bluuebunny/crossref_metadata_2025 huggingface dataset:
LIDDIY: Remodeling Water Bottle Lids to Improve Its Usage and Maintenance
Authors: Maria Jenifer Gutierrez Alma
Published: June 2023

This study evaluated the current design of water bottle lids concerning ease of use and leakage preventive measures. Naturalistic observations, empathy map, and needs analysis were pursued to ensure that the proposed design would align with the users' needs and wants. It can be observed that there are only two main types of lids: twist-to-open and pull-to-open lids, available in the current market, and both types can be difficult to open, especially for elders. The first house of quality (HOQ1) was utilized to translate the customer needs to the technical requirements, which will be incorporated into the design of the product while HOQ2 was used to generate the initial design. Various design alternatives were also generated and passed through a concept scoring matrix. 3D fabrication was also utilized to create a prototype of the design. The product concept was able to fulfill the customer requirements identified: ease of use, ease of cleaning, convenience, and leakage-free. However, certain challenges were encountered during the prototype testing due to material constraints. Recommendations for improvement to better assess the product include utilizing a different fabrication method as well as a food-grade silicone gasket.
Exploring the Impact of CMF Design and Online Shopping on Consumer Emotional Experience in Product Design
Authors: Chu Poying , Chang Hsin-Ju
Published: June 2023

The quantification of material experience is a trend in modern product design. Most enterprises also pay more attention to customer behavior and have begun to customize the design in terms of color, material, and finish (CMF design) to meet the emotional experience of consumers. On the other hand, online shopping has become a basic aspect of daily consumption. With the rise of the internet and the covid-19 epidemic, consumers can only choose products that meet their preferences through online services. That is, visual experience becomes the key factor for consumer response and product success. Therefore, it is worth exploring how the CMF design of customized products, and how to meet the user experience of consumers in the environment of online shopping. The major findings of this study include the following: (1) Different material simulation methods mainly differ in "grain" and "gloss", resulting in slightly different perceptions of the same material. (2) Currently, the overall material simulation operation experience on BMW's website is the most popular way for users. (3) If the material experience is presented in VR mode, more realistic 3D models are needed to bring users into the experience. At present, the VR operation interface is not mature, and the operation experience will affect the user's feelings about the material.
Does Imageable Language Make Your Tweets More Persuasive?
Authors: Bernhardt Andy , Strzalkowski Tomek , Sa Ning , Bhaumik Ankita , Katsios Gregorios
Published: June 2023

Imageability is a psycholinguistic property of words that indicates how quickly and easily a word evokes a mental image or other sensory experience. Highly imageable words are easier to read and comprehend, and, as a result, their use in communications, such as social media, makes messages more memorable, and, potentially, more impactful and influential. In this paper, we explore the relationship between the imageability of messages in social media and their influence on the target audience. We focus on messages surrounding important public events and approximate the influence of a message by the number of retweets the message receives. First, we propose novel ways to determine an imageability score for a text, utilizing combinations of word-level imageability scores from the MRCPD+ lexicon, as well as word embeddings, image caption data, and word frequency data. Next, we compare these new imageability score functions to a variety of simple baseline functions in correlation between tweet imageability and number of retweets in the domain of the 2017 French Presidential Elections. We find that the imageability score of messages is correlated with the number of retweets in general, and also when normalized for topic and novelty; thus, imageable language is potentially more influential. We consider grouping tweets into imageability score ranges, and find that tweets within higher ranges of imageability scores receive more retweets on average compared to tweets within lower ranges. Lastly, we manually annotate a small number of tweets for imageability and show that our imageability score functions agree well with the human annotators when the agreement between human raters is high.
The evolution of artificial intelligence adoption in industry
Authors: Vogel Matthias , Strina Giuseppe , Said Christophe , Schmallenbach Tobias
Published: June 2023

