Usability and User Experience

book-cover

Editors: Tareq Ahram, Christianne Falcão

Topics: Usability & User Experience

Publication Date: 2024

ISBN: 978-1-964867-32-8

DOI: 10.54941/ahfe1005408

Articles

Conceptualization of a Serious Game for Validation and Optimization of a Decision Support System in Disturbance and Error Management on the Shop floor

The integration of digital technologies and production elements has profound implications for disturbance and error management in operational-tactical production areas, driven by demands for flexibility, responsiveness, and resilience. Decision support systems (DSS) are seen as crucial tools, leveraging intelligent algorithms to aid decision-making and enhance efficiency.A human-centric DSS, utilizing artificial intelligence (AI) methods, has been developed to facilitate data-driven decisions and shift responsibilities to operational staff. Special attention is given to human-DSS interaction to understand its effects on employee workflows.This work aims to conceptualize a serious game as an innovative method for evaluating the DSS. The game tests technical functionality and simulates impacts on production workflows and human-system interaction (HSI). Realistic scenarios of disturbances, errors, and tool changes will enable early error identification and problem-solving.Through this comprehensive study, improvement opportunities in HSI will be uncovered, and the relevance of the serious game in the DSS context evaluated. AI models will be validated by simulating disruption and error situations in the game, followed by detailed examination of user experience and system value.Multiple participant groups will be involved, with varying levels of DSS assistance, allowing for differentiated analysis of system impacts. This approach will provide a comprehensive understanding of the DSS's practical applicability and benefits in real production environments. Future plans involve conducting the study and reporting the results.

Alina Marquet, Sven Münker, Antonia Markus, Anas Abdelrazeq, Robert H. Schmitt, Bert Leyendecker
Open Access
Article
Conference Proceedings

Technology Affinity in the Nuclear Domain: An Initial Assessment of Operator Attitudes Towards Technology

Many nuclear power plants in the U.S. and worldwide are currently monitored and controlled via control rooms outfitted primarily with analog instrumentation and controls (I&C). Due to obsolescence issues with parts for analog I&C along with a desire to leverage efficiency gains associated with digital systems, there is an increasing focus on modernization activities for both safety and non-safety systems. Digital modernization can include the addition of digital instrumentation, sensors, and control systems; some that are visible to operators and some that are not. Operator-facing digital controls include the human system interface (HSI). The U.S. Nuclear Regulatory Commission (NRC) is responsible for reviewing the safety of control room designs at nuclear power plants. Part of the NRC’s review process includes an assessment of how changes to control room HSIs impact usability and support safe operations. Safety and usability are often assessed from a workload, performance, and situation awareness perspective. Recent research into the factors that influence system evaluation found that users with high affinity for technology (i.e., a user with generally positive affect towards technology) perform differently on usability tests than users with less affinity towards technology. The present study had two aims: (1) to evaluate the potential usefulness of a recently developed affinity for technology interaction (ATI) survey for usability and human factors research in the nuclear domain and (2) to determine if affinity, as measured by the ATI, is related to perceived system usability and operator performance during simulated digital control room tasks. The first phase of the research was the collection of ATI data from students and a group of control room operators to establish potential baseline differences in technology affinity between populations. The second phase of the research was the collection of ATI and system usability survey (SUS) data from a small crew of operators to determine if there was an association between technology affinity and perceived system usability (assessed via the system usability survey [SUS]) during performance of simulated operational scenarios. The results are discussed in the context of how future regulatory guidance related to operator-facing digital systems may need to consider additional usability metrics as well as the broader safety implications for individual differences in technology affinity resulting in potentially biased usability ratings on scales like the SUS.

Kelly Dickerson, Michael Hildebrandt, Niav Hughes, Heather Watkins, John Grasso, Isaac Wang, Peter Gerhardstein
Open Access
Article
Conference Proceedings

Early-stage user experience design of the remote operation concept of the harbour’s reachstacker by exploiting eXtended Reality

The main objective of this abstract is to present a comprehensive approach involving user experience design, implementation, user testing, and iterative refinement of a Wizard-of-Oz interface via extended reality for remotely operating reach stackers, an off-highway type of vehicle used in logistic hubs. Proposed approach includes the main principles of the human centred design with several iteration loops. This abstract will present development and results of the first two iteration prototype.The use caseThe use case target is KALMAR’s remote controlled reachstacker, which is handling containers in a harbour. In the current setup, operators operate with their eyes on video screens and remotely control these machines. From the footage, they observe how the container approaches the landing point on e.g., a truck or another stack of containers and how it settles in place. Through such footage, it is extremely difficult to perceive depth, which is a must when positioning the container. Supporting the operator to perceive three-dimensionally and stay aware of items not visible in the cameras is a challenge when the machine must operate longer distance remotely. The first functional prototype and evaluationThe main approach of the prototype was to exploit the digital twin base XR prototype of the KALMAR’s reachstacker for the remote operation. The XR set-up was based on Varjo XR-3, which allows user to see the actual remote operation station and virtual representation of the reach stacker and harbour environment. The user controlled the reach stacker with a Logitech G29 steering wheel and a Logitech Extreme 3D joystick, and virtual environment with hand gestures. The first user evaluation was held at VTT’s XR lab with KALMAR personnel on 16.5.2023. There were four test subjects and they executed simple pick and place tasks. To assess the usability of the prototype, users were asked to fill in a System Usability Scale (SUS), observation and group discussion was also used. The first prototype achieved a SUS score of 59, which means usability was evaluated as marginal, but not acceptable, and following improvements were identified: (1) concept is working, but end-user is not willing to use head mounted display all the time, (2) more augmented information to actual screens and XR environment, and (3) controls should stay on physical device e.g., in tablet or in joystick’s buttons.The second functional prototype and evaluationThe second prototype focused on a simulated 360° camera view and embedded augmented content, which was highlighted several times during the first evaluation. Augmented reality content was based on several available sensor and other data. User was able to choose between four different camera views: 1) cabin view/driver’s perspective, 2) spreader top-down view, 3) rear view/counterweight, and 4) drone/bird’s eye view. Visualization was done with XR powerwall.The second user evaluation was held at VTT’s XR lab with KALMAR personnel on 30.11.2023. There were four test subjects and they executed simple pick and place tasks. The second prototype achieved a score of 70, which means usability was evaluated as acceptable.Based on two development cycles the XR environment combined with human- centric evaluation and design seems to be powerful method for the early-stage user experience design. In both sessions potential users are able to give valuable feedback to novel approaches for the remote operation concept. However, there are learning curve to exploit the novel XR UI and interaction concepts, especially gesture-based interaction.In the next phase, the most suitable features from the two iteration cycles will be selected and implemented to the third XR prototype. Also, some new features like haptics will be implemented. Based on the third human-centric iteration the first version of the actual remote operation station will be specified and implemented.

Kaj Helin, Andrea Alesani, Timo Kuula, Vladimir Goriachev
Open Access
Article
Conference Proceedings

User Experience Evaluation for AR Learning Platform on Endangered Animals in Taiwan

The study emphasizes enhancing the online learning experience for Taiwanese elementary school students by integrating innovative technology into knowledge acquisition. By incorporating Augmented Reality (AR) to present interactive animations of endangered animals, the researchers aimed to create a more engaging and enriching learning environment. The AR interactive animations were integrated into elementary school natural science supplementary materials, forming an online learning website. To cater to the stylistic preferences of elementary school children, the study utilized playful illustrations for visualizing knowledge. The incorporation of AR aimed to add an element of fun to the learning process, deepening the learners' impressions of biodiversity and fostering an understanding of the importance of animal conservation.The research employed scenario-based tasks and the System Usability Scale (SUS) for evaluation, involving ten elementary school students in testing and assessment. The results indicated that the design of the app, combining AR with vivid illustrative visualizations of endangered animals, significantly improved the overall user experience for elementary school children, thereby enhancing the enjoyment of the learning process.

Chieh-ju Huang, Pin Ju Chen, Jyun Ting Lin, Hsiang-yu Chang
Open Access
Article
Conference Proceedings

Influence of Intelligent Agent Anthropomorphic Image and Role on User Acceptance

Recently intelligent agents have emerged as integral components facilitating the seamless utilization of smart devices in daily life. They serve as instrumental tools for enhancing the precision and efficiency of command execution in human-machine interaction. Despite the prevalence of intelligent agents, their anthropomorphic attributes need a better design to meet user expectations. Thus, investigating the influence of intelligent agent anthropomorphism in terms of user acceptance becomes a necessity.This study designed a mixed-design experiment with anthropomorphic image and role as independent variables and perceived usefulness, perceived ease of use, attitude, intention to use, and trust as dependent variables. The intelligent agent anthropomorphic image had two levels, namely virtual image and simplified image. The intelligent agent designed in this study had three roles, namely steward, assistant, and companion. The task was to plan a travel itinerary with the help of an intelligent agent.The findings reveal that significant differences exist among anthropomorphic images concerning users' perceived usefulness, perceived ease of use, attitude, intention to use, and trust, with users expressing higher acceptance for anthropomorphic agents with simplified images. In the context of travel itinerary planning, no significant differences are observed in all dependent variables regarding anthropomorphic roles. There is no significant interaction effect between intelligent agent anthropomorphic image and role on user acceptance. These findings provide insights for the design of intelligent agent anthropomorphic images and roles.

