Reviewerly/exHarmony huggingface dataset:
Meeting Users’ Information Needs Online during the Russian-Ukrainian War

abstract: This article explores users’ level of satisfaction with the information in the online space of a university library during the pandemic and the russian-Ukrainian war. The authors analyzed the services and activities that the library provided online and examined whether they satisfied users’ information needs. Using a questionnaire, the study surveyed students and faculty members of the Kyiv National University of Culture and Arts in 2023. The study revealed that users rely on online library services for many different information needs. The authors do not rule out that their results were influenced by current conditions in Ukraine, such as intensive military operations lasting more than a year, forced relocation of students and teachers to less dangerous regions, concern for the safety of educational and informational activities during constant rocket attacks, power outages, and unstable Internet connection. This article will be useful to those interested in meeting library users’ information needs during a pandemic, war, or other instability. Respondents’ suggestions for service improvement, conclusions, and recommendations will help university libraries to organize their activities more effectively to maximize users’ satisfaction in the online space.
Fall Detection Method Based on Convolutional Neural Network

With the improvement of people's living standards and social medical conditions, the average life expectancy is gradually lengthening, and the proportion of the elderly in the global population is also growing. China is a big country with a large population, and the problem of population aging is becoming increasingly prominent and severe. When elderly people live alone at home without others to care for them, falls become the most common and dangerous phenomenon due to the decline of physical function and the influence of certain diseases. Therefore, rapid, efficient and accurate identification and judgment of human falls are of great significance, which can effectively alleviate the threat to the life and health of the elderly and the social medical burden of falls. This paper mainly carried out a fall detection method based on convolutional neural networks, aiming to improve the accuracy of human fall detection through the natural advantages of convolutional neural networks in image recognition, and provide better solutions for medical monitoring and elderly care.
Forming the scientific and logical outlook of future physics teachers

This article talks about taxonomic approaches in forming the scientific and logical outlook of future physics teachers. The levels of development of the logical scientific outlook were analyzed didactically. Teaching physical processes on the basis of taxonomies with the effective use of scientific methodological resources gives the expected result in the formation of the scientific and logical outlook of future physics teachers.
Statistical and thermal physics: with computer applications, 2nd edition <b>Statistical and thermal physics: with computer applications, 2nd edition</b> , by Harvey Gould and Jan Tobochnik, Princeton and Oxford, Princeton University Press, 2021, 528 pp., £75.00 (hardback), ISBN 978-069-1201-89-4. Scope: text book. Level: undergraduate.

"Statistical and thermal physics: with computer applications, 2nd edition." Contemporary Physics, ahead-of-print(ahead-of-print), p. 1
Making a scene: Representing and annotating enacted interfaces in co-performances using the screenplay

Automated and connected technologies are increasingly present in everyday life. The concept of co-performance offers a new perspective on artificial agency by understanding artifacts as capable of performing everyday practices next to people. In this pictorial we adopt a lens informed by co-perfor- mance, and propose the visual vocabulary of the screenplay as a novel way to represent and annotate co-performances. We highlight conflicts and how they are they are resolved through the enactment of new interfaces in-use. We visually represent and annotate scenes found in data from a study of households living with smart technologies. Using this visual vocabulary reveals the role of time, em- bodiment, character development and more, in the enactment of interfaces.
Sonic memories: towards a participatory memory archive

This short paper puts forward the outcomes of the workshop related to information visualization for the archive of memories linked to urban soundscapes. Memories as well as urban soundscapes are integral parts of cultural heritage and deserve to be protected for maintaining cultural identity. It becomes very urgent to start protecting especially those which are at risk of getting lost in current daily life conditions that have been changed due to the pandemic. This study was carried out by employing a collaborative visualization design workshop method which is a user-centred workshop structure for gathering ideas on information visualization. The main contributions of this paper are (1) evaluating the method used in this study and offering further adaptations for general use of design researchers in the field, and (2) discussing the outcomes of the study which may be beneficial for researchers working at the intersection of cultural heritage studies and design.
From Bodies in Technology to Digital Subjectivity: Research on the Identity Construction of Digital Humans