Artificial intelligence (AI) in the fourth industrial revolution is a key building block and is becoming more significant as digitization increases.AI implementation in enterprises is increasingly focused on the technological and economic aspects, disregarding the human factors. In this context, the implementation and success of AI technologies depend on employee acceptance. Low employee adoption can lead to poorer performance as well as dissatisfaction. To ensure the expected added value through AI, it is necessary for companies to increase AI acceptance. People see AI as a machine with human intelligence that surpasses employees' capabilities and acts autonomously. Moreover, workers therefore fear that AI will replace humans and that they will lose their jobs in this way. This aspect leads to a distrust of the new technology. This results in a negative attitude towards AI. Since the research field of AI acceptance and its influencing factors have not been sufficiently investigated so far, the aim of this study is to analyze the development of AI acceptance in the industrial environment.In order to achieve the goal of this study, the systematic literature review according to Tranfield et al. (2003) is chosen as the research method, as it draws on previous results and in this way the development of acceptance can be investigated. After discussing the relevance of the topic and the resulting problem, an explanation of the terms that are considered important for the understanding of this study follows. Thereupon the systematic literature research is planned, in which different search terms and databases are determined.In order to analyze the development of the individual aspects, these were then compared with the factors from existing technology acceptance models from earlier years. This provides the insight that the workers without AI experience tend to reject the AI technologies due to the fear of consequences and other factors, therefore, an increase in AI understanding through improved expertise is required. In addition, this work shows that insufficient infrastructure in enterprises slows down AI adoption, which is one of the main problems. Based on the results, a model is established for this purpose, which is compared with the technology acceptance models and the Unified Theory of Acceptance and Use of Technology model to show the similarities and differences of the factors of technology acceptance.
Interactive design of water purification products based on modern urban life
Authors: Wang Sijia
Published: June 2023

In order to explore innovative interaction methods from the technical level of AI, and further improve the use experience of interactive products, the author proposes the interactive design of AI urban modern life products. The author takes the artificial intelligence technology as the center, and applies the technical means to the product interaction design. After investigation and analysis of the technical means of its application, it summarizes how artificial intelligence drives the development of product interaction design. In addition, it further analyzes the application thinking and performance in the whole design process in combination with specific design cases. The results show that: The people aged 25-30 and 35-49 are undoubtedly the main consumers and users because of their economic foundation and health awareness, the main buyers are men, but women pay more attention to them, it can be seen that women have a strong degree of health awareness and sense of responsibility for their families. According to Maslow's needs theory, human needs are divided into five aspects: Physiological needs, security needs, social needs, respect needs and self-realization needs. At present, water purification products only reach the level of safety requirements, because of the design concept and technical limitations of traditional water purification products, the upgrading of products is slow, it is not comprehensive to simply emphasize the research and development of water purification technology. In the era of consumption upgrading, many water purification products ignore the social needs, respect needs and higher needs of consumers in the competitive environment, that is, the human-computer interaction mode, emotional experience of products and the sense of achievement of product use. The author puts forward the redefinition of multi-dimensional product design concepts such as traditional product interaction design methods, interactive interfaces and information architecture, and envisages the future development direction.
Understanding Deepfakes: A Comprehensive Analysis of Creation, Generation, and Detection
Authors: Alanazi Sami , Asif Seemal
Published: June 2023

This paper provides a comprehensive analysis of deepfakes, focusing on their creation, generation, and detection. Deepfakes are realistic fabricated videos, images, or audios generated using artificial intelligence algorithms. While initially seen as a source of entertainment and commercial applications, the negative social consequences of deepfakes have become apparent. They are misused for creating adult content, blackmailing individuals, and spreading misinformation, leading to a decline in trust and potential societal implications. The paper also discusses the importance of legislation in regulating the use of deepfakes and explores techniques for their detection, including machine learning and natural language processing. Understanding deepfakes is essential to address their ethical and legal implications in today's digital landscape.
Information display preferences for assembly instructions in 6 industrial settings
Authors: Kolbeinsson Ari , Fogelberg Emmie , Thorvald Peter
Published: June 2023

We detail the results of an ongoing study into the preference of workers in 6 different industrial companies for assembly instruction display types and modalities for their tasks. This study is performed as a part of a project that aims to create a theoretical framework for understanding requirements for instruction presentation in industry, and providing guidance to the creators of assembly instructions. The study, as well as the project as a whole, aims to expand on approaches from the Industry 4.0 framework, with a particular focus on the more recent Operator 4.0 approach that adds a focus on more human-centric aspects of digitalisation in industry. The study being presented is comprised of facility visits to each partner company where the current state of practice was presented by each company, an examination of information presentation and operating procedures by the authors, and in-depth interviews with assembly workers at each site. All companies examined deal with variants in production, and the complexity of assembly spans from low to extremely high. The companies involved mostly rely on experienced workers, with high training, and relatively long times to train new personnel. The interviews led to findings such as simplified images being strongly preferred for both beginners and experienced workers, with an emphasis on the image matching the worker’s viewpoint to the product, and experienced workers preferring simplified images with highlighted markings for details that can be seen from where the task is performed, and more. The findings will be used in further work to create a theoretical framework around digital work instructions, as well as used directly to help partner companies better standardise their instructions to support the cognitive abilities and limitations of their assembly workers. The goal with this is to create safe, comfortable and profitable workplaces that fulfil goals of social sustainability in the long term.
A Critical Overview of Studies on Eye Tracking and Visual Hierarchy
Authors: Ho Amic
Published: June 2023