Yan Shi, Shuhao Zhang, Yiwei Xiong, Na Liu
Open Access
Article
Conference Proceedings

The Influence of Background Music Popularity on Consumer Online Shopping Behavior: A Model Analysis

With the popularity of online shopping, online e-commerce is paying more attention to the impact of sensory marketing on consumer behavior. Previous studies suggest that music plays a significant role in enhancing the online shopping experience for consumers. However, the specific patterns of consumer impulse that music induces are yet to be fully discovered. Therefore, the study aims to explore the influence of music popularity on online shopping behavior in reference to the familiarity on emotion regulation. The results can create a better auditory environment for users' shopping experience and give a guidance for merchants to choose music that fits their brand positioning.MethodThirty participants (15 females) between the ages of 19 and 33 (M = 23.8, SD = 3.2) were recruited and all had years of online shopping experience. Participants were evenly assigned to three groups(no-music group, non-pop music group, and pop music group). The task scenario of participants is to buy a pair of sports shoes, so we simulated the current mainstream e-commerce shopping website to make online shopping pages of sports shoes. We first got 50 popular and 50 non-popular songs based on popularity on the charts of various music platforms. Then 10 of each the most popular and the least popular songs were selected from each of the two groups based on user feedback. Participants were asked to browse eight goods while listening to music in a quiet indoor environment. In terms of objective data collection, eye tracker was used to record participants' browsing time, browsing track and focusing position. After that, we used a questionnaire to collect the subjective evaluation. The questionnaire mainly includes three parts: recording emotions before shopping, recording behaviors during shopping (direct purchase, add shopping cart, share and collection), and recording experiences after shopping (ranking of purchase intention, emotions and music feelings). Finally, we conducted a qualitative analysis of semi-structured interviews to improve the experimental design.ResultsA t-test of the experimental data revealed that the duration of participant browsing markedly increased when shopping with music, in comparison to shopping without music (p<0.05). Compared with non-pop music, the subjects were more familiar with pop music and listened to it for a longer time. During the experience with popular music, the emotional arousal of the participants significantly increased in the shopping context (p<0.05). More precisely, the heightened shopping excitement contributed to an elevated rate of adding items to the cart and sharing these selections.ConclusionOur research shows that music popularity significantly influences online consumer behavior. Specifically, in terms of the connection between music types and shopping experience, pop music first increases users' attention to goods. In addition, familiar music enhanced the arousal dimension of mood, thus promoting the arousal of desire to buy. These insights enhance our comprehension of the strategic use of background music in e-commerce shopping contexts. Based on the conclusions of the research, a better auditory experience can be created for users in the shopping scene in the future. In terms of business application and marketing strategy, it can also guide merchants to strategically use music to influence mood changes and promote product consumption.

Hui Zhang, Xinjie Liang, Yingping Cao
Open Access
Article
Conference Proceedings

Correlation Analysis of Mobile Vibration Parameters and Emotional Responses

Different combinations of vibration parameters often provide users with varied emotional experiences in the application scenarios of smartphones. This study examined the subjective preferences of users within specific vibration frequency ranges (50-500Hz) and vibration intensity ranges (0-100) for different vibration parameters. Data was collected from 59 participants on their subjective reactions to different vibration schemes across three emotional dimensions (preference, neutrality, and aversion). Correlation analysis was conducted using the parameters and subjective data. The results of this study will help guide the optimization of vibration parameter combination designs to enhance the vibration feedback experience on smartphones.

Chao Zeng, Wang Haining
Open Access
Article
Conference Proceedings

The Relevancy of Knowledge and the Knowledge of Relevancy: An Information Theory-Based Quantitative Methodology for Evaluating UI Design and Usability

Usability evaluation has posed a complex challenge for several decades. Given its significance, there is a pressing need for fundamental theoretical advancements. This paper introduces a novel approach by formulating an information-theory-based methodology for the quantitative and more direct evaluation of user interface (UI) design and usability. The new methodologies fall under the umbrella of the new theoretical framework of Networked Two-way Communication Channels (NTCC). This framework can be seen as an extension of Claude Shannon’s original one-directional communication channel model, incorporating the user's active involvement in the interaction process. The NTCC model holds promise for mathematically modeling the mechanisms of user-to-UI interactions and providing more direct assessments of UI usability.

Lance Chong
Open Access
Article
Conference Proceedings

Evaluation of the Usability and Intuitiveness of a Teleoperated Forklift

Forklifts are still one of the most popular transport vehicles in intralogistics. However, the number of inexperienced employees increases. Due to innovations in technologies like steer-by-wire and data transfer via Wi-Fi or 5G, teleoperated machines are constantly evolving. This possibility can solve many challenges in intralogistics. Still, there is also a risk that teleoperation reduces intuitiveness due to the lack of feedback from the machine's status, such as occurring accelerations. The paper presents a study to compare a teleoperation concept with a conventional forklift control concept. In the present study, no difference in perceived usability, stress load and intuitiveness could be determined. Both control concepts were rated with an SUS value of 80 for the conventional control and 74 for the teleoperated control in the range of "good" to "excellent". The raw NASA TLX and QUESI values showed promising results for both concepts.

Leonhard Feiner, Florian Canzek, Johannes Fottner
Open Access
Article
Conference Proceedings

Effects of different visual feedback mechanisms on eye-controlled interaction in a vibration environments

Eye-controlled interaction is a human-computer interaction technology that users can complete the interactive behavior by moving eyes to control equipment or devices, which has the advantages of human-centered, natural and direct. During the process of eye-controlled interaction, effective visual feedback mechanisms can help users accurately understand the operation process. A vital part of eye-controlled interaction is to confirm the user’s intent to select the target character, so it is important to study the effects of different visual feedback mechanisms under the selection task. However, there is a gap between lab environment and real-world application, that contain vibration environment. This study aimed to compare the performance of different visual feedback mechanisms in vibration environments. 20 participants are required to complete the selection task of time delay selection mechanism and selection sub-selection reconfirmation mechanism in three states: static, low vibration, and high vibration environments. The results indicate that the various visual feedback mechanisms have distinct impacts on selection accuracy. Regardless of the vibration environment, the accuracy of the time delay selection mechanism surpasses that of the selection sub-selection reconfirmation mechanism; Vibration exerts an adverse influence on visual fatigue, with more intense vibration leading to a shorter occurrence time of visual fatigue. The time delay selection mechanism is a widely favored visual feedback mechanism, offering a lower subjective workload.

Mingyu Ai, Xiaonan Yang, Shuai Wang, Wanni Wei, Hongwei Niu, Haonan Fang
Open Access
Article
Conference Proceedings

Support from conversational agent on daily stress for user satisfaction improvement

Daily stress is a universally experienced phenomenon in our modern lives [1]. Studies have shown that cumulative stress in daily life can result in cardiovascular disease [2] and psychological or behavioral disorders, such as depression and anxiety [3]. To regulate stress, social sharing is often used as a method. By talking to others, sharers can gain support that help them cope with their stress events [4]. However, people are not always comfortable sharing their stress events with others, such as the stigmatised issues [5]. In addition, people are not always able to find the right person to talk to. Their friends may be tired of hearing about the same issues [6]. Besides, professional help may be too expensive and require long waits [7].With the widespread use of conversational agent (CA), the CA should provide support for the users who encounter with daily stress to help them get socio-emotional benefits and therefore improve the user satisfaction [8]. At the same time, the gender of the CA should be considered as a factor which influence the user satisfaction of daily stress support.MethodsIn this study, we developed a 2 (CA genders)×3 (types of support) between-subject experiment on user satisfaction of CA with daily stress support function. The CA had two types of gender, including male and female. Three support types included control (without stress support function), stress (with stress detection and support function), and stressor (with stress and stressor detection, and provide support targeted at stressor) groups. So, there were six types of CA in this experiment.Participants (N = 76) were asked to share one personal daily stress experience with a CA, which was assigned from the six CAs randomly and provided support via the Wizard-of-Oz method (a human-operated CA).Results & DiscussionResults showed that participants felt better after sharing with the CA in stress group and stressor group, as evidenced by reduced stress intensity. The interaction experience of participants showed that the likeability, enjoyment, and user satisfaction of stress group were significantly higher than that of control group. While, the user satisfaction of stressor group had no significant difference with that of stress group. For the gender the CA, the female CA achieved higher likeability in control group and stress group. Meanwhile, the female CA achieved higher enjoyment, engagement, and user satisfaction in stressor group.According to the interview after the experiment, the participants in the stressor group proposed more requirements for the targeted advice from CA. They explained that they felt the high intelligent level of the CA. So, they were looking forward for the help from the CA for the solution of their daily stress events.ConclusionAccording to the above results, the support for daily stress from CA can improve the user satisfaction. Between different genders of CA, the female CA is more preferred in this study. What’s more, the CA should provide targeted advice for users with different stressors.Reference[1] Piazza, J. R., Charles, S. T., Sliwinski, M. J., Mogle, J., & Almeida, D. M. (2013). Affective reactivity to daily stressors and long-term risk of reporting a chronic physical health condition. Annals of Behavioral Medicine, 45(1), 110-120.[2] Schubert, C., Lambertz, M., Nelesen, R. A., Bardwell, W., Choi, J. B., & Dimsdale, J. E. (2009). Effects of stress on heart rate complexity—a comparison between short-term and chronic stress. Biological psychology, 80(3), 325-332.[3] Cohen, S., Kessler, R. C., & Gordon, L. U. (Eds.). (1997). Measuring stress: A guide for health and social scientists. Oxford University Press on Demand.[4] Rim ́e, B. (2009). Emotion elicits the social sharing of emotion: Theory and empirical review. Emotion Review, 1(1), 60–85.[5] Smart, L., & Wegner, D. M. (2000). The hidden costs of hidden stigma. In T. F. Heatherton, R. E. Kleck, M. R. Hebl, & J. G. Hull (Eds.), The social psychology of stigma (pp. 220–242). New York: Guildford Press.[6] Forest, A. L., Kille, D. R., Wood, J. V., & Holmes, J. G. (2014). Discount and disengage: How chronic negative expressivity undermines partner responsiveness to negative disclosures. Journal of Personality and Social Psychology, 107(6), 1013–1032.[7] Hunt, J., & Eisenberg, D. (2010). Mental health problems and help-seeking behavior among college students. Journal of Adolescent Health, 46(1), 3–10.[8] Pauw, L. S., Sauter, D. A., van Kleef, G. A., Lucas, G. M., Gratch, J., & Fischer, A. H. (2022). The avatar will see you now: Support from a virtual human provides socio-emotional benefits. Computers in Human Behavior, 136, 107368.

