bluuebunny/crossref_metadata_2025 huggingface dataset:
Towards Accident Prevention: An Aspiration Risk Warning System for Older Adults During Meals
Authors: Ohashi Takumi , Hayashi Honoka , Takagi Sota , Miyaji Yu , Izawa Ryota , Saijo Miki
Published: June 2022

The aim of this study is to create a system to support cooperative prevention of accidents during mealtime among users of elderly care facilities. Experiments were conducted with 10 healthy adults to define abnormal postures during swallowing and extract responses to abnormal posture warnings by a communication robot. The participants were asked to tilt their bodies at 10° intervals from a comfortable posture and perform a food-intake test in the resulting posture. Based on observation of swallowing and feedback about posture from the participants, the angle at which each posture became dangerous was determined. As a result, abnormal posture thresholds were identified as leaning forward 30°, tilting left/right 30°, and chin tucking 20°. It was determined that the communication robot should not issue a warning in the event of repeated detection of abnormal posture. Moreover, it was considered that the warning alone is insufficient to prevent danger, and that the user and the people around them should be instructed on how to respond in the event of a warning. If the system is used in a care facility, the warning should be communicated to users and caregivers, facilitating cooperative accident prevention.
The Role of Design Thinking in the Development of Assistive Technologies, Case Study of Morphic Auto-personalization
Authors: Szopa Anna , Vanderheiden Gregg
Published: June 2022

Design thinking is a process based on a set of tools that encourage innovation and is advocated to be used to solve abstract and complex problems (Brown, 2019). It is a human-centered approach to innovation, the concept is based on understanding customer’s needs (IDEO, 2022). This interactive, creative, experimental, collaborative, and explorative can play very important role in designing assistive technologies. In this article, we present case study research where design thinking methodology is used to develop accessible technology- Morphic auto personalization. Morphic is a tool that helps to discover features in computers that make them easier to use, allows anyone to make frequently used features and functions easily available and allows accessibility settings to follow users to other computers (Morphic, 2022). Through this case study, we identify how the use of design thinking methodology supports the development IT accessible technology. This work implemented a protocol of guidelines developed by a group of experts in disability research, information technologies, design, and management. The team conducted 5 phases of design thinking: 1. Empathize—research users’ needs, 2. Define—state users' needs and the problems, 3. Ideate—challenge assumptions and create ideas, 4. Prototype—start to create solutions, 5. Test—try solutions (Kelley, Kelley, 2013).Design thinking approach helped to develop a holistic understanding of the problems that users deal with when they use computers. Thanks to this project research participants were provided a grounded basis on assistive technologies built into the computers. The research revealed knowledge gap that the development of assistive technology should enhance the voice of participants and consider their ideas, desires and needs. Design thinking approach can develop a holistic understanding of the problems that users deal with when they use computers. Thanks to this project research participants were provided a grounded basis on assistive technologies built into the computers.
Assessment of Flower Stand and the Sensory Experience in Horticultural Activities
Authors: Zheng Meng-Cong , Chen Chingi , Yen Iwen
Published: June 2022

This study explored how the five senses can enhance the efficacy of activities in horticultural courses. In combination with a redesigned flower stand, the present study designed course content suitable for Taiwan's sensory gardens and horticultural activities. The study was conducted in three stages: (1) evaluation of the usability of the flower stand through non-participatory observation and interviews; (2) a plant–sense combination experiment conducted using plants recommended by a horticultural therapist, and the research participants were asked to evaluate the sensory stimulation of the plants; and (3) a sensory horticultural course experiment in which older adults with dementia used the redesigned flower stand. This study showed the sensory experience of older adults as affected by each plant in the horticultural class. The aged are satisfied with the new flower stands and matching plant combinations. Those can be widely integrated into community care in the future to achieve the goal of local aging.
Designing Positive User Experiences to Encourage Older Adults’ Self-care
Authors: Cristina Barbosa  Medeiros Ana
Published: June 2022