This paper offers a thorough evaluation of recent eye-tracking studies in the area of visual hierarchy. The review’s specific goal is to investigate how eye-tracking technology might be used to study cognitive processes in the visual hierarchy while using pertinent characteristics. 30 papers, encompassing 36 investigations, were examined for this purpose. There are some noteworthy findings. Using eye-tracking technologies to investigate visual hierarchies has gained a lot of attention recently. Typically, the research included university students, scientific content, and chronological frequency count ranges of eye-tracking metrics. Insights into cognitive processes including selection, organisation, and integration might be gleaned by monitoring eye movement patterns. Visual hierarchy principles, visual content, individual differences; and visual hierarchy principles, visual content. To provide recommendations for future research and practises, specific gaps in the literature and implications of previous results on visual hierarchy design were also identified.
Fostering creativity to Design Students as a problem-solving process for climate change
Authors: Springer Leonardo
Published: June 2023

According to the UN, creativity is a crucial factor to ensure a better world and recognized as a fundamental tool to further develop other abilities and problem-solving skills. Nevertheless, this requires individual curiosity, an open-mind, imagination, problem solving skills and a willingness to take action. Human activity is causing planetary climate change, thus causing destruction, and generating negative consequences for mankind. The explored question is whether creativity can address climate change issues, as regards to innovation, and consequently foster a preferred outcome. This approach provided insights on how students address a given challenge, using creativity and design innovation processes to address issues and create a viable outcome.The UN general secretary acknowledged that education encourages people to change attitudes and behaviours, helping them make informed decisions. This requires equity, inclusion, and relevance, towards the development of prosperous societies inhabiting a healthy planet. Whatever society invests on education, it will return onto society itself. In a classroom, young people can be taught the impact of global warming and learn how to adapt to climate change. Education empowers all people, but especially motivates the young to act. (Guterres, 2022).Designers are at the forefront of those able, and committed, to accomplish change. In addition, design education has significant importance addressing not only design issues but also climate change issues, fostering a viable sustainable change, towards the development of sustainable products and services. This, nonetheless, requires adaptation, resilience, and clear communication to a specific audience conveying a desired message. Design needs to incorporate sustainable practices, focusing on product life cycle, energy consumption, standardization, maintenance, repair, overhaul, reuse, and easy recycling. Thus, reducing waste and using the limited planetary resources.Design students learn by observing, listening, and mostly by doing, encouraged with good examples, hands-on experience, and supported with constructive feed-back. Active teaching methodologies require teachers to act as mediators, encouraging and challenging students to research and acquire knowledge thought applied practice, whereas individually or in group learning, constructing knowledge, exploring, in a process of creation, connection, and transformation.Mitigation of climate change requires global and local action, not only concerning greenhouse gases and natural resources management, but especially regarding complex social behaviours that require a shift towards sustainability.This exploratory research brings insight on higher education design students addressing changes and its implications with Problem Based Learning (PBL) methodologies, addressing design consequences, using creativity as a transformation tool in an interdisciplinary process in a fast-changing world that requires a paradigm shift.
Facilitating Knowledge Creation in Innovation Activities with Boundary Media
Authors: Kamiya Taishi
Published: June 2023

Innovation is an essential aspect of contemporary corporate administration. While the co-creation of innovation activities by stakeholders in diverse positions enables the exploration of new value, there are also difficulties, such as conflicts arising from differences in positions and expertise within the organization. Therefore, it is necessary to establish an approach to manage co-creation and create value as an organization. Several cases have reported the function of specific media facilitating collaboration across boundaries among diverse actors in corporate innovation activities, referring to the concept of Boundary Objects introduced in sociology. The mechanism of which media and how they function as boundary objects remain unclear. In this study, we defined Boundary Media as “media intentionally introduced to a group” and conducted an idea creation workshop simulating the early stages of innovation activities. This study aimed to examine how boundary media function as boundary objects in facilitating group knowledge creation. Our findings indicated that two types of boundary media were effective: sculptures that artfully depict keywords for idea creation and idea sketches that describe ideas. In particular, they were especially effective in idea creation for tangible products by evoking creativity through inspiration and facilitating knowledge sharing, thereby facilitating group knowledge creation.
X Thinking in the Experience Economy Era: 23 Personas that Identify Generation Z Interaction Qualities
Authors: Xin Xin , Sun Shuping , Li Bowen , Li Zhouyang , Zhang Mingyang , Huang Feng , T Lai Michael , Zhang Rongrong , Liu Wei
Published: June 2023