Peixian Lu, Liang Ma
Open Access
Article
Conference Proceedings

A method for analyzing consumer behavior and evaluating marketing effectiveness of online websites based on multimodal data synchronization

A good interface design is crucial for improving user experience, user stickiness and marketing effectiveness in the marketing process of shopping websites. This study is based on subjective and objective multi-modal data synchronization technology, bio-electrical signal technology, eye tracking technology, etc. The aim of the study is to explore the impact of website interface design on website marketing effectiveness. Through researching the emotional experience and behavioral response characteristics of 35 participants who completed browsing and purchasing tasks on three shopping websites (A website, B website and C website), we predicted the effectiveness of website marketing. It was found that during the browsing task, participants displayed significantly higher value of EEG frequency domain indicator α when using A website than those when using B and C websites, and the subjective evaluation score of further attractiveness was significantly higher for website A than those for the other two websites. 62.86% of participants chose website A when executing purchase tasks. In order to predict the marketing effectiveness of the website, 18 sets of modal features were extracted, including photoelectric capacitance pulse wave signal, eye movement state signal, skin electric response signal and EEG signal. The outliers of each feature set were corrected through three-sigma rule, and the corrected features were used as input parameters. The CART decision tree model was used for training. Features were selected and decision trees were constructed based on the Gini impure index. This established a marketing effectiveness model with likes and dislikes as classification objectives.

Qichao Zhao, Qingju Wang, Ping Wu, Jieyun Fan, Lei Shi, Han Li, Qian Zhou, Ying Gao
Open Access
Article
Conference Proceedings

An experiential study of digital interactive feedback for anxiety attention bias modification

Attentional Bias Modification Training (ABMT) shows promise in digital therapy for anxiety. However, there's limited research on interactive feedback in ABMT for anxiety populations. This study examines ABMT's application in anxiety interventions, focusing on different interactive feedback effects on user experience, willingness to participate, and intervention outcomes. Using an emotional visual search task, the experiment comprised two parts: participants completed 100 trials with varied feedback, and their anxiety changes and eye-movement tendencies were recorded. In the second part, participants experienced each task 10 times, completed a user experience questionnaire, and underwent interviews. Results revealed ABMT's positive impact on anxiety. Combining avatar customization and points enhanced intervention effects, while points feedback alone was ineffective. Avatar customization or a combination of feedback methods led to a better participant experience. The study suggests points may increase stress, while customized images guide emotions positively, emphasizing interactive feedback's importance in digital interventions and offering insights for future development.

Di Fang, Jin Li, Hanling Zhang
Open Access
Article
Conference Proceedings

Heuristic Evaluation of Interactive Flat Panel for Interactive Teaching

It is vital to give teachers interactive flat panels (IFPs) with well-designed applications for creating technology-mediated interactive instruction while making learning more attractive to students. We collaborated with BenQ to evaluate and identify potential usability issues of IFPs and suggested possible solutions that could best enhance current IFP-based interactive teaching. We recruited two college lecturers and 15 K 12 teachers as teaching experts to participate in a 54-h hands-on empowerment course to examine the usability of IFPs. We used the applications (Uni UI, EZWrite 6, and InstaShare 2) built in the BenQ 86' IFP to develop the interactive learning content for the course. Observation, user testing, and questionnaires were used in this study, and further analysis found 35 usability issues and solved them sequentially. The questionnaire data identified in-service technology teachers' perceptions of IFP-based interactive teaching, its impact on students, and the challenges experienced during implementation. The results showed that various improvements were required to promote IFP-based interactive education and prepare interactive teaching lessons. These findings will assist educational institutions worldwide in planning future educational technology policies and understanding teachers' needs to improve IFP-based interactive teaching.

Yu-Hung Chien
Open Access
Article
Conference Proceedings

A brief analysis of the application of the five senses in emotional design - taking tea tray design as an example

With the improvement of people's economic level, products that adhere to the principle of "form follows function" can no longer meet consumers' basic needs. Therefore, consumers shift their demands more towards the emotional experience and emotional levels of products. In this context, designers should adapt to the transformation point that "emotional design is gradually becoming the development trend of product design," making products meet users' emotional needs and thereby increasing the "stickiness" of products to users. Objective: This article will combine emotional design and sensory experience to design the various aspects of product experience, thereby stimulating users' emotional resonance. Subsequently, by analyzing the sensory needs of users, the usage experience of users will be integrated into the design of the tea tray to meet the sensory experience of consumers. Method: Firstly, market research methods will be used to collect and analyze data. Secondly, by comparing the differences between emotional design, design rich in emotion, and emotional design, as well as the role of the five senses in emotional design, the application methods of the five senses in the design of the tea tray under the concept of emotional design will be obtained. Finally, the derived theories and methods will be applied to practice. Conclusion: This article analyzes from two aspects of emotional design and sensory experience, and applies the conclusions drawn to the design of the tea tray, enabling the product to better meet users' diverse emotional needs.

Danmeng Xu, Rui Xu, Changfeng Jiang, Hongjun Yu, Ziqiong Yang
Open Access
Article
Conference Proceedings

Evaluation of Student Attitudes in Problem-Based Learning within Interdisciplinary Integrated Courses on User Interface Design

Problem-Based Learning (PBL) is an instructional approach that utilizes real-world scenarios to cultivate students' skills in inquiry, reasoning, and decision-making, ultimately enhancing their problem-solving capabilities and professional development. PBL is characterized by collaborative group learning, which deepens students' abilities to effectively identify and resolve issues. It also promotes teamwork skills and offers a framework for the development and evaluation of interdisciplinary curricula. In the context of this particular study, PBL is introduced within a user interface design course. The course encompasses diverse themes such as smart homes, digital learning, pandemic and life, audiovisual entertainment, and financial business. Current events are utilized as guiding principles for learning, creating a dynamic and engaging learning environment. Students with various backgrounds, including design and technology, collaborate in a learner-centered approach with a focus on fostering creative problem-solving. Additionally, industry experts are involved to provide feedback and guidance to students, and user testing is employed to refine their work. The overall assessment of teaching effectiveness, utilizing statistical methods, indicates positive feedback with high reliability (Cronbach's alpha: 0.93). Notably, there is a notable difference in how PBL is perceived between students with design backgrounds and those with technology backgrounds, particularly regarding teamwork and information gathering skills. As a result, the students' work demonstrates improved creativity and the development of integrated interdisciplinary projects. This instructional approach empowers educators to comprehend and assess students' cognitive processes and attitudes, enabling them to offer personalized guidance and support. With PBL and a student-centered approach, it is well-suited for guiding students in both user experience and user interface design. In future curriculum planning, this approach can continue to be employed, leveraging the expertise of students from diverse interdisciplinary backgrounds to effectively address relevant topics and projects.

Chieh-ju Huang
Open Access
Article
Conference Proceedings

Prospects of Autonomous Vehicles In Evolving Countries: A Users’ Perspective

Autonomous vehicles (AVs) are going through many phases of trail and testing in advanced countries. Though the technological aspects are progressing, yet the social aspects of AVs related to users from developing countries are under-studied. Therefore, this study aimed to investigate the grounds for prospects of AVs in evolving countries. From users’ perspective, technical, regulatory, and social challenges were addressed for smoother inclusion of AVs in mainstream traffic and markets. The research methodology involved the development of a questionnaire, which was piloted and was ethically approved. 600 subjects from metropolitan city of evolving country were recruited through random sampling technique. The collected data was analyzed through multiple methods including correlation and descriptive analysis following multiple linear regression techniques. A few findings on the awareness were that 52.5 % respondents had minor understanding of AVs whilst 47.5% were not aware of AVs at all. 25.6 % respondents were attracted to the fact that AVs have less human engagement factor, 25% were aware and hopeful that AVs are support for those who cannot drive due to physical disabilities, physical mobility constraints, 24% were aware of its self-parking features, 24% considered AVs a symbol of status for elite members of society. Regarding barriers towards AVs were also evaluated that presents the main reasons for AVs not yet being thought about or implemented. Results showed that 26% respondents were concerned about the poor infrastructure to support inclusion of AVs, 29.7% were about higher capital cost, 25% were about cyber security issues, 24% were about reduction in drivers' employment, and 27% were about the absence of legislative framework and pre-hand measures to adopt AVs. Based on the detailed study and its findings, the study shows an in-depth picture of the understanding and concerns of the people which was required to understand. The study recommended that the policymakers and industry stakeholders should focus on increasing awareness about the benefits of AVs whilst addressing concerns about cost and infrastructure. It is also required to design comprehensive frameworks regarding complex issues related to legislations, transport system’s existence and upgradation requirements, transport policy inclusive of AVs and promotion of incentives for early adopters. The study is useful for academicians, researchers, engineers, managers, and policy makers of evolving countries.

Izza Anwer, Irfan Yousuf
Open Access
Article
Conference Proceedings

Experimentation of an innovative device for pedestrian safety: an eye tracking study in real traffic conditions

In a context where the number of cars is constantly increasing, pedestrian safety appears more necessary than ever. In certain high-risk urban areas, pedestrian safety depends on the driver's ability to see the pedestrian and the crosswalk (Lantieri, 2021). To improve pedestrian detection by the driver, Colas (a French civil engineering company) has developed an innovative technology for crosswalks. This solution is called Flowell and consists of colored light strips on the ground, which indicate when the pedestrian should cross. The objective of this study is to test if the Flowell technology improves driver’s visual strategies in crosswalk areas. In order to study these visual strategies in conditions as close as possible to those encountered by drivers, a natural study in real traffic conditions was chosen. Twenty-eight participants were recruited and were asked to drive for 30 minutes in urban areas close to Paris in a crosswalk area where the Flowell technology was installed. Participants were divided in two groups: 1) day driving and 2) night driving. Each group did a driving session before (T0) and after (T1) the installation of the Flowell system. Objective and subjective data were collected in order to assess drivers’ perception, understanding and usefulness of the Flowell system. Perception was measured in terms of the time taken to detect the crosswalk (seconds), the number of fixations in the various zones and the duration of fixations for each crossing (seconds) using Tobii's eye-tracker : glasses pro 3. Visibility and glare levels were also collected via interviews at the end of the survey. The level of understanding of the device was collected from participants' interviews and completed by eye tracking data such as eye path and patterns. Finally levels of usefulness and perceived effectiveness were documented by verbal data.The results showed that there is a main effect of day/night driving on the overall number of fixations (F(1,12) = 12.8, p=0.004, n²=0.308). It was higher during the day at T0 (M = 2.17, SD = 0,37) than at night (M = 1.21, SD = 0,25). The duration of fixation on the zones of interest is greater at T1 (48%) than at T0 (22%). In other words, night-time drivers spend more time looking at crosswalk zones when the device is switched on. Analysis of the participants' verbal data showed that 60% understood how the system worked at night, compared with only 30% during the day. On average, the level of system efficiency was 4.60 (SD = 0.55) for night-time participants, compared with 3.47 (SD = 1.46) for daytime participants.To conclude, at night, the Flowell device is really well perceived and understood. Its perceived usefulness is therefore high, and it is relevant to pedestrian safety on this site. During the day, however, a lower level of perception and understanding leads to a reduction in its usefulness.

