bluuebunny/crossref_metadata_2025 huggingface dataset:
Playful Approach Methods for Children with Special Educational Needs based on Interactive Connected Devices
Authors: Moscoso - Montenegro David , Serpa-Andrade Luis
Published: June 2022

Children who have some kind of disability or learning problem usually require more time and different methods in the process of acquiring new knowledge and skills compared to children who has any condition. The playful approach has been a consistent way to address these special educational needs, often with the use of tools such as toys, interfaces or devices in order to adapt or assist their learning process. The evolution of these educational tools has been noticeable especially in recent years with the addition of latest advancements in technology providing very helpful resources for both students and teachers, a new paradigm has appeared and has opened a lot of possibilities. A key point is the data acquiring and processing to monitor and adapt the path of the learning progress. This study presents the state of the art of the methods used to implement the playful approach with interactive connected devices.
Design Research on Outdoor Fitness Equipment for Cognitive Exercise
Authors: Xu Xiying , Luh Dingbang
Published: June 2022

Medical treatment for cognitive disease leaves much to be desired, it is necessary to nudge the wide elderly to join cognitive exercise in their daily life. Though the existing cognitive-related designs mostly following the principles of cognitive training, it may be more benefits of the elderly to exercise their cognitive functions of the principle of multi-mode exercise. Outdoor fitness equipment(OFE) includes equipment for different exercise type and is popular with the elderly. Elderly people do exercise to keep their physical health, but little attention is paid to their cognitive health. Research were mainly made from five exercise dimensions on the OFE use of the elderly: Frequency, Intensity, Type, Time(FITT) and Fun, and then suggestion has been given from the layout planning, visual communication and interaction mode of the OFE to nudge better cognitive exercise effect.
A DEMATEL Approach to Exploring Influencing Factors of the Elderly Satisfaction with Park Fitness Facilities
Authors: Wang Yahui , Liu Chunrong
Published: June 2022

Healthy aging has risen to the strategic level of the government, and the fitness activities of the elderly has been widely valued by the public sector. Parks are the main places for the elderly to exercise, and the elderly satisfaction with park fitness facilities is regarded as an important topic. Based on Maslow's hierarchy theory of needs and previous research results, this paper conducted interviews with the elderly, and further determined 12 key factors affecting the elderly satisfaction with park fitness facilities. This study uses the Decision-Making Trial and Evaluation Laboratory (DEMATEL) method to conduct an empirical analysis of 12 influencing factors. According to the results of the data analysis, mental relaxation and social entertainment are the two most influential factors among 12 influencing factors. These two factors are located in the upper level of Maslow's hierarchy of needs theory, which indicates that the basic needs of the elderly for park fitness facilities have been met, and the basic fitness needs are not the main consideration of the elderly for their satisfaction. Through the analysis of experimental results, three strategies were proposed: (1)Space Design needs to be taken seriously, so that functional space division and soft partitions are necessary; (2)Park fitness facility adopts the concept of service design, which allows the elderly to have a higher level of satisfaction through a process-oriented experience; (3)The body size of the elderly needs to be taken into account in the design phase of the park fitness facilities.
Design of a Help-Seeking Companion Robot for Elderly People Living Alone
Authors: Wang Luyu , Huang Ying , He Xin
Published: June 2022

In recent years, the degree of aging on a global scale has intensified, and at the same time, “living alone” has become the norm for older people. Elderly people living alone not only have their children away from home, but they are also widowed. They are a more vulnerable group than the empty-nest elders. They often face triple barriers of physical, psychological and cognitive impairment, and are therefore often trapped in a difficult and lonely life. Therefore, in order to meet the needs of elderly people living alone to communicate with others and eager to solve life problems, this design hopes to build a small help-seeking companion robot based on the principles of emotional design and to dig deeper into the user’s spiritual satisfaction and emotional resonance. This design uses literature Data search method, network survey method, questionnaire interview method, market research method have conducted an in-depth understanding of the elderly living alone, companion robots, youth groups, etc., and determined the product positioning, use process, styling design and APP UI design.This design includes a robot end for the elderly living alone and an APP end for the youth group. The robot end mainly uses voice interaction to reduce the difficulty of using intelligent search and help the elderly in social activities, and to build a new form of communication between the elderly living alone and the elderly living alone, and between the elderly living alone and the youth group. The project is designed to meet the practical and spiritual needs of the elderly living alone, thus enhancing social stability and spiritual civilisation.
Methods to Promote Increased Usage of Voice Interaction in a Vehicle
Authors: Proctor Karl , Skrypchuk Lee , Clifton Daniel , Isik Mutlu
Published: June 2022

