bluuebunny/crossref_metadata_2025 huggingface dataset:
Sports Bra Pressure: Effect on Core Body Temperature and Comfort Sensation
Authors: Long Liu Qi , Lun Yick Kit , Ching Chan Kam , Tung Wong Sin , Pui Ng Sun
Published: June 2022

Background: Sports bras are engineer designed to enhance sports performance, which means that they need to provide an excellent fit, and offer adequate support and protection of the breasts to optimize their functionality. To effectively reduce breast motion during different intensity levels of exercise, the materials of sports bras are generally rigid which exert compressive forces onto the soft tissues of the breasts. However, these materials may still restrict air flow and inhibit body heat loss, while the pressure from the bra exerted onto the skin may also increases physiological strain and wear discomfort. This excessively high exerted pressure is known to produce an inhibitory effect on the sweating rate and associated with a significant rise in the axillary and core temperatures. This preliminary study therefore investigates the influence of bra pressure on the upper body temperature and thermal comfort following a short duration of treadmill running. Objective: The purpose of this study is to investigate the effect of increased bra pressure on thermal response following exercise. The findings provide bra designers with insight into bra pressure and related bra design features necessary for optimal wear comfort during physical activities. Methods: A total of 12 young women have participated in this study to don a changeable sports bra that allows adjustment of tension or replacement of the bra components. The skin and body core temperatures as well as heart rate for four bra conditions during treadmill running for 15 minutes at 8 km/h are recorded by using temperature and heart rate sensors. The subjectively perceived thermal and pressure comfort are evaluated by using a visual analog scale with ratings of 1 to 10.Results: Following exercise, there is no change in core temperature for all of the bra conditions studied. Even though the body core temperature may increase due to the higher rate of heat production with muscular work done during treadmill running, the increase in heat dissipation tends to balance the increase in rate of metabolic heat production to maintain a stable core temperature. After a short duration of treadmill running, the change in skin temperature ranges from 0.22oC to 3.56oC amongst the 4 bra conditions. The shoulder strap area shows a slight change in skin temperature during exercise, and the participants are particularly sensitive to the increased pressure in this area, thus adversely affecting their ratings of the thermal and pressure comfort. Conclusion: In this study, the increased bra pressure does not show significant change in core temperature and heart rate during short duration exercise. Even though the results are not statistically significant, the shoulder strap pressure is found to be related to the changes in skin temperature and subjective ratings of thermal and pressure comfort.
Design of a human factors questionnaire to evaluate digital solutions developed for industrial work
Authors: Aromaa Susanna , Heikkilä Päivi
Published: June 2022

Industrial work is changing due to the fourth industrial revolution (Kagermann, 2013). The work will become more mediated when new technologies emerge in factories (e.g., robotics, artificial intelligence and augmented reality). During this change, it is important to consider human factors (HF) issues holistically when developing and implementing novel digital solutions. Often, HF methods such as questionnaires are focusing on a certain topic related to the development of the solution (e.g., usability, acceptance). However, in industrial work context, there are many different HF issues that should be considered when designing a human-technology interaction. To address this lack of a quick and holistic questionnaire, a WorkerFeedback questionnaire was developed through a Design and Evaluation Framework (Kaasinen et al., 2018), literature review and expert validation. The questionnaire development was based on the Design and Evaluation Framework, which supports design and evaluation of digital solutions that will be used by future factory workers (Kaasinen et al., 2018). The framework is useful for providing an overview to important user experience related issues and it is a holistic approach to design and evaluation tasks. The literature review was based on the HF topics that are related to the success of implementing new technology on to the factory floor. Several questionnaires were reviewed related to following topics: user experience, usability, user acceptance, usefulness, ergonomics, safety and ethics. Questionnaires were used as a basis to generate a 14-item questionnaire – two questions for each topic. The questionnaire was validated by an expert panel, which included three human factors experts with over 15 years of experience of user studies, mainly in industrial contexts. They were asked to review, for example, the adequacy of the topics and the formulation of the questions.The expert panel agreed that their overall impression of the questionnaire was good. The suggested seven topics were seen to be relevant for the context. Majority of the feedback was related to the formulation of the questions and making them easier to understand. Based on the experts’ feedback, the questions were shaped to their final form. In future, the WorkerFeedback questionnaire will be piloted with the actual digital solution users. The WorkerFeedback questionnaire was developed to smoothen the digital transition in industry and to support human-technology interaction design. The questionnaire can be used by HF experts as well as practitioners who want to get a holistic overview of developed digital solutions or solutions under development for work context.
Creativity and Emotion in Design
Authors: Moreira Da Silva Ana
Published: June 2022