Kylian Looten, Camille Gillet, Samuel Aupetit
Open Access
Article
Conference Proceedings

Optimizing Human-machine Interface Design through Information Transparency in Autonomous Driving Systems

With the development of autonomous driving technology, emerging functions and various services in vehicles are proliferating, and the information that drivers need to operate and master is also gradually increasing. The complexity of vehicle interaction information leads to the problem of difficult to understand and lack of trust in the in-vehicle human-machine interface (HMI). Transparency of the in-vehicle HMI refers to the extent to which users can access and understand the information and data in the vehicle operation and decision-making process. It not only enhances the mechanism of effective interaction between the driver and the in-vehicle HMI, but also serves as an important indicator for establishing the driver's trust in the self-driving vehicle. Therefore, this study firstly collated theoretical models related to information transparency. Afterwards, the information transparency levels were further analysed and sorted out through behavioural analysis experiments and interview evaluations. Finally, an information transparency hierarchy model for in-vehicle human-machine interface (HMI) is constructed, aiming to form an information transparency design standard for in-vehicle HMI. The model is used as a basis for design practice. The information transparency hierarchy model proposed in this study can effectively guide the design of information type and hierarchy of in-vehicle human-machine interface, significantly improve the driver's understanding of the vehicle system and the degree of trust, and provide a reliable solution to enhance the user's ability to grasp the vehicle's driving system, as well as provide a new methodology and ideas for the research of information transparency in the field of self-driving cars.

Yuhan Hou, Fenghui Deng
Open Access
Article
Conference Proceedings

Design Feeling: a symmathetic approach for design processes

Exploring the evolution of design from creating tangible products to orchestrating intangible experiences and socio-technical systems, we introduce "Design Feeling" (DF) as a novel approach for design processes, transcending the problem-solving goal by integrating emotional resonance, intuition and symmathesy. While Design Thinking has historically emphasized a problem-solution approach focusing on user-centered problem-solving, DF advocates for a systems feeling that addresses complex, interconnected challenges through participatory design, empathy, intentionality and political engagement. This shift requires a new kind of designer, one who acts as a facilitator of community interaction and a steward of ecological health, aiming to create solutions that are both resonant with users and responsible to the broader ecosystem, being a “cautious Prometheus” as well. We highlight the need for a critical reevaluation of design practices to ensure they contribute to sustainable and equitable progress, proposing a movement towards a design philosophy that harmonizes technical skills with emotional and relational understanding.

Gustavo Simas Da Silva, Vânia Ribas Ulbricht
Open Access
Article
Conference Proceedings

Innovative Design Research of Time-Honored Brands Based on Haipai Cultural Genes: A Case Study of Maochang Glasses

Using the Cultural Genome Theory to study the design strategies and paths for the innovative development of time-honored brands, we aim to assist in their transformation towards innovation. Employing the ZMET metaphor extraction method, we construct a cultural genome index system rooted in the Shanghai style culture. Through the Analytic Hierarchy Process (AHP), we filter and rank the cultural indicators, identifying those with higher weights. Focusing on Maochang Eyewear products, we conduct virtual product design practices informed by these cultural factors, collaborating with the brand to execute activities with significant exposure. Integrating the research methodology of cultural genome with the innovation path of time-honored brands effectively facilitates the synergy of cultural resources, offering new insights for brand transformation.

Wu Jiawen
Open Access
Article
Conference Proceedings

Human Factor Needs for Highly Available Hyper Converged Appliance for Containerized Platform

In today's rapidly evolving digital landscape, businesses rely heavily on efficient and reliable hardware and software solutions to maintain competitiveness and meet the demands of an increasingly connected world. Hyper-Converged Infrastructure (HCI) has evolved as a cornerstone in modern data center architecture, offering an integrated solution for compute, storage, and networking. The deployment of a highly available hyper converged appliance for containerized platforms presents unique challenges and opportunities from a human factors’ perspective. As customers embrace containerization for deploying and managing applications, it is essential to consider the human element in the design and implementation of such appliances. Designing an HCI (Hyper-Converged Infrastructure) appliance following a traditional approach is a meticulous process that often spans several months and requires the expertise of various professionals. From conceptualization to procurement to assembly and putting to production each step demands careful consideration to ensure seamless integration of hardware and software components ranging from ordering a complex mix of servers, switches, racks, PDU’s and then finding a set of software that can be installed on this infrastructure for day-to-day use and management.Once the design is finalized, acquiring the necessary equipment involves navigating complex supply chains and negotiating with multiple vendors. Manual configuration tasks such as initializing servers, setting up network connections, and configuring storage arrays demand painstaking attention to detail. Additionally, implementing monitoring appliances to ensure performance and reliability further extends the deployment timeline. Scaling the infrastructure by adding additional servers and disks introduces another layer of complexity, requiring careful planning and execution to maintain appliance integrity and performance.This paper investigates the implementation and integration considerations of Human factors concepts across various stages in commissioning an HCI appliance along with its operating and management software in a data center. We discuss how the design helps to improve usability, efficiency, productivity, error prevention, and adaptability in the installation, configuration, and operation processes. We also explore how managing a highly available hyper converged appliance that is pre-built from factory is recommended in comparison to building your own appliance how the overall design of hardware and software optimizes the user experience of getting a complex appliance into production use swiftly.

Shajeer Mohammed, Sathyanarayana Ramadas
Open Access
Article
Conference Proceedings

Product Innovation Design through Integrated TRIZ-HCD Methodological Approach

This research investigates innovative methodologies in product design, focusing on enhancing usability and customer satisfaction through the integration of the Theory of Inventive Problem Solving (TRIZ) and Human-Centered Design (HCD).Product design is a continual process aimed at meeting and improving both product functionality and user needs. The innovative aspect of this research lies in the organic integration of TRIZ with HCD, initiating the design process from a human-centric perspective.TRIZ theory, renowned for its effectiveness in innovation and invention, is employed to tackle these challenges.It does so by utilizing its set of 40 inventive principles to craft design solutions that not only address these challenges but also advance product innovation. And the HCD principles, user needs are effectively transformed into design challenges, facilitating clearer problem definition. Consequently, the integration of TRIZ and HCD emerges as a potent tool in the realm of product design, effectively harmonizing technical problem-solving with user-centric design considerations.Accurate identification and fulfillment of user needs are crucial for successful product design. While TRIZ offers a structured approach focused on technical and engineering problem-solving, facilitating systemic innovation, it may fall short in addressing the nuances of user needs and experiences. Conversely, HCD focuses on analyzing user requirements and experiences but may lack strategies for complex technical challenges.Addressing these gaps, the paper proposes a novel product design methodology that synergizes TRIZ’s logical and systemic problem-solving framework with the insights into user needs afforded by HCD.This fusion is designed to surmount the inherent limitations of each approach, aiming for holistic optimization in product design.A detailed case study of a capsule heater design showcases how TRIZ’s methodical problem-solving capabilities can be seamlessly integrated with the user-centric philosophy of HCD, adeptly balancing technical and user-based design challenges.The study highlights the importance of this integrated methodological approach in industrial design, especially in addressing complex user requirements and navigating market challenges.Acknowledging its limitations, this study recognizes the need for contextual adaptation when applying the TRIZ-HCD integration across different product types and market conditions.In future research, we aim to expand the scope by integrating additional design theories and methods to construct a more comprehensive design model, capable of addressing a broader spectrum of design challenges. Furthermore, while the current case study primarily focuses on the improvement of existing market products, subsequent in-depth studies will explore the application of this refined methodology to the innovative design of new products, assessing its adaptability across diverse cultural and economic landscapes.In conclusion, this research contributes to enhancing product usability and customer satisfaction, providing valuable theoretical and practical insights for ongoing and future applications in industrial design.

Qingchen Li, Yajun Li, Tianyu Wu, Yiqian Zhao
Open Access
Article
Conference Proceedings

The outdoor intelligent work space design based on kano model

In recent years, with increasing urbanization and the new coronavirus pneumonia epidemic (COVID-19), the social workplace is changing at an unprecedented rate. The epidemic has led to an increased focus on healthy and green design in the workplace, and outdoor workspaces are becoming an increasingly important part for businesses, employees, freelancers, and real estate developers. The impact of the epidemic has posed a huge challenge to traditional office space, with some companies abandoning their original office space. Increased competition for social careers and a growing number of members of the public wishing to utilize their free time for self-improvement have also contributed to the rise of environmentally paid venues, such as paid study rooms and learning cafes. Although people's awareness of outdoor healthy office is beginning to increase, the specific needs of office space for outdoor scenes are still unclear, and tapping into the needs has become the key to outdoor office product innovation.This study aims to classify and prioritize the functional attributes of new outdoor office space by using the functional attributes classification and prioritization method proposed by the Kano model, and to classify the functional attributes by questionnaire design using the Kano model. The specific research process is as follows: extract demand elements through contextual observation and semi-structured interviews, collect data on users' cognition, tendency, consumption motivation and behavior, analyze users' behavioral and mental demands for outdoor office scenarios, and collect users' original demand data. Similar original requirements are summarized and integrated to form user outdoor office function modules, and each requirement module is refined. Kano analysis for each modularized demand, using the Kano questionnaire to derive the impact of each demand module on end-user satisfaction with the outdoor office experience, based on the Kano model of the evaluation of the classification table will affect the user's satisfaction with the outdoor office of the various factors module is divided into five types of demand attributes: Basic Quality, Performance Quality, Excitement Quality, Neutral Quality and Reverse Quality. Then, through the prioritization method in the Kano model, the better-worse coefficient is used to calculate the percentage of functional requirement attributes, and the impact of a certain functional module on the improvement of user satisfaction or the reduction of dissatisfaction is derived. Based on the calculation results of the better- worse coefficient, the priority ranking of each original requirement in similar functional modules is derived. Determine the prioritization of service functions in outdoor office space. Prioritize the design of the functional modules with high values, and propose the design of each service module and physical product of the new shape of the office space.Through this study we will collect and summarize the user's demand modules in outdoor office scenarios, derive the priority ranking of each demand element through Kano, and provide specific design strategies and principles for the design of the user's outdoor office scenarios, which will be used to develop the service system of the outdoor office space, and establish the outdoor office service products and systems.