As in-vehicle infotainment systems become increasingly complex, and as manufacturers increasingly move functions and features into the in-vehicle screen, interacting with these systems is resulting in increased demand, eyes-off-the-road time, and task completion time. To combat this complexity, some manufacturers have incorporated voice assistants into their vehicles, allowing drivers to speak to their vehicles to perform tasks rather than use touch. However, these assistants currently offer a limited feature set, and are generally passive, requiring manual activation. Here we outline early, but on-going work looking at techniques that can be used to nudge users towards using voice. Participants were presented with 6 prototype in-vehicle infotainment systems (IVIS), which varied in terms of how they nudged participants towards using voice and asked to perform a series of representative in-vehicle tasks. Data shows the most effective method for nudging was automatic activation of the voice assistant when opening the appropriate app, with participants using voice 60% of the time.
The influence of music on colour preference in vehicle environment
Authors: Zhu Yusen , Jiang Ao , Dong Junbo , Pang Yeming , Liu Yuqing , Liu Jiacheng , Yao Xiang , Westland Stephen , Hemingray Caroline
Published: June 2022

Many experiments have proved that vision and hearing effect each other in many ways, and this phenomenon is of great significance to design (Zhang，2019)(Anderson，2014). Among the design of car cockpit, color is one of the most important elements of cockpit visual design, and different color directly affect people's experience in the cockpit (Satake,2011). We selected eight colors in study which are red, yellow, orange, blue, green, cyan, white and gray, and each color was set to two brightness levels and three music modes: non music, light music and bass-heavy music. Meanwhile, we used a head-mounted virtual reality display (HMD) to simulate the in-car environment, and assessed 55 participants on their level of color preference. In study we found that music changed people's preference for the color of the car cockpit environment and the degree of color preference was related to the type of music.Reference:[1]Zhang, Y., Liu, P., Han, B., Xiang, Y. and Li, L., 2019. Hue, chroma, and lightness preference in Chinese adults: Age and gender differences. Color Research & Application, 44(6), pp.967-980.[2]Anderson, P.W. and Zahorik, P., 2014. Auditory/visual distance estimation: accuracy and variability. Frontiers in psychology, 5, p.1097.[3]Satake, I., Xin, J.H., Tianming, T., Hansuebsai, A., Ando, K., Sato, T., Kajiwara, K. and Ohsawa, S., 2011. A comparative study of the emotional assessment of automotive exterior colors in Asia. Progress in Organic Coatings, 72(3), pp.528-540.
External Human-machine Interface Design for Automated Vehicles Based on Analytic Hierarchy Process
Authors: Yang Jing , Ouyang Wumin
Published: June 2022

This research provides a theoretical basis and guidance for the design by establishing a demand index system for the external human-machine interface for automated vehicles. First of all, starting from literature research, combined with market product analysis and user interviews, to establish functional demand indicators for the design of external human-machine interface, then collect data through user surveys, and calculate through AHP to obtain the weights of each level and each element. Clarify the preference characteristics of each demand and carry out consistency test to establish an evaluation system to provide a basis for subsequent decision-making and design practice. Finally, combining the research conclusions and design practice, an external human-machine interface for automated vehicles is designed that meets the user's preferences and characteristics, and provides a usable and effective interface for pedestrians.
User eXperience Heuristics for Geoportals
Authors: Quiñones Daniela , Barraza Andrés , Rojas Luis
Published: June 2022

A web portal is defined as a “website that acts as a connection to a collection of information or resources including sources, services, news, tutorials, tools and an organized collection of other references from different websites” (Maguire and Longley, 2005). Specifically, the expression “geospatial resources” is used for geospatial information and services, where this “geoportal” is a type of portal, where it deals with resources with these characteristics. Based on the review that we performed, we can define a geoportal as a website that is considered an entry point to geographic content on the web or, more simply, a website where geographic content can be discovered. Several features can define this type of portals. According to the “Spatial Data Infrastructure of Uruguay” (IdeUy, 2018), geoportals have the following characteristics: User interface; Metadata; Data access; Documentation; Contact; and Help.According to the ISO 9241-11 standard (2018), the User eXperience (UX) is defined as “the perceptions and responses of the person resulting from the use and/or anticipated use of a product, system or service”. The UX evaluation is an important task to perform when developing any kind of websites. It is necessary to assess whether the websites meet the needs of the users and whether it fits properly in the physical, social, and organizational context in which it will be used. In this regard, it is important to evaluate whether a geoportal is intuitive, easy to use, and allows users to complete their objectives. UX should be explicitly considered, since the information, the content, the, presentation and the structure of the website should generate a user-friendly experience, motivating people to use the several functionalities and tools provided by the geoportal.Heuristic evaluation is an inspection method where expert evaluators detect potential usability/UX problems, based on heuristics (Nielsen and Molich, 1990). Nielsen’s heuristics allow evaluators to inspect a website in a general way, without focusing on specific domain features. However, the above makes it difficult to detect usability/UX domain-specific problems. Geoportals have their own features that differentiate them from other products, so it is necessary to use a set of specific and appropriate heuristics for these types of websites. Moreover, we think that heuristics can help detecting problems related to UX, and not limited to usability aspects (Quiñones et al., 2018, Quiñones and Rusu, 2019).This article presents a set of 10 heuristics to evaluate the UX of geoportals. The heuristics were developed using the methodology proposed by Quiñones et al. (2018). The methodology proposes eight stages to develop and validate a new set of heuristics and can be applied iteratively, repeating the stages that are necessary to refine the proposed set. We performed a preliminary validation with UX experts in order to refine and improve the proposed set of UX heuristics for geoportals.
User Experience Study on Self-Checkout System of Hypermarkets in Taiwan
Authors: Jen Yang Po , Wen Yen I , Zheng Meng-Cong
Published: June 2022