In today's business landscape, enterprises are no longer relying solely on their understanding of products but are instead prioritizing user experiences. To comprehend and model the challenges presented by this shift, we conducted a sequence of literature reviews and six qualitative user studies. Through this research, we identified 23 archetypical personas and how they manifest in the experience economy era. Building upon these insights, we identified six crucial interaction qualities and intend to create design guidelines and demonstrators that facilitate Generation Z interactions in everyday life.
The recognition of novelty in entrepreneurship education
Authors: Dif Aicha , Hamdani Zahra
Published: June 2023

In a global world with open knowledge in the extension process, bringing a new idea is a key to economic development, especially when it becomes a real opportunity market. Thus, bringing a new idea is a myth for academic researchers, and recognising and appreciating the actual value of an idea is more ambiguous and depends on the ability of the human brain to avoid prejudice against something they do not know and understand in a limited time. This paper seeks to identify criteria used in evaluating new idea value in business. The potential actors implicated in this process are investors and coach members of the committee project evaluation.
Inspiration mining: Exploring startup research(ers) strategies Part III
Authors: Maldonado Paulo , Seiça Pedro , Margarida Andr Ana , Matos Vera
Published: June 2023

We know the difﬁculties inherent to the discovery of a timely research topic, capable of becoming a signiﬁcant contribution to knowledge and science in Design. The article describes and presents the results of an atypical process of Design research, tested in a Masters in Design. The objectives of the research process under analysis focus on the development of research skills and critical reﬂection in a collaborative environment of exploration of the (apparently) unknown (i.e. outside the areas of individual comfort), in search of new meanings. The starting point is the exploration of concepts, ideas and themes (inspiration mining) starting with a proposal for curation of reference titles, with the purpose of discovering, through the establishment of relations more or less (im)probable, relationships and conceptual leaps and ﬂashes of inspiration through the ideas with the greatest potential (ﬁrst in a perspective of divergence and expansion, then in a perspective of convergence and concentration), possible points of interception, new (disruptive) concepts, ideas and unexpected themes inspirers for the individual research project, going through the itinerary – discovery > interpretation > ideation > experimentation > transformation. Starting with a curation of 12 printed reference titles (some of the titles may be lateral to the scientiﬁc area of study) plus 2 key titles, the students select and use (for 60 minutes) 6 reference titles of their choice, identifying and registering, under the form of a mental map and on paper (A3), 18 concepts, ideas and themes (3 per title). They then elaborate an analytical index of the 18 concepts, ideas and themes and depart to relate and discuss 9 of the 18 concepts, ideas and themes. The process culminates in the construction of a distinctive narrative originating in the 9 concepts, ideas and themes (in the form of text and ideographic). The result of the process is translated into a document in the form of a scientiﬁc article that can use the new media as a communication support and can be supported by artifacts (images) that contextualize the discourse. The research environment is an incubator of possible futures for design research, testing innovation through content curation, collaboration and connectivity, supported by the inspirational collaborative and interactive intelligence platform - inspædia (www.inspaedia.com). Rapid prototyping of possible ideas for research topics among participants (inspired cultural provocateurs) coach, prepares and transforms educated thinkers into highly educated thinkers to be innovation. This article (Part 3) presents a synthesis of the selected works developed by the students in the current academic year (2022-2023).
Considerations when Applying the BioRID II Dummy Used in Crashworthiness tests to 50 Percentile of Korean, Chinese, and Japanese Height
Authors: Choi Woojin , Choi Siyoung , Sanghoon Ka , Sunwoong Kim , Moonjun Sohn
Published: June 2023