Yuquan Zhou, Li Xu, Xiaoxuan Jiang, Ao Yu
Open Access
Article
Conference Proceedings

The Application and Trends of semiotics in design

Semiotics is the study of symbol systems, first proposed at the beginning of this century by the Swiss linguist Saussure, the American philosopher and founder of the philosophy of pragmatism Pierce. Semiotics is the study of the theory of symbols, and its scope of study involves the nature, characteristics, and meaning of the symbols of things, as well as the relationship between symbols and human beings. Design is a discipline closely related to "meaning", so the theory of semiotics is bound to have a strong guiding effect on design.Objectives This paper mainly researches the application of Semiotics in design by answering the following three questions: (1) Which countries and institutions are the application subjects of Semiotics in design? (2) What are the hotspot research topics of Semiotics in design? What are the future frontier trends? (3) What are the topics and paradigms of Semiotics in design high-impact literature research?Methods This paper uses the methods of bibliometrics and information visualization. To obtain more rigorous and comprehensive data indicators, VOS viewer and Cite Space (two pieces of bibliometric visualization software) were used to draw a map of scientific knowledge such as cooperative countries co-occurrence network, keywords co-occurrence clustering network and reference co-citation clustering network so as to conduct an empirical analysis on the retrieved data. In this paper, the Web of Science database is selected to retrieve the journal and paper data related to Design semiotics. In order to ensure the authority and research value of literature data, only SCI, SSCI and A&HCI were selected as the search source, with (Topic= (" semiotics ") AND Title= ("design")) as the search criteria and an unlimited time span. Finally, 407 retrieved papers published from 2000 to 2023 were exported as TXT files in the format of "fully recorded and cited references" to generate a visual knowledge map for quantitative analysis.Results (1) The output of papers related to design semiotics is generally on the rise, with the main output countries are China, Brazil, the United States, the United Kingdom, Italy, and Australia. Among them, China has the largest share of relevant research volume, indicating that China attaches great importance to research in this field and has a wide range of application areas. In addition, Research related to design semiotics is distributed, i.e. many schools and organizations are doing related research, but there are no very prominent institutions yet. (2) Nowadays, the research hotspots of Design semiotics include Computer Science, Engineering, Education Educational Research, Social Sciences, Business Economics, etc., which are mainly applied to "Provide a semiotic methodology primarily for problem solving", thus demonstrating its theoretical value. We can see that the combination of design semiotics with other approaches mainly involves sensory experience and cognitive science, user interface design, affective design and psychology, making design semiotics an interdisciplinary property.(3) At present, a bulk of influential and highly-cited literature on Design semiotics has been generated. For example, some literature has examined Gender and design cultures in information and communication technologies. Some literature has examined the Semiotic Approach to Information Systems Design. They constitute the classic cases and knowledge base of the application of Design semiotics and provide a research basis for the subsequent application of Design semiotics.

Gu Hongqing, Xiaoling Fang
Open Access
Article
Conference Proceedings

Impact of human-computer interaction tasks in smart cockpit on user experience satisfaction

In order to help automotive interior and exterior decoration and human-computer interaction interface designers effectively avoid the risk of poor interface usability and further enhance the user experience, we quantify the complexity of human-computer interaction behaviors in smart cars, and explore the specific task indicators and weight distributions affecting the complexity of human-computer interaction inside the smart cockpit, as well as propose a methodology for measuring the complexity of human-computer interaction tasks in smart cars. First of all, by adopting the method of questionnaire survey, an index system consisting of eight evaluation indexes, namely, the complexity of logical structure, the complexity of interface design elements, the complexity of information channel transmission method, the number of actions, the complexity of management interface information, the complexity of human-computer interaction inputs, the level of knowledge and cognitive volume required for human-computer interaction, and the complexity of the layout of human-computer interaction digital interfaces, has been established. Secondly, we use the weight calculation method that combines Fuzzy Analytic Hierarchy Process (FAHP) and Entropy Weight Method(EWM) to determine the factors that have the most influence on the complexity of human-computer interaction behaviors of the smart cockpit. Finally, human-computer interaction behaviors with high complexity are calculated and design optimization recommendations are made. The evaluation results show that the complexity of the human-computer interaction digital interface layout in the cockpit (X8), the complexity of the logical structure (X1), and the level of knowledge and cognition required for human-computer interaction (X7) have a greater impact on the complexity of human-computer interaction tasks in the vehicle. Meanwhile, navigation operation, video and audio playback and music selection switching are human-computer interaction tasks with higher complexity and also need to be explored by designers focusing on them. The method can help designers avoid the risk of excessive design complexity and high user learning costs, and can assist designers to intervene in advance of design problems related to the above indicators.

Tianxiong Wang, Yuanyuan Wang, Mengmeng Xu, Long Liu, Jing Chen
Open Access
Article
Conference Proceedings

Interaction Design of a Center Navigation System for Female Drivers

The center-controlled navigation system of intelligent vehicles provides location-based information services for drivers, which is an important component in determining driving safety and driving experience. Currently, automobile center-controlled navigation systems are mostly based on male-preferred orientation strategies, ignoring the fact that female drivers are more inclined to path strategies, which raises the issue of differences in spatial cognitive ability between genders. Spatial cognitive ability, which refers to the cognitive process of locating a target in space, perceiving distance and direction relationships, and mentally changing an object's orientation based on its position or orientation in space, is an important factor in defining the effectiveness of navigation system services. Therefore, with the goal of solving young female drivers' difficulties in using navigation, this study firstly analyzes in-depth the characteristics of young female drivers' spatial cognitive abilities by using the wayfinding strategy scale, and extracts the differentiated pain points faced by young female drivers in using center-controlled navigation based on the oriented navigation task experiments and semi-structured interviews. After that, the information elements of intelligent vehicle center navigation interface for young female drivers are sorted out with case studies. Immediately following, based on the participatory design methodology, the study organized 20 subjects to conduct experiments on the design combination of interface information elements, according to which 20 sets of simulation prototypes were constructed using Protopie, and design experts were invited to evaluate the prototypes on a driving simulator, and an optimal set of solutions was generated based on the scoring calculation for usability testing. The results show that the optimal design scheme proposed in the study significantly improves the efficiency of navigation use as well as driving safety for young female drivers, and indirectly optimizes the driving experience of female drivers. Based on the problem of differences in spatial cognitive ability between genders, this study establishes a center navigation interface that meets the spatial cognitive ability of young female drivers. The study highlights the necessity of differentiated design of intelligent vehicles for different user groups, and provides new insights for promoting the diversity and inclusive development of technological innovation design.

Jie Zheng, Fenghui Deng
Open Access
Article
Conference Proceedings

Improving the Usability of Intelligent Interface Designs

Rapid advances in artificial intelligence (AI) have led to its widespread integration into various aspects of daily life. To create user-centred experiences, it is critical that AI methodologies incorporate usability principles to ensure effective, efficient and satisfying interactions for users. However, challenges arise from the complexity of real-world scenarios and the limitations of established design practices, requiring careful evaluation during system development. This study aims to investigate potential evaluation criteria for the usability assessment of AI-based software systems. The methodology involves synthesising findings from relevant research, defining characteristics of derived principles, condensing information into guidelines, and validating their relevance and structure. By synthesising these efforts, a set of initial guidelines is presented to improve the understanding of how to enhance usability in AI-integrated systems. The proposed considerations aim to establish a more human-centred relationship with AI systems by personalising outcomes while respecting privacy and configuration preferences, with the goal of improving usability and natural interaction between humans and AI.

Gilbert Drzyzga
Open Access
Article
Conference Proceedings

Usability Study on the User Interface of Arts and Culture Activity Platforms

Cultural and artistic activities are thriving, and leisurely exploration of events has become a habit and a popular trend for many citizens around the world. According to the 2021 Taiwan Cultural Content Consumption Trends Survey by the National Academy for Educational Research, approximately 30% of the population participated in performing arts events in the past year, with the average number of exhibition visits on the rise. However, the current content on various cultural platforms is complex and lacks organization, making it difficult for users to find what they need and thus resulting in a poor user experience. Among these factors, the usability of the platform interface in accordance with user experience is a crucial key. Therefore, the purpose of this study is to enhance the user experience of cultural activity platforms to increase participation in events. The study will propose improvements and suggestions for information architecture pertinent to user interface design based on experimental results that align with user experience.In this research study, experiments were conducted to help analyze the information architecture and functionality of three existing cultural activity platforms. Smartphones were used as experimental devices, and a usability experiment design for task operations was implemented. The study also involved observing and recording participants' operational behaviors and task performances. Finally, the System Usability Scale (SUS) and the Questionnaire for User Interaction Satisfaction (QUIS) were also employed, along with semi-structured interviews, to help understand the strengths and weaknesses of the cultural activity inquiry system and to derive conclusions and recommendations.The results and recommendations of this study are as follows: (1) It is important to provide operation methods that align with users' mental models. (2) The platform's information architecture should be designed with shallow layers as well as a clear and concise hierarchical structure. (3) The design consistence regarding colors, icons and buttons should be maintained during the operation process. (4) It is necessary to optimize the site-wide search by providing visible and meaningful icons, enabling users to quickly locate information. (5) It is vital to provide clear and understandable feedback strategies to enhance the pleasure of user interactions.