Creativity in Design can be related to Emotion, particularly to the Emotional Mind. We perceive, interpret and memorize things differently depending on our emotional states. We are emotional and emphatic beings. The experiences we have gone through, the challenges we have learned from and the circumstances that have made us, reflect on our work as designers.Creativity is the process of solving a new problem by creating a new pattern of brain connections; it is a spark between previously unrelated concepts acquired through learning and experiencing. The act of creation requires the brain to find new associations, new connections between its neurons. The creation of something new and unusual is literally a spark that links previously unrelated neural groups and joins previously distant conceptual areas: the creative thinking.Sketching can stimulate a re-interpretive cycle in the individual designer’s idea generation process. It appears that sketches stimulate creativity in this ideas generation process, by providing new directions for ideas to breed in an individual generate-interpret cycle. A drawing happens when we engage our hands to capture what we are thinking or experiencing. The hand is an extension for our brain which can make visible our ideas through sketches. The proportion of sensorimotor cortex devoted to hand function is considerably greater than that devoted to other body segments. Several authors even call the hand has ‘the outer brain’. We are developing an ongoing research concerned with investigating the ways in which the activity of sketching stimulates creativity in design.Under a qualitative research, based on literature review methodology, through the study and interpretation of several authors’ statements, this paper investigates the relations between Creativity and Emotion in Design, and also, aims to stimulate reflection and bring new perspectives on the nowadays use of sketching within this relation creativity/emotions present in the designers mind as an emotional human being.
Age-friendly Digital Express Service Experience Design Framework
Authors: Cao Jean , Jiang Hao , Xu Jiangjingjing , Hong Yu , Li Tiantian
Published: June 2022

The rapid development and popularization of logistics digitalization in China risks excluding the elderly who often find it hard to use digital express services due to the lack of digital knowledge and physical impairment. Design for an ageing population has become an essential social requirement. Through desk research, observation, interviews and thematic analysis, this paper provides insights into the physical and psychological barriers of elderly users in digital express service scenarios. It examines user needs from the dimensions of five barriers: perception, physical, mobility, cognitive, and psychological. This study puts forward the design strategy and experience framework model of age-friendly express services from service process, space design, hardware design, interaction design and emotional durability design. We improve service acceptance, emotional satisfaction by enhancing information recognizability, understandability, operation convenience and spatial accessibility. The optimized service system proposes a new service experience for the Cainiao Post to improve the satisfaction of elderly users.
User experience of spatial immersive interactive systems in autonomous vehicles: A case study of HUD mixed reality
Authors: Guo Kaimin , Sun Yuanbo , Sun Shuai
Published: June 2022

It is a sense of social responsibility for designers to meet the physiological and psychological needs of users in daily life by designing the interior space of cars. Based on the concept of immersive interaction, existing and conceptualized automotive interior samples are analyzed. Through literature research and big data collection, the perceptual needs of users are analyzed, as well as the specific functional requirements and modeling requirements of target users for automotive interiors. Finally, with the support of the existing interaction technology, HUD is taken as the main development point and the design points summarized in the previous stage are combined to carry out the automobile immersive interaction design practice. This paper aims to discuss the design status and development trend of intelligent vehicle interior design based on immersive interaction, and help realize human-centered design.
From design to verification - Case Study of Vehicle Interaction and Experience design
Authors: Gao Jie , Li Yifan
Published: June 2022

With the acceleration of scientific and technological innovation in the Internet, big data, cloud computing, artificial intelligence, 5G communications and other technologies, the digital economy driven by intelligent vehicles is becoming a key field that countries around the world are competing to develop. In the automotive industry with the implementation and development of the strategy of new energy, intelligence and network connection in the automobile industry, the design idea is also transformed from the "product-centered" to "user-centered".Interaction and experience design integrates the participation of consumers into the design. Experience is regarded as "stage", products as "props" and environment as "scenery", designers trying to make consumers feel good experience in the process. The purpose of experience design is to immerse users in beautiful and comfortable experience in the process of using the product, so as to recognize the value of the product, generate resonance and loyalty. In the field of product design, this concept has been widely used. In recent years, the authors have participated in the design work of a number of production cars and concept car projects, but follows the traditional styling development process of the automobile industry, and pays more attention to "style". In the future, based on the usage scenarios and user needs, the author will formulate design direction and carry out design and development through the experience design research of immersive cockpit. Based on the vehicle level project of a certain brand, this paper analyzes the workflow and method of vehicle interaction and experience design through four stages: design research, design definition, design development and design verification. At present, the authors are still using this methodology to implement design and validation in production vehicle projects.Keywords: Automotive design, Experience Design, Design process
Persuasive interaction design based on The behavior of Car-sharing users in Beijing
Authors: Qingyu Zhu , Zhao Ying , Yang Hao , Zhang Yiyang
Published: June 2022