Technological advancements have endowed humans with the ability to connect and express themselves more naturally. As artificial intelligence, cloud rendering and motion capture technologies improve by leaps and bounds, computer-generated digital humans have extended their application to interdisciplinary research, offering novel paradigms for interaction design and body exploration. While the fundamental properties and connection modes of digital humans and the users remain further conceptual explication and practical guidance. This paper outlines the author's doctoral research in exploring the identity construction of digital humans through three research stages: Image Identification, Embodied Interaction and Identity Construction. The final goal is to devise a digital humans research framework rooted in the theory of embodied cognition. By reconceptualizing digital humans as the "extension of humans," the research findings extend insights to reinstate the subjectivity of human presence in the digital era.
Design for expanding interaction and cognitive enhancement in virtual reality

How does a human have a natural interactive feeling in the virtual space as the same or more as in the real world? For the expanding interaction in the virtual space which is the more important axis of evaluation between “I” as subject-oriented and “target” as object-oriented? The present research gives an insight into the role of self-consciousness in embodied cognition, the ability to recognize an object's physical location as well as the physical relationships between objects with a focus on the evaluation axes between the subject and object. The results show that self-consciousness types and oriented evaluation axis influence interactive feeling. The findings from the results suggest that self-consciousness is a powerful factor for expanding interaction in the virtual space, and provides an insight into the meaning of embodied cognition for expanding interaction and cognitive enhancement not only in virtual space but also in the real world.
Design considerations for supporting social interaction in algorithmic social media feed

Nowadays, social media platforms employ recommender systems to proactively suggest the posts that a user is likely to prefer, even if it comes from strangers (e.g., the “Suggested Posts” feature on Instagram). Previous studies revealed that these algorithmic recommendations influence users’ social interaction practices in social media. However, there is little attempt to investigate how social media feeds should be designed to ensure the social interactions users truly want. Given this background, we conducted four design workshops aiming to explore design considerations for social media feeds that can support users’ social interactions under the impact of algorithmic recommendations. Based on the results of workshops, we present five design considerations with design proposals: respecting the following posts, preventing undesired disclosure, sophisticated management for recommendation algorithms, recommendations for the group of users, and reinforcing linkage to the community. In conclusion, we discuss design implications for recommender systems considering the intrinsic nature of social media.
INTO: a remote communication tool featuring body language and the fusion of the real and the virtual

This article introduces a remote communication tool called INTO, which aims to recreate the experience of face-to-face communication between two people sitting across at a table. Beyond work, we also envision its application in learning, creativity, and entertainment. First, we review and analyse several existing remote communication tools to clarify our design goals. Then, based on human factors and existing work habits, we select the experience format. This design requires two sets of devices to be connected to each other, and the construction of the hardware is also explained in the article. Finally, we conducted experimental testing and summarized the characteristics of this device.
The Language of Tables: Pneumatic Interface Design for physical-digital experiences

In the future, the integration of digital and physical worlds will continue to become increasingly intertwined. As a result, intelligent products will be ubiquitous in people's living environments. Consequently, it is a significant design topic that is worth investigating to explore interaction methods beyond traditional screens, utilizing everyday objects and integrating intelligent technologies into people's daily routines. In this paper, we explore the integration of new materials, novel manufacturing technologies, and traditional room tables in the context of future home settings. We investigate the combination of inflatable tangible interfaces, instantiated by silicone rubber, with hard surfaces. Specifically, the table surface is given new forms and interactions, and the physical properties of silicone rubber are utilized to explore micro-interactions on the table surface. Furthermore, we take a significant step to explore the great potential of interactive design in intelligent products.
Multi-view visualization layout design method for large displays based on quantitative analysis of situation awareness

Multi-View Visualization (MV) is a technique employed in large-display interaction platforms like network security situational awareness and industrial platforms. However, due to the high technical cost, complexity of physiological measurements, and inadequacy of subjective scales, large-display interaction designs often lack assessment for situational awareness and rely on back-end coding schemes. This lack of convenient and effective measurement impacts interaction design quality, leading to misunderstandings of system intention by human operators. This paper proposes a Quantitative Analysis of Situation Awareness (QASA) for MV layout in large-display interaction design. Through multiple experimental measurements (N=50) validated by eye-movement testing, we compared situational awareness results of various layouts and analysed their differences. The Actual Situational Awareness (ASA) difference between layouts was 13.3%, while the ASA difference of a single view in each layout reached 26.8%. After applying this method to improve industrial testbeds, the ASA of the new system increased by 9.2%. The practical results suggest that QASA can guide and evaluate MV design to enhance the situational awareness level of application systems. Effective situational awareness assessment helps optimize designs for complex data systems, mitigate conflicts between human operators and the system, and ensure that human operators make informed decisions.
Olfactory Stimulus as Design Material: designing an engaging interaction between user and AI chatbot