User experience can be defined as the sum of responses elicited from the user by a succession of events that take place during the interaction with a device or system, where not only the users’ capabilities are considered, but also their needs and attitudes. Older users are more likely to make decisions based on emotion and past experiences, as their other capabilities decline due to the inevitable ageing of the body tissues. In a simplistic view, user’s capabilities can be divided into four components: the sensory level is related to the inputs from the environment, whilst cognitive and affective levels judge and mediate what the most appropriate physical output for an interaction should be, according to the context in which the overall user experience takes place. In young adults, these responses tend to happen almost simultaneously. With ageing, there is a natural decay of the sensory, cognitive and physical levels. The slow-down of sensory conduction speed and a decrease in the intensity of sensation translate into a partial awareness of the world around us. Cognitive decline impacts negatively on information processing which progressively takes longer. On top of that, motor abilities are compromised, and physical responses are delayed. The affective level, on the other hand, becomes a stronger component of users’ capabilities, compared to the other three levels. Gradually, it serves more and more as an aiding tool for decision making, prior to, and during user experience. However, unless a vigilant design process that addresses older adults’ requirements is in place, the consequences of sensory, cognitive and physical ageing result in a slow-paced, hesitant interaction and an unsatisfying user experience. User-centred design in healthcare should aim at realising the optimal embodiment of user requirements to deliver the best possible experience and encourage consistent adherence to health treatment or monitoring routines, especially in the home environment. The product has not only to be useful and usable; it also needs to be desirable in ways that transcend aesthetics. Its design has to communicate to users that the product matches their capabilities, meets their expectations, and provides obvious information about its utility. The ultimate goal is to help improve the physical and emotional aspects of older patients’ well-being by removing, as much as possible, any negative elements from the use process to facilitate an inviting, engaging and – why not – fulfilling experience. This work focuses on better understanding older adults’ needs, capabilities and attitudes, and emphasises the necessity to design for their inclusion by involving this user group in human factors activities throughout the medical device development process.
Evaluation of local muscular load on the forearm in industry
Authors: Kačerová Ilona , Bures Marek , Kleinová Jana , Rybnikár Filip , Vránek Pavel
Published: June 2022

The paper is focused on influence of the upper limb position on the forearm iEMG activity. The paper describes the methodology of measurement and assessment of local muscle load in production workers with a detailed focus on the influence of the position of the upper limbs and the loads handled, because ergonomics affects not only the productivity of workers, but also their health. The paper contains the results of measurements on a group of 180 research participants aged 20-65 years. To understand the links between these activities, it was necessary to implement experimental measurements in laboratory conditions where probands performed controlled movements with different weights. The experimental results were then statistically evaluated and verified to determine the specific conclusions of the paper. It is a continuation of research that has already been described in the paper "Influence of the upper limb position on the forearm EMG activity – Preliminary Results".
Factors Affecting Organization's Impression in Hiring Persons with Disability in the Manufacturing Industry
Authors: Carmella Dizon Felisa , Ann Esguerra Justine , Angelo  San Gabriel Joseph , Gabriel Gomez Ramon , Ignacio Jr Lugay Carlos
Published: June 2022

Persons with Disabilities (PWD) are those with long-term impairments such as physical, mental, intellectual, and sensory disablement according to the United Nations Convention on the Rights of Persons with Disabilities. In the Philippines, a total of 1.44 million people live with disabilities and as of 2013, only 57.1% of them are employed. Moreover, 10.8% of the employed PWDs belong to the manufacturing sector. However, even with these numbers, people cannot deny that there are still companies who do not consider hiring PWDs even though studies show this may give benefits to them. With that, this study aims to determine the effects of age, sex, educational attainment, skills, and the type of impairment to an organization’s impression in hiring PWDs in the manufacturing industry. The researchers identified ‘Company Impression’ as the dependent variable in the study, where its independent variables are the demographic factors such as ‘Age’, ‘Sex’, and ‘Educational Attainment’, ‘Skills’, and ‘Type of Impairment’. In order to collect sufficient data to be analyzed in the study, survey questionnaires were handed out to HR recruitment employees of manufacturing companies in the Luzon island. A Structural Equation Model analysis was utilized in order to determine how the independent variables affect the dependent variable. Moreover, to ensure the accuracy and precision of the results, several softwares for data analysis was utilized such as the MS Excel and SPSS AMOS.
Measuring and Testing Elderly People's Understanding of Internet Products APP Interface Design with Event‑Related Potentials
Authors: Yang Jian-Ping , Hua Lixia
Published: June 2022