With the advent of the era of sharing economy, in order to alleviate traffic congestion, environmental pollution and other increasingly serious urban traffic problems, car-sharing emerged at the historic moment. However, with the rapid development of car-sharing, some problems in the process of users' use are gradually exposed, mainly manifested in the damage of the car body caused by users' non-standard operation, among which the high rate of loss of personal property of users has also caused a certain impact on user experience. This paper investigates user behavior cognition through questionnaires and other forms, studies persuasive interaction design based on user behavior of car-sharing, and attempts to improve user behavior problems in car-sharing by means of behavioral persuasion, i.e. on-board HUD reminder system, which is of certain significance to balance user experience and product value.
Interactive Design for Intelligent Vehicles in the Context of Smart City
Authors: Che Yinan , Sun Yuanbo , Heng Zhang , Wang Chenxi , Boyang Zhang
Published: June 2022

The progress of science and technology and the continuous development of society let us march towards an intelligent society, and the vehicle interaction mode will change accordingly. This paper aims to analyze the development of the interaction mode of the vehicle and the influencing factors of the user's travel experience, to predict the interaction mode of intelligent vehicles in the context of smart cities, and to provide some help for the relevant forward-looking design. The final conclusion is that the interaction research of smart vehicles should continue to focus on both in-vehicle interaction and out-of-vehicle interaction. The positioning of vehicles has changed: from travel tools to intelligent space development, interaction mode from two-dimensional plane to three-dimensional space development, there is a traditional single task of a single interaction mode to multi-scene co-existence, multi-modal interaction development. Users' social, entertainment and personalization needs in the vehicle will influence the overall travel experience of the user.
A Multimodal Interaction Experience Design Approach for Negative Emotional Driving Situations
Authors: Wang Weiwei , Wei Ting
Published: June 2022

To investigate the effect of a multimodal interaction balance model on improving the emotional driving experience when users perform a high load driving task in a negative driving emotion context. The questionnaire analysis was used to obtain the main negative emotions and the corresponding driving situations. Combined with the STAR interview method to understand the user's interaction task in specific contexts, the user's cognitive load was assessed by the SWAT subjective load assessment technique to obtain a high cognitive load task, and the VACP model was used to establish a balanced model of interaction task and interaction modality. Simulated multimodal interaction physiological experiments were conducted to analyze the impact of the multimodal balance model on participants' physiological data when they performed high cognitive load tasks with different emotions, and the physiological data were analyzed to assess participants' emotional experience. The emotional experience design of an intelligent vehicle robot is used as an example to validate the method. The results show that the multimodal interaction balance model can effectively reduce the user's cognitive load and improve the pleasantness of the interaction experience, and find a breakthrough for the development of intelligent vehicle-mounted robots in emotional experience.
Iterative Prototyping & Testing In The Development Of A Reliable And User-Friendly Dispensing Device For Medical Consumables
Authors: Mi Choi Ph.D. Young , Wilson Wendell
Published: June 2022

This project adressed by this paper was undertaken by two teams of undergraduate students in a Junior level design studio course within the School of Industrial Design at the Georgia Institute of Technology. The problem addressed by these students was identified and presented to the class by a local medical equipment manufacturer. In a brief that was provided to the class, the sponsor described the need for a reliable dispensing system for N-95 Masks to be used in the clinical environment. It had been observed that masks are typically stocked in open cartons or in improvised arrangements of repurposed baskets/containers that may be stacked on shelves or attached directly to walls. Since the industry sponsor offers a wall mounted rail system to provide equipment management in healthcare environments, it was expected that any design concept proposed be compatible with this proprietary system. The sponsor also made it clear that the use of electrical power in the design of dispensing mechanisms should be avoided so “smart” solutions were not explored in the course of this project.After being briefed on the problem and goals of the industry sponsor, students began with background research intended to help identify and understand the needs of various users, existing solutions, the use environment, as well as specific developmental requirements. Based on this preliminary research, students developed design goals and design criteria to guide subsequent development of conceptual design solutions. Aside from making the design ergonomic and user-friendly to operate, easy to manufacture, and aesthetically acceptable, the over-arching design objective of this project was the development of a design which (1) could be easily loaded directly from mask packaging; and (2) could reliably dispense masks with minimal failures (including failure to dispense, dispensing of multiple masks at a time, incomplete dispensing of masks and miscellaneous jams of the dispensing mechanisms). To achieve this goal, it was necessary for students to undertake a process of iterative prototyping and testing of their design concepts in order to fine tune design detailing and optimize functionality. This paper details the process of how iterative prototyping and testing was utilized by students to fine-tune their design concepts into reliable and user-friendly N-95 mask dispenser solutions. This effort was unique and educationally significant in that the typical design studio project results in conceptual solutions that seldom need to undergo such testing and refinement.
Evaluating XR Techniques in Air Travel Design for Early Technology Readiness Levels
Authors: Kelsey Shelley , Trudel Chantal , Astles Samantha
Published: June 2022

