bluuebunny/crossref_metadata_2025 huggingface dataset:
Principles of development and evaluation of pictograms
Authors: Neves João , Moreira Da Silva Fernando , Raposo Daniel , Silva Jose
Published: June 2022

This article is the result of an investigation in information design, which has communication design as its field and guidance and public information systems has theme, with a focus on tourist signage. The article focuses on the design process and how designers develop pictograms for guidance and information, but also on the evaluation of these pictograms, taking into account a specific user. The article aims to present principles for the development and evaluation of pictograms, aimed at a professional context and applicable in pedagogical environments.This is a study based on case studies, direct observation and literature review, aiming to define design principles for the development and evaluation of pictograms, principles that are expected to make guidance and public information systems more inclusive, accessible, ergonomic and user-centered.
The application of Life Cycle Assessment in sustainable furniture system design
Authors: Yang Dongfang
Published: June 2022

Life Cycle Assessment (LCA) is a quantitative methodology to assess the environmental impacts of products, services, and systems. Considering the sustainable furniture production and consumption system is one of the challenges that should be addressed and improved for a better quality of life for residents and lower pollution levels for the environment. The International Reference Life Cycle Data System (ILCD) Handbook by the European Commission has defined 23 LCA applications within which developing design strategies is one. Considering 80% of environmental impacts are decided in the design stage, the research explores LCA's application in sustainable furniture system design by reviewing former articles. The study aims to define furniture design strategies based on LCA analysis. Methods: This research presents a systematic review of 165 articles and books (2000 - 2021) of Life cycle assessment research on furniture. These articles are chosen from Scopus and Google scholar, based on the relation to furniture LCA and impact factor, to make the literature review reliable. It analyses papers in the following three aspects—first, the assessed object(s) and the LCA objectives; second, LCA methods used in articles; and third, the recommended design strategies. The main findings: Reviewed articles generally belong to two categories, case study research and literature review. The exploration provides an overview of LCA supporting sustainable furniture design in 4 different levels: material level, product life cycle level, product service system level and company level. As a result, the research proposes a framework and maps the reviewed furniture design strategies onto this framework. The proposed framework shows design strategies in these four levels: material design, furniture life cycle design, product service system design, and value chain management. The framework also shows how various design strategies contribute to sustainable furniture design and visualizes linkages, overlaps and complementarities between these strategies based on quantitative LCA results.Discussion: Even though these articles proposed many strategies, we are unsure whether some strategies are missing. What is more, if we want to use these design strategies to support practical design activities, an important step is to define the priorities of different strategies in these four levels. This framework needs further assessment and confrontation among experts to make the framework comprehensive and meaningful in real work.
Game or Performance: The Future of Dance Under the Intervention of Digital Interactive Technology
Authors: Long Yixin , He Ren-Ke
Published: June 2022

The emergence and development of digital and interactive technologies have led to new opportunities and challenges to the field of dance art. This article examines theories involving interactive systems for dance art, and reviews the development of interactive dance, while summarizes the influence of the application of digital and interactive technology on traditional dance. Relevant literature and best practice have shown that the application of digital and interactive technology in dance performances has accelerated the transformation of the traditional relationship among choreographer, performer and audience. At the same time, new technologies; such as Virtual Reality, Augmented Reality, Mixed Reality, etc., expanded further the virtualization of dance, and promoted the diversification of aesthetic experience. Virtualization shortens the distance between the audience and the work, and brings the audience an immersive experience. Meanwhile, interactive technology enriches the way of presentation of dance, giving dancers the relative freedom within the interactive framework, and induces changes in the audience's aesthetic pattern. However, the gradual loss of aesthetic distance threatens the independence of aesthetic objects, and the cognitive mechanism in which aesthetic process.
User Acceptance: Case study of an interactive shopping assistant
Authors: Vilar Elisangela , Rebelo Francisco , Cordeiro Margarida , Noriega Paulo
Published: June 2022

An increasing number of retailers are considering merging online with offline channels so that they can interact with each other by the omnichannel strategy. In this context, this paper presents a study to examine the user acceptance of an interactive shopping assistance to help customers during the shopping experience through a mobile application. A conceptual model was developed and evaluated using the Unified Theory of Acceptance and Use of Technology. According to the results, three main factors that influence acceptance of this concept were Usability, UX, and Trust. Clearly, the first factor, Usability, was the highest weight in the user acceptability of the proposed technology, responsible for 53.6% of the variance. The second factor concerning UX only weighs 16,7 % in the explained variability of the results. Both women and men consider functionalities as a facilitating factor for a more positive experience. Results from this study show that users are open to new solutions to facilitate the shopping experience, mainly those that are easy to use and suitable to users’ needs.
Inspiration Mining: Exploring Design Strategies - Part II
Authors: Maldonado Paulo , Merkens Alice , Palma Inês , Farinha Raquel , Balhana Rodrigo
Published: June 2022

