bluuebunny/crossref_metadata_2025 huggingface dataset:
E-Democracy and Accessibility: Challenges in the Ecuadorian presidential elections of 2021 in the midst of the Covid-19 pandemic
Authors: Arias-Flores Hugo , Sanchez-Gordon Sandra , Calle-Jimenez Tania
Published: June 2022

People living with some type of disability continue to encounter barriers that prevent them from participating in society on equal terms and their rights continue to be violated. Among these rights, the full enjoyment of communication in an independent and accessible manner, using information and communication technologies, is a commitment acquired by the signatory countries of the Convention on the Rights of Persons with Disabilities. Inclusive and equitable access to full participation in democratic processes is fundamental. Elections to designate constitutional president and vice president of the Republic of Ecuador for the period 2021-2025 were held on February 7, 2021. Some 13 million citizens were called to vote, including more than 425,000 citizens with disabilities. In Ecuador, voting is compulsory for citizens between 18 and 65 years of age, and the voting document is requisite for access to services in government offices. Ecuador was the sixth country in Latin America to call its citizens to the polls amid the pandemic. This unprecedented situation forced the National Electoral Council to change the traditional voting process, including a larger number of polling stations and ordering voters to go to the polls unaccompanied to avoid crowds and minimize contagion. In this context, the National Electoral Council made available to citizens a website that allowed, among other features, to consult the voting location and follow the election results in real-time. The objective of this study was to identify accessibility barriers in these web pages for users using assistive technology. The methodology employed for the analysis was experiential introspection complemented with the use of two automatic evaluation tools based on the W3C Web Content Accessibility Guidelines and the Usability.gov guidelines. Accessibility and usability problems were found on the voting location consultation page. Additionally, the voting results page presented very serious accessibility problems to the extent that prevented blind users from obtaining such information.
Usability Study on the User Interface Design of Mobile Payment Applications
Authors: Hsu Yihung , Chen Chien-Hsiung
Published: June 2022

Human consumption behavior has entered the digital age, and the payment methods have also emerged with different new styles. However, whether the new digital payment user experience meets the user’s expectations is a question worthy of discussion. Three commonly used digital payment applications, i.e., Line Pay, PayPal, and WeChat Pay, were selected for this study. The experimental device was an iPhone X cell phone, and the convenience sampling method was adopted in this study. A total of 34 participants aged 18-28 were invited to take part in the experiment. The experiment recorded the time spent on each task and the results of completing the System Usability Scale (SUS) questionnaire after the task was performed. One-way ANOVA was used to determine the variance, while observational methods were used to observe the operating conditions of the participants. The results of the study were as follows: (1) The balance should be displayed at the first page, and the best way to display it is by "$" plus the amount of money supplemented by text. (2) QR Code payment is suitable for small amounts and quick payment. For large amounts, users should set up the correct payment recipient and follow the steps for more peace of mind. (3) The initial operation of the payment and receipt function should be integrated into a single function button or page, using the same operation mode, but using a different background page color, so that users can easily identify the current operation procedure as payment or receipt. (4) The setting function can be set on the top left of the home page, with the gear icon or avatar as the relevant design. (5) The design of the transaction history function can be combined with the balance display to provide sufficient information for users to operate, and it is not recommended to set the balance inquiry function in more than three pages or steps of the operation procedure. (6) Digital payment platform can integrate with other industry's services to generate more functions. (7) The functions are displayed in blocks, which will increase the operation time for users with no user experience. The results of the study can be used as a reference for digital payment platform and software design industry and designers and researchers
Graphic Icon and Information Presentation Types of Hover Feedback Designs on the User Interface of Shopping Websites
Authors: Zhai Weimin , Chen Chien-Hsiung
Published: June 2022