As more and more elderly people begin to accept and use Internet product app, the importance of interface icon design is becoming increasingly prominent. The aesthetic feeling and logic of interface icons will seriously affect the performance and experience of user information retrieval, especially for the elderly. Accurately understanding the semantics of interface icons is a part of efficient information retrieval. Questionnaires and behavioral tests are commonly used to measure icon understanding. However, biometric indicators have also been developed to measure icon understanding. The neural indexes of interface icon understanding were studied by measuring event-related potentials (ERPs). The stimulus 1-stimulus 2 paradigm was adopted in this study. 60 participants were divided into two groups and carried out icon recognition experiments independently in the laboratory. This study shows that N300 and N400 are effective neural indicators to evaluate interface icon understanding and can be used to predict interface icon understanding and behavior in the elderly.
Digitalization in Public Care – Consequences on Workflow and Attitudes among Care Givers and Older Adults
Authors: Sjölinder Marie , Mårtensson A
Published: June 2022

To be able to meet the demographical changes and the increasing demand on resources within elder care, new digital tools are needed to an increasing extent. Implementation of new digital services demand both changes in workflow and skills in using the digital services. The feeling of being included in the process and time given for learning and introduction could affect how new digital tools are perceived by the personnel. However, time and resources for learning and support could vary between municipalities, and between units within the same municipality (Sjölinder & Mårtensson, 2021). Though both resources are limited, and it is important how new digital services are introduced to the personnel more in-depth knowledge is needed regarding which aspects that needs to be given the largest focus.With respect to older adults, there exist many assumptions and negative stereotypes regarding aging (Lagacé et al., 2015; McDonough, 2016), and about older adults as users of new digital services (Lagacé, et al, 2016; McDonough, 2016). However, many older adults today have experience from using technology and are in general positive to start to use new digital services, but as in the case with the personnel, the learning context and the time that is provided are important (Broady, 2010; Sjölinder & Mårtensson, 2021). When new digital tools are provided to the older adults by the municipality, the learning context for the older adults might be affected by the care givers time and engagement, which in turn could affect the attitudes that are conveyed to the older users about older adults as users of technology.This paper describes a qualitative study with the aim to get a deeper understanding of opportunities and challenges related to digitalization within municipalities. The focus is on how new digital tools have been implemented in the organizations, and on how it had affected care personnel and older care takers. This, in terms of how and to which extent has implementation of new digital tools changed work-related behavior and attitudes towards technology, and to which extent has it changed attitudes towards older adults as technology users.In the study, municipality managers at different levels where interviewed. They described concrete examples of digitalization based on experiences from within their own organization. Using the examples that were given, the respondents were asked questions about how the technology had been received by the personnel and the older adults; how it had affected the attitudes towards new digital tools among the care giving personnel and older adults; and how it had affected the way the personnel thought about organizational changes and changes in workflow related new digital tools. Finally, the respondents described, based on their own previous insights, the municipalities’ next steps towards digitalization, and how they wanted to use new digital tools to take their organizations further towards the future.
Early Intervention to Reduce Falls in Community-Active Seniors: A Pilot Study
Authors: Irwin Edwin , Ackermann Richard , Taylor David , Obrien Edward
Published: June 2022

Falling remains one of the chief causes of injury and reduced lifespan among people over 65 years of age. Clinical practice guidelines for primary care physicians instituted in 2004 have improved surveillance of seniors at significant risk of falling, resulting in a reduction in the annual prevalence of falls in people over 65, but still leaving more than one in 4 seniors subject to falling every year. Our research used a modified version of the multi-factorial risk screening (MFRS) and biomechanical measures of gait function, together with monthly follow-up over a 12-month period, to investigate the extent to which therapeutic intervention before patients enter the clinical fall-risk algorithm will reduce the risk of falls. A sample of 30 subjects were recruited in 3 age groups (65-74, 75-84, and 85+), and were randomly assigned to 3 treatment groups: control (initial data and MFRS with follow-up); managed (MFRS and biomechanical risk reported to subject, with follow-up); and mitigated (MFRS and biomechanical risks reported to geriatrician, with physical therapy and follow-up). Follow-up involved asking about falls, exercise type, and weekly exercise duration each month. MFRS and biomechanical measures were repeated after 12 months for the mitigated and managed groups.Physical therapy reduced the odds of falling by 8% among the youngest cohort, by 10% in the middle cohort, and by 3% in the oldest cohort, as measured by the logistic regression of MFRS scores. The mitigated group as a whole showed 16% lower prevalence of falling than the managed group. The mitigated group also maintained improved post-therapy gait mechanics by the end of the follow up period.In comparison, the managed group showed decreased gait function by the end of the follow up period. Managed subjects, who were given detailed reports about their risk of falling and how to reduce it, showed only modest changes in their overall risk of falling over the course of the year. Stratification of subjects into groups that exercised <90 minutes per week and >=90 minutes per week equally divided each of the three treatment groups. Reported exercise had no impact on fall risk. Problems with statistical power and exercise classification limited our ability to draw valid conclusions about the impact of exercise on the risk of falling in each sub-group.Our results indicate that use of a simple, clinically validated, multi-factorial risk assessment can identify people 65 and older who are at risk of falling before their physicians would otherwise recognize this. Targeted physical therapy can significantly reduce the risk of falling among this group. A more proactive clinical approach can prove more effective long-term than simply offering options for exercise, even when patients understand their risk of falling. Future work needs to investigate the dose-response and resilience of the response of specific types of exercise on gait biomechanics in different age groups.
Transforming the Elderly‘s Disadvantage into Advantage in Creativity Activities
Authors: Zhao Yunmeng , Luh Ding-Bang , Sun Yue
Published: June 2022