Extended Reality (XR) is an emerging technology and potential tool to support the creation of design concept sketches for remote review and evaluation. Design and engineering for air travel can be a lengthy and expensive process, interfering with rapid innovation. In the field of air travel design, researchers, designers, and engineers have been studying the use of XR (e.g., Virtual Reality and Augmented Reality) to support design workflows and comparing this technique to traditional industrial design methods. Early steps in aerospace design, i.e. research and brainstorming, have largely employed traditional methods, including sketching concepts and eliciting user feedback on early development work. In recent years, XR tools have been adopted to augment the design process and help drive innovative solutions, such as using virtual (VR) and augmented reality (AR) for simulated architecture design. However, XR development has primarily focused on simulating experiences; comparatively fewer resources are available to support the implementation of XR in the early phases of the design workflow. In response, this study investigated the application of XR techniques to support the early stages of the air travel design workflow with a focus on the industrial design contribution to the process. Specifically, the study evaluated the use of XR techniques to support the early stages of design within the Technology Readiness Levels (TRL) framework. The study used VR as a tool for 3D sketching and VR/AR hardware and software to engage users in evaluating the 3D design sketches generated using VR. The concepts generated were related to aircraft cabin concepts focused on a timely event, namely, creating concepts to support air travel during the COVID-19 pandemic.The study consisted of two phases: (1) comparing sketching in VR to traditional sketching methods from the researcher’s first-hand experience; and (2) the distribution of traditional 2D versus 3D VR developed sketches for design and evaluation. In Phase 1, we compared the use of VR versus traditional methods for design sketching by way of journaling first–person experience. In Phase 2, 2D and 3D sketches developed were shared in an online survey with two user groups: designers and non-designers (general population). These groups reviewed the sketches remotely via an online survey, and their experience was evaluated using the System Usability Scale to evaluate the system (traditional 2D illustrations versus VR/AR simulation). The designers completed an additional questionnaire (Technology Acceptance Model) to evaluate the ease and usability of the use of XR techniques in designer workflow. This paper presents initial results of Phase 1: A comparison of VR vs traditional sketching. An analysis of Phase 2, with a focus on the sharing of completed designs as traditional sketches vs VR/AR simulation is underway. The findings will support the development of best practices for embedding XR within the aerospace design and evaluation process.
Studio as a Hub not a Home
Authors: Skaggs Paul
Published: June 2022

The studio method of instruction, termed “the classroom of the future,” is receiving a great deal of attention in the academic media. MIT’s new engineering building, for instance, will have numerous studio-instruction classrooms. The National Science Foundation is also promoting studio instruction in engineering and the sciences. Industrial Design has been using the studio method of instruction for more than 40 years it is even mandated by our accrediting body National Association of Schools of Art and Design (NASAD). Because of this long history Industrial Design was asked to give a presentation about studio instruction to the Engineering faculty at BYU. The presentation focused on the principles of the studio class and where it works well and where it may not. What faculty and students’ responsibilities for a successful studio instruction? The interest and conversation that was generated from the presentation caused members of the Industrial Design faculty to reflect on our own history of studio instruction. Industrial design realized that the way we look at the studio experience has changed. Many of the principles that form the core of studio instruction have evolved as the design industry, design methods, students, and technologies have changed. As design educators we have experienced and struggled with these natural changes and how they have impacted studio classes and design students. As a result, we began to look at our methods to determine what the tradition from the arts and crafts past was and what is truly needed in design education today. Industrial Design had discovered that over time we had moved away from the student nesting workspace mentality of the traditional arts and crafts–based studio and toward the more current business model of the studio as a war room. The studio had moved away from a home to a hub for the students. This change has mirrored what is happening in the design industry as it has moved from focusing on tactical problem-solving skills to more strategic problem-finding and problem-defining skills. This paper outlines the history, basic principles, and focus of studio instruction and what has prompted the moving way from studio tradition.
Understanding Footwear Traction Performance to Reduce the Risk of Indoor Falls and Improve Mobility for the Aging Population
Authors: Sokolowski Susan , Bettencourt Chrissy
Published: June 2022