The usability of the user interface for shopping websites is a very important design issue pertinent to the user experience. Graphic icons, as a visual presentation aid, provide an excellent interactive experience to the users while interacting with the user interface. The purpose of this study was to explore the usability of graphic icons and information presentation types in the operation of shopping websites, and propose design suggestions for future improvements. A 2 x 2 mixed factorial design was planned to help explore whether the graphic icons (i.e., presence or absence) and different information presentation types (i.e. plain text information and information visualization) may affect users’ task performance and questionnaire of the System Usability Scale (SUS). The experiment adopted the convenience sampling method. A total of 20 participants were recruited to take part in the experiment. The experimental data were collected regarding the participant’s task performance and questionnaire of the System Usability Scale (SUS), as well as semi-structured interviews. The generated results revealed that: (1) Graphic icons significantly affect users’ task performance. The presence of graphic icons improves users’ task performance more than the absence of graphic icons in plain text information. However, the result is opposite in the condition of information visualization. (2) The analysis of SUS showed a significant interaction effect between the graphic icons and the information presentation types. (3) The presence of graphic icons can significantly provide more efficiency than the absence of graphic icons in plain text information. Nonetheless, the result is opposite in the condition of information visualization. It is hoped that the results generated from this study can be a good design reference for future Website designers.Keywords: Shopping website; Mouse hover; Icon symbol; Information visualization; SUS
The Information Visualization Design of Smart Museums Based on the Digital Twin Theory
Authors: Feng Kexin , Xi Tao
Published: June 2022

Museums are vital to the promotion and protection of culture. However, traditional ways to express culture, such as holding exhibitions in venues, have physical limitations that block cultural outputs. With the development of digital information technology, digital twins can replace these traditional methods and assist museums in overcoming problems of limited information storage, management difficulties, and physical limitations, thereby allowing museums to disseminate culture over the world effectively. Specifically, digital twin is a process of establishing a multidisciplinary, multi-scale ,and multi-physics model that simulates objects in reality. Digital twin theory can store and represent detailed information of objects, such as their materials, textures, and 2D and 3D images. In fact, digital twin theory has already been applied in different usage scenarios in multidisciplinary fields. Also, digital twin has great importance to the modernization of smart museums. Here, we performed a literature review and qualitative and quantitative analyses to study how the digital twin theory and related digital information technologies promote the construction of smart museums. First, we summarized the process of realizing smart museums with the digital twin theory. Second, we discussed the interactive relationships among physical objects, virtual objects, service platforms, and digital platforms. Third, we described related technologies of digital twin theory from three aspects: The information representation, restoration, and exhibition of cultural relic. By combining concrete instances, we analyzed the construction of smart museums in the National Palace Museum and Mogao Grotto Digital Exhibition Center in Dunhuang and discussed the application of digital twin theory in visualizing museum information. Lastly, based on the digital twin theory, we summarized three characteristics of information visualization design of smart museums – high precision, multiple dimensions, and interactivity – and discussed the challenges faced by smart museums. The challenges that require further optimization of the digital twin system include but are not limited to immature technology, inconsistent standards, and high hardware requirements. Overall, our work will provide a reference for the future development of smart museums.
Evaluation of Online Education Service System Based on User Emotional Valence
Authors: He Xuemei , Song Ning
Published: June 2022

In the post-epidemic era, online education has developed rapidly. In order to improve the experience of online education services, this research uses user emotional valence as an evaluation variable to explore the evaluation methods of online education service systems. First, use the interactive contact matrix to deconstruct the system service interface, and set the evaluation indicators of the online education service system from the user and the user, the user and the system. Secondly, taking Tencent Classroom as the research object, based on the user's emotional evaluation, an online education service system evaluation experiment is designed. Taking learners' emotional pleasure, arousal, dominance, satisfaction and importance as measurement indicators, the multi-dimensional evaluation of the online education service system is completed. Finally, an online education service system evaluation model is constructed to provide a basis for system iterative optimization. At the same time, it provides effective ideas and feasible suggestions for enhancing the interest of online education services and users' learning initiative and enthusiasm.
Colormap-Based Effectiveness of Basic Visualizations
Authors: Mi Chunzhu
Published: June 2022

When designing visual charts, effective color coding can help users access data information faster and more accurately. Colormaps are a commonly used method for scalar data visualization，which are usually designed using algorithmic techniques. However, the effectiveness of colormaps in mapping data to colors in visualization charts is not clear at present. In order to evaluate the effectiveness of colormaps application in visualization charts, this paper takes four basic visualization charts (bar chart, pie chart, scatter chart, and line chart) as the research object, and takes task completion time and accuracy rate as the index, quantitatively analyzing the application of blue, coolwarm, viridis, and jet in visualization charts. In addition, the Likert scale method was used to understand the subjective perception of users of the color maps.The results showes that the use of different colormaps had no significant effect on the participants' response time and correctness in completing the bar chart task, and a very significant effect on the pie and scatter charts. Participants were most accurate and took the shortest time on the graphs coded with viridis. The longest time was spent on the chart coded with blue and the accuracy was lower. The results of the Likert scale assessment showed that users found blue to be the least easy to read and the least aesthetically pleasing, and jet to be the most aesthetically pleasing and easy to read.
Smartphone application designed to support the visually impaired people and enhance the user experience of entertaining events in Saudi Arabia
Authors: Almesalm Saad , Alshahrani Mariam , Aldajany Raneem , Almahmoud Faisal
Published: June 2022