Due to the crystal intelligence accumulated in life, the elderly have their unique advantages in creativity. However, in creativity activities, the elderly often lack self-confidence and motivation to participate because they are often perceived as lacking creativity, this phenomenon related to the degree of intersection of crystal intelligence between the evaluators involved in creativity evaluation and the older creators involved in creativity activities. The cross degree of crystal intelligence is closely related to the age difference. It is hypothesized that the lower the age intersection between the evaluator and the older respondent on Stenberg's writing domain creativity test, the higher the score of "originality" from the evaluators for the older respondent on the test. The creativity test in the writing domain proposed by Robert J. Sternberg is selected as the tool for this experiment. First, 6 elderly people aged 65 years and above with similar life experiences were recruited to take the creativity test in the domain of writing. Then 30 evaluators were recruited to evaluate the writing of 6 elderly people. The evaluators were divided into three equal groups, The first group of evaluators were 14 years old, the second group of evaluators were 31 years old, and the third group of evaluators were 48 years old. The lower the age intersection between the evaluator and the older respondent on Stenberg's writing domain creativity test, the higher the evaluation of "originality" from the evaluator for the older respondent on the test. The results of this study can provide a corresponding reference for constructing a creativity activity for the elderly, allowing the elderly to get more positive evaluation in creativity activities.
An Analysis of Influential Factors to the Elderly’s Intention to Use Public Physical Exercising Facility Based on DEMATEL Approach
Authors: Mengyao Zan , Liu Chunrong
Published: June 2022

The concept of keeping healthy through exercising is widely accepted by people. In parks or green lands in Chinese cities, public physical exercising facilities have been set up for the general public to improve their own health for free. In this paper, DEMATEL method was used to analyze the influence mechanism of the elderly's intention to use public physical exercising facilities. 16 influential factors were collected from viewpoint of the human-machine-environment system, and 11 senior citizens over sixty years old who had the habit of using public physical exercising facilities were invited to carry out the DEMATEL questionnaire survey. The findings show(1)’the habit of physical exercise’, ‘the safety of public physical exercising facilities’, ‘versatility and convenience of public physical exercising facilities’, ‘the entertainment facilities around the public physical exercising facilities’, and ‘the solid ground around the physical exercising facilities ensuring the elderly stand firmly’ have a significant impact on elderly's usage intention of public physical exercising facilities; and(2)among all the factors, ‘the habit of physical exercise’ is the most dominant influential factor. Finally, based on the findings, three design strategies that may enhance elderly’s intention to use public physical exercising facilities were proposed: (1)incorporating the concept of keeping exercise into the design of public physical exercising facilities; (2)setting up public physical exercising places in or near the neighborhood; (3)building activity centers for the elderly around public physical exercising facilities.
Design Analysis of Sit-up Booster Based on KANO Model
Authors: Xia Lan , Sun Deqiang , Yan Ming
Published: June 2022