In recent years, many hypermarkets have introduced self-checkout technology. The introduction of new technology is meant to provide a better experience for consumers and reduce the workload of store staff. However, the fact that a few extra staff members are still required to assist consumers in the self-checkout process reflects that consumers still have doubts about the service quality.In this study, 30 subjects who had never used self-checkout were invited to conduct task experiments on the machines at the two large hypermarkets in Taiwan. The assessments included (1) Functional Sequence: to understand the difference between the expected operation process and the actual one, (2) Task Operations: including membership login, scanning of different packaged products, electronic receipt registration, and payment checkout, with the operating time recorded throughout the experiment, (3) to understand the difference between the two self-checkout Systems in terms of interface functions and evaluation by using System Usability Scale (SUS), NASA-TLX and semi-structured interview.It was found that incorrect operation of the payment devices occurred in both machines of the two hypermarkets. The prompts from the system interface were not effective in helping the subjects to operate the machines smoothly. We found that (1) The interface of the hypermarket A was laid out with both illustrations and function buttons, resulting in 73% of the subjects failing to distinguish the difference between the two types of information and causing incorrect operation and failure to find the device; (2) The interface of the B market uses the photo prompt information; 60% of the test subjects ignore the photo, and the interface information cannot effectively assist the test subjects to operate; (3) The design of the machine uses a vertical screen (24" for both machines) and a full-page layout interface, which makes it easy for the test subjects to ignore the buttons, prompts, and hardware devices located in the corners of the interface when operating at close range.Moreover, the SUS of the machines in the two hypermarkets were 74.66 (C level) and 51.83 (F level) respectively, and neither of them could meet the operational requirements. This study found that when the test subjects operated the machines for the first time and faced with the queue of people, their mental stress level and error rate increased. The future interface design of the system should strive for precise operation and information understanding within a short period of time.
Designing a UX Mobile App for Hydration and Sustainability Tracking in Academia
Authors: Filomena Curralo Ana , Miguel Faria Pedro , Curado Antonio , Azeredo Paula , I. Lopes Sergio
Published: June 2022

Higher Education Institutions (HEIs) are favored atmospheres in the civic training of their audiences, undertaking a major role in Global Sustainable Development. The management of waste packaging represents a huge environmental footprint, particularly the plastic water bottles which constitute a major example of everyday waste that directly impacts our lives, not only ecologically, but also economically. Hence, the project RefillH20 proposes to reduce the sales of plastic water bottles in the 6 schools of the Polytechnic Institute of Viana do Castelo (IPVC), respective bars, canteens, and halls of residence. For this purpose, a smartbottle, equipped with a radio frequency identification (RFID) chip, has been designed and integrated within an institutional ecosystem, that includes several smart refill stations, enabling an automatic filling process with no physical contact with the equipment. This approach enables not only the computation of water consumption metrics typically used for hydration assessment but also the computation of relevant sustainability metrics and indicators through a mobile application, such as the number of refills per period of time, amount of consumed water, the estimated amount of averted plastic waste considering different approaches (temporal, cumulative, individual or referring to colleges, classes, etc.), the energy-saving from overall waste reduction and reduction of greenhouse gas (GHG) emissions and information on users’ environmental footprint. This work presents the development of a high fidelity UX Mobile App prototype, which aims to allow users of RefillH20 ecosystem to monitor their water intake habits, as well as their contribution to improving the overall environmental sustainability in academia, and thus promoting the creation of awareness regarding their effective ecological footprint. By using a UX Design approach, the users have been involved interactively with these new digital products and services idealization, through their appearance and how they feel, use and remember such interactions.
User Experience and Service Mode of Telecare System with Handheld Devices
Authors: Liang-Yuan Che , Chen Chien-Hsiung
Published: June 2022