Saudi Arabia sponsors various amazing events annually. The General Entertainment Authority (GEA) is in charge of organizing and running the events. These events are local and international and the kind of an event differs from one city to another including concert, parade, winter wonderland park, safari etc. With the great services provided by (GEA) during the event to visitors, however; visually impaired people need assistance in navigating and exploring entertainment places due to extreme lack of accessibility. We aim to create a smartphone application to support visually impaired people in terms of accessibility to entertaining places with enjoyment and valuable user experience. It is proposed that user empathy may be helpful to offer a solution to the following questions:What are the pain points visually impaired users feel when attending entertaining events?What are the scientific findings in the following methodologies: desk research, user interview, usability testings? How do visually impaired users cope with events in Saudi Arabia in terms of navigation?How can a smartphone application help visually impaired people navigate in events?This paper follows a specific set of stages from the initiative idea to the release of the product; however, the first three stages of the product will be included and the rest two stages will be part of future research. The stages are brainstorm, define, design, test, and launch. The purpose of this paper is clear and easy to use, we want to help those who struggle in public events due to vision impaired. We want to make their experience as enjoyable and beautiful as possible. In addition, the design of the app is a reflection of what our targeted users think or feel toward it.
In Times of Pandemic - How Generation XYZ Looks at Digital Banking
Authors: Filipe Rodrigues Luis , Rodrigues Helena , Oliveira Abilio
Published: June 2022

The banking industry since pandemic has shifted servicing dramatically from its traditional branches to become far more digitally flexible. Banks rushed to face-lift the front-end look and feel and enable non-essential digital services without asking users their needs. Thus, this bank attitude as greater impact on building a good digital banking customer experience that leads the users to fully adopt digital. To have a clear vision of how banks can stand out to a successful digital transformation we interview 634 digital bank users from the generation XYZ. To find out about the digital banking perceptions of Generation Z (born 1997-2012) , Generation Y (born 1981-1996), and Generation X (born 1965-1980) we perform a qualitative analysis using Leximancer content analysis software to determine differences and characteristics of users' attitudes toward digital banking. The findings highlighted nineteen concepts (transfers, bank, channels, products, digital, availability, anywhere, services, operations, use, account, savings, speed, costs, information, options, price, complex, and market) grouped in eight key themes perceived by users using digital banking channels, namely: transfers, availability, use, speed, information, price, complex and market. The three tags categories generation XYZ result of the presence of highly connected with concepts or independent variables showing prominence between X-generation and availability and services concept, Y-generation, and market, anywhere, bank and operation concepts, Z-generation, and transfers concepts. These results showed that digital bank users are concerned about price, speed of transfers and product information, the anywhere availability of services and operations in the financial market, with some constraints about the complexity of options used to manage their accounts and savings. More the Y-generation (middle age) take more advantage of digital banking to explore bank/financial market and perform operations anywhere, the X-generation (older age) look digital banking mainly for the availability of services and Z-generation (younger age) simple for transfers. This study contributes to understanding the use and preference of digital banking, allowing us to propose a new conceptual model to explain the digital banking usage, helps to identify what is important for each XYZ generation to increase their adoption of digital banking and alerts to the use complex of multiple options that probably are not the main focus to successfully used by this generations. Highlighting the users' perceptions is important for the bank industry to develop digital banking features that align with users' expectations and to increase the success of digital transformation by shifting servicing dramatically from a brick-and-mortar stalwart to become far more business digitally flexible.
Gamification Design of Traditional Chinese Culture Applications Based on FAHP
Authors: Li Dandan
Published: June 2022