Purpose: With the advent of the Industry 4.0 era, technology's continuous development and progress. Working and studying in a fixed posture for a long time has become a regular part of people's lives. The resulting diseases such as lumbar disc protrusion, lumbar strain, and scoliosis increase yearly. The age of patients is also showing a trend of low generation. At the same time, the elderly and pregnant women occupy a large proportion of them. Most of the products on the market for lumbar problems are still lumbar massagers, lumbar pillows, and other products used to relieve lumbar pain. They still do not solve the inconvenience of daily life caused by lumbar diseases. In response to the problems mentioned earlier, the sit-up booster can provide adequate assistance to patients as an additional indoor product. Through external support and the appropriate amount of external force to give users a certain amount of support in the process of rising and setting, to reduce the discomfort in the process of rising and sitting.Methodology: As a product that improves the life of users and enhances the quality of life of users, it is necessary to follow the "people-oriented" design concept in the design and put the user experience in the first place. Therefore, we conducted market research and user research to analyze the existing products to discover their shortcomings. Then, through user interviews and user journeys, we summarized the problems in users' lives and the problems they encountered with existing products. Conclusion and concluded the product design that derives elements that can improve user experience, designed questionnaires, and analyzed the results using the KANO model to derive the most real pain points of users.Result: According to the information obtained from the fuzzy front-end research, the design practice of the sit-up booster was carried out by continuously improving the details to make the connection between the user and the product closer. While solving the pain points, the product can be applied to more people, regardless of age, gender, and other restrictions.Conclusion: This design study addresses the growing number of people with back discomfort in today's society and finds that they need to improve and enhance their needs in life. The design of a sit-up booster emerges as a general trend. Use the KANO model to analyze the preliminary research results and get the critical needs of users for the product. According to the user's requirements for different functions, the user's needs are ranked, and then the aspects that need to be considered a priority, and the booster is designed for these aspects. It provides a direction for the future design of the sit-up booster.
Mental Fog and Ergonomics: Approaches and Interactions
Authors: Sueli Vieira Mallin Sandra
Published: June 2022

The work initially presents a conceptual approach on Mental Fog, Menopause, Cognition and Work and makes a correlation between their necessary interactions. From this point of view, it is demonstrated the little emphasis that has been given to the subject when addressing the health of working women in menopause in the field of Ergonomics. Many women report forgetfulness events at this time of life that hinder their quality of life and their work performance. Sometimes this forgetfulness has been associated with neurological diseases such as Alzheimer's and in times of a pandemic the mental fog has been reported as a residual effect of Covid-19, but few doctors consider the association of these events with the so-called "mental fog" typical of the drop in estrogen in the female body during menopause. The research, of exploratory nature, sought to analyze through a bibliometric study in renowned databases, approaches or lack of them in scientific articles that consider mental fog as an important factor to be addressed in the scope of Ergonomics. Seven articles from a total of 38 retrieved documents were analyzed. The results point to a significant gap in the proposed theme.
Promoting Physical Activity for Elderly People with Immersive Virtual Reality (IVR)
Authors: Dinet Jérôme , Nouchi Rui
Published: June 2022

Physical and social activities should be included in an efficient e-coaching for older adults and immersive virtual reality (IVR) is efficient if behavioral changes are transferred to the real physical world. In an experiment con-ducted with 42 older adults (63-85 years-old), participants were asked to interact with a specific immersive virtual reality (IVR) daily for 4 months in their homes, at least 15 minutes per day. Results demonstrate several positive impacts related to the use of the IVR (decrease of weight, decrease of waist circumference, number of steps outside) even if the time spent to use this IVR system decreases. So the transfer from the IVR to the real world is very encouraging.
Eliciting potential for positive UX using psychological needs: Towards a user-centered method to identify technologies for UX in the car interior
Authors: Bopp-Bertenbreiter Valeria , Klein Stefan , Engelhardt Doreen , Rittger Lena , Diederichs Frederik , Widlroither Harald , Peissner Matthias
Published: June 2022

Positive user experiences (PUX) in the vehicle interior will be enabled by choosing the technologies with the potential to provide such experiences. Design for PUX in general exists, but methods to assess and compare technologies regarding their PUX potential are missing. Building on the insight that fulfillment of basic psychological needs may lead to PUX (Hassenzahl et al., 2010), this paper presents the first iteration of the user-centered method Tec4UXNeeds. Tec4UXNeeds combines VR representations of technologies and half-structured interviews to identify PUX potential of technologies: which basic psychological needs a technology may fulfill and in which use cases the technology could be used to enable need fulfillment. The method is applied for two display technologies in a standardized within-subjects study (n = 27). The study investigates whether the method Tech4UX enables participants to describe whether a technology has a potential to fulfill psychological needs for them and whether the method is specific enough to find differences in need fulfillment potential between technologies described by participants.Preliminary results identified distinct levels of need fulfillment for the first and second display technology (Display on Demand & Holography). Data will be analyzed further using qualitative content analysis. The method will be optimized iteratively in the future.
User Experience of Visual Perception for Smart Central Control System
Authors: Li Hongyu , Chen Chien-Hsiung
Published: June 2022