This study explores the lack of user engagement challenge observed in human-AI chatbot interaction from a design research perspective. Olfactory stimulus has the most intimate linkage to the human brains that directly control human emotions, but it has been under-explored as design material for interaction design in human-chatbot interaction. This study inquires into how service designers can leverage the olfactory stimulus as potential design material to design for an interactive experience that enables value co-creation between user and chatbot, which results in enhanced user engagement. The challenge of user engagement is examined through the theoretical lens of service dominant logic (SDL), while this study adopts a research through design as a method to explore how olfactory stimulus can elicit aesthetic emotions in users that could enable value co-creation between the user and a chatbot that may translate into improved user engagement.
Kirisense: making rigid materials bendable and functional

This paper presents material-driven exploration at the intersection between transforming rigid materials by cutting techniques and applying conductive substrates to the transformed material sheet. Kirisense is a simple design technique that adds deformability and interactive capability to thick and rigid prototyping materials such as plywood and chipboard. Our investigation identified six cutting patterns with variable parameters that influence the flexible and bendable behaviors generated and encoded them as a design editor to assist designers. We introduce a step-by-step process of augmenting rigid materials by combining them with a conductive substrate (carbon- or nickel- paint or spray) and applying a custom cutting pattern using the editor. A co-design workshop with ten design students is conducted to collaboratively explore the expressive and technical possibilities of the proposed process. Through this exploration, we demonstrate that Kirisense enables expanding the creative potential of using rigid sheet materials for designers.
Cocreate: a co-design toolkit to design with and for adolescents together

Designing for children can be challenging as they often have difficulty expressing their wants and needs. Consequently, designers and creators may overlook their input and correct them instead. However, children possess unique and creative ways of thinking, making them ideal co-creators. Therefore, we should expand their role to include them as co-designers or co-creators. We developed coCreate for this purpose. n. This experiential tool aims to offer a fun, creative, and constructive way to design with and for children by empowering them to take a more active role in design, and involving their creativity from the start. coCreate exists out of 3 parts: Show and tell, Reflect, and Create. Each of these parts focuses on different aspects of co-design with children.
Personhood: defined, collected, and integrated

Person-centred care (PCC) has been a prominent topic in the healthcare industry for several decades. Although there are various conceptualizations and definitions of PCC, the fundamental idea is that the focus of care should be on the 'person' rather than the 'patient' (Entwistle & Watt, 2013). This means that to practice true PCC, it is essential to understand who a person is, what they value in life, and acknowledge their personhood. However, for non-verbal persons receiving care, recognizing their personhood can be challenging for formal and informal carers. Most current tools and methods rely on cognitive and verbal abilities that these individuals may not possess. For persons with limited symbolic awareness and communicative abilities, it is also much more challenging to understand their feelings, needs, and thoughts (Chadwick et al., 2019). As a result, a growing need exists to develop more inclusive and comprehensive methods for defining and collecting personhood in such cases. My PhD research is part of an interdisciplinary project between anonymized. The project aims to enhance person-centered care for non-verbal individuals living in care facilities, particularly those with late-stage dementia or profound intellectual and multiple disabilities. The project aims to develop methods and tools to define and collect personhood using design and to use these findings to create a tool or toolkit that can offer the necessary handholds for formal and informal carers to integrate personhood into the PCC planning of non-verbal individuals. Currently, in its second year of a planned four-year trajectory, the project has completed the first phase, creating a framework to define personhood through focus groups, immersion sessions, and literature reviews. In the second phase, design research methods such as cultural probes and experience-centered design sessions are being conducted in six different care facilities to research how personhood can be accessed, made visible, and collected. The next step will be to see how these design research methods can be translated into tools for carers and integrated into the current PCC planning. Link to the conference theme By using participatory design research methods within the project, we hope to gain a better understanding of the lived experiences of our participants in order to improve their lives. We aim to give back to these participants by offering them direct feedback, insight, and tools on how to improve the PCC offered to these non-verbal participants in real-time. In the long run, we hope to redefine what PCC and design for non-verbal persons can mean by creating tools that incorporate the personhood of these non-verbal persons into their daily planning while also giving formal and informal carers the necessary tools to make this incorporation process easier. Attending the IASDR 2023 conference would be a valuable opportunity to connect with other design researchers working on similar challenges, share what the project has achieved so far, and make connections for future steps to further develop what design and care can offer to each other.
Exploring the use of a digital twin in theatre stage design