The Insurance Institute for Highway Safety (IIHS) uses BioRid II dummies to evaluate seat safety. However, it is necessary to verify whether this dummy actually represents the body well when seated. In the case of women, the incidence of whiplash injury is two to three times higher than that of men, so a new dummy was created for this purpose. In addition, since there is a difference in the driver's median height by country, it is necessary to verify whether the dummy used in the actual vehicle crash test adequately represents the difference in the standard body size of the driver in that country.Purpose: A decision was made to compare the specifications of the BioRid II dummy used in the crash test and the numerical values of the evaluation items when the actual participants sat in the test condition. The height of the participants was classified into the height of the 50th percentile for the males and females of each country, and the difference was analyzed through a comparison with the parameter data of BioRID II.Method: A total of 15 participants were seated in a crashworthiness situation including the seatback angle, and side-view X-rays were taken and data were acquired. On the X-ray, the angle of the occipital interface plate relative to horizontal, the angle of the T2 vertebra relative to horizontal, the H-point indicator to occipital condyle pin (horizontal), and the H-point to indicator to occipital condyle (vertical) were measured. Then, after classifying according to the median height of Korea, China, and Japan, each data was compared with the parameters of BioRID II.Result: In the angle of the occipital interface plate relative to horizontal, which is a parameter used for testing in IIHS, BioRID II was measured as 29.5 ± 0.5°. When the average height was 175.6cm, the angle of the occipital interface plate relative to horizontal was 18.3 ± 5.89°, 170.4cm was 18.60 ± 5.36, and 162.3cm was 19.05 ± 4.93°. The angle of the T2 vertebra relative to horizontal was 37 ± 0.5° for BioRID II, 11.7 ± 8.38° for the average height of 175.6cm, 10.21 ± 7.55° for 170.4cm, and 7.60 ± 5.9° for 162.3cm. The H-point indicator to occipital condyle pin (horizontal) was 156 ± 3mm for BioRID II, 272.3 ± 60.57mm for the average height of 175.6cm, 251.1 ± 63.97mm for 170.4cm, and 219.2 ± 59.62mm for 162.3cm. The H-point indicator to occipital condyle (vertical) was 609 ± 3mm for BioRID II, 734.5 ± 39.18mm for the average height of 175.6cm, 708.2 ± 46.90mm for 170.4cm, and 668.6 ± 23.91mm for 162.3cm. As such, there was a difference in the values of the parameters presented in BioRID II and the values according to the height corresponding to each country's actual height.
A simplified human body model for assisting electric bicycle design
Authors: Wang Xuguang , Peng Junfeng
Published: June 2023

Compared to non-electric bicycles, power-assistance ones could be designed for more postural comfort with less consideration of power production when pedalling. The present work aimed to develop a simplified human body model to assist in the design of power-assisted bicycles to better accommodate a target user population. To characterize body posture in bicycle use, the inter-segmental angles corresponding to a reference posture were measured from a sample of 63 males and females testing 4 existing bicycle models for comfort and long distance use. As a first approximation, only upper body was modelled as a 2D linkage composed of trunk (hip to shoulder) and arm (shoulder to grip) segments. To better account for postural effect, functional segment lengths were measured in the reference posture, and used to build the regression equations with body height. For a given bicycle characterized by saddle and handlebar position, the hip and shoulder angles could be fully determined for a rider using the proposed model. To validate the model, we compared the measured and predicted inter-segmental angles and showed that the proposed human model could account for the effects of both body height and bicycle’s geometry. To show the usefulness of the proposed model, a comfortable range of hip and shoulder angles was defined from the experimental data and was used to predict the fit area of handlebar and saddle position for both short and tall persons. Simulation results show that a more reclined seat tube could better accommodate both short and tall users.
Analysis of Changes in Spinal and Pelvic Parameters when Optimally Seated on an Automotive Seat Compared to Standing
Authors: Choi Woojin , Choi Siyoung , Sanghoon Ka , Sunwoong Kim , Moonjun Sohn
Published: June 2023

PURPOSE: The comfort of a seat in a seated posture has been reported to be affected by the alignment of the spine and pelvis in a standing posture when designing an automotive seat. Therefore, in order to find items to improve vehicle seat comfort performance, this study was conducted to measure the change in spinopelvic parameter values according to a change from a standing posture to a seat sitting posture and to reflect them in the design of vehicle seats to improve comfort.METHOD: X-ray data for 15 participants was measured and analyzed while standing and sitting in the optimal posture on an automotive seat. Cervical lordosis angle, thoracic kyphosis angle, lumbar lordosis angle, sacral inclination angle, and C7-SVA (sagittal vertical axis) were measured.RESULTS: Compared to standing, there were no statistically significant changes in the cervical lordosis and thoracic kyphosis angles when sitting in the car seat in the optimal posture, but only the lumbar lordosis changed (from 32.13° ± 8.356° to 6.568° ± 3.048°, p<0.0001). Cervical lordosis varied from 12.78° ± 8.15 to 12.58° ± 9.14° and thoracic kyphosis from 30.34° ± 8.10° to 31.6° ± 9.48° when standing and sitting in an optimal posture, but there was no statistical significance. However, the lumbar lordosis decreased from 32.13° ± 8.36° to 6.57° ± 3.05° and the sacral inclination angle decreased from 27° ± 11.13° to -21.79° ± 6.48°, respectively, and both were statistically significant in the paired t-test (p< 0.0001, p<0.0001, respectively). In the case of C7-SVA, there was a statistically significant change from 22.26 ± 15.17mm to 94.23 ± 46.14mm (p=0.0007). Except for the differences in the cervical lordosis angle change and the thoracic kyphosis angle change, there were statistically significant differences in standing and sitting conditions.CONCLUSION: As a result of this study, the changes in lumbar lordosis angle, sacral inclination angle, and C7-SVA were greater when sitting on a seat than when standing. This is related to the performance of comfort when sitting on a seat, and this data is expected to be used as useful data for designing seat shapes and lumbar support when developing seat designs in the future.
Eco parametric architecture: circular design & digital fabrication
Authors: Moreira Fernanda , Nogueira Antonio , Santos Hilma , Arruda Amilton , Cristóvão Elton
Published: June 2023