The article describes and presents the results of an atypical process of Design research strategy, tested for the third time in a Master in Design Course. It is intendedthat students explore ideas, concepts and themes - Inspiration Mining - taking as a starting point a set of 32 (30+2) reference titles, with the objective of discovering,through the establishment of more or less (im)probable relationships, possible points of interception, enhancers of new ideas. The objectives of the proposed work focus on thedevelopment of research and critical reflection in a collaborative environment of exploring the [apparently] unknown, in search of new meanings. During the process,the intersection of inspiring ideas leading to the transforming a set of existing ideas into new ones. This article replicates the title of the article published in 2021 (indicating as a differentiating element the number #2 of the series of papers intended to be published on this research strategy) and consists of the process and results of the work carried out in the academic year 2021-2022. By comparing the articles published and to be published in the future it may be interesting to analyze how each author or title can be inspiring to researchers according to their personal interests.
Low-fidelity model as a redesign tool for frame running
Authors: Cardoso Braga Juliana , Fernanda Salamanca Carvalho Maria , Sousa Santos Frederico , Henrique Cruz Bonfim Gabriel , Augusto Costa Alves Diego , Amaral De Araújo Cleudmar
Published: June 2022

The conception stage of the design project aims to help the comprehension of the problem to be worked on, seeking to provide the best possible experience for the users. Prototyping stage is essential to make the ideas tangible for the validation of usability, functionality, ergonomics, aesthetics, among others. However, this whole process can take a lot of time and rework. This article presents a case study of the application of the Design Thinking methodology for the redesign of an Assistive Technology - the bike for Frame Running - with the objective of demonstrating the benefits of using a low-fidelity model as a tool for generating insights and optimizing the time required for digital testing in 3D software and design conception. The development of this project sought to integrate theory and practice through a mixed non-interventionist and interventionist methodology with a qualitative basis, acting in a cyclical and non-linear way, through bibliographic and documentary research, use of low-fidelity models, case study, direct observation, structural simulation, ergonomic study and prototyping. The results obtained, using alternative low-cost materials, favored the reduction of the time of the design process, allowing the interaction and agile identification of critical points of performance, ergonomics, aesthetics, functionality, strength and analysis of the appropriate construction processes, contributing to the redesign of the Frame Running bike, the dissemination of the sport, the quality of life and inclusion of disabled people.
UrbanCroma: Chromatic Methodology applied to Oeiras Municipality, Portugal
Authors: Gamito Margarida , Moreira Da Silva Fernando
Published: June 2022

This paper presents a research work, inserted in the post-Doctoral applied investigation which aims to test and validate this new methodology. UrbanCroma, the chromatic planning methodology for urban furniture which was applied in Oeiras Municipality, is part of a theoretical and practical work carried out during the research for a PhD thesis, in which the present methodology was developed. Thus, UrbanCroma is mainly intended to be applied into the elaboration of chromatic plans for urban furniture, whose needs do not completely correspond to those proposed by other existing methodologies, destined almost exclusively to be applied to the built environment, i.e., to architecture. These chromatic plans, allow the full performance of Urban Furniture functions, improving its use, and transforming it in a factor of inclusivity, as its elements will become more visible and legible as they stand out from the surrounding environment, whether being built or landscape. Likewise, this methodology has an identification and orientation function, since its elements will constitute harmonic chromatic sets that, although they establish a strong contrast with the surrounding environment, respect the local chromatic traditions, identify the neighborhoods or urban areas and, by their variation, constitute orientation landmarks throughout the city. In this case study ─ Oeiras Municipality ─ that have settlements both on the interior and on the sea front, and is at the same time a miscellanea of old and contemporary, were chosen three different localities: Laje, Carnaxide Historic Center, and a new urban area of Carnaxide. These locals, that encompass social neighborhoods, traditional settlements and modern building urbanizations, inevitably have several characteristics that allow the application of this methodology to a wide range of neighborhoods. So, UrbanCroma application starts by choosing samples areas, which will encompass the case study most representative zones, applying there the new methodology to all furniture elements, in order to increase their potentiality as relevant issues for city color planning. In all these intervention areas, all the colors present in the environment are recorded, being it built or landscape, taking in account all the changes due to climatic variations and the non-permanent colors, whose presence has enough importance to be considered as environmental colours. All these colors were, then, registered in files and maps, in order to create a data-base allowing the identification of all environmental colors. The set of these colors permitted the establishment of the local dominant colors and, these ones, along with the contribute of the local history and culture, constitute the scientific basis upon which, it was established a very comprehensive urban furniture chromatic plan, with scientific rigor, for Oeiras Municipality case study.
Strategy of Interactive Information Visualization Publishing in Online Database under the Background of Design Thinking
Authors: Li Fang , Zhou Ding
Published: June 2022