Falls are the leading cause of death and disability for the aging population. The goal of this research was to understand the traction performance of key footwear styles to make recommendations on how to improve outsole design, to reduce the risk of indoor falling and enable mobility for aging users. Dry and wet traction tests were conducted on three common flooring materials, with six footwear styles. The data collection method was adapted from ASTM F2333-04, as a more attainable, student-led version of a linear traction test without the need for expensive lab equipment. Results 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. From the findings opportunities exist to redesign shoe outsoles and flooring to improve safety.
Interdisciplinary industrial design strategies for human-automation interaction: Industry experts’ perspectives
Authors: Y Mbelekani Naomi , Bengler Klaus
Published: June 2022

Abstract. Highly automated vehicles are the next generational stage in a long evolutionary process of transport technology. Thus, it is important to consider human factors and ergonomic (HFE) issues that challenge the success of this coming wave of automation technology. Hence, careful consideration of industries’ design differences and similarities for real-world use cases is important. Additionally, a better understanding of the technological, infrastructural, social, and legal aspects that govern human-automation interaction needs to be examined on a comprehensive level, irrespective of industry. In retrospection, an industry-centred approach will help us uncover nuances of understanding on human aspects of advanced manufacturing. Thus, N=20 industry experts were invited to contribute their knowledge. The lessons learned based on different industry experts’ levels of understanding are crucial to consider, mainly for principles or strategies that are aligned with safe and risk-free interaction longevity.
Using Diagrams to Explain Brand Concepts and Implement Visual Identities
Authors: Ribeiro Rogério , Raposo Daniel , Almendra Rita , Neves João
Published: June 2022

Most companies subcontract consultants or companies specialised in Design and Branding. In this context, most of the Visual Identity (re)design projects of the brand/corporate end up being developed externally to the companies.The Design and Branding consultant or company usually plays a role in the stages of request, research, concept, strategy, tactics and, tending to disappear during the operationalization or implementation.A brand Visual Identity project implies the participation of several external specialists who intervene in the implementation of tasks and components that must be integrated. In the same sense, it requires the participation and awareness of the company's employees, so that they are active participants in the effective communication of the brand, always ensuring its consistency over time.The operationalization steps of a brand/corporate Visual Identity are crucial for its success, regarding the adequate implementation in terms of graphic quality and coherence, but also in the perspective of brand management, which requires good brand-business integration and the monitoring and correction of actions that impact on people's understanding and experience with the brand.It is recognized the relevance of diagrams in improving the understanding, the accessibility, and the enjoyment of complex information.In this study, we intend to understand how diagrams allow explaining complex concepts in the Brand Design universe, namely business structures, organizations, or methods, with several levels of importance or sequence, with main cores and right or possible declinations or dependencies. The methodology of the study focuses on case studies of explanatory type and literature review.The results consist in identifying the most relevant and useful characteristics of diagrams in the visualisation of information, particularly to explain concepts and assist in the implementation of a brand/corporate Visual Identity.
Exploring the Concept of Design Thinker in Western and Chinese Contexts
Authors: Li Yating , Ma Henry
Published: June 2022

This research is a comparison study of the concept ‘design thinker’ in western and Chinese contexts. Qualitative research methodology was used. A western database with 105 selected papers and a Chinese database with 25 selected papers have been reviewed. 14 categories of 179 concepts from the western database and 11 categories of 31 concepts from the Chinese database have been collected. Three philosophies have been found: the concepts in the western context; the concepts in the Chinese context; the differences and similarities between these two concepts. The findings of this research can be used to understand ‘design thinker’ better and improve the teaching to nurture design thinkers.Keywords: design thinker, western concept of design thinker, Chinese concept of design thinker, comparison of western and Chinese concept
Design and Art: An Important Contribution for the Design Studies
Authors: Lobo Theresa
Published: June 2022

