and taught how to apply these patterns to design. These Patterns are the foundations of systems as the energy flows behind these systems follow these patterns. Teaching students about pattern awareness helps them understand how systems work and flow. There are many fundamental patterns that reflect systems around us, including dendritic patterns, network patterns, concentric patterns and spiral patterns to name a few. Students can see these patterns existing in nature and even within them. Through that visual learning it helps them understand how the products, systems the products exist within and even digital interfaces they design flow through users lives and the world around them, just as in natural systems. Applying Permaculture Principles such as "Design from Patterns to Details (of the Pattern)" also help them understand how to apply this knowledge. Through this process they are able to design more comprehensive products that meet users, producers and business needs. This paper will share educational methods and student results of applying this material in Design Theory and Methods Courses in conjunction with Studio courses.
Braden Trauth
Open Access
Article
Conference Proceedings
VR-Based Evaluation of Design Elements for Restaurant Service Robots
With robots being increasingly used in the service industry, the importance of human perception of robots’ appearance grows bigger. Previous studies show that a robot’s design affects people’s perception of its characteristics and capabilities. Applying some of the design elements of lifelike robots to functional-looking robots enhances positive perception. However, questions remain about a more specific relationship between individual design elements and human perception. This study aims to explain more accurately which individual design elements positively affect the perception of functional-looking robots. To achieve this, a range of robot design variations was created with individual design elements applied from lifelike designs. Using an immersive virtual reality experience, which allows for more comprehensive and accurate evaluations, design variations were presented to 16 participants, and their perceptions were measured and recorded on-site. The results indicate that people have a more positive perception of robots that look functional but have softer shapes and visual highlights.
Domagoj Bui, Yong-Gyun Ghim
Open Access
Article
Conference Proceedings
Brand Gene-Informed Artificial Intelligence Generated Content (AIGC) for the Styling Design of Motorcycle Headlights
This study aims to utilize Artificial Intelligence Generated Content (AIGC), specifically using the Stable Diffusion model to enhance the headlight design of CFMOTO's SR series motorcycles in China. The study focuses on a design strategy anchored in the brand's genetic makeup, the research delves into the visual and cultural DNA of the SR series, extracting both explicit and implicit brand genes. These insights guide the AI to both continue the brand's lineage and diversify the product design.The effectiveness of AI-generated design samples is evaluated using the entropy weight TOPSIS method. Empirical results suggest that AIGC, when guided by brand genes, more accurately captures and extends the brand's core design and values, providing new creative perspectives for motorcycle headlight design.
Jun Zhou, Wudi Hong
Open Access
Article
Conference Proceedings
Exploring Cross-Sensory Perception: the Correlation of Visual and Tactile Sensations in Home Product Materials
This research investigates the interconnection between visual and tactile perceptions through the lens of household product materials. By focusing on common materials used in these products, the study aims to investigate the correlation between the tactile and visual perception of materials. An experiment was conducted to explore the cross-sensory correlation between vision and touch. Using a controlled variable method, the material samples were divided into three categories based on differences in roughness, hardness and type. Twenty-one participants engaged with these materials through blind tactile sensation and subsequently described their concurrent visual experience via a questionnaire. The questionnaire evaluated visual perceptions in terms of style features, physical properties, and functional characteristics. Findings indicate tactile properties of materials influence visual perceptions among users. Specifically, materials with higher levels of roughness are perceived as visually complex, darker, and heavier, suggesting reliability, while smoother materials are associated with a more transparent and clean visual impression. Harder materials are typically viewed as brighter, heavier and cleaner. Regarding material type, both acrylic and mirror-finished metal are more likely to evoke “bright” visual experiences, with mirror-finished metals also perceived as "heavier" compared to acrylic and frosted metals. These insights provide valuable guidance for product designers, suggesting that materials selection can enhance user experiences by aligning tactile feedback with visual expectations.