Intelligent technology changes the world, promotes the integration and development of industries, and changes people's way of life and form. The smart home central control system, which is closely related to our daily life, is comfortable, safe, highly stable, and reliable. This research purpose was to explore the affordance of gender visual perception for the interface design of a smart central control system. The experimental was adopted a 2 x 3 mixed factorial design to help explore whether different gender and operation modes may affect users’ visual perception. We employed convenience sampling and recruited a total of 12 participants to participate in this experiment. The experimental data were collected in relation to task performance using the system usability scale (SUS), subjective evaluations, and semi-structured interviews. The generated results revealed that: (1) The task performance shows that the interface design of the smart home central control system affects the participants' visual perception. (2) Females generally believe that the three smart home central control system interface designs are logical and innovative. (3) There was an interaction between gender and operation mode, the logic and innovation of the operation interface affected participants' perception of interaction.
A User Experience Investigation on Using Augmented Reality Technology for Explaining Step-by-Step Instructions
Authors: S. Lin Tingyi , Ho Wang Yin
Published: June 2022

Since Augmented Reality (AR) technology is able to help young children read storybooks and understand the content more interestingly (Tuli & Mantri, 2019), as well as can help students in learning abstract geometry (Flores-Bascuñana et al., 2019), AR technology has the potential capacity to extend the representation from paper to digital, and to bring ideas from virtual to reality. In order to use AR to import step-by-step information more effectively and to provide a friendly user experience, we use AR as an auxiliary tool for step-by-step instructions to help users receive and understand the content of information in diversified ways. However, the differences between real and virtual environments often affect the user's ability to operate the devices, to read the information, and to understand the content. In order to explore how the import of AR-assisted step-by-step instructions affects users' experience during operation, we conducted a task-based test and evaluated how the viewing angle and the viewing distance have an effect on test-takers' reading of documents. We analyzed the relationship between devices and human behaviors to understand users' experience in operation, this study explores 1) what is the best viewing angle and distance when users are reading documents and operating AR system; and 2) how the relative positional relationship of the AR developing between paper-based step-by-step instructions affect users' operation. The results show that: 1) Although all test-takers have no significant difference in terms of operation of viewing angle (p=0.535) and viewing distance (p=0.489), there are significant differences in terms of time spent by test-takers on completing this task (p=0.048); 2) During this experiment, the operating range of a test-taker's viewing angle is about 70~87 degrees, while the operating range of the viewing distance is about 16~23 cm; and 3) The differences between the relative positional relationship of AR developing block and the step-by-step instructions in text has an impact on the test-taker's operating experience. The AR developing block laid out on the right-hand side of the text box allows users to have greater adaptability in operational performance among other layout arrangements.
Value analysis of a smart product design by using bigdata mining
Authors: Hu Nan , Zhao Jianghong , Zhao Danhua
Published: June 2022

Objective Put forward the value focus analysis and design method based on big data to help designers and enterprises effectively deal with and apply big data, anchor the design value and product definition through value focus, and develop popular products in the market.Method Mainly using the methods of literature research and case analysis, this paper studies the value focus and value transmission process of big data cleaning, and puts forward a product design method based on big data value focus. Result Based on the value focus of big data, the feasible and practical process of product design from big data analysis to value focus and then to design scheme is obtained, that is, big data cleaning, big data sorting and big data decision-making, mining business value, product value and user value and corresponding value interval, and proposing from big data cleaning to value focus (value and value interval), And the design process model of generating product definition and conceptual prototype.Conclusion By focusing on the value of big data to generate design value and product definition, and returning to the essence of design problems and value problems, it is a way and design method to fully face the market and realize the design of popular products. Product design based on big data value focus is a full design cycle design method with clear structure and strong operability, which can realize complete value transmission through effective design process.
User Experience Design of Online Education Interactive Product for International Students Based on SAPAD and Scenario Thinking
Authors: Yang Bolin , He Ren-Ke
Published: June 2022

The COVID-19 Pandemic has had a huge impact on the studying abroad industry, but also brought new opportunities by way of online education for international students. In the post-epidemic era, the blended learning model combining the online and offline modes may become the new normal in the education of international students. Within this trend, considerable attention is being paid to improving the user experience of online education for international students through interactive product design. This research focuses on the importance of behavior and scene in interaction design. Specifically, an interactive product design method based on SAPAD and scenario thinking is proposed and applied in the online education scene for international students. Firstly, by determining the specific use scenarios of the product application and performing demand analysis on objective scenarios, the core needs that affect the online education experience of international students are obtained. Finally, a preliminary design is made for an interactive product targeted at the core needs and identified target scenarios to provide a reference for optimizing user experience in online education for international students.
User Experiences Derived from Mass-Distribution Virtual Products are Integrated by the Spatio-Temporal Component
Authors: Gil Tejeda Jorge , Olmos Pineda Lorena
Published: June 2022