The rapid development of technology has brought new methods and tools to physical space planning, offering opportunities to save time and materials. We present a case study where virtual reality (VR) was used for previsualization in the design of a theater production. A digital twin, i.e., a virtual environment matching the exact dimensions and visual appearance of the physical theatre stage was developed. During the design of a theater production, the potential of the approach was evaluated together with theater design and production experts with different backgrounds. We report that VR has can play a useful role in the context of theater production design. Through VR headsets, the space was better perceived than with other tools, with those less familiar with the space benefitting the most. However, VR could not completely replace the traditional methods of theater stage design and should be used in conjunction with existing approaches.
Cross-device system design based on stylized 3D map for intangible cultural heritage in Yunnan of China

Yunnan Province boasts a rich cultural heritage, owing to its unique geographical location, topographical environment, and multi-ethnic background. However, existing digital preservation methods have limitations in presenting a large volume of information about Yunnan's intangible cultural heritage (ICH) to a global audience in a visually appealing way. In response, we propose a stylized 3D map-based approach that incorporates Yunnan's natural environment to display a substantial amount of ICH information. Our information visualization design aims to enhance users' interest and understanding of the ICH. To provide a more engaging experience and to cover more application scenarios, we designed a Cross-device Display System (CDS) that integrates mobile, PC, and VR. This system can enhance the dissemination of ICH and provide a better information access experience.
Using cultural probes to understand students’ mental wellbeing

We report on the design and execution of a probe as an anonymous self-reporting tool to investigate the perception of mental well-being and support services for university students. The pictorial describes a six-day probe study with students. The study focuses on students’ perceptions, struggles and coping strategies to maintain their mental well-being. Our contribution is multifold. We detail the design and deployment of the probe for HCI practitioners and designers to adapt and adopt it, while we reflect on the data, deriving sensitizing concepts and personas to support the design practice for students’ mental well-being.
Performance evaluation of QWERTY keyboards on foldable smartphones: keyboard layout and phrase complexity

Recently, foldable smartphones have won attentions. QWERTY keyboard as the main input method contains two layouts: standard and split. Performance comparison of two layouts is lacking. This research studied how standard and split layout affected performance of QWERTY keyboard input on foldable smartphones, with phrase complexity and language difference under consideration. 16 testers were requested to text in 80 different phrases that covered all influencing factors above. Input time per phrase, words per minute, corrected errors, uncorrected error rates, and perceived usability were five criteria under analysis. It turned out that split layout lowered error rate at the cost of significant loss in input speed in Chinese. The reduction in error rate was more pronounced for simple sentences, while the loss in input speed was not affected by text complexity, both of which showed significant performance. These findings are to contribute optimizing text input design on foldable smartphones.
A layered approach to designing public health communication diagram for improved information accessibility

Public health communication (PHC) material design requires information accessibility, consideration of the readers’ health literacy, prior knowledge levels, and the depth–length of information the reader can process without feeling too much cognitive burden. We proposed a layered approach to PHC diagram design: providing multi-layered (basic, extended) information, to support the reader’s cognitive activities of recognition and inference-making, while the basic layer reduces some readers’ cognitive loads. A qualitative test conducted with an example layered diagram of how COVID-19 vaccination works confirmed that (1) the college-educated readers in their 20s have an insufficient level of prior knowledge of vaccination and the human immune system, but (2) the diagram was effective in broadening their understanding, and (3) the basic layer imposed lower cognitive burden than the extended layer, so (4) even though information on both layers were considered useful, the majority of participants preferred the basic layer to extended layer while some of them preferred both. We propose an information framework for a PHC diagram: ■ meta information of publisher, issue date, validity period, intended audience to show the authority, validity, and relevance of information, ■ content composed on multiple levels to accommodate readers’ varying information needs, ■ explicit or implicit information goals (e.g., persuading for specific behaviors, or warning against misinformation), ■ call-to-action buttons that suggest what actions and behavior are expected, and ■ multiple design formats that are optimized to various devices, media, and consumption methods.