New design concepts and paradigms enable innovations that not only apply to the technological environment, but also result in great opportunities to generate relevant social impacts. A good example is the use of creative tools for adaptability of buildings, such as Biomimicry that makes it possible to bring inspiration from nature to inspire new ideas. The circular economy is a model that combines economic development with responsible use of natural resources and minimizes environmental impact. It reinserts waste back into the production process, using it as raw material for new products and reducing the volume of waste that reaches nature. On the other hand, digital manufacturing allows the production of non-standard construction components through parametric modeling, and additive or subtractive manufacturing. This optimizes production time and allows new compositional configurations without wasting resources. In this context, Biodesign principles are a viable and effective option. Thereby, this article intends to reflect on the architecture of popular housing, making the interaction between the concepts of the biodesign with the technological resources and the new paradigms already mentioned, resulting in something that we can classify as eco-parametric architecture. For this purpose, we will analyze the social context of the residents of the city of Recife, Brazil. Thus, in order to reflect on how the design professional can contribute to solve the lack of housing that persists for decades, this article intends to propose a concept of eco-parametric architecture for low-income housing that involves such innovations.
'Biomimicry as a tool for developing bioinspired products: Methods, process and application
Authors: Roberto Miranda De Oliveira Antônio , Arruda Amilton , Langella Carla , Perricone Valentina
Published: June 2023

Biomimicry is a method of transferring natural strategies developed over millions of years of evolution into new practical applications. The identified biological principles are abstracted and used to solve problems with the aid of technological tools. Based on a biomimetic bottom- up approach, the present study regards the development of new orthodontic forceps based on pedicellariae, which are reactive pincer-like structures present on different echinoderm surfaces, e.g., sea urchins and sea stars. The morphological study carried outby means of scanning electron microscopy (SEM) and digital fabrication lead to the designing of a new bio-inspired solution for optimized orthodontic surgical forceps promoting less damage to the alveoli, with minimal tissue disruption, as well as providing greater comfort to the patient. Through biomimetics, ergonomic concepts and generative design, a new product is developed.
Digital Service Design Based on Social Welfare - Taking Pet shelter as an Example
Authors: Liu Jianan , Wu Yichen
Published: June 2023

Most pet shelters are organizations established in the name of individuals or a few people out of love. PETA is a pet adoption system based on the shelter scenario, aiming to use digital means to reduce the burden of shelters in information management and dissemination, call for more people to accept pet adoption, and alleviate the social problem of stray pets to a certain extent. This study uses a mixed method of questionnaires, field observations, and semi-structured interviews to understand better shelters' real-life dilemmas and adopters' concerns. The final design results are presented through user needs summarization, design strategy refinement, and functional framework sorting.
On the Cultivation Mechanism of Postgraduates under the Background of the Fusion of New Arts and Sciences
Authors: Zheng Chao
Published: June 2023

To make comprehensive plans for the development of New Arts Disciplines, the Ministry of Education issued the "Declaration on the Construction of New Liberal Arts" on November 3, 2020. In order for a strong cultural nation to be achieved by 2035, the development of the "New Arts" as well as the promotion of high quality and high level development of the arts disciplines is of the utmost importance. The "newness" of the "New Liberal Arts" is not only the newness of forms, but also the newness of thinking and theory, and the newness of application and practice. Likewise, the "new arts" need to discover new research objects, explore new research paradigms, and adapt to new social needs. As the Internet and intelligent media have empowered multiple aspects of art, the field has undergone fundamental changes in production methods, expression forms, and dissemination methods as a result of cross-fertilization and technology-driven innovation. As a result, art boundaries have been broken, with integration and innovation becoming the new focus. Different fields and disciplines have accelerated their operations due to technological advances, while the deep embedding of technology has changed people's cognitive mode and the application scenarios of art. Design disciplines in particular should conform to technological changes and integrate across borders to create design works that serve society and have foresight.
Using Kansei Design to Create a Predictive Model for Voice User Interfaces for Electronic Appliances
Authors: Rebelo Francisco , Dias Ricardo , Mendonça Maria , Costa Joao , Noriega Paulo , Vilar Elisângela
Published: June 2023