In developed countries, aging, chronic diseases, and preventive health management have been important topics of concern. Many entrepreneurial have entered the start-up market, trying to integrate design concepts related to medical institutions, wearable devices, health services, cloud computing to build a better and more convenient platform. How to realize online medical services of traditional medical institutions through a handheld user interface and provide users with friendly and reassuring medical services is a thorny problem faced by interactive designers. This study focuses on telecare systems' user experience and service mode with handheld devices. The research methodology uses the concepts of co-creation workshops and the discount usability engineering. In this study, six experts with relevant telecare or interaction knowledge were invited to participate in a co-creation workshop. A persona and customer journey map were created after the workshop. Existing applications were then used to integrate typical tasks. Participants would use the think-aloud technique to simultaneously manipulate the tasks and speak their thoughts when conducting heuristic evaluations. Researchers recorded their task operations and conduct brief interviews to help investigate their internal feelings. This stage is to sort out the relationship between the relevant stakeholders in the service process and help summarize the user's in-depth interaction needs in terms of user experience.
Influence Mechanism of Air Humidifier Product Color and Shape on User Preference Based on Eye Tracking
Authors: Cao Huai , Wang Xiuling , He Kaixuan
Published: June 2022

Eye tracking realizes the tracking of eye movement by tracking the position of the eye's gaze point or the movement trajectory of the eyeball. It objectively shows the user's real experience of a certain product in a scientific experimental way; according to the literature, the eye The research and application of motion tracking technology in air humidifiers are few; based on this, this article takes air humidifier products as the research object, and through the method of eye movement test experimental psychology, the influence mechanism of color and shape in the field of humidifier products Conduct research to measure the user experience of consumers. Based on the eye movement method, we will conduct experimental research. The independent variables are the different colors and shapes of the air humidifier products. Dependent variables include first fixation time, first fixation duration, total fixation time, second fixation time and subjective evaluation. It is estimated that X subjects will participate in the experimental test. Through the test data analysis of the subjects, this research mainly explores the following conclusions: (1) Whether the different colors of the air humidifier products can cause significant differences in the eye movements of users (2) Whether the shape of the air humidifier product causes a significant difference to the user's eye movement attention. In addition, this research provides a reference value method for consumer decision-making for industrial design optimization in related product fields; based on quantitative analysis of eye tracking technology, explores user experience, so as to better grasp the visual preferences of target consumers and clarify products Design, development and upgrade direction, accurate market positioning.
Investigating preferred listening levels when using noise-canceling headphones among male graduate students
Authors: Dai Xiyan , Yu-Chi Lee
Published: June 2022

Many pieces of the literature showed that the potential risk of hearing loss was increasing among the general public, especially in adolescents and young adults, caused by prolonged exposure to loud music. Users tended to listen to music with a higher volume in noisy environments (e.g., intersections and subways) than in quiet ones. According to the WHO-ITU standard level for adults (80 dBA for 40 hours a week), the listening habits worse than the recommended standard might cause hearing damage. At present, the increasingly popular Noise-canceling headphones (NCHs) can reduce environmental noise to a certain extent. Whether users would lower the volume of music when using an NCH is a concern of the research. NCHs have different listening modes for dealing with ambient noise. Hence, the primary purpose of this study was to investigate the effect of different NCHs modes on pedestrians’ preferred listening levels (PLLs) in a noisy environment and to evaluate whether their listening levels were in a safe range.Methods: Fifteen male graduate students with normal-hearing ability participated in the study. The independent variable was the modes of NCHs, including Noise Cancellation (NC), Off, and Transparency modes. The PLLs were determined by each participant and recorded as the dependent variable. Before the experiments, participants were asked to report their headphone-use habits for assessing whether they exceeded a safe listening level. During the experiments, the ambient noise of heavy traffic intersections was played through two speakers. Participants were asked to put on the headphone with a specific mode by random orders. Subsequently, each participant was requested to adjust the volume of the music until it “sounded best.” The measurements were repeated twice for the three modes. A one-way repeated measure ANOVA with Bonferroni pairwise comparisons was used for statistical analysis. Results: The results indicated that the headphone modes significantly impacted the PLLs (p<0.001). Based on the Bonferroni pairwise comparisons, participants selected the highest PLLs with the Transparency mode (67.21 dBA), followed by the Off mode (60.77 dBA), and NC mode (55.83 dBA). Besides, the self-reported results showed that the usage of headphones was five days per week and three hours per day on average. From the results, the PLLs selected by the subjects were all lower than 80 dBA, and the average listening time did not exceed 40 hours per week. It implied that the participants' listening habits were at safe listening levels. Conclusion: In a noisy environment, different headphone modes have impacted on PLLs adjustment. The PLLs selected with the NC mode are significantly lower than those with Off mode and Transparency mode. The findings of this study suggested that using NC mode in a noisy environment could reduce the risk of hearing loss compared to the other headphone modes.
The evaluation of worker satisfaction on usability of manual material handling equipment among manufacturing warehouse workers in Malaysia
Authors: Abdul  Rahman Ismail
Published: June 2022