Peixuan Wang, Qiong Zhang, Xueqin Li, Tao Zhang, Yuanyuan Liu
Open Access
Article
Conference Proceedings
Integrating Causal Layered Analysis into Design: Enhancing User Research for Deeper Insights
In the process of enterprise product innovation, user input plays a crucial role. This paper aims to better uncover deep-seated user needs by introducing the Causal Layered User Research Framework (CLURF), derived from the cognitive framework and hierarchical analysis of the futures studies theory, Causal Layered Analysis (CLA). This methodology categorizes user input into four layers: the Observation Layer, Influenced Discourse Layer, Cultural Concept Layer, and Deep Self Layer, providing structural guidance for semi-structured interviews and subsequent data organization. The research, conducted with the support of Shuhua Sports Co., Ltd., utilized CLURF and Grounded Theory to successfully capture critical user needs. The approach contributes significantly to understanding user behavior and motivations, uncovering deep-seated user needs, and exploring future trends in home treadmill usage. It offers high-quality design inputs for the development of new products in enterprises. This paper introduces CLURF as an innovative research tool, applying CLA to uncover deep user needs, providing design practitioners with a novel approach to user research and offering insights for the expansion of futures studies methodologies in the design domain.
Zixin Zhuang, Yonghong Liu, Qingxia Chen
Open Access
Article
Conference Proceedings
An EV Charging UX Design Exploration for Broader Distribution of Level 2 Charging System with Improved User Experience
The growth of the Electric Vehicle (EV) market has led to the development of an efficient and user-friendly charging infrastructure. This paper evaluates the current public EV charging infrastructure growth landscape. It identifies a gap in accessibility and convenience due to their limited number and geographical concentration, mainly with Level 3 DC fast chargers. As an alternative, the paper proposes a strategy focusing on the widespread distribution of Level 2 charging systems, incorporating User Experience (UX) design principles to enhance accessibility and ease of use. The strategy suggests equipping all EVs with portable Level 2 chargers and increasing the availability of low-cost charging ports in diverse parking locations, thus integrating charging into daily routines. The innovative unibody design of the portable Level 2 charger, combined with the deployment of more AC power outlets and the introduction of digital technology for real-time charging status and control, aims to improve convenience and charging efficiency. Furthermore, the paper advocates a dual-track approach, maintaining Level 3 DC fast chargers for long journeys while promoting Level 2 solutions for everyday use. This integrated approach seeks to address current infrastructural limitations and foster a more sustainable, user-friendly, and widely accessible EV charging network, thereby accelerating the adoption of EVs and contributing to environmental sustainability.
Min Kang, Suochun Fang
Open Access
Article
Conference Proceedings
Effective Approaches of Interdisciplinary Collaboration In the Foundation Design Course
Educators across disciplines increasingly acknowledge the significance of interdisciplinary collaboration in today's educational context. In design education, this shift presents a challenge: to adapt pedagogies effectively for students to tackle evolving complexities. Consequently, there's a pressing need to enhance training in design foundation curricula. Our study focuses on the redesign of a foundation design course to bolster teamwork among different disciplines. Through diverse collaboration modes such as warm-up workshops, peer evaluations, and interdisciplinary team projects, we aim to analyze the outcomes of multidisciplinary approaches within course projects. No matter what the collaboration type is, students are likely to be more involved and inspired through interdisciplinary collaborations, especially when facing complex topics. Our research demonstrates that integrating various collaboration methods within a single project, including teamwork, cross-sectional evaluations, and interdisciplinary external reviews, enhances students' capacity for innovation and critical thinking. Moreover, team projects and collaboration with peers, faculty, and external stakeholders foster positive sharing experiences and yield favorable outcomes in design education.
Xue Dong
Open Access
Article
Conference Proceedings
A multisensory design approach to help relieve stress in a healthcare workplace
Nurse stress and burnout have underscored the need for supportive work environments and effective coping mechanisms. The World Health Organization identifies healthcare workplace stress as a significant hazard, exacerbated by staff shortages, particularly in nursing. To address these challenges, efforts include promoting self-care, implementing mental health support programs, advocating for manageable workloads, emphasizing the crucial role of healthcare organizations in prioritizing nurse well-being, and enhancing patient care. Research employing design tools aims to explore how design practices can effectively impact the psychological well-being of the healthcare workforce. This study has taken into consideration the previous solutions employed for the purpose of stress relief has built on those ideas and has presented findings. The study aims at capturing the sensory modalities of interactions that users have with their product and leveraging them to design a product that produces a calming effect on the user.