Nowadays, virtual voice assistants, are present in various devices – from smartphones to smart speakers and, soon, in all electronic appliances. In this context, it is a significant increase in the user experience with them to make them more engaging. Virtual assistants usually have the same voice tone to give users information. Thus, companies are not fully taking advantage of voice properties and the power they hold on to communication, increasing the user experience and the market product success. In this study, we used the Kansei Design method to predict the emotional user reaction impact of different voice user interfaces for electronic appliances. Resorting to some literature review and online post-research, we defined voice characteristics to manipulate – gender, cadence, and inflection. Related to the semantic space (Kansei words) of the user's perceptions with virtual assistant voices – pleasure, proximity, and arousal. Eighty-three participants (67,5% female and 32,5% male) answered an online questionnaire with 12 possible combinations between gender; cadence; and inflection, with the Kansei words: pleasure; proximity; and arousal. Results vary with the semantic space, but they suggest that people felt more comfortable and relaxed hearing a male voice than a female one. Regarding cadence, a typical speech flow was where people felt more intimate with the voice. Though, participants felt more activated while hearing a female voice, speaking at a higher speed and with inflection in her voice. We generated some use cases with these results to understand how they can guide design processes regarding voice-user interfaces.
Media appropriations of young consumers: Production and Consumption of Digital Content on Social Networks
Authors: Pinto Romulo , Filgueiras Ernesto
Published: June 2023

This is an investigation into how the technological appropriation of new media happens by a young audience, still in their first contacts with artefacts, technologies and digital social networks. It is a study based on data collected during a field activity carried out in 2019 with 289 young people aged between 11 and 17 years in the municipalities of Fundão and Gouveia, central region of Portugal. The analysis was developed from three experiments: directed interviews, participant immersion and surveys. During the investigation, we analyzed the behavior of 8 qualitative variables: gender, municipality, school, technical device, platforms, frequency of use, intensity of taste and importance of influencers in technological choices. Four analytical dimensions were observed: content, purpose of use, influencers and mode of access. Behavior patterns and usage habits associated with the production and consumption of digital content were identified in this public. Among the results obtained is a model of technological appropriation that considers social and cultural aspects of the investigated population, as well as the mode of existence of technical objects (Simondon, 2020). Faced with the innovation dynamics of the media industry, appropriation can also be defined as an unstable and non-uniform process. This process varies depending on the transformations imposed by changes in available technology and the material and sociocultural conditions of individuals. This article was adapted from the doctoral thesis entitled “Media Appropriations of Young Consumers: Production and Consumption of Digital Content on Social Networks”, prepared by the author at the University of Beira Interior, in 2022.
Analyzing the effects of split-screen animated transition on user experience in In-Vehicle Infotainment Systems
Authors: Zhao Xinyuan , Xiang Yuan , Li Shuo , Zhao Hu
Published: June 2023

Enhancing the user experience of IVIS GUI has become increasingly important in the automotive industry. The size of IVIS screen is getting larger and larger, and as time goes by, in the process of using IVIS, because the size of IVIS can usually allow different applications to be displayed at the same time, the screen needs to display the appropriate split-screen animated transition during the user opening split screen status. In this study, we designed quantitative experiments on three basic transition effects: fade, slide, and zoom, and manipulated (9 combinations of transition effects + no transition effects) 10 combinations of transition effects at 9 different interval times in sequence, with 31 users participating in our experiments. The results of the study show that the most suitable combination of transition motion is AzoomBfade, AzoomBslide, AzoomBzoom, and when B delay 150 ms interval is the most suitable interval for split-screen transition effect, and this time should not exceed 400 ms for A application and 430 ms for B. This study provides relevant guidelines for the field of motion design to improve user experience.
Exploration of AI aided design path for graphic designers
Authors: Liu Weiming , Zhao Ying , Wang Guoer , Yang Li
Published: June 2023

At present, the field of artificial intelligence is developing rapidly, and breakthrough achievements have been made in design. Artificial intelligence design shows the characteristics of humanization, diversity, convenience and high efficiency. Through questionnaire interviews and quantitative analysis, this paper first collects current graphic Designers' opinions on AI participation in design, then conducts quantitative analysis to find out the problems and pain points that graphic designers encounter in the environment of AI participation in design. Then it discusses the principles of AI design and the relationship between AI and human in design activities. A set of AI-aided design model is constructed to improve the current level of collaboration between graphic designers and AI paintings.
Visual analysis of the progress, hot spots and trends of service design research based on bibliometrics
Authors: Wang Chenxi , Zhang Fan , Sun Yuanbo
Published: June 2023