This study focuses on the innovative design of Chinese traditional culture APPs, around the gamification design elements of traditional culture, aiming to improve the user experience of traditional culture APPs and promote the inheritance and innovation of traditional culture. Based on the theme of traditional culture products, user needs and design elements of traditional culture gamification product design are extracted and analyzed through a literature review. Based on the five elements of user experience, a hierarchical index model for evaluating the gamification design of Chinese traditional culture APP was established using Analytic Hierarchy Process (AHP); based on multiple questionnaire evaluations by the expert group, the weight values of each evaluation index were calculated and the importance ranking of each index was determined. Then the fuzzy comprehensive evaluation of each scheme was conducted to select the optimal design scheme. The evaluation results show that several factors that have the greatest influence on the gamification design of traditional culture APP are a clear rule system, achievement incentives for people, and visual design that follows the aesthetics of traditional culture. The design elements at different levels in the traditional culture APP were calculated and compared using fuzzy hierarchical analysis, and the priority ranking of the design elements was derived, which can enable designers to better understand users' design preferences for the traditional culture APP. Meanwhile, the traditional culture APP gamification design evaluation model can help evaluate the user experience of the culture APP and help designers make better decisions.
Analysis of Visual Information Accessibility Design Requirements for Phubbers in Traffic Scenes
Authors: Wu Qian , Ding Wei
Published: June 2022

In today's society, "phubbers" are flooding the corners of society. Phubbers are people who nowadays "look down at the screen" whenever and wherever they are, trying to fill up their fragmented time by staring at the screen. The increasing popularity of smartphones has made them an indispensable tool in the lives of phubbers, who rely on them to bring them a variety of needs to meet. The news of traffic accidents caused by immersion in cell phones is common. This is no longer an individual encounter, but a group rule, and phubbers do have visual information barriers in traffic scenarios. In addition, prolonged daily exposure to cell phones and over-stimulation of the brain can make concentration incomplete. The limit of forward flexion (the state where the chin touches the sternum) can only be 45° when the head is bowed. If the forward flexion reaches 30°, it can affect the cervical spine. If the cervical spine is in an abnormal stable state of extreme forward flexion for a long time, it can cause damage to the cervical spine. Therefore, it is of practical significance to propose corresponding design strategies for the safety hazards and visual information barriers that exist in the traffic scenes of the phubbers.This thesis adopts a combination of qualitative and quantitative research methods, firstly, based on the AEIOU analysis model and user behavior process, a specific analysis model is constructed for the behavior of phubbers crossing the road. It can make a more comprehensive analysis of the whole process of each contact point and crowd state and behavior in the scene, and the corresponding functional modules are derived. The functional modules mainly include the behavioral level, the physical and spiritual social level, and the environmental level. Among them, the behavioral level includes intersection reminder module, auditory reminder, remaining time reminder, and visual reminder within the line of sight of head down playing cell phone; the material and spiritual social level includes anxiety relief module, relief of unstable emotions, and personal safety module; the environmental level includes safe waiting area division, and obvious dynamic change stimulation. The Kano model was further applied to prioritize the functional modules, and the statistical analysis was used to determine the user-perceived importance and ranking of the listed functions, which finally led to the functional requirements of barrier-free crossing for phubbers. It provides a reference for future research on visual information accessibility design for phubbers and the development of accessible design for public transportation.
The Effectiveness of Group Stacks and Funnel Filter for Mobile Online Shopping Application
Authors: Bhongjan Pattarapong , Teeravarunyou Sakol
Published: June 2022

The experience of using the existing mobile shopping applications is time-consuming because repeated images on the shopping lists are overwhelming information. New technologies such as image recognition, a subcategory of computer vision and artificial intelligence, can detect and analyze similar images of shopping products. In this study, the researcher wanted to investigate how image grouping could enhance the shopping experience. Besides the image grouping, the problem of redundant tasks on the filter feature was another investigation. A funnel filter is a design that can help users reduce information and task steps. For this study, subjects were asked to test the shopping application of consumer products. Thirty-one participants tested the grouped images versus random items in terms of time and satisfaction. They searched for a specific type of product for grouping. For the second experiment, subjects used the funnel filter to do the multiple layer filters for variables such as price range, users’ rating, and shipping cost. The funnel filter was also compared with the existing searching filter. The results from the experiment showed that subjects preferred the group of stacks over the existing searching items since it helped reduce the amount of information when they were searching. This technique followed the principle of Hick's laws. In the second experiment, the participants preferred the funnel filter to the existing searching filter. Because it was an accumulation of filtering layers, the decision-making was easier. The results of this study will benefit mobile shopping that can enhance the users’ experience in future.
Cognitive prediction model for geophysical prospecting instruments’ user interface based on Confirmatory factor analysis
Authors: Chen Xiaoli , Chang Shiyu
Published: June 2022