Numerous researchers have found that heavy physical demand and improper posture when performing the tasks in various sectors such as manufacturing and warehouse might contribute to the musculoskeletal disorders (MSDs) especially when the tasks involving lifting, pushing and pulling activities. In order to reduce high risk manual handling activities, effectives and usable manual handling equipment (MHE) should be introduce to lower the physical demand of manual material handling (MMH) activities. However, most of the MHE studies previously is not really focus on usability evaluation. So, this study intends to evaluate the usability of current MHE used in manufacturing warehouse operation in term of efficiency, comfortability, energy expenditure, safety aspect, design, productivity, effectiveness and user friendliness. A usability survey was conducted among warehouse workers in manufacturing company at southern region of peninsular Malaysia. Besides that, the prevalence of back pain among the warehouse workers was measured through Modified Nordic Discomfort Assessment tools that are incorporate in the usability survey. Result for the most least agreement in user usability for pallet jack was energy expenditure (3.73), efficiency (3.96) and comfortability (3.99); for load carrying cart was energy expenditure (3.62), design (3.74) and comfortability (3.90); for forklift was comfortability (3.87), design (3.93) and safety (4.08); for pallet stackers was energy expenditure (3.79), design (3.82) and user friendliness (3.82); for conveyor system was productivity (3.50), comfortability (4.00) and safety (4.00). It was also found that the highest prevalence of MSDs among warehouse workers was lower back, followed by legs (left and right) and shoulders (left and right). In conclusion, most MHE available in manufacturing warehouse operation lacking in term of energy expenditure, efficiency, comfortability, design and user friendliness. It is clear that the first stage in design criteria for MHE should be developing an understanding of the user usability requirement to ensure the aids are suitable for the tasks.
Usability evaluation of mobile navigation for the elderly
Authors: Gong Xiaodong , Wang Zekun , Gong Qian , Xie Huiran
Published: June 2022

Mobile navigation has become a necessary tool for people to travel around because it provides functions such as GPS positioning, spot information, route navigation, etc. However, when using mobile navigation, the elderly often encounters problems like complex operation process and difficulties in learning.Focusing on the elderly, the influence factors on usability of mobile navigation are evaluated in this research. As a result, a usability evaluation system of mobile navigation for the elderly was conducted, which is composed of 3 dimensions (effectiveness, efficiency and satisfaction), 7 first-level indicators (learnability, ease of use, memorability, etc.) and 14 second-level indicators (ease of learning, effectiveness of help functions, ease of operation, etc.). Using the usability evaluation system, this research evaluates the usability of some mobile navigation products, and puts forward design suggestions for product optimization.This research applies the usability theory to the evaluation of mobile navigation for the elderly. It is hoped that this research can provide reference for the age-friendly design of related products, so as to make it more convenient for the elderly to use mobile navigation and make their traveling easier.
Product Style Preferences: An Image-based User Study Software Concept
Authors: Du Pengyu , Wai Michael Siu Kin , Shih Yi-Teng
Published: June 2022

In the market, once producers of a particular product category become mature in their production technology, their products will have few functional differences. Thus, the greatest challenge for designers today lies in developing an appropriate design language that fits the tastes of target users. Designers use many user-study methods (interviews, questionnaires, focus groups) to understand their target users’ tastes. However, these methods mainly rely on language as the core medium of interaction. Because language can be subjective and one-sided, it is difficult to describe abstract concepts such as style preferences. In addition, in such design research, language-based information is transferred from target users to design researchers to designers over several rounds, and the objectivity and accuracy of such information can decrease substantially because of differences in people’s interpretations. This paper reviews product styling-related user study methods and technologies and proposes an image-based user study software concept that minimizes the above problems. This proposed software uses images as its main medium of interaction between target users and designers. It applies artificial intelligence technology to analyze target users’ common style preference patterns based on their image choices and sorting results. The software’s output is each target user’s persona in the form of a perceptual map and mood board. These personas provide objective product style preferences directly from the target users. This software can thus provide designers with intuitive and accurate references and inspire them to design products that meet users’ tastes and improve user experience.
The influence of color on web page complexity and color recommendation
Authors: Xiaoxiong Wang , Jinchun Wu , Haiyan Wang
Published: June 2022