Interactive Information Visualization is an innovative knowledge service form applied by publishing institutions in online database services, which has many advantages. At present, there are some difficulties in promoting the application of Interactive Information Visualization in China's online database publishing, such as insufficient awareness within the industry, insufficient reserves of relevant professionals, constraints on investment and scale, and high requirements for users' professional quality. Through analysis, this paper puts forward a variety of countermeasures to speed up the practice of interactive information visual publishing of online database.
'Design of ergonomic emergency car toilet seats as a solution to severe traffic in Jakarta, Indonesia
Authors: Laksyana Utami Dessy , Heru Sutomo Adi , Ima Ismara Ketut , Luthfianisa Putri Aisy
Published: June 2022

This research aims to create an ergonomic emergency toilet design on car seats. This system can offer more convenience and comfort for car drivers stuck in traffic jams for hours. Background: Congestion in Jakarta is one of the few problems the government has not resolved to date. The leading cause is the amount of transportation. Reducing the use of private vehicles, such as cars or motorbikes, and the number of people in Jakarta is very anxious because traffic congestion in Jakarta and surrounding areas is worsening. Even the highways used to free us from traffic obstructing our roads because cars are everywhere. This situation can be a problem when using the toilet where the driver is stuck in traffic for hours. This method induces discomfort and causes urinary system disorders and bladder disease. Method: To design an emergency toilet system on a car seat, an ergonomic approach introduces a new design concept for car drivers and passengers. Using this toilet system, users do not need to get out of the car, but simply opening the hole cover in the seat can be used easily and more comfortably. Result: Emergency toilet on the car seat. Passengers can also use this because it is made on every seat in the car.
Where does the "Mukbang" boom go? Research based on Use and Gratifications
Authors: Li Shuangxu , Lu Zhaolin , Liang Jingwen , Li Jingjing , Xv Jianan
Published: June 2022

This paper aims at studying the influence of young people's needs on the number of clicks on "Mukbang", and to understand the characteristics of their audiences. The method is based on the theory of Uses and Gratifications in mass communication theory. The questionnaire is designed and distributed from cognitive needs, emotional needs, personal integration needs, social integration needs, having watched "Mukbang" videos on video websites, and the need to relieve stress. And use statistical software to analyze the results, and empirically test the relationship between the needs of young people and the number of clicks on "Mukbang". The results showed that: ①In the user's physiological needs, being attracted by the appearance of food and the frequency of clicking "Mukbang" showed a significant positive impact; being attracted by the appearance of the anchor showed a significant positive correlation with the degree of necessity to watch "Mukbang"; ② Among the psychological needs of users, the psychology of weight loss, the psychology of recreation and entertainment is significantly positively correlated with the frequency of clicking "Mukbang"; the need to enjoy the companionship of "Mukbang" is significantly positively correlated with the necessity of watching "Mukbang"; it is inferred that the two Large categories of people who watch "Mukbang" have made design innovations in the design practice according to the characteristics of different groups of people.
Creation and Discussion of Design Criteria for Dynamic Tripod Operation Spoon in Toddlers
Authors: Huang Yu-Chen , Chang Johan
Published: June 2022

Spoons are one of the more delicate tools that toddlers are exposed to at their early stages. As children grow older, their gripping posture and the way they handle it vary. If a fine motor skill such as dynamic tripod operation can be introduced when children are learning to use utensils, it will provide sufficient opportunities for practice and further help develop their ability to manipulate pencils later in life. However, current literature and related products only emphasize the static grip posture with no practical suggestion for the dynamic operation of fingers, making the design inconclusive. Hence, in this study, the spoon was divided into four determinants regarding its structure: spoon tip, spoon neck, spoon handle, and overall factor. The nine design criteria were established by compiling the spoon design factors and proposals for dynamic tripod assistance from the literature. Analytic Hierarchy Process (AHP) and expert interviews were used to analyze the significance of each structure and criterion. According to expert assessment, the degree of importance of the structure was in the order of spoon handle (50.01%), spoon tip (33.71%), overall factor (8.77%), and spoon neck (7.51%), with spoon handle and spoon tip being more important in terms of operation. As for the design factors, handle diameter (33.33%), handle cross section (21.95%), and spoon tip depth (14.73%) were the top three design criteria that were evaluated by the tree structure conversion, providing a scientific basis for industrial designers to develop related products.
The Achievement of Using Research Results from Mixed Methods in Design Workshop within Educational Scenario
Authors: I Chen Ching , Zheng Meng-Cong , Wen Yen I
Published: June 2022