Shruti Shukla, Elham Morshedzadeh, Jeff Feng
Open Access
Article
Conference Proceedings
Curricular Development in Industrial Design: An Initial Dive into Understanding
The Industrial Designers Society of America (IDSA) lists 36 industrial design programs accredited by the National Association of Schools of Art and Design (NASAD). Each program is reviewed on a 10-year +/- schedule which can be daunting for some programs considering the speed of advance in the profession and the difficulty/refusal in more experienced faculty to keep current. When reviewed, each school must demonstrate “Essential Competencies, Experiences, and Opportunities” to be NASAD accredited as a school for Industrial Design. However, the list, A-K, has a wide range of necessary competencies, experiences, and opportunities providing each program the academic freedom to teach what they think is necessary in preparing students to practice industrial design. This can be fueled by the local industry, professional and academic backgrounds of the faculty, the mission of the university and specific program, and/or the student population. In addition, NASAD states that all faculty “must be represented and taught primarily by instructors with appropriate industrial design education and professional experience.” Appropriate industrial design education does not, necessarily, mean appropriate educational preparedness when teaching industrial design. Most preparedness comes from experience but experience comes slowly with many advances and setbacks along the way. Just like parameters in an assignment, structure in an Industrial Design Curriculum (IDC) provides educators, new and experienced, the ability to focus on content, thereby, providing opportunity for developing assignments that can support and foster creativity in their students. This paper will reflect upon the exploration of a program undergoing a, roughly, thirty-year curricular review.
Adam Feld
Open Access
Article
Conference Proceedings
Buddy4All – A Platform to Connect Generations
Seniors are frequently affected by a decline in cognitive and physical fitness. Apart from that they often feel lonely due to lack of social contacts or have the feeling of not being needed anymore since their children and grandchildren are already grown up. They often do not participate in social life as they used to but still would like to get in contact with the younger generation to pass on their life experience. On the other hand, younger adults – especially from non-stable or low-income families often struggle with school and a lack of role models. They still struggle with the negative effects Covid-19 had on their social life as well as on their mental health and still have to catch up with schoolwork. The number of younger adults suffering from depression rose drastically during the pandemic. On top of all that, tutoring is often expensive, and they do not trust adults to talk about their personal problems – especially related to their mental health. The Buddy4All platform targets these problems via an innovative Mixed Reality (MR) solution. Its intent is to build a bridge between the two generations. A social app provides helpful information for younger and older adults about their topics of interest. Further, it helps to overcome the first fears to get in contact with the other generation. Younger and older adults can help each other with everyday problems like homework or setting up a TV. Younger adults get the possibility to build trustful relationships to grownups and seniors can pass their life experience to younger adults and keep themselves socially included. An MR-application further provides games that can be played together as well as cognitive exercises for both target groups, to keep them cognitively fit but also to enhance skills like concentration. Based on a user-centered approach this platform has been tested in three workshops with end-users. This work details the results and comparisons of the second and third end-user workshop.
Elisabeth Broneder, Christoph Weiß, Stephanie Puck, Youssef Ibrahim
Open Access
Article
Conference Proceedings
Design of home appliance operation sounds based on the metaphorical nature of sound
Digitized products allow users to operate intuitively using visual Metaphor on a screen with a GUI, such as images and icons. Multimodal interaction, traditionally focused on visual information, is increasingly incorporating auditory elements like vibration and sound. This shift is driven by the growing prevalence of screenless devices and voice-activated operations. Unlike visual information, auditory information can be received in any direction. Therefore, Sound Interaction will continue to increase in various products used in daily life. However, the monotonous electronic sounds used in numerous products often have similar tones and no meaning. Therefore, users often cannot properly recognize the meaning or status of multiple products when using them, which leads to confusion in determining which function is activated in a product. We adapted the Metaphor technique, commonly used in graphical user interfaces (GUI), for auditory information. By employing a variety of real-world sounds in our design, we aim to provide intuitive auditory cues that enhance user interaction with home appliances. The purpose of this research is to see how the concept of “Sound Metaphoricity” can be utilized in the design of sound for home appliance operation with respect to human-object interaction. After selecting home appliances and organizing the main functions of the current products, abstract images associated with the product function names and outlines were extracted, and sensitivity evaluation experiments using sound and analysis were conducted. As a result, we were able to clarify the factorial characteristics of the sound that acts as a Metaphor in the design of operation sound.