The complexity of a web page has a great influence on the user's understanding and comprehension. There are many factors that can affect page complexity, such as color, block number, number of texts, etc. Color is not only a factor that affects complexity, but also a factor that attracts the user's attention most on the page. Previous studies on color mainly focused on the basic attributes, such as hue, purity and brightness. However, there were few studies that utilized quantitative calculation methods to evaluate color complexity and webpage color matching calculation. Thus, the present study is set out to explore the impact of colors on page complexity, considering three main factors: the number of colors, color area and color ranges. In order to determine the upper limit of the number of colors for page complexity, a polit study was carried out using webpages as an example, then experiment was conducted within this number of colors to explore the most comfortable color area and color distance matching. The result revealed that: If the number of color is less than six, it will not feel very complicated. The average color area value of the entire web page should vary between 200-1100 pixels (assuming the area of each pixel is 1), the recommended color range is between 0.5-1. Finally, we proposed a page complexity calculation formula including the above three elements which are used as independent variables to calculate the page complexity value. Color matching of webpage can be recommended within this range. The complexity of the matching page obtained in this way is relatively moderate, and it looks comfortable and concise for users. The formula of this article can evaluate the complexity of existing pages, certainly it can also be utilized to develop a set of color complexity calculation model.
So Much Information, So Little Screen Space: Assessing the usability of hierarchical data visualizations in Tableau
Authors: Jordan Hinson R , Kinsella Amelia , Propper Ruth
Published: June 2022

The purpose of this usability study was to determine the most effective of three ways to display hierarchical data using the interactive data visualization software, Tableau. Often, data visualizations contain large amounts of important information that users need to be able to manipulate and interpret. Viewing hierarchical data in an interactive data visualization software like Tableau has the advantage of allowing dynamic selection of the hierarchical level of detail of results displayed. This enables improved understanding and exploration of the material. However, individuals using such software do not necessarily have knowledge of a dataset and/or the data visualization software, resulting in an inability to fully investigate data relationships. It is therefore critical that research be conducted to determine which data presentation styles promote intuitive navigation within the data visualization. A within-subjects usability study was conducted to examine the most effective of three ways to display hierarchical data within a designated area of a Tableau visualization. Three distinct visualizations of hierarchical data were randomly shown to participants. Each visualization was bordered by identical contextual information with the centrally placed hierarchical data varying. One condition showed the data relying on filters. A second condition showed the data relying on users to expand and collapse the level of detail with scrolling. A third condition showed the data as a drill-down chart that only expands the level of detail selected by the user. Metrics of user-response time, the accuracy of responses to assessment questions, the subjective rank of usability for each data visualization, and open-ended user feedback were examined. Results are discussed.
Assessing Experiences and Visual Perception in Train Station Environments with a Mobile Application and Eye Tracking
Authors: Schneider Andrea , Krueger Eva
Published: June 2022

The Customer Experience Management at the Swiss Federal Railways (SBB) experiments with new technologies and methods to capture experiences and perceptions of passengers to design safe and customer friendly environments. First, a new methodological approach based on a mobile application was developed in-house to assess experiences and emotions of rail passengers. Second, to learn more about visual perception in train stations, mobile eye tracking was used. In conclusion, the app proved to be valuable in capturing personal and subjective experiences. Mobile eye tracking helped to assess visual perception of passengers which resulted in further understanding of unique situations or objects which might subconsciously influence the experience of passengers.
Interface Design Evaluation of Educational APP for Preschool Children Based on Analytic Hierarchy Process
Authors: Yang Jing , Wang Ziyi
Published: June 2022

To determine the optimal visual design mode for preschool children through the analytic hierarchy process and to establish a visual design method for early education apps. Methods: Using the English early education app as an example, the visual design elements were extracted using the focus group method, and their shapes were compared to those of existing similar apps on the market. Analytic hierarchy process was used to determine the weights of the two, and a design form suitable for early education applications was obtained. Conclusion: Analyzing the app interface design for preschool children using the analytic hierarchy process can in-crease learning efficiency and effectiveness, align the design with children’s habits, and improve the design’s usability.
Designing Meaningful Interactions for Social Innovation: An Application of Design Thinking
Authors: Tan Liang
Published: June 2022

This paper aims to explore how design thinking as a methodology can facili-tate interaction design for social innovation. Design thinking is an interdisci-plinary approach to developing human-centered products, services, and expe-riences. Following the approaches of design thinking and research through design, we conducted an interaction design workshop with the topics of UN global goals. A series of works were developed through a design workshop in consideration of three social innovation topics. The findings show that de-sign thinking is an applicable methodology in interaction design practice. We propose that interaction designers and researchers should develop their own design thinking mode and establish their place in the design research. Limita-tions and future work are also presented.
Interactive design based on five senses solution for the externalization of pain sensation
Authors: Hua Zizhong , Luo Jing
Published: June 2022