Chiaho Hsueh, Chien-Hsiung Chen
Open Access
Article
Conference Proceedings

The User Experience of App Interface Design in Hospitals: An Empirical Study

Amidst the pandemic's catalyzation, numerous hospitals rapidly invested in enhancing their mobile service systems. Medical appointment scheduling and outpatient information retrieval are fundamental functionalities of healthcare systems. Poor design in these basic functionalities can lead to negative user experiences, eventually resulting in user abandonment. This study employs a 2 (time selection) x 2 (information layout) factorial experimental design to investigate its impact on user performance, workload, and subjective perceptions. A between-subjects experimental design was utilized, and data were analyzed using a two-way ANOVA. Convenience sampling was used to recruit 32 participants for the experiment. The results revealed that: (1) Calendar date picker widgets are more suited for searching appointments further in the future. (2) Tabular information presentation enhances search efficiency but may require necessary learning and lead to higher cognitive load. (3) In more complex comparative tasks, there could be a transfer of information to the perceptual system, accelerating information absorption and retrieval.

Hsiao Ching Chu, Chien-Hsiung Chen
Open Access
Article
Conference Proceedings

A Human Factors Study on the Interface Structure Design of AR-HUD for Small Vessel

Maritime collisions involving small vessels are common due to failures in recognizing other vessels, posing safety risks and economic losses. This study proposes a human factors- based augmented reality head-up display (AR-HUD) interface design tailored for enhancing small vessel navigation and situation awareness. Unlike existing auditory solutions, the AR- HUD integrates real and virtual navigational information through graphics prioritizing rapid recognition, color-coding following ISO safety guidelines, and a layout utilizing horizon- based zoning with a central field-of-view focused on essential user vessel and other vessel data. Developed by reviewing prior AR and HUD research and analyzing navigation software products, this intuitive, prioritized information presentation aims to minimize cognitive errors for operators, enhance operational safety, reduce collisions and pollution, while providing a foundation for further maritime AR-HUD research.

Seunghun Yoo, Hahyun Kang, Chanjong Kim, Junhong Park, Ken Nah
Open Access
Article
Conference Proceedings

The construction method and application of a dynamic user experience evaluation system for smart home appliances

The term UX is usually applied in the software field, but it is also used in the hardware product, space and service at present. Apart from the relatively mature UX evaluation methods in the automotive field, the construction of the UX evaluation system in the smart home appliance field is not perfect enough, and there is no exclusive, flexible, and universal evaluation system.One is that smart home appliances are different from traditional products, such as beds and office chairs, and do not require much brain thinking. Smart home appliances still have interfaces to interact with, but they are different from software products, such as mobile phones and computers, which require long-term interaction; Secondly, different household appliances also have their own characteristics, such as washing machines placing more emphasis on interface interaction, refrigerators placing more emphasis on space capacity, and water heaters placing more emphasis on installation; Thirdly, the usage tasks of existing household appliances are constantly changing according to lifestyle trends, and the emergence of new scenarios leads to changes in the task of evaluating smart household appliances. In addition, many evaluation systems have not been effective in improving the R&D process of household appliance in practice. Due to a lack of understanding of the product development process, the R&D design is unable to address the identified issues and truly assist in improving the product experience.In these cases, an evaluation system and application process mechanism for smart household appliances were built. This paper mainly studies four directions: (1) Combining industry analysis and home appliance attributes, define exclusive UX index specifically for home appliances. (2) Expanding UX index into a dynamic evaluation system, which can be reflected in: ① being applicable to different categories of household appliances, assigning index weights based on user, R&D personnel, and market feedback; ② It can be applied to users with different physical states, such as the elderly and ordinary people, to adjust the difficulty of passing the index; ③ It can be applied in different scenarios and tasks, analyzing lifestyle trends and market feedback, predicting the occurrence of new usage scenarios and tasks, and adjusting evaluation system testing tasks. (3) Integrate the UX evaluation system into the development process of new products, form a complete design and testing process, and help products achieve experience optimization continuously. (4) Based on three successful cases, point out the feasibility of the UX evaluation system for improving the home appliance experience and its positive impact on the market.

Jian Wu, Nan Jiang, Shuming Zhang, Yao Ding, Yaoyao Zhao, Fengyi Guo, Sihan Chen
Open Access
Article
Conference Proceedings

Light-based external Human-Machine Interfaces: The effect of animation

As the development of autonomous driving vehicle technology accelerates, the necessity for effective communication between autonomous vehicles and other road users is increasingly emphasized. To this end, usability research using various design factors of the proposed external Human-Machine Interfaces (eHMIs) is progressing rapidly. This study specifically focuses on Light-based eHMIs which have fewer cultural/environmental constraints and allow for faster information transmission. As well as we aim to investigate the effects of various animation types applied to Light-based eHMIs. Conducted with a total of 40 participants, we employed survey and interview methods to understand the impact between Light-based eHMIs and pedestrian behavior. The study utilized four types of animations (i.e., Sweeping (Dual), Scale Up-down (Dual), Flickering, Pulsing), along with two AV-First messages (i.e., Walk, Braking), and two Pedestrian-First messages (i.e., Don’t Walk, Driving). Participants evaluated the animations subjectively on aspects of Intuitiveness, Distraction, Variance, Perceived Safety, Trust, Satisfaction, and Preference. Additionally, the interview was conducted regarding the preference evaluation results. The analysis methods included ANOVA for survey results and Semantic Network Analysis (SNA) of affective vocabulary in interview transcripts. The findings indicated that the Flickering animation was significantly higher in Perceived Safety, Trust, and Satisfaction, and to some extent, the Sweeping Animation also showed positive outcomes from pedestrians. Through network analysis, positive/negative vocabulary for each animation was visualized and the eHMIs design direction was explored accordingly. The outcomes of this study could serve as foundational data contributing to the establishment of a safer and more efficient road traffic environment in the era of autonomous driving.

Gyuhee Park, Yu Hwa Hong, Suhwan Jung, Yong Gu Ji
Open Access
Article
Conference Proceedings

The Impact of Information Layout and Gender on the User Experience of Smart Home Center Control System Interface

With the popularity of smart home central control system, the visual design of their user interfaces has become increasingly important. However, the current user experience for smart home central control system user interface design is still lacking. The specific variables of this study are interface layout (i.e., symmetry and asymmetry) and gender (i.e., male and female) of the smart home center control. A total of 40 participants were recruited to participate in the experiment via convenience sampling methods. The results of this study are as follows: (1) The performance of symmetry layout was faster than asymmetry layout. (2) The symmetric layout was more flexible than the asymmetry layout. (3) There existed a significant difference in the task performance of different genders when operating the smart home center control system. Females had better performance than males. (4) In the symmetry layout, males felt that operating this smart home central control system would increase the amount of operations more than females, while the opposite was true in the asymmetry layout. In summary, there existed gender differences in the operation of smart home user interfaces, and they were affected by the user preferences of the interface layout.

Lu Lu, Chien-Hsiung Chen
Open Access
Article
Conference Proceedings

Challenges and Opportunities of Low-Code Figma and Modul-F for Use within the Public Sector

Low-code/no-code applications becoming more and more popular would especially within the public sector foster faster digitalization of public services. Working with these applications requires no programming skills and therefore, professionals within their domain can easily implement digital prototypes independent of designers and software developers. Respectively, public administrative employees and executives often have a deep understanding of the actual digital public services to be implemented. Low-code development tools have been evaluated within the healthcare sector (Ness et al., 2019), educational sector (Khosrojerdi et al., 2021), whereas Gottschick et al. (2023) applied a software development approach using low-code/no-code for implementation of a public sector cloud service. Lethbridge (2021) stated a need to first provide proper low-code platforms, to have an impact on faster development of digital services. This led us to the question: Which low-code prototyping tools exist and what their opportunities and challenges are when used by public sector employees? By expert evaluation (Harley, 2019), we compared Figma (Figma, 2016) and the Figma-Low-Code plugin (Figma Community, 2020) with the customized low-code platform Modul-F (Senatskanzlei Hamburg, 2023) for the public sector. We found an advanced maturity in structure, layout and functions of both low-code platforms. According to Nielsen’s (2023) usability quality criteria, learnability of Modul-F was fast (high), and learnability of Figma with Low-Code plugin was rated neutral (medium). The efficiency of the Modul-F Editor was high, it was low for Figma with the low-code plugin. However, memorability was low for both platforms. Running the Figma-Low-Code plugin did require programming skills. Building a prototype with the Modul-F Editor did not allow to design individual user flows. In the future, usability studies should be conducted to assess flaws and satisfaction during actual use by public administrative employees, executives, and designers having no programming skills. Moreover, we anticipate that a nation-wide public service design system with component library, e.g. KERN UX-Standard (Senatskanzlei Hamburg, 2024), would fully leverage the potential of any low-code/no-code platform. To conclude, using low-code/no-code platforms requires interdisciplinary teams of administrative staff and designers working together on digital concepts on a professional daily basis.

Marleen Vanhauer, Stephan Raimer
Open Access
Article
Conference Proceedings

Task-based and Problem-based heuristics: Could they be mobilized as a Verification Mechanism for Usability Heuristics?