Megumi Umino, Ryota Yajima, Wonseok Yang
Open Access
Article
Conference Proceedings
Unraveling Factors of Decision Fatigue in Customization Services
In the context of product purchases, Customization Services refer to the ability of customers to modify specifications, such as appearance, performance, and configuration, according to their preferences and needs. The commerce sector has also undergone digitalization with the use of tools such as 3D models on websites and apps. This trend extends across various fields, from everyday items to the automotive industry, where Customization Services are gaining considerable attention. A distinctive feature of Customization Services is the capability of users to create a product tailored to their preferences using an extensive array of options. However, a multitude of choices can be a source of stress owing to information overload, leading to indecision during services usage. Therefore, this research aims to investigate whether the way information is presented to users during the customization process influences smooth decision-making and consequently affects Purchase Intention. Initially interviews were conducted to identify factors hindering user choices in the product creation process. These findings suggest that the current User Interface (UI) might contribute to user indecision by presenting only information about the product being created, without facilitating comparisons. Additionally, specific elements that users wished to present during the product creation process were identified. Subsequently, UI samples were created based on the obtained elements and measurements of Decision Fatigue and Purchase Intention were conducted. These results confirmed that providing users with information that enables product comparisons can alleviate decision-making obstacles. Furthermore, Individual Differences in personal experiences and interests related to sneaker purchases were closely associated with the effectiveness of information presentation. This research contributes as a pioneering research endeavour to the increasing landscape of product Customization Services. It aims to help users efficiently discover and make decisions regarding their preferences for more user-friendly services.
Yugo Furuhashi, Wonseok Yang
Open Access
Article
Conference Proceedings
Effect of freedom of customization on psychological ownership
The digitization of tangible assets, driven by advancements in Information and Communication Technology (ICT), not only fosters the emergence of new products, services, and markets but also significantly transforms consumer behavior from ownership-based to access-based consumption. This shift in consumption models can threaten or transfer consumers' psychological sense of ownership, presenting new opportunities for preservation. Particularly in streaming services such as Spotify, YouTube, and Apple Music, access-based content consumption may lead to a potential decrease in the psychological sense of ownership toward these services. Psychological ownership in access-based consumption refers to the psychological state in which consumers are conscious of ownership as an alternative to physical ownership. Given that perceived psychological ownership has been proposed to enhance loyalty and Willingness To Pay (WTP) for services, mitigating the decrease in psychological ownership is a crucial challenge, particularly in subscription-based streaming services, where retention is directly correlated with profits.Gary and Julie (2017) proposed that enhancing psychological ownership of music streaming services involves increasing consumers’ awareness that they can control the content created through shareable streaming profiles. Additionally, Inose (2023) emphasized the significance of enhancing the customization of music streaming services to amplify the desire for control, a factor contributing to the emergence of psychological ownership. Currently, existing streaming services offer features such as creating and sharing User-Generated Playlist(UGP) as playlists or favorites. Based on these prior studies and the current state of existing services, it is suggested that increasing the freedom of customization of the playlist features of streaming services can enhance psychological ownership. In design, there is limited research on freedom of customization during service usage.Therefore, this study investigates the impact of changes in freedom of customization in streaming service usage on consumer psychological ownership. To identify the factors that offer users a sense of psychological ownership of streaming services, a survey was conducted with 33 participants. Consequently, the elements related to playlist customization, such as changing playlist names and thumbnails, were identified. Moreover, elements related to sharing playlists with others were observed to have an impact on the psychological sense of ownership. Based on these results and prior research, the focus was narrowed to playlist customization.Subsequently, based on the identified elements, multiple UI samples with varying degrees of freedom for customization were created. A task was assigned to 20 students involving the creation of playlists with these UI samples, and then a survey was conducted to measure their sense of control and psychological ownership. The results revealed that an increase in the freedom of customization in playlists contributed to heightened psychological ownership of the service itself. However, an excessive increase in customization elements may lead to an operational burden during creation and excessive self-investment, potentially hindering the creation of playlists and the occurrence of psychological ownership.In conclusion, our study reveals that enhanced customization in streaming services boosts users' psychological ownership of these platforms. This insight can guide streaming service designers in identifying features and service requirements that elevate user loyalty and engagement.