This paper explores the boundaries between disciplines and professional practices: between Design and Art. The collaboration between Artist and the Designer can introduce innovation and development for new design products. Associations with fine arts can be beneficial for the emerging design product. This approach implies a revision of the field of design study and a redefinition of goals, introducing the study of art, a concept that better describes the daily environment of students and which reoriented design practice towards social and cultural awareness. Within design studies, fine arts continueto be one of the least-examined areas that deserve serious attention, and the research methods and interpretive techniques used by design studies can serve as appropriate models. This paper proposes a model of design research used to structure projects in design education, exploring the boundaries between disciplines and professional practices, with relevant connections between design practice and the fine arts. This paper will utilize examples from a university design program to illustrate a model of design research, with an emphasis on artistic methods. The model will be critiqued as a structure for projects in design education and practice, where the fine arts have an important contribution.
Promoting Elderly Residents' Quality of Life: Design Consideration for Bathing Experiences in the Nursing Home
Authors: Du Yunhe , Yu Hin Lee Brian , Wai Michael Siu Kin
Published: June 2022

Bathing elderly residents with assistance is a daily service provided in the Nursing Home (NH). However, it has been widely discussed that assisting bathing is one of the most challenging tasks in caregivers’ service process, and bathing experiences are closely related to the residents’ Quality of Life (QoL). Based on the findings from previous ergonomic studies, elderly residents’ agitated behaviors in the bathing process like repetitious vocalizations, used to communicate or express elderly residents’ unmet needs, are the primary cause of stress for caregivers. Thus, this study proposes design considerations for bathing activities in NHs under the theoretical models of QoL and needs, and it also assumes appropriate design for products and services can minimize the elderly’s agitated behaviors by addressing their unmet needs, which may help improve user experience and release care workers’ workload.
A Collaborative Co-creation Design Approach to Intergenerational Integration among Communities
Authors: Wu Jianbin , Wai Michael Siu Kin , Zhang Linghao
Published: June 2022

In this study, we develop an intervention to promote communities’ social innovation activities. We apply the methodology and theory of co-creation and take an intergenerational perspective. Our aim is to promote communication, encourage role switching, build trusting relationships, and change the inherited perceptions of elderly groups and other generations. The ultimate goal is intergenerational integration (I-I), and we offer suggestions on how the challenges of ageing populations can be addressed and how “all-age communities” can be developed in the future. The model developed in this study using the co-creation design methodology, including the stages of concept development, evaluation, prototype iteration, and practice implementation, can promote I-I in communities and the innovation activities of intergenerational groups.
Information Analogies Between Digital Communication and Communication of Design
Authors: Diao Zhuoyue , Liu Yueqi , Meng Pu , Meng Xin , Zhang Liqun , Li Xiaodong
Published: June 2022

Drawing on Shannon's information theory, this study begins with an analogy between the basic elements and processes of information communication in the fields of digital communication and design. By comparing the similarities and differences between the elements involved in the two communication processes and the improved approaches in the field of digital communication, we propose the use of Stigmergy to study the perception and behavior of information between groups of users in a virtual social environment and to explain the process of information communication in design. Formalizing this process can provide the model of information communication in design under the context of virtual socialization, and improve the efficiency of design information communication among a wide range of users to maximize the value of design.
Playful Public Design by Children
Authors: Wai Michael Siu Kin , Yin Angelina Lo Kwok , Lin Wong Yi , Hang Lo Chi
Published: June 2022

The design of public space and facilities in a country park aims to serve a wide scope of people with diverse needs and interests. Research on human factors should include users of different ages and capabilities. Children are often a forgotten category of users for collecting views and preferences in public design. Their voices and ideas are seldom heard and heeded. It is crucial to involve children in the design process to optimise outdoor recreational and educational experience in a country park. Playful Public Design by Children is a design research project which involved 1,023 children aged 3 to 18. They were guided to use a human factors (or ergonomics) approach to identify and solve problems in the real-life setting of Shing Mun Country Park in Hong Kong. The design research, spanning from 2019 to 2020, was conceived and co-led by a public design lab of a university and a group of art and design studios for children and teenagers. This paper reports an investigation of children’s perception of, observations on and concerns about the country park and the values underlying these concerns. Different phases engaged children in site research and visual-based design projects. For clarity and more in-depth discussion, this paper focuses specifically on children aged 8 -12. The projects allowed children to participate in observing the inadequacies of current park features such as space and facilities design. Research findings reveal children’s ability to embrace complexity in different design situations as they adopted the role as researcher, designer and change-maker. The common problem-solving strategies among their proposed design ideas reflect their concern for fun, fulfilment, adventure, action and harmony of different users (animals included) in the shared outdoor environment. Their proposed design solutions go beyond existing park design that covers only functional and physical aspects. Children’s perspective addresses other human factors such as psychological, emotional and social needs of different users resulting in an array of whimsical designs, such as zoomorphic gazebos, tree houses and observation towers for star-gazing, bird-watching, daydreaming and quiet reading. The significance of the research project is in the pedagogical practice that reveals children’s inherent creativity, design ability and potential as contributing citizens. The project changes urban children’s perception of nature, design and problem-solving strategies, and parents’ perception of design education in children’s creative development. Through the lens of children, designers can find a more well-rounded view inclusive of different human factors that can optimise users' interaction with the country park environment.
Portugália publishing house and designer João da Câmara Leme
Authors: Rolo Elisabete , Costa Rafaela
Published: June 2022