Prior research in design indicates that design considerations (as reflected through designers’ decisions) can greatly differ from users’ viewpoints when interacting with technologies. This is typically evidenced within designers’ proposals to focus on utility and appearance whilst users’ viewpoints (or reactions) to technologies can take multiple forms (e.g. visceral, behavioral and reflective). Heuristics are simple 'rules of thumb' applied in designing technologies, focusing on design principles that aim to satisfy utility and appearance while providing a means of ‘standardization’ for designers; the same applies to usability heuristics, which are employed at the end of the design process, to assess the usability of designed systems, both in terms of usability and aesthetics. Whilst design and evaluation heuristics can offer a level of ‘standardization’, users’ viewpoints, reactions and interpretation of the designed technology can be diverse (i.e. their emotional and behavioral responses can greatly differ, making it difficult to ‘standardize’). There are several reasons why this is happening, e.g. from individual differences to context and domain-based reasons; the latter is, indeed, one of the common issues in heuristics-based design and usability heuristics i.e. these are domain-specific. It appears that there is limited research in attempting to understand the relationship and mapping between users’ own behavior (i.e. behavior-based heuristics) and design heuristics. An open question is to what extent the ‘expertise’ and empirical knowledge of designers can overlook any intuitive or unconscious behavior-oriented heuristics that manifest 'discreetly' and 'automatically' when designing technologies.The present paper is drawing data from two different user studies (route optimization problem solving and data analytics), aiming to explore what types of behavior-based heuristics people employ when performing data analytic tasks and problem-solving tasks (without the use of computer interfaces). These two different domains are chosen as they contain different requirements (i.e. completion of healthcare data analytic tasks versus completion of visuospatial mathematical optimization problems), thus providing a diverse enough comparison to explore user behaviors within domains that require some form of computer interface. By identifying behavioral patterns and heuristics people employ when engaging with these two different domains, we are able to identify interactional needs that can inform the design of novel user interfaces (i.e. decision-support systems) that can assist in the completion of complex tasks, instead of designing technologies first and then applying design heuristics to adjust and evaluate the designs. Observation methods, problem-based/scenario-based approaches and Think Aloud protocols have been employed to identify heuristics in both studies while overall performance (in terms of task completion and accuracy) has also been measured. The research found that behavior-based heuristics can be task-based and problem-based and can manifest early in design thus need capturing at user requirements elicitation. Such behavior-based heuristics can be interactional, systemic, cognitive and experiential and need to be considered alongside usability heuristics. There is a need to formalize experiences against tasks, especially as ‘smart’ technologies and multi-systemic data exchange can be stakeholders and ‘end-users’. A conceptual design verification framework is proposed to enhance design and evaluation processes.

Genovefa Kefalidou
Open Access
Article
Conference Proceedings

The Influence of Parent-child Toys and Time of Playing Together on Children’s Problem-Solving Skills in the Early Post-COVID Years

The COVID-19 pandemic has significantly impacted family lifestyles, children's capabilities, and parent-child interactions. This study aimed to explore the influences of parent-child interactions with toys and playing time on children’s problem-solving abilities in post-COVID-19. The research process included two phases: (1) Literature Review: The relationship among playtime, toy types, and children’s capability to solve problems.; and (2) Questionnaire Analyses. The questionnaire focuses on the influences of different types of parent-child toys and the time of playing together for age 2-6 kids on problem-solving skills. Choosing 32 questions from Social Problem-Solving Questionnaire (SPSQ) and Problem-Solving Style Questionnaire (PSSQ), preschool education specialists designed this questionnaire. Questionnaires were distributed in December 2023, and 30 of them were collected. The results are as follows. (1) Learning toys with numbers and symbols that aid in reading can help develop children’s logical thinking, thereby enhancing problem-solving skills. When parents and children engage in studying picture or illustration books together, it nurtures children's language capabilities and fosters interest in learning. Furthermore, sensory-motor playthings have a significant impact on the language development of children.; and (2) Children from families with accompanying playtime during 17:00-18:00 (before school time) or 21:00-22:00 (before/during bedtime) showed good analytical problem-solving capabilities. When faced with a complex problem, these children could identify the most crucial factor and, if they encountered a bottleneck, they would review the problem's context and related conditions to devise alternative solutions.

Tien-ling Yeh
Open Access
Article
Conference Proceedings

Exploring Flow Experience Requirements in Intelligent Fitness through the Perspective of Whole-Body Interaction

The rapid development of intelligent fitness products has shifted design focus from solely emphasizing fitness effectiveness to prioritizing a holistic fitness experience. Integrating the concept of flow experience into the design of smart fitness products has proven effective in enhancing user satisfaction from both emotional and overall experiential perspectives. With the advancement of interactive technologies, users now engage in increasingly diverse interaction behaviors during fitness activities, demanding a more comprehensive approach to user research that considers the comprehensive interaction between users and their environment.This research explores the core challenge of exploring flow experience requirements from a whole-body interaction perspective during the user research process. The paper first delves into the elements of flow experience, subsequently conducting an in-depth exploration of methods for collecting and analyzing whole-body interaction data during fitness processes. Building upon this foundation, the paper establishes an insight pathway into flow experience requirements within the framework of whole-body interaction.The study sequentially analyzes the interactive technologies of smart fitness products and the environmental scene factors of fitness spaces to construct a rational user research experimental process and environment. Through user scenario interaction experiments, we collects and analyzes users' physical behaviors and implicit activities, ultimately deriving insightful requirements.In our user research on the home fitness treadmills design, we validated the effectiveness of this insight pathway。 The paper establishes a user research methodology based on the perspective of whole-body interaction and flow experience goals, providing guidance for a novel research approach in this field.

Siyue Lin, Yonghong Liu, Qingxia Chen
Open Access
Article
Conference Proceedings

In-depth analysis based on the phenomenon of pedestrians entering the scene when tourists take photos: Designing interactive reminder devices

This study aims to observe and analyze the behaviour and motivation of pedestrians who accidentally enter the camera frame when tourists are taking photos in the scenic area. Meanwhile, to enhance the photographic experience of tourists, a friendly interactive device is designed to remind pedestrians to avoid the photo-taking area. User interviews and experimental designs are used to analyze the behavioural characteristics of tourists and pedestrians during photo-taking. It is found that both tourists who are interrupted from taking photos and choose to wait silently and pedestrians who interrupt tourists from taking photos exhibit relatively obvious characteristics. Also, the experiments measured that the easiest distance to be interrupted is 2.5-3m from the photographer to the photographed person, and the easiest form of interaction to attract pedestrians' attention is ground projection and sound interaction. To solve the problem of being interrupted while taking photos, this study utilizes machine learning technology to successfully identify tourists' photo-taking actions and combines it with Arduino, Processing, madmapper to initially implement the desired interactive device design to remind pedestrians to avoid the camera frame, thereby increasing tourists' photographic experience and overall scenic area visit comfort.

Jiaci Xie, Menghan Li
Open Access
Article
Conference Proceedings

Enhancing Automotive Interface Design: Insights from Touchscreen Usability and Driver Interaction Studies

The evolution of Human-Machine Interface (HMI) systems in the automotive sector marks a significant shift from traditional mechanical controls to sophisticated touchscreen interfaces. This transition reflects broader technological trends and user expectations, integrating large-screen interfaces that combine information, entertainment, and connectivity to enhance the driving experience. The focus on intuitive and adaptive design is critical in improving interaction quality and safety, demonstrating how modern automotive interfaces are increasingly shaped by the principles of user-centred design.Challenges such as interaction accuracy under varying road conditions and ergonomic considerations associated with increasing touchscreen sizes and placements within vehicle cabins are also examined. Studies on the effectiveness of various interaction techniques, including haptic feedback mechanisms, are evaluated for their role in mitigating distractions and enhancing user satisfaction. This paper highlights the necessity for advanced, adaptive HMI systems that can dynamically respond to environmental perturbations and user preferences to ensure safety and efficiency. Based upon the current literature, a comprehensive approach is proposed that integrates user-centred design, data mining, machine learning, and adaptive buttons close to the user to develop more intuitive and robust automotive HMIs. As vehicles advance towards greater autonomy, the continued collaboration and innovation in HMI design will be crucial in aligning with evolving user expectations and driving dynamics, ultimately contributing to safer and more efficient vehicle interfaces.

Vincent Trijard-caddy
Open Access
Article
Conference Proceedings

The effect of congruity between background music language and brand culture on consumer behavior

Numerous research have explored how musical elements affect consumer behavior in the retail scenario. But this claim has not been fully proven in the online shopping scenario, which has become one of the current mainstream consumption methods. Some researchers have stressed the value of musical congruity, the majority of their discussions have focused on the structural characteristics (rhythm, volume, genre, etc.) or affective characteristics (style, familiarity, valence, etc.), and the cultural characteristics (nation, territory, language, etc.) of music seem to be less discussed. This study focuses on the different music languages to explore the influence of the context effect brought by the cultural characteristics of music on consumer behavior. Language variations in music are primarily represented in the lyrics. The study aims to explore how music enhances the online shopping experience by influencing users' cognitive and emotional responses. It also provides guidance on music selection for e-commerce brands to use music strategically to promote goods consumption.In this study, we simulated the current mainstream e-commerce shopping websites to make online shopping pages of sneakers and selected the music (music with Chinese lyrics, music with English lyrics) on the mainstream music platform charts as experimental materials. The experiment recruited 30 participants (15 females; all of them have online shopping experience); they were divided into three groups (no music, music with Chinese lyric, music with English lyric) and asked to choose a pair of sneakers for themselves from randomly given goods (Chinese brands *8, European and American brands *8) under different background music. We captured the participants' browsing duration, trajectory, and focus position with the eye tracker. Participants' cognitive responses (product purchase intention ranking, product evaluation, music experience), emotional response (PAD emotion), and final behavioral response (direct purchase, shopping cart addition, sharing, collection) were collected through questionnaires.According to the experimental data's T-test, from the perspective of brand, when the music language and brand culture are consistent, the sharing rate of goods will increase. From the perspective of music, goods that have the same nation with background music will get a higher share rate. Compared with the environment without music, the user's pleasure and arousal are significantly improved under both Chinese songs and European and American songs.Our research shows that congruity between music language and brand culture leads to higher levels of pleasure and significantly affects online consumer behavior. When the music culture is consistent with the brand, the rate at which consumers share the goods increases. The pleasant user experience brought by musical congruity increases consumers' evaluation of the cognitive response of the product, thus positively affecting consumers' purchase intention. The experimental results provide new insights into music selection in the online shopping scene in the field of auditory marketing. It enriches the existing literature on musical congruity and cultural characteristics.