In order to better understand and grasp the progress of service design research at home and abroad, we analyzed the distribution of related literature output, research hotspots, basic knowledge and frontier trends with the help of CNKI database and Web of Science database as domestic and international data sources, combined with literature clustering and bibliometric methods. The results show that both domestic and foreign service design research is on the rise, and the research hotspots and citation frequencies are higher in foreign countries than in China. Foreign research hotspots mainly shift from quality, model, design, and management to science, technology, and service system, and focus on user needs and experience, and design thinking becomes a new research focus and continues to this day; while domestic research is mainly oriented to social innovation, public culture and technology-driven service design.
How to design an HMI for users that do not exist yet
Authors: Hofmann Thomas , Knothe Svenja
Published: June 2023

How is an ergonomic user interface designed when the final users are not known yet? This is a challenge that designers and developers are increasingly facing due to various factors. Considering the ongoing and new development of technologies and the resulting operating options, new work fields and user groups arise. Even existing complex workflows can be rethought and adapted. As a result, many constraints, workflows and user groups are not known during development. The motivation for the adaptations can be an increase in production through a better use of given resources or to ease the working conditions of the users. An example of this is the use of industrial, automated drones to facilitate inspections and minimize and optimize transport routes and times, for example. In cooperation with HHLA Sky, the HMI for a control center was developed - with a focus on ergonomic user-friendly remote control and management of up to 200 drones. The concept of the Integrated control center (ICC) was to cover not only the flight, but the entire process chain, from generating and flying missions, to planning and managing resources, to documentation. Accordingly, professional users such as dispatchers, professional pilots and technicians are the target group. The system must differentiate between the individual roles and take into account the evolving needs and competencies. Therefore, new requirements arise for the design, which should enable a safe and intuitive interaction.Due to the fact that this is a new form of control center and no empirical data was available, the design of a user-centered interface was (and still is) a major challenge. This paper describes the methodical process, how unknown workflows and needs of users were determined, which possibilities for information generation were used and how expert knowledge from other industries could be transferred to the design of the control center. The problems of information representation and depth in the respective work processes are also considered and which approaches were used for forecasting. Finally, it is described why the final design could nevertheless be developed ergonomically suitable for the user group.
Research for Health System Design Under Digital Intelligent Era
Authors: Wang Fei , Gu Cong
Published: June 2023

This With the advancement of technology and social development, health is becoming an increasingly important proposition for the development of human society. The new crown epidemic has made health-related issues such as crisis response, epidemic prevention and disease prevention, aging trends, and quality of medical services more acute and urgent.In the digital era, design, as a thinking method for problem solving and a mechanism for crisis prevention, is deeply involved in solving health problems in the relationship between people and society. Smart Health Design aims to explore design intervention in the field of great health, integrate humanistic care through intelligent technology, reconstruct the standards and methods of health design in the digital era from the perspective of design intelligence, achieve health and social harmony, construct a contemporary smart health living system, and establish a smart and healthy lifestyle.Through the design case of industry-university-research project cooperation, the article focuses on healthy lifestyle, explores the demand for digital products and services in the health field, and proposes the value proposition of smart health from passive medical treatment to active health with the concept of humanistic care and the integration of intelligent technology and digital intelligence design methods, and constructs a new scene of smart health life in a multi-dimensional way, so that smart health life can reflect the emotion and temperature of "computing" in the digital era.
Anthropometric characterization of Campeche's population
Authors: Pacheco Cardin Mayra , Luis Hernández-Arellano Juan , Aguilar-Duque Julian
Published: June 2023

Anthropometry is an important branch of ergonomics that deals with body measurements, particularly measurements of body size, shape, strength, mobility, flexibility, and work capacity. Reliable anthropometric data and technical procedures of ergonomics can be powerful tools to optimize the design of products to fit human dimensions. However, in Mexico, there is a scarcity of this type of data, particularly in the state of Campeche. This study aims to characterize the anthropometry of the economically active population in the northern part of the state of Campeche by creating an anthropometric chart for the design of adequate workstations and workspaces. The study was conducted with a sample of 382 subjects aged between 15 and 65 years, and 46 structural anthropometric dimensions and weights were taken and collected following the protocols most commonly used among experts in anthropometric and ergonomics. Data were analyzed to determine mean and standard deviation for all anthropometric dimensions. In conclusion, an anthropometric chart was developed to describe the characteristics of the economically active population as a priority for the manufacturing and service industries.