Yuki Uwajima, Wonseok Yang
Open Access
Article
Conference Proceedings
The Influence of Microcopy on User Decision-Making
Microcopy is gaining attention in UI design for the purpose of improving user Conversion Rate (CVR). It is particularly used to help users make choices during processes such as membership registration and online purchases. A preliminary survey on the use of the service suggests that when users are given a choice of equivalent values, the reasons for their decision are vague and they have little awareness when making a choice. Therefore, we considered that the strengths of it could be used to help users make choices. In this research, we classified it expression patterns into four types: "Signal type" that conveys immediate benefits, "Benefit type" that conveys fundamental benefits, "Support type" that removes uncertainty, and "Unbenefit type" that dares to incite anxiety. CVRs for these same scenes and their impressions were investigated. The results of the experiment showed that the "Signal Type" and "Benefit Type" encouraged users to make a choice without making them feel uncomfortable, while the "Support Type" and "Unbenefit Type" gave users a sense of distrust and may induce a choice different from their original intention. We also investigated the semantic understanding of Microcopy when there is a relationship between the task the user wants to perform and the action the service side wants to prompt, and when there is no relationship. The results revealed that there were differences in semantic understanding depending on whether there was or was not a relationship between the user's task and the task. These results support the objective of this research, which is the psychological impact of Microcopy patterns on users' choice behavior.
Momoka Muto, Wonseok Yang
Open Access
Article
Conference Proceedings
On the use of Verb for Micro Interactions in UI
With the shift to an online-centric living environment, users are increasingly utilizing digital devices to search for information and decide. Users are often at a painful point when accessing content and functions because of unclear interactions with the system or delayed reactions, preventing them from using the system as they wish. Therefore, to improve the usability of services, methods must be devised for rapid recognition of the UI. The use of dynamic elements in the UI can quickly convey feedback and status changes to users to decide intuitively. Based on the current survey, many Micro Interactions often use animation to physically differentiate UI from other UI and information, such as zooming in and out, contrast, movement, and color change. However, current Micro Interactions lack clear rules and are considered dependent on the skills of designers when creating them. In this research, we considered that user perception could be influenced by utilizing the dynamic characteristics of Micro Interactions, focusing on verb that express the movement of objects and human actions based on the images that language has to offer. This experiment yielded the following analysis of the images of the movement of objects and people. The results were classified into two broad categories: those in which the subjects had a common perception of the dynamic image recalled from the verb and those in which the subjects did not have a common perception of the verb, and variations existed in the motion recalled. Each was characterized by differences in whether the verb itself contained the meaning of a vector or context.
Shunsuke Owa, Wonseok Yang
Open Access
Article
Conference Proceedings
Consideration of the Problem of Digital Divide in the Development of ICT
The rapid changes in the living environment caused by technological development have created a divergence between the ability of humans to use technology and the technology being used, creating a Digital Divide. In particular, everyone needs equal access to public services such as healthcare and public administration. Liu (2018) states that the Digital Divide cannot be completely eliminated in the information and communication sector due to the rapid transition of technology, and that it is important to take measures that are sustainable. Since further digitization is expected in public services in the future, it is necessary to take sustainable measures against the Digital Divide. This research will survey the literature on the Digital Divide among the elderly. First, we selected articles, reports, and websites, including those related to public services, based on the following criteria: "the article must describe the factors or measures that cause the Digital Divide," "the content must be related to the elderly," and "the article must have been published between 1995 and 2023. Next, the factors causing the Digital Divide were categorized, and the essential factors of the Digital Divide and the overall situation were overviewed. Finally, in order to clarify whether there is a relationship between devices and the Digital Divide, we further narrowed down the literature on devices and classified them again. The results indicate that in order to address the Digital Divide in a sustainable manner, it is important to address factors that occur regardless of the device, such as low digital self-efficacy and lack of mental models when handling digital information, rather than to apply countermeasures to all the factors. In particular, factors related to mental and internal aspects, which are often difficult to see, have not been clarified in detail, and are expected to provide clues for sustainable countermeasures.
Jun Otsuka, Wonseok Yang
Open Access
Article
Conference Proceedings