Pain is the most common cause of the elderly entering the medical system, and according to the survey, the elderly who visit the clinic due to chronic pain account for 44% (Tao et al., 2017). So the pain assessment for the elderly has become particularly important, but with the aging of the cognitive ability and behavior of the elderly, it has become difficult to communicate with doctors. This paper is based on the existing tools of pain assessment, starting from the interaction design based on the five senses, using questionnaire survey and in-depth interview, combining the cognitive thinking and behavior characteristics of the elderly. The design of tools of pain assessment suitable for the elderly was concluded, and finally the design scheme is proposed based on the conclusion. Keywords: Doctor-patient Communication, Pain Feelings, Interaction Design, Five Senses, The Elderly, Pain Assessment
A Process for Infusing User Experience Design Thinking into Web and Mobile Applications Engineering Education
Authors: Bataineh Emad , Seffah Ahmed
Published: June 2022

This research paper reports on a successful experience of the College of Technological Innovation at Zayed University in integrating a new project-based learning approach – Called User Experience Design Thinking – into the curriculum, mainly two bachelors programs: Web and Mobile Applications (WAM, in the IT College) and Multimedia Design (MMD in Arts College) of IT. The journey started in Fall 2019; the experiments span five full semesters were various challenges, as well as lessons learned, were identified and successfully solved. The new approach infuses a combination and integration of the general framework of design thinking (Brown, 2013), user-centered design (Norman, 2003, Buxton, 2004) as well as various user experience and usability methods and techniques. The UXDT addressed the multifaceted HCI education stressed out by the role that the college needs to play in preparing graduates for competitive jobs in the software development area, which is evolving in UAE
Impact of image features on visual attention: An eye-tracking study
Authors: Al-Maqbali Hilal , Mohamed Abdel Kader Amr , Albalushi Jawaher , Luimula Mika , Calbureanu-Popescu Calin
Published: June 2022

The study is theoretical in the sense that it examines the visual attention in reference to tourism images and builds on this research by integrating the eye movement data from the tourism ads. It offers direction in selecting better images for promotional purposes in tourism by underscoring the needs for considering specific features of images necessary for diverse and unique markets. In this study, eye tracking measurements with survey data research design will be employed in comprehending how foreign people are attracted to visuals used in tourism marketing in Oman. Ultimately enabling further investigation into the impact of image features on the traveler's attraction towards the tourism images in Oman and how the influence varies between the travel teams. Strictly speaking, the following image features were investigated: (1) underexposure vs overexposure, (2) monochromatic vs chromatic and (3) image with human presence and without. We are using Tobii eye tracking glasses pro-2, a wearable tool to collect real and accurate visual attention. The study was performed at Turku University of Applied Sciences in Finland. The experiment managed to recruit eighty-six participants (students and staff) from different age ranges. After the participants read the instruction paper, they were instructed to wear the Tobii eye tracking glasses, while sitting in a room Infront of 42-inch Tv screen. Participants were instructed to browse images on screen and selecting the most attractive image to move to another screen and so on. Dwell times (DTs) for AOIs (area of interests), first fixation, fixation duration and number of fixations were collected. Statistical analysis show significant impact of the image features on people visual attraction and attention.
English Pronunciation IPA mobile Application
Authors: Guevara Cesar , Maribel Cumbe Coraizaca Dorys , David Nunez Morales Mike , Bolívar Guzmán Bárcenes Vicente
Published: June 2022

Technology has helped learners with their pronunciation at the moment of conveying a message, making it easier for them of English to communicate better. Hence, this research was conducted, with the objective to establish to analyze the relationship between the English Pronunciation mobile app in the pronunciation of the English language of students of third level from CTT de los Andes Language Center. To achievethe objectives, a mixed approach methodology was used, which included thirty students divided into two groups. One group was experimental, in which the strategy was applied and the other was controlled, in which the strategy was not applied. Both groups were evaluated using a rubric from the International English Language Testing System (IELTS) for the pre-test and post-test. After the pre-test, an introductory class to phonemes was given to the students. The next step for the experimental group was to get instructions on how to use the mobile app, which helped users with the recognition, awareness and production of English sounds. The development of this study showed that using the mobile app English pronunciation IPA benefits the improvement of the pronunciation from students of the experimental group. After the time period of the experiment, the segmental features of pronunciation used by students, were reinforced with the use of the mobile app.
Definition of tactile interactions for a multi-criteria selection in learning geometry application
Authors: Vivian Robin , Bertolo David
Published: June 2022