Geophysical prospecting instruments are indispensable in promoting the development of geophysics. The current user interface of geophysical prospecting instruments is still inadequate in user experience design. In this research, we use qualitative and quantitative analysis to develop a model to measure user perception of geophysical instruments. In the first part, through two questionnaire surveys (N=178), a quantitative index system for geophysical prospecting instruments’ user interface is proposed. In the second part, this article uses the Statistical Product and Service Solutions (SPSS) to conduct an exploratory factor analysis (EFA) and presents a conceptual model. This paper uses the Analysis of Moment Structure (AMOS) to construct and optimize the confirmatory factor analysis (CFA) models in the third part. The result of this research is a second-order three-factor confirmatory factor analysis model is proposed. This model explains the user’s cognitive level that affects the interface of geophysical instruments from three dimensions: reasonable layout (R), interaction friendliness (I), visual simplicity (V). According to this cognitive model, designers can better understand users’ mental level in the design stage, and future products will be more in line with user preferences.
User Interface Evaluation of Wireless Ultrasound Solution for Point-of-Care Applications
Authors: Kim Yourim , Park Sangeun , Jang Wonseuk
Published: June 2022

Recently, interest in a point-of-care diagnosis using portable ultrasound images that can provide information in real time at the patient's bedside is increasing. Especially, as interest expands to POC applications out-of-hospital emergencies and in-hospital rounds, usability and safety are required, and the application of mobile devices such as smartphones and tablet PCs to increase accessibility is also required. This study aims to develop a wireless ultrasound solution that obtains images from wireless ultrasound probes and communicates wirelessly with ultrasound scanners and smart IT devices, and to improve the usability and safety of medical devices through UI evaluation from the initial design stage by applying the Human Factors Engineering Process based on the IEC62366-1 standard. We designed a user interface (UI concept, design sketch) for smart IT devices, wireless ultrasound scanners and probes reflecting user requirements collected from advisory panels of five clinical departments. The UI concept was evaluated through two focus group interviews, and the revised UI concept was additionally evaluated through a survey afterwards. In addition, user preferences of design sketch were surveyed among 22 experts in the echocardiography room and 8 members of the emergency imaging society. User requirements of advisory panel included sterilization possibility, small space occupancy, equipment durability, and smart phone linkage. Through the focus group interviews, opinions were collected on the menu structure, unnecessary functions. In the survey, most of the GUI designs were satisfied except for pictograms and font sizes. In the preference survey, the wireless ultrasound scanner type B with easy access to the operation buttons and the streamline design probe design type B had the highest preference.Through iterative UI evaluation, the user requirements were derived and the user interface was designed reflecting this. Future research should continue the usability engineering process, developing the actual software and performing usability test.
Human factors engineering to improve customers services quality using monte carlo method
Authors: Elshourbagy Salah
Published: June 2022

Due to the importance that this research revolves around improvement and satisfaction with the services provided to customers, it has been escalating recently by using human factors engineering to give sustainability in the processes of improving service quality by providing optimal service in a systematic framework to reduce losses and customer complaints. Therefore, this research is the use of the Monte Carlo method to predict the opinions of customers by using a random sample representing a community receiving services in supermarkets by taking a sample of units that represent these services such as supermarkets, fast food and health care. Through the results, this research was able to predict what the customers' opinions will be when the customers reach 10,000 visitors from customers who frequent visit these integrated malls. Therefore, this research lays down a systematic plan to improve the quality and service of customers when customers increase to a huge number.
Suggestions to Make Working in a Sitting Chair more Comfortable
Authors: Imura Saeko , Hashida Noriko , Yamazaki Ryuichi
Published: June 2022