The mass-distribution virtual products affect in various dimensions to the users from the activation of the sensory mechanisms, anatomical responses until various cognitive processes. Through the observation of the inter-action processes made by a group of normal vision users in three mass-distribution virtual products with the assignment of a task was detected a constant in the processes of interaction: the spatio-temporal component. This component was present not only in the process of interaction with the virtual product but also in the process of interaction with the device’s work system. In turn the spatio-temporal component seems to have variations related in the activation of sensory mechanisms which depends on the characteristics of the object. The intention of these studies is to describe -with the use of networks- the spatio-temporal component during the interaction processes with the mass-distribution virtual products and to reflect on how this component affect the human behavior and user experiences.
The Effects of Website Design Quality on the Success Rate of Online Web Design Agency
Authors: Jabbari Ebrahim , Bussracumpakorn Chokeanand
Published: June 2022

This study aims to investigate the effect of website design quality on the success rate of the online website design agency. This research studies the impact of the design quality of the websites on customer behavior and purchase intention of novice and experienced clients. A questionnaire was used to conduct the research. To develop a questionnaire, some variables or indicators were needed to evaluate hypotheses. Since there were no standard questionnaires with specific indicators to check the objectives, the Delphi (Fuzzy Delphi Method) method is being utilized to obtain enough information to decide on the indicators. The study population included a random sample of people from all walks of life. To collect the data, 120 questionnaires were distributed among the sample group. The results indicated that the customers' initial and sustained purchase intents are most likely influenced by the design quality of a web design agency’s website and overall design quality, presentation of their services, all-in-one service offering, the higher number of visitors, option for online payment, customer trust, and word-of-mouth has a positive impact on the success of the business. The findings show clear differences between how experienced and novice clients approach the web design agency’s website.
Understanding the User experience of battery electric vehicles: a perspective based on big data text mining Techniques
Authors: Gu Quan , Huang Shengqing , Jie Zhang , Cui Yue , Zhang Ying
Published: June 2022

Battery electric vehicle (BEV) is the core innovation of low-carbon travel transformation, but there are still few evaluation studies on user experience. To more accurately understand the relatively real user experience of BEV, this paper uses text mining and natural language processing based on the big data text of BEV user experience and proposes a method for collecting, drawing, and analyzing these user experiences. In this way, the user experience of the real scene can be restored to a certain extent. The content includes are following. Firstly, obtain user comments on the typical BEV Model 3 on the online review website through crawler software, and use natural language processing technology to pre-process the data. Secondly, based on the constructed stop word database, the texts in the text stop words are eliminated. Then, the number of common occurrences between two adjacent words is counted, and a co-occurrence matrix is generated. Finally, word frequency statistics, improved TFIDF keyword extraction is performed; and keyword word cloud, centrality analysis, multi-scale keyword analysis are visualized. Compared with the traditional research focusing on individual user experience, this research explores the possibility of a research method of user experience evaluation in the context of big data. This will provide a certain theoretical reference for the research of the user experience evaluation system, and help the product user experience team of related BEV to get closer to the truth to understand the user's experience scenarios, behaviors, and real feelings.
The Use of physiological measurement for user experience Assessment: A Bibliometric Analysis
Authors: Guo Ran , Ding Yi , Cao Yaqin
Published: June 2022

This paper aims to use a quantitative and visual method to evaluate the history, current, and future of publications regarding physiological measurement for user experience (UX). Since UX has attracted the attention of many disciplines, this field has accumulated numerous research outcomes. Therefore, it is important and timely to make a systematic and comprehensive evaluation of the research output of UX over the last decades. Citespace was used to identify and summarize the publications from WoS from 2010 to 2021. The publication time, country, institution, and author distribution of user experience physiological measurement were recorded and analyzed. Bibliometric maps of authorship, citation, co-citation, and network of co-occurrence of keywords are drawn. The research found that: (1) The international physiological measurement of user experience has gradually developed since 2010, and now it has become a topic of focus for scholars. (2) User experience physiological measurement involves a wide range of disciplines, with engineering and computational science as the main disciplines undertaking important tasks. (3) Physiological measurement of user experience will be more used in VR, AR, and adaptive aging in the future. This study provided later researchers with ideas on the physiological measurement of user experience.
Voice interaction design of intelligent wearable device in elderly exercise and health scene
Authors: Yijun Li , Zhang Hui
Published: June 2022