Tablets and smartphones are now increasingly common and the interfaces are predominantly touch-based and often multi-touch. More and more schools are testing them with their students in the hope of bringing educational benefits. With this new type of device, new interactions become possible. Many studies have been done on the manipulation of 3D objects with 2D input devices, but we are only at the beginning of studies that link the needs of pedagogy with the possibilities of these new types of interactions. FINGERS© ((Find INteractions for Geometry learNERS) )is an application for learning spatial geometry. It is intended for pupils aged 9 to 12. The interactions have been designed with the teachers. Some interactions are specific to 3D geometry (translations 3 DOF, rotations, nets, combinations of cubes, etc) and others are general like naming or multi-selection. Many gesture grammars offer a set of interactions to select an object or a group of objects. Multi-taps or lassoing around an area are commonly adopted interactions. The execution of geometry exercises requires the construction of other interactions such as multi-criteria selection. The real question is how to introduce a parameter into the tactile selection. This seemingly simple interaction is in fact complex to implement. One of the problems is often the large amount of information displayed on the screen. The amount of information displayed does not allow the use of conventional selection modes. The difficulties encountered are, for example, that objects can hide, their size is too small, their number is too large. This selection could be based on physical similarity (cube, cylinder, pyramid, sphere, etc.), similarity of colour, orientation in space, etc. For example, how to select all red cubes, how to select all green objects, how to select all cylinders. The real question is how to define a grammar of tactile gestures that allows parameter selection. After presenting the limitations of current solutions, we present the solutions developed in FINGERS©. We explain how they allow a simple and intuitive "multi-criteria" selection by using physical or colorometric characteristics of objects. We present examples from the implementation of this selection mode in the FINGERS software.
Is less really more? A user study on visual in-vehicle information systems in automated vehicles from a user experience and usability perspective
Authors: Stojmenova Kristina , Jakus Grega , Tomažič Sašo , Sodnik Jaka
Published: June 2022

Monitoring the environment is an essential part of driving, as it increases the driver's situational awareness and enables them to make appropriate decisions for safe and comfortable driving. This paper presents a study to investigate how much and in which way should information be displayed to the driver in a semi-automatic vehicle with a head-up display (HUD) to achieve optimal situational awareness. This was evaluated from two perspectives: the user's experience and perceived usability. It additionally explored the users preferences on which information should be displayed in such HUDs. For this purpose, four prototypes of a visual HUD were created, displaying different amounts of information (MIN vs. MAX) and presented in two different modes - as a two-dimensional (2D) projection on the windshield and using augmented reality (AR) to highlight the information directly in the environment. The obtained results gave a clear indication that the test participants preferred to have more information displayed on a HUD, regardless of whether it was presented in 2D or AR.
The Effect of Mobile User Interface Design on Comic Reading Performance
Authors: Henchobdee Waricha , Teeravarunyou Sakol
Published: June 2022

For decades, the comic industry has continuously reached out to more readers with the help of smartphones. Many comic books have increasingly transformed from physical to digital versions. Even though the size of smartphones nowadays is expanding, the scanned comic pages must fit the screen. The current text and image size are more difficult to read and require users to zoom in or frequently scroll. In this study, researchers wanted to find out how to redesign the online comic format on the phone to be more efficient. The variables were the number of columns, turning page interactions, and navigations with the arrow button and thumbnail. The researchers also recognized the importance of the finger reach area. Twenty subjects who already had the online comic on the phone reading experience participated in this experiment. The results show that the two-column layout satisfies the participants’ reading size the most. Another result shows that scrolling the page is faster than swiping across the screen. Moreover, the participants interacted with the arrow navigation faster than the thumbnail. These results will benefit the future designs of mobile user interfaces to enhance the comic reading performance and pleasure levels.
The Effects of Skip Buttons on Brand Recognition in Open-screen Advertising
Authors: Xia Xia , Zhou Deyu , Li Haifeng
Published: June 2022

Open-screen advertising is one kind of popular mobile advertising with the characteristics of full-screen, mandatory, and wide coverage. However, the intrusiveness induced by its sudden appearance reduces users’ experience of mobile applications. Inserting a skip button into the advertisement is a good way to improve users’ experience but may affect the advertising effectiveness. Across two studies, we tried to find a win-win solution that makes users less disgusted with open-screen advertising and has no detrimental effect on the advertising effectiveness concerned by advertisers. We demonstrate the solution that advertisers can force users to view the advertisement for three seconds and then provide the skip button. Implications are provided for advertising on mobile phones and web pages, and theoretical contributions are described.