We often combine several methods and tools when running a design workshop, e.g., brainstorming and affinity diagram. Suppose participants have many divergent ideas without fully understanding the design subject matter's users, behaviors, and scenes, although many ideas can be collected. In that case, the result is often difficult to focus on the problem they originally intended to solve. Therefore, this research wants to know whether the innovative ideas of participants are restricted by providing the same background material. And how to use different design thinking tools in combination to improve the effectiveness of the workshop. The design subject of this workshop is a recycling vehicle currently operated and managed by the government. The design goal is to design additional modules that can be used flexibly in the existing recycling vehicles to improve waste separation and recycling efficiency.Before implementing the design workshop, we collected many objective facts and subjective opinions through qualitative and quantitative investigation methods such as field observation, questionnaire survey, interview, and symposium. We visualized the survey results (photos, behavioral mapping, statistic chart, etc.) to form the materials for the design workshop. The workshop ran for eight hours in one day, and a total of 10 industrial design master class students were divided into two groups. Four stages guided the two workshop hosts in sequence: the KJ method, empathy map, user journey, and design sketch. There are four stages to guide the process. During the period, the two groups each reported an affinity diagram, two user journeys (one for cleaning staff and one for a citizen), and four empathy maps. Finally, a professor from the Industrial Design Institute will comment on the sketch.As a result, participants created ten sets of sketches focusing on problem-solving but with different innovative ideas. Participants also learned various design thinking tools in a short period. Using the mixed method research results as materials and combining different method tools to guide the process of the workshop will ultimately help the design workshop produce specific achievements.
Experimental Processes with Precious Plastics
Authors: Chow George
Published: June 2022

According to the UN Environment Program (UNEP), 400 million tons of plastic is produced every year, but only 9% of it is recycled. More than 40% of plastic is used just once before being thrown out and at least 14 million tons of plastic enters oceans every year. To help address these enormous plastic pollution problems, an open source organization called Precious Plastic was established in 2012 with the goal of diverting plastic from waste streams, and recycling it into valuable products. They developed a series of open source, plastic processing machines which could be replicated by people with a desire to recycle plastic. Students from the University of Houston Industrial Design Program established a student chapter of Precious Plastic and obtained a plastic shredder and heat press. This paper describes some of the unique processes that a couple of students developed when challenged to design products utilizing the Precious Plastic processing machines.
Enhancing Patient Engagement: The Development of Mirror Therapy Tasks for Stroke Rehabilitation
Authors: Hsiu Hung Yu , Ching Lin Yu , Song Yang Shan , Chen Liu Yen
Published: June 2022

Background: Mirror therapy (MT) has been shown to improve upper extremity function in stroke rehabilitation. In MT, engaging patients in meaningful therapeutic exercise determines patients’ motivations and further the effectiveness of a rehabilitation program. The purpose of this study was to explore tasks that effectively enhance patient engagement in MT. Five participants with clinical and industrial design background were recruited to perform brainstorming activities for generating MT task ideas. All task ideas were evaluated by two rehabilitation specialists on the applicability based on the current MT protocol. Four task ideas (out of 74) were chosen by the two specialists and design recommendations were made for improving their feasibilities in MT. These ideas were: filling the blank with stamping tools (on magnetic board), spelling words with wooden letter dice, making patterns with black/white cubes, and making 3D shapes with clay. After identifying the potential task ideas, fifteen participants were recruited to assess the four developed MT tasks as well as five most-mentioned MT tasks in the literature using the User Engagement Scale (Short Form). One-way repeated measures ANOVA and pairwise comparisons were then conducted on participants’ rating scores. Results showed that participants’ rating scores for “filling the blank with stamping tools (on magnetic board)” as well as “making 3D shapes with clay” were significantly higher than those of five conventional MT tasks. The outcomes of the study benefit the communities of occupational therapy in the design of MT tasks.
Visual, Volumetric and Anthropometric Measurement Comparisons Between Boot Interior and 3D Foot Scans to Improve Female Firefighter Safety
Authors: Sokolowski Susan , Park Huiju , Griffin Linsey , Mcquerry Meredith , Tuttle James
Published: June 2022