Health monitoring is a significant application scenario of intelligent wearable devices. In the ear of an aging society and intelligent elderly care, the weak physical function of the elderly will drive their demand for intelligent wearable devices and become an important user group in this field. Related products will carry out differentiated designs according to the characteristics and demands of elderly user groups. Under the vertical segmentation of scenes, the user experience will continue to upgrade, and the continuous innovation of interaction methods is also accelerating. Especially with the development of technology, AI improves the interaction ability and data value, and the requirements for voice interaction are improved. Voice is the natural interaction channel of intelligent wearable devices and the natural interaction mode of the elderly. However, at present, less research focuses on the voice interaction of smartwatches, especially on the sound details in different scenes. Based on the elderly exercise and health scene, this study explores the voice interaction design of smartwatches to put forward the corresponding voice interaction model and user experience design suggestions and promote reference in the field of voice interaction of intelligent wearable devices.
User Centered Design and Evaluation of an Artificial Intelligence based Process Recommender System in Textile Engineering
Authors: Brillowski Florian , Vervier Luisa , Schemmer Thomas , Brauner Philipp , Ziefle Martina , Gries Thomas
Published: June 2022

Despite digitization and automation in everyday life and at the workplace, traditional craftsmanship continues to be primarily analogue and manual. This specifically applies to decision-making processes that are predominantly influenced by experience and intuition. As a result, established best-practice solutions are commonly used and promising alternatives are overlooked. AI-based decision support tools are a viable option to automate and objectify the decision-making process. Additionally, these tools can help stimulate decision makers to break with common best-practice solutions and consider novel, promising alternatives. However, using AI may lead to lower social acceptance among users, due to scepticism about effectiveness, workers’ fear of being eventually substituted, and missing comprehensibility of the suggestions due to the black box-models of many AI systems. Currently, there is a lack of grounded guideline for designing and implementing user-oriented AI-based decision support systems in traditional craftsmanship.This contribution investigates how a user-centred design of AI-based decision support influences user acceptance and usage intention. For this purpose, two AI-based process recommender systems for planning textile reinforced composite processes are designed with varying focus (user-centred and purely functional). Both applications are then benchmarked in a mixed-method user study with qualitative (think aloud) and quantitative (survey) parts and 17 domain experts. We used an Excel-based decision support system as a reference, since it realistically represents the currently prevailing planning support in manufacturing companies. In the user study we evaluate the planning efficiency, objectivity, and user orientation by measuring the duration of the planning process, the result quality, consistency, and reproducibility of the designed process chains and the usability of the system. Additionally, trust in automation, the performance expectation, as well as the intention to use are measured based on the acceptance models of Körber and Venkatesh et al. and are supplemented by additional items (e.g., comprehensibility). The results of the study suggest that an AI-based support system can increase the speed and objectivity of the decision-making process. However, it is also important to design the system in a user-centric way to ensure usability, trust, and acceptance. Further, we found that it is reasonable to leave the final decision-making authority with the decision maker, since our participants tended to less frequently question a completely automated result. Based on the results of our study, we derive actionable guidelines for the design of AI-based support systems in manufacturing.
Heuristic Evaluation of Public Service Chatbots
Authors: Vanhauer Marleen , Raimer Stephan
Published: June 2022

In recent years, chatbots have been adopted in business contexts and also for public services at a growing rate. Chatbots provide dialogue interfaces combining visual elements with natural conversation. Good Conversational Design in this context covers the topics of Natural-Language Processing (NLP) and Dialogue Management (DM). Few attention has been paid to the usability evaluation of conversational interfaces (Höhn & Bongard-Blanchy, 2021). The present paper builds upon the work by Höhn & Bongard-Blanchy by applying their framework of conversational heuristics to evaluate a set of public service chatbots operated in the federal state of Schleswig-Holstein. Thus, for each public service chatbot, a usability score is established and typical characteristics of public service chatbots in general are summarized. We discuss results by comparing the overall scores, weaknesses and strengths of each chatbot. In addition, we reflect on our experience in the application of the framework as well as highlight possible optimization potentials. Concludingly, this paper collects UX recommendations for public service chatbots.