In the history of Portuguese graphic design, the editorial design assumes an important role, especially through the covers – an object to which designers and visual artists were most often called to act. In this context, the Portugália publishing house stood out as a reference in the 50s, 60s, and 70s of the twentieth century and, concomitantly, the designer João da Câmara Leme, as he was primarily responsible for the design of the covers of this publisher. This article describes the path of the Portugália publishing house and João da Câmara Leme through a literature review. And through the collection and analysis of examples of covers he designed for Portugália, we seek to identify the main characteristics of his work.
Revitalizing The National Folk Play: The Tiger Hunting Folk Play
Authors: Pintong Sarawuth
Published: June 2022

“Kratua Thaeng Suea” is a story of hunting the tigers that trespass into town. It is a Thai traditional folk play which has been passed down from generation to generation for more than 200 years. However, this folk play is rapidly fading away from the Thai society due to the change of aesthetic preference which caused its unpopularity. Nowadays, there are only two troupes left in Bangkok which recently one of them decided to discontinue their show because of COVID-19 situation. How to preserve this intangible cultural heritage and combine it with modern aesthetics for transmission is an urgent issue. This study combines literature research and field trip methods in order to identify some of the problems faced in the dissemination of it. The research results show that, in order to renew this folk play that complement the new aesthetic preference, all related elements of this play such as its story, costumes, music, and performance need to be modernized. The new play will combine “Street Culture” such as street art, street fashion, street music, and street performance into the play with a new storyline which is twisted from the story of a tiger hunter to be rescuing the tigers instead. All of this could draw some attention from the society and thus achieve the goal of sustainable inheritance and preservation of this folk play. The new concept of “Kratua Thaeng Suea” is the combination between the old and the new which does not only reflect the beauty of cultural dynamic or build up the sense of ecological awareness in the form of “Soft Power”, but also provides a “Cultural Revitalizing model” which could be an alternative model to inherit the culture.
Exploring Visual Design Strategies for Gender Diversity Representation through a Design Game Workshop
Authors: Bao Xinyin , Tao Zhu Wen
Published: June 2022

Everyday objects are usually visually designed to imply that they belong to men or women. They are, thereby, tools for people to represent their gender identities. However, even though gendered design is a common topic in academic research, the representation of gender diversity remains relatively marginal. This study aims to organize people's life experiences with different gender identities to explore visual design strategies that change the original gender implication of everyday objects, thus representing gender diversity and promoting social inclusion of sexual minorities. To do so, a participatory design game workshop has been created and conducted. Three game characters with diverse gender identities were developed, and design materials that implied gender binary or diversity were provided, such as everyday objects and visual elements. During the workshop, six participants imagined themselves as admirers of the game characters and used the prepared materials to design gifts for them that fit their gender identities. The results of the workshop show that the gender implication of objects can be changed through reorganizing visual elements of color, shape, decoration, and cultural symbols. In addition, cisgender heterosexual participants preferred to represent diverse gender identities through innovative arrangements of gender-stereotypical visual elements, while participants that belong to sexual minorities preferred to adopt personalized design strategies to "de-genderize" everyday objects. This variation may be caused by the tendency of cisgender heterosexual people to confirm their gender identity through gender stereotypes, while sexual minority people escape the binary gender system through individualized representation. Therefore, the study concludes that design process representing gender diversity not only needs critique and innovation, but that de-genderdizing strategies cultivated by sexual minorities from their practices are also essential design resources.
An Analysis of Influencer Marketing Effectiveness in Luxury Brands using Eye tracking Technology
Authors: Contero López Pilar , Camba Jorge , Contero Manuel
Published: June 2022