In 2016, the National Fire Protection Association (NFPA) estimated that 62,085 injuries occurred in the line of duty. Haynes and Stein (2017) further reported that a U.S. firefighter injury is reported every eight minutes. Many of these injuries can be attributed to poorly fitting and functioning turnout gear, especially boots. When boots fail to fit appropriately, the firefighter can be in danger of losing proprioception, getting burned, slipping and tripping. This pilot study developed a method using techniques from the industrial design field to capture the interior of a common fire boot, to then compare it to 3D female firefighter foot scans. Visual, volumetric, and anthropometric measures were analyzed to make recommendations on how manufacturers could improve boot fit for firefighters.
Understanding Footwear Traction Performance to Reduce the Risk of Outdoor Falls and Improve Mobility for the Aging Population
Authors: Sokolowski Susan , Demby Nicole , Ende Ezra , Bettencourt Chrissy
Published: June 2022

Knowing that healthy aging lifestyles are connected to mobility and independence, the researchers wanted to examine how industrial design could be utilized to support this demographic. This research examined the traction performance of key footwear styles, to make recommendations on how to improve outsole design, to reduce the risk of outdoor falling. Falls are the leading cause of death and disability for the aging population. A footwear traction test method adapted from ASTM F2333-04 was used to collect data from six footwear styles with four common outdoor walking surfaces (wet and dry) and foot contact directions (normal and shuffle). The data determined that although the footwear tested were marketed for traction and safety, they greatly decreased performance in wet conditions and performed inconsistently across all flooring surfaces and outsole contact directions. Results from the work determined that better care with outsole design could improve footwear performance for aging users and potentially reduce the risk of injury for this growing demographic.
Evolution and Development Trends for Experience Design of Manufacturing Enterprises under the Background of Industry 4.0
Authors: Liu Yonghong , Zeng Zhaorui , Yin Yanlin , Song Yiming
Published: June 2022

The overall level of intelligent development of Chinese manufacturing enterprises (CME) is relatively low, and there are problems of large cost investment and low profitability in the process of realizing intelligent transformation. Starting from the development status and trend of Chinese intelligent manufacturing enterprises (CIME), this paper studies the application evolution and trend of experience design (EXD) in CME, and deeply analyzes the EXD problems of CIME. It proposes to build cross-organizational user experience design (UED) management and cross-product life cycle (LC) EXD strategy based on C2M (customer to manufacturing), help CIME solve problems such as lack of innovation momentum and effective links for collaboration and bring about transform and upgrade.
Designing Mobile Robots: A Systems Thinking Approach for Industrial Designers
Authors: Ghim Yong-Gyun
Published: June 2022

With robots’ presence gradually expanding to homes and public spaces, there are increasing needs for new robot development and design. Mobile robots’ autonomous and dynamic behaviors ask for new design approaches and methods that are different from the ones for designing non-robotic products. This study proposes a methodology for designing mobile robots from a systems thinking perspective to supplement the limitation of traditional industrial design approaches. A conceptual framework consisting of user, robot, and environment is proposed and task flow models are built to help designers analyze and specify complex interactions between multiple system elements. A robot system blueprint, a storyboard, and a system map are subsequently introduced to design and represent a product-service system of a robot holistically. This approach was applied to student projects for mobile robot design in a fourth-year studio course at a university’s industrial design program.
Vernacular Products: An Example to Circular Design
Authors: Vicente José
Published: June 2022

Throughout most mankind’s history our daily life artifacts have been designed, produced, and used with respect for social and environmental constrains and within the carrying capacity of ecosystems. Also, they have been created to fulfill tangible and specific needs (not desires) of individuals and communities to their daily tasks and have sustained a thorough process of evolution and adaptation to the cultural and environmental context and, so, have been perfected over time. It has been only with the technological and cultural changes implemented with the industrial revolution that several unbalances have been created in the relation between our material culture and the natural world. It stands to reason that there are lessons to be learned from those previous times, from their habits and, with a design perspective, from their products. This paper presents an analysis of vernacular objects identifying design features related to morphology, functionality, production, material, and use. This text presents as case study a set of vernacular objects from the rural life collection of the Portuguese National Museum of Ethnology. The analysis was made with support of literature, drawing and photography, and adapting some examples from previous studies of vernacular heritage and architecture. These products serve as example of the incorporation of circular product design strategies.
The Application of Visual Translation in Synaesthesia to Product Design
Authors: Gong Xiaodong , Ji Yue
Published: June 2022

The purpose of the study is to extract and construct the development and method of synaesthetic visual translation in product design, provide new design thinking, and enrich user experience. This paper employs a mixed method of case study, practice, fuzzy evaluation, etc. Through case analysis, the manifestation of visual translation in product design is summarized, the translation law between vision and other senses is abstracted, a method to achieve visual translation is built, and research conclusions are verified through design practice. Based on fuzzy evaluations, the development of synaesthetic visual translation is established, and a reusable visual translation design method is proposed, which enriches product connotation while improving comprehensibility, and realizes a multi-dimensional and in-depth user experience.
Text vs. Images: Understanding emotional expressions on social media during COVID-19 pandemic
Authors: Li Qiuwen
Published: June 2022