Hui Zhang, Wanyi Wei, Yingping Cao
Open Access
Article
Conference Proceedings

Optimizing Chip Assembly in Laboratories: The Influence of Indicator Color and Lighting on User Experience

Achieving high precision and efficiency is pivotal in a laboratory environment to ensure the seamless progression of experiments. This study delves into the realm of laboratory user experience, focusing on chip assembly in typical lab setting. Our objective is to unravel the effects of varying assembly point indicator colors and lighting conditions on user productivity and comfort. A total of 28 participants were recruited and divided into two groups. One group worked with assembly points that had green edges, while the other worked without this color cue. We explored eight distinct hues (black, white, red, yellow, blue, green, purple, cyan) as variables. After receiving training in chip assembly, participants were tasked with completing eight chip assembly tasks independently and rating their comfort level following each task. An eye tracker measured the time taken to complete each assembly. The data revealed that, except for black (target point without color, average completion time of 3.56s), the completion times for the other seven hues ranged between 2.6s to 2.8s. This implies that while indicator colors under 2000lux lighting boost identification efficiency, the specific hue of these indicators has no significant effect on assembly efficiency. In terms of user comfort ratings, the presence of green color at the assembly point’s edge made the green the most comfortable color, with white ranking third. In the absence of green edges, green fell to sixth in comfort, yet white consistently remained in third place. Other colors did not show significant pattern in comfort scores. This indicates that user comfort is more closely related to the inherent color of the product and the assembly point indicators. The impact of color around the assembly point on user comfort is minimized when white is used as the indicator color.This study provides valuable insights into the influence of lighting and indicator colors on efficiency and comfort in a laboratory setting, contributing to the design of future laboratory products for enhanced user experience and efficiency

Haocheng Han, Yuanyuan Liu, Lu Haibo, Han Meng
Open Access
Article
Conference Proceedings

Factors Influencing Chinese College Students’ Simultaneous Smartphone Use in the Classroom

Across the world, students enrolled in higher education are utilizing their smartphones in a variety of learning environments, which has become a prevalent practice. The objective of the present study is to investigate the factors influencing smartphone use among students in classrooms. Based on a thorough literature review and semi-structured interviews, a conceptual framework has been developed to better understand how college students utilize their smartphones in offline classroom learning settings. A survey based on the framework was conducted among 319 Chinese college students to investigate the impact of various factors on smartphone use. Results indicate a positive correlation between students' smartphone use and all individual factors, with entertainment, social connection, and self-control exhibiting more pronounced effects than other factors. Additionally, high levels of importance placed on course content and convenience significantly promote smartphone use. Overall, the findings support the implementation of the proposed framework to elucidate students' smartphone use behavior in the classroom, which can inform the redesign of curricular and academic-related activities to enhance students' learning, engagement, and overall academic performance.

Haijing Tang, Qin Gao
Open Access
Article
Conference Proceedings

Exploring the optimal proportion range of gesture input keyboard in virtual reality based on human factors engineering

With the rapid development of virtual reality ( VR ) technology, reducing users ' fatigue and cognitive load has become the focus of future attention in this field. At the same time, in virtual interaction, the quality of information input is directly related to the overall experience of users. However, at present, users are facing challenges such as low efficiency and poor experience when wearing head-mounted display ( HMD ) and using gesture recognition for game or text input for interactive experience. We hope to improve this situation through research. This study takes the Chinese youth group as the main research object, reveals the deep-seated causes of the problem through in-depth analysis of the existing VR keyboard and gesture input methods, and seeks solutions through experimental methods. The data comes from the selected youth group wearing the Oculus Quest 2 head-mounted display, and the experiment of finger kneading typing input in the virtual space, and then the heat map technology is used to accurately process and analyze the data to determine the best keyboard length-width ratio and pixel range. By comparing the experimental data, the research conclusion clearly shows the significant advantages of the optimized virtual keyboard compared with the gesture recognition method.In terms of research significance, this study not only provides new insights for the academic community by optimizing virtual keyboard design, but also lays a solid foundation for improving user experience and promoting the wide application of virtual reality technology. It is expected to become an important reference in the field of virtual reality technology in the future.

Furui Sun, Wanzheng Liu, Huiran Sun, Yun Chen
Open Access
Article
Conference Proceedings

Impact of Virtual Reality Technology-Based Marketing Strategies on Consumer Shopping Decisions

The development of new technologies has brought forth novel modes of user shopping experiences and consumer behaviors, fostering the emergence of diverse consumption patterns. The new shopping paradigm, based on Virtual Reality technology and human-computer interaction, introduces immersive and interactive three-dimensional shopping environments, influencing consumer behavior. This study aims to explore the impact of marketing strategies on consumer shopping decisions within the context of Virtual Reality shopping technology. Through the design of virtual reality shopping tasks for 34 participants and employing intelligent wearable physiological measurement methods, coupled with subjective and behavioral performance results, we analyze the physiological experiential response characteristics and consumer decision-making behavior patterns in virtual environments. The results indicate that, in virtual shopping, shoppers' eye-tracking behavior early focuses on the lower and left areas of product shelves. Additionally, physiological data exhibit variations across different shopping stages, particularly during the transition from searching for products to selecting items, where participants show a decrease in heart rate variability and an increase in alpha power in EEG, indicating a progressively relaxed state during the shopping process. Subjective evaluations further reveal that 68% of participants express satisfaction with the shopping experience in VR supermarket scenarios. This study suggests that Virtual Reality technology, as a marketing strategy, coupled with traditional marketing features, has a significant impact on consumer shopping decisions. The findings contribute to the essential understanding of the mechanisms underlying the influence of new consumption patterns on consumer shopping decisions and their behavioral characteristics, holding significance for future in-depth exploration.

Qichao Zhao, Han Li, Qingju Wang, Lin Shen, Ping Wu
Open Access
Article
Conference Proceedings

'Comparative analysis of an existing and newly designed e-wallet smartphone application among the elderly in the Philippines

Fintech solutions are becoming increasingly present in societies today as people accept related innovations into existence and use them daily, where various financial services have been digitalized and integrated into smartphones. From mobile banking to digital payment solutions, AI integration, and e-wallets, these are examples of famous fintech solutions commonly used worldwide today. Focusing on the latter, e-wallets are products of fintech that utilize smartphones to conduct various daily financial transactions. However, as innovations in ICT continue to evolve, there are still sectors among societies that generally need help to accept and use such modern digitalized solutions. This paper aims to analyze the usage and acceptance of e-wallet applications in the Philippines among senior citizens by comparing an existing application with an application designed by the proponents. The study measures the acceptance and usage of senior citizens on said e-wallet applications based on their visual interface and interaction through its Design, Security, Navigation, Process Efficiency, and Language. Non-parametric statistical analysis tools (Wilcoxon Signed-Rank Test and Kendall Rank Correlation) were used to interpret the gathered data from thirty-five senior citizens who utilize e-wallet applications and reside around the National Capital Region. The Kendall Rank Correlation revealed the degree of relationships between variables (showing relationships between Acceptance and Display, Navigation, Process Efficiency, and Language, and between Usage and Display, Navigation, and Process Efficiency). In contrast, our Wilcoxon Signed-Rank Test showed statistical preference over the newly designed e-wallet application over the market-existing e-wallet initially compared with. The need to address such issues enables communities, establishments, developers, and companies to become more financially and digitally inclusive, especially toward senior citizens. This study may provide valuable insights toward a more technologically welcoming environment.

Ainah Katrine B Capule, Philippe Nathaniel Fabian, Isabelle Bianca P Gatdula, Mike Jayson M Navarte, Carlos Ignacio Jr Lugay
Open Access
Article
Conference Proceedings

An Inclusive design methodology for smart home products good for market performance

In the background of the rapid development of technology and intelligence, intelligent technology has brought more novel and convenient experiences to most users when using home appliances. It is because young users have become accustomed to the smart products, but it has also increased the difficulty for special groups such as the elderly and disabled. Home appliances are very daily products for the elderly, however the emergence of new forms and technologies of home appliances has lead them being unable to use basic functions properly. Large smart screens with tons of functions has made it difficult for users to find the key to access; voice operations have made it difficult for them to know how to speak, and so on. The era of intelligence has brought unprecedented technological panic to these special groups.However, despite the fact that the home appliance industry began addressing the issue of product usage for special groups as early as 2000, there has always been a significant challenge. The problem is that once the home appliance design meets the needs of a special group, the product will have "awkward shape", such as the washing machine's buttons being too large to accommodate more functions; The small size of the refrigerator is only for the convenience of elderly people to access, but it affects the volume for daily life required. In a word, although it meets the needs of the special population, it sacrifices the user experience of most people and even affects market sales.The main reason for the problems is the lack of practical and feasible inclusive research and design methodologies for smart home appliances. The main popular methodology is “Microsoft's inclusive design”, but it mainly focuses on software without a specific methodology for smart home products that combine software and hardware. This paper built a research and design methodology for innovative smart home products targeting special and healthy populations.And based on the know-how of R&D, we attempt to overcome this challenge and ensure that products that have been designed by this methodology can meet the needs of special populations for accessible use, while also covering healthy users as much as possible. While gaining a good reputation for humanity design in the market, it can also ensure market efficiency. Finally, the article introduces three successful cases of applying this methodology.

Nan Jiang, Jian Wu, Shuming Zhang, Yao Ding, Fengyi Guo
Open Access
Article
Conference Proceedings

A Model of Self-directed Learning Platform for College Students Based on User Experience Elements

With the comprehensive development of the Internet, a plethora of new products continue to emerge. Among these, online education products, serving as crucial tools for knowledge acquisition in the information age, have garnered significant public attention. This article delves into the present state of college students' engagement in online education, with a specific emphasis on the design strategy of self-directed learning platforms within online educational products. By delving into the theoretical underpinnings of the learning process and executing a qualitative analysis of users through Kahle's concept of the list of value (LOV), we have obtained the design model of the self-directed learning platform. Furthermore, we scrutinize and probe into the platform's requirement, function, behavior, structure, and form from a user experience standpoint, culminating in a design model for self-directed learning platforms. And combined with Choudary's platform canvas, the platform architecture of the self-directed learning platform was analyzed. Lastly, we analyzed several typical products, offering invaluable insights for future product development.

Yang Yunze, Pu Meng, Zhuoyue Diao, Xin Meng, Liqun Zhang
Open Access
Article
Conference Proceedings