In this paper, we examine the advertising impact of influencers on the promotion of a luxury fashion item and the effect of the presentation style. More specifically, we focus on the application of eye-tracking technologies to analyze how consumers respond to different presentation strategies used by influencers when promoting a product in a photograph.We report the results of an experimental study in which a group of participants were exposed to a set of static visual stimuli (i.e. photographs) related to new product launches by luxury fashion brands in the form of promotions by social media influencers. Individual responses were evaluated based on the participant’s ability to recall information from the stimuli as well as their recorded gaze points and fixations, which were tracked to identify areas in which the viewer had a particular interest at a specific time during exposure.Our results revealed that consumers tend to be impacted more heavily and recall a luxury item more easily when the product is promoted by influencers who appear not to be looking directly at the camera in the pictures (i.e. not making eye contact with the viewer). The percentage of individuals who correctly identified the luxury item with this type of stimulus was 87.5% as opposed to 46.25% when the influencer was looking directly at the camera. In addition to the influencers' visual contact, two other aspects were evaluated: the impact of the influencers' popularity and the aesthetic characteristics of the photographs used as stimuli.Our study confirms the effectiveness of the marketing strategies pioneered by some of the most recognized luxury fashion brands and delivered by influencers, particularly if the influencer does not establish visual contact with the target audience. This type of communication enables a more targeted type of advertising which moves from the exclusivity of promoting luxury fashion brands in certain events and marketing campaigns by celebrities to influencers that can reach large audiences on social networks.
Exploring quantitative indicators for monitoring resilient team cognition
Authors: Namura Saki , Kanno Taro , Furuta Kazuo , Chen Yingting , Mitsuhashi Daichi
Published: June 2022

Many human factors researchers have explored the cognitive and behavioral factors that affect team performance through behavioral and verbal protocol analyses. These studies primarily used qualitative analyses of observable behaviors and utterances, which makes it difficult to capture the dynamic and resilient team cooperation process directly. Therefore, it is necessary to develop quantitative indicators or measures to assess dynamic processes in team behavior and communication. Once such appropriate indicators or measures are developed, we can compare the performance of different teams quantitatively and find the features of team cognition that support good performance. In the study of complex problem solving, several studies calculated the entropies of utterances from the results of a qualitative analysis of team communication to detect phase changes in complex problem solving (Wiltshire and Butner, 2017). In addition to entropy, this study calculates the Kullback–Leibler divergence (KL) of utterances in segments for the entire team process to identify dynamic features and irregular segments in team communication. We applied the information theory to quantify the features of utterances in segments for the entire team process to find dynamic features and irregular segments in team communication. We analyzed the utterance data of a three-person team working on a task that required dynamic role assignment and collaboration. We first analyzed the turn-taking and communication contents and then visualized them using recurrence plots to visually find sequential patterns. We then calculated the Kullback–Leibler divergence (KL) and plotted it with sliding windows to analyze the dynamic features in team communication. The results showed that the bias of the content increased with disturbances, which suggests that the proposed indices can be used to capture speech distortions caused by external disturbances.
A pilot study for a more Immersive Virtual Reality Brain-Computer Interface
Authors: Rouillard José , Si Mohammed Hakim , Cabestaing François
Published: June 2022

We are presenting a pilot study for a more Immersive Virtual Reality (IVR) Brain-Computer Interface (BCI). The originality of our approach lies in the fact of recording, thanks to physical VR trackers, the real movements made by users when they are asked to make feet movements, and to reproduce them precisely, through a virtual agent, when asked to imagine mentally reproducing the same movements. We are showing the technical feasibility of this approach and explain how BCIs based on motor imagery can benefit from these advances in order to better involve the user in the interaction loop with the computer system.
Exploring the Design of the Sign System of NTUH through Wayfinding Behavior in Virtual Environment
Authors: Yuan Wang Ching , I Chen Ching , Zheng Meng-Cong
Published: June 2022

This study uses National Taiwan University Hospital (NTUH) as the experimental field to explore the existing sign system design through the wayfinding behavior in the virtual environment. The experiment simulated scenes that allowed the participants to move freely from a first-person perspective and provided wayfinding tasks. The results showed that participants were more likely to use signs suspended from the ceiling to find directions. When they don't see the target information on the signs, they wander around or go to a similar section to look for it. If the target is not on the first floor, indicators should provide clear information about the floor. The existing sign system makes users ignore information in layout, and the way of arrow direction indication also needs to be standardized. The results of this research help to understand the wayfinding behavior of users in the hospital, to serve as a reference for design improvements.