Due to the global spread of COVID-19, people all around the world have been forced to change the way they communicate and interact with others. Keeping social distance and wearing masks helps prevent the spread of coronavirus, and also makes online social platforms increase in demand in an unprecedented way (Flynn, 2008). Prolonged social isolation during COVID-19 is likely to have negative effects on mental health and communication on an individual. Researchers have found evidence for caused and elevated anxiety disorders such as somatization, post-traumatic stress disorder, panic disorders and depression amongst individuals during the COVID-19 pandemic (Meikle, 2016). Numerous studies have found that people only show their “good side” and positive emotions on social media. How does social media reveal our anxiety disorders during Covid? Do emotions expressed in pictures match with its text content on social media? In this research, 500 most recent selfies from individual accounts between December 1st and 10th in 2021 from age ranges 13 to 55 years old were downloaded for the study. The study used IBM Watson tone analyzer and Sky-Biometry as tools for linguistic analysis and emotion detection. In addition, the research compared imagery and text content in social media as a function of emotional expression and methods.Keywords: Emotional Expressions, Communication, Social Media, COVID-19, Photography Posts, Text, Instagram, Social Network, Attention Theory, Mental Health
Extraction of Key Factors to Determining the Acceptability of Diet Therapy Based on Syndrome Differentiation of Traditional Chinese Medicine
Authors: Luo Yansong , Liu Chunrong , Fan Qiang Kong
Published: June 2022

Purpose: Extract key factors to determining the acceptability of diet therapy based on syndrome differentiation of Traditional Chinese Medicine for middle-aged and elderly people and propose some suggestions to improve their acceptance of it. Method: Thirteen main influencing factors are selected from literature survey and interviews. Semi-structured interview are conducted with Decision-Making Trial and Evaluation Laboratory questionnaires to evaluate factors’ interrelationship. Results: The understandability and the memorability of medicinal food’s knowledge, the type of medicinal food and the popularity of medicinal food’s knowledge are key influencing factors. Suggestions: Pre-research of people’s taste preferences is important and necessary; the identity of propagandist and the source of propaganda content should be transparent and the organization of publicity activities should be normalized; concise and multi-sensory propagation mode should be adopted; “Medicinal Virtue Association” can be used to reduce the difficulty of memorizing knowledge.
Design a Visual Communication Platform for curators and artists to curate an exhibition remotely
Authors: Pei Wu Yi , Chen Chien-Hsu
Published: June 2022

Art is an expression of emotion; art exhibitions bring artists' creations and perceptions to the visitors. International art exhibitions present diverse and high-quality artistic creations through the curator's elaborate exhibition planning, and the connection between artworks and visitors is established to allow visitors to admire and understand; on the contrary, it also challenges the digital communication tools for curators and artists when conducting co-curation remotely. This study utilizes interviews and field study to collect pain points and ultimately provides guidelines and crucial functions for curators and artists to design a visual communication platform during international curation collaboration.
Disruptive Innovations in cinematic storytelling from 2D to 3D
Authors: Yip David
Published: June 2022

Long before the digital revolution, communication theorist Marshall McLuhan has taught us about how the different forms of media can shape content with his famous book Medium is the Message [1]. Over the past several decades, the theory has certainly stood the test of time. New media technologies have advanced so rapidly that many news form of content creation and expression have been made possible. New tools have offered new and diverse forms of storytelling. Nevertheless, new ways can never completely replace old ways; they just evolve and build upon the conventional practices. Do some of the new digital tools simply offer new way of doing the old thing with better technology or are they completely change the old way entirely? This paper aims to examines these issues from a historical perspective on a few past innovation disruptions that seemed to send destructive shockwave to how things were in the beginning but brought new heights in the long run. This paper discusses historical and ongoing examples of innovation disruptions in cinematic storytelling in hopes of shedding light on the dynamic relation between art and technology. How have innovation disruptions changed the form and content of cinematic storytelling from 2D to 3D?
Between passive viewing and active choosing in storytelling
Authors: Yip David
Published: June 2022