Telecommuting is now being promoted as a way to prevent the spread of COVID-19. The amount of money distributed in the seat category on the Rakuten market in April 2020 was a significant 280% higher than the same month last year. This shows that more and more people are using a seating chair to work on their computers in order to improve the environment for working at home. However, the 2016 study found several issues with working in a seated chair, such as poor posture and problems due to the height between the chair and the table. Therefore, the purpose of this study is to identify the factors that cause problems when using a sitting chair and the factors that make work comfortable, and to make suggestions accordingly.First, we conducted a basic experiment to identify problems when working in a sitting chair. From this result, this study proposes a cushion that makes PC work in a sitting chair more comfortable and a device that assists in standing up. The flow of the research is to pursue the functionality of the cushion itself, and then to clarify the elements of the necessary functions as a stand-up aid, and to consider adding these functions to the cushion.Experiments were conducted on existing smartphone cushions to identify factors that make working with them comfortable. Based on the experimental results and discussions, the height was set to 150mm and the size was set according to the results of the experiment. The surface is made of leather to improve stability.When we conducted a market survey on standing aids, we found that most of the ready-made products were pricey because they were for nursing care, and their appearance did not fit in with the interior design. In addition, most of them were over 300mm in height and required the user to stand up by grabbing the device with their hands, which is not familiar in daily life.In the end, we produced a final proposal that incorporated a standing aid into the cushion. Inside, a mixture of beads and cotton was placed in the gaps between the auxiliary devices to further enhance stability.The following five elements of peripheral devices that make working in a sitting chair comfortable were identified in this study.1) the height of the cushion should be 150mm, 2) the base of the cushion should be large enough to hold both arms, 3) the surface on which the PC is placed should be made of frictional material, and the surface in contact with the legs should be soft enough to fit the legs, 4) The auxiliary aid should be 300 mm in height, 5) The upper part of the auxiliary aid should be made of a material that fits the hand and makes it easy to find a place to place the hand.
Reflection on Ideas through Verbalisation and the use of the Results
Authors: Asano Yuki
Published: June 2022

In recent years, the work of industrial designers has not been limited to exterior design, but has also extended to the realm of idea generation for business and services.Industrial designers need to communicate their ideas logically in meetings and presentations; however, it is often difficult to communicate the ideas under consideration to others. This is because the idea is not logically fostered even within the originator himself or herself. One method of defining ideas that have not been formulated within oneself is “reflection.”Especially in the field of education, there have been many studies on how to question one’s own arguments and gain new insights through introspection and objective reflection.In this study, we discuss how the results of verbalizing and reflecting on ideas can be utilized.The Inverted Triangle is a framework for verbalizing and reflecting on ideas.This framework is sometimes used in English education in elementary schools in the United States. In the U.S., where there are many different ethnic groups, there are many families that do not use English at home, so it is used as a teaching tool to help students create logical sentences in English. The contents of the book are summarized by narrowing down the issues from broad to narrow meanings.In my previous research, I examined and improved a framework for reflection of ideas based on the Inverted Triangle. However, so far my research has been limited to examining the contents of the framework itself and improving it.The way to utilize the results of filling out the form has been left to the user’s judgment. In this study, we examined the results of the subjects’ idea reflection, and categorized and staged the methods of utilization.Eight items in the Inverted Triangle have been modified for idea reflection. The experiment was conducted on 9 subjects in January 2019 and 12 subjects in February 2019; the first time, only the Inverted Triangle was filled out, and the second time, a preparation sheet consisting of four items was prepared and filled out in advance.From the results of the questionnaire after completion of the sheet, we qualitatively interpreted the tendency to fill in each item during the reflection, and the contents of the modification of the work after completion of the sheet, and discussed how to utilize the results of the reflection of ideas. As a result, it was found that there are two types of reflection: reflection that deepens the understanding of the content within oneself, and reflection that includes awareness and leads to revision of the work. The method of utilizing the results of reflection was classified according to the tendency.
Evaluation of Elements Layout Design of Ink Painting Posters Based on Aesthetics Model
Authors: Ma Xiangyu , Xue Chengqi
Published: June 2022

With the development of the times, perceptual design, as an important part of humanized design, has received great attention. Through experimental research, people have repeatedly verified the correlation attribute between sensibility and rationality, and confirmed that there is a strong correlation between the beauty and usability of design. Aesthetic evaluation is a calculation method that abstracts the interface elements that affect the user's aesthetic experience from the interface layout by using the theories and methods of perceptual engineering, graphics, system engineering and psychophysics. It includes 12 evaluation indexes such as balance, simplicity and symmetry. Aesthetic evaluation has become an important research direction in the fields of graphic design, product design and interface design.Ink painting is a painting made by mixing water and ink into different shades of ink. It is a form of painting and is regarded as traditional Chinese painting. Chinese painting has a long history and is a powerful carrier for the Chinese nation to inherit culture. It embodies the national