Since the dawn of the Internet, abundance of content and information is constantly being created and shared at the speed of light across different media. Media technologies have given us almost unlimited access to choose and interact with vast amount of content and information. We seem to be in active control in choosing what information we want to see and interact with on the internet. Ironically, with all this interactive freedom, most of us still prefer to watch their favorite TV programs or films passively on interactive media platforms. New technologies such as streaming TV have provided many new platforms to present passive content but to what extent how these new technologies have affected the form and shape of content remains a question. Simply by looking at the ratio of programs for traditional passive viewing vs. programs with interactive content, the audience has spoken by choosing to watch conventional content passively. Interacting with content is more than just choosing what pre-made content to watch, for that we always have our remote control. Interacting with content is about having our own say or control about the outcome or direction of a story [1, 2]. Unlike what many media theories have predicted many years ago, interactive narrative has not become mainstream and would never replace conventional form of storytelling. Nevertheless, as more content is being delivered on mobile or personal computer in addition to the big screen, more interactive content will be made available in the foreseeable future. Many popular 4As video games have already mixed conventional storytelling elements with some interactive gaming functions in recent years [3]. This paper focuses on the concepts of choice and decision-making in storytelling and how interactive functions could be blended in with the narrative. Decision-making has always been an important part of storytelling, in which it’s the storyteller who make decisions for the characters and for the audience. A good story may still be best uninterrupted and told by the storytellers who know about the crafts of storytelling [4, 5]. Typical audience still enjoy watching adventure chosen for them rather than to choose their own adventure. This paper discusses the role of interactivity and the concept of choice-making in interactive storytelling.
New pedagogical practices of co-creation applied to Design.
Authors: Neves João , Raposo Daniel , Martins Nuno , Brandão Daniel
Published: June 2022

With the creation in 1999 of a European Space for Higher Education, there was a change in the teaching paradigm, from a passive model based on the acquisition of knowledge, to an active model based on the development of competences. But the current social, environmental and technological challenges have changed teaching-learning methods and processes in a relatively short period of time, providing new pedagogical practices, where collaboration with other disciplines and actors enhance creativity, innovation and research in design.This article is the result of two experimental international pedagogical projects and pedagogical contents taught in the Project Management and Ergonomics curricular units, at the Master in Graphic Design from the Polytechnic Institute of Castelo Branco and of the Faculty of Architecture of the University of Lisbon, Portugal.This work has as main objective to identify new pedagogical practices of co-creation and agile methodologies applied in the development of Design projects in an academic environment, as well as to identify methodologies and models of collaboration and co-design, characterized by interdisciplinary dialogue in a collaborative context, considering alternative educational practices in teaching-learning of design.
Sustainable Development Index System: New design method about cultural and creative product
Authors: Xiang Jinwu , Zhang Miao , Chen Rong , Wang Huajie
Published: June 2022

Cultural and creative products has provided important support for the cultural and creative industry. Based on the three basic principles of Sustainable Development Theory - fairness, continuity and commonality, this article uses focus groups and analytic hierarchy process to construct the product design basic element, cultural element and value element. The indicators of these elements include 15 design indicators. Using these indicators can guide the design of cultural and creative products to achieve common, coordinated, fair, efficient, and multi-dimensional development, Focusing on relevant design indicators, we finished some projects about Chinese Jiangnan cultural series products and waste glass products etc., which verified the effectiveness of the corresponding indicators.
The importance of design and digital media for the promotion and sustainability of cultural and religious tourism
Authors: Martins Nuno , Dominique Ferreira Sergio , Perdiz Rita , Barreto Susana , Lima Cláudia , Penedos-Santiago Eliana
Published: June 2022

Information and Communication Technologies (ICT) and applications (apps) for tourists are key tools for sustainability of World Cultural Heritage Sites (WCHS). Their integration into tourism marketing strategies poses challenges regarding the satisfaction of the expectations of the target stakeholders. This paper adopts an exploratory approach, to understand the relation between cultural tourism and ICT and how digital technologies must be considered in the context of creating more sustainable, accessible destinations with innovative experiences that promote cultural heritage. The results reveal that ICT are essential tools for tourists and positively influence tourists’ final perception of the travel experience. The development of mobile applications must consider the expectations of senior tourists, who constitute a relevant generation for cultural tourism and are of special interest for the sustainability of WCHS.
The influence of the visualization modality on consumer perception: A case study on household products
Authors: Palacios Almudena , Ochando Francesc , Camba Jorge , Contero Manuel
Published: June 2022

Recent advances in visualization technologies have changed how products are presented to consumers. Sophisticated digital media modalities are gradually replacing traditional formats, but certain product features are difficult to evaluate, which may result in significant perceptual differences. In this paper, we report the results of a within-subjects study in which a group of 40 volunteers evaluated three different designs of a common household product (i.e. a coffee maker) presented in three different visual media: photographs, a non-immersive virtual environment, and an augmented reality experience. Our results show that the presentation medium has a significant effect on product evaluation, and that the semantic scales in Jordan’s socio-logical pleasure category are the most affected by the change of medium.
Augmented Reality: Beyond Interaction
Authors: Nijholt Anton
Published: June 2022

In Postphenomenology, various human-technology-world relations have been inve- stigated. They provide an understanding of how humans and technological artifacts shape each other and how human intentionality is mediated by technology. As discus- sed in this paper digital technology as it has developed over the last twenty years has not received the attention it deserves. The reflections on smart environments and augmented reality technology show a lack of insight into this research and are based on (premature) commercial applications that are not representative of this research. We take a closer look at this research from a human-computer interaction perspective and use this premise to comment on these relations and reflect on their values.
Generation of Walking Sensation by Providing Upper Limb Motion
Authors: Sueta Gaku , Kato Ryoto , Kikuchi Yusuke , Yem Vibol , Ikei Yasushi
Published: June 2022

For an immersive first-person experience in a VR space, the user (or an avatar)needs to walk freely within the space because locomotion is essential and the basisfor a variety of activities. The present study investigates the arm swing of a user toinduce a bodily sensation during walking in a VR space. We built an arm swingdisplay that moves the upper limbs similarly to the motion appears in a real walking.The amplitude and flexion ratio of swing motion to present the sensation of virtualwalking were determined via the user study. The optimal swing angle and itsforward part ratio (flexion ratio) to create the sensation of a straight waking werearound 30 degrees and 54 percent, respectively. For a turning walking, the relationbetween the asymmetric flexion ratio of both arms and the curvature of a turningpath was also determined by an experiment.
VR-based Serious Games Approach for a Virtual Installation of an Ammonia Compressor Pack in the Industrial Refrigeration
Authors: Bellalouna Fahmi , Langebach Robin , Stamer Volker , Prakash Mike , Luimula Mika , Jedidi Anis , Gargouri Faiez
Published: June 2022

Extended Reality technology (xR) contains Augmented, Virtual and Mixed Reality Technology (AR / VR / MR) is one of the key technologies of digital transformation. Thanks to the existing powerful immersive hardware systems, complex technical and natural systems can be digitally represented in a realistic virtual environment. This enables users to completely immerse in the virtual environment and to observe and interact with the systems and objects contained therein without major restrictions, or to augment real products and systems with digital data in runtime. This creates new opportunities to present the behaviour and functionalities of complex systems in a tangible and understandable way. Therefore, the xR technology has the ability to revolutionize learning and training methods, especially in the qualification of specialists and experts. Within the international project “International Cooperation on VR/AR Projects” (IC xR-P) – cooperation between University of Applied Sciences Karlsruhe from Germany, Turku University of Applied Sciences from Finland, and Higher Institute of Computer Science and Multimedia Sfax from Tunisia – the application of the VR technology in the training area in terms of supporting of cognitive skills will be investigated. IC xR-P focuses on the implementation of VR training apps for medical training, rescue and knowledge transfer. This paper presents and discusses the implementation of a VR-Training App for the installation of an industrial refrigeration Ammonia Compressor Pack (ACP). The VR app has been developed in cooperation with the German refrigeration technology manufacturer BITZER Kühlmaschinenbau GmbH. The implemented VR training App has been developed in terms of a feasibility study to demonstrate the aibilty of the VR technology to train Bitzer's customers to install the ACP worldwide. The VR app should support the customers engineers to perform an error-free installation of the ACP based on simplified and tangible virtual process description and virtual instruction. The VR training app comprises four main modules: VR logging and reception room, VR delivery and unloading process for the ACP, VR installation of the ACP, and VR visualization room for the refrigerant flow and technical details of the ACP. The VR app can be used as a single and multiplayer mode. A summary of the app evaluation by the engineers of BITZER will be presented at the end of the paper.
Exploring the use of virtual reality in co-reviewing designs
Authors: Garcia Ian , Verlinden Jouke
Published: June 2022

Virtual reality (VR) is an upcoming technology that is increasingly used in design environments. In a design process, designers often work together through co-creation. The next step, one that is often overlooked, is co-reviewing in VR. Virtual reality has potential as a valuable decisive step in the creation process, replacing a traditional tool. One tool in the traditional design reviewing processes is the trade-off analysis. In VR, concepts can be reviewed in different sizes and through various perspectives, the products are perceived as more tangible and true-to-scale. To obtain a better view on the use of VR in co-reviewing, a comparison of a traditional method with an immersive method is made in this paper. The participants are eight industrial design master students which did the experiment in pairs of two. The results show that VR offers advantages for reviewing ergonomics of a design, in which traditional 2D screen-based software is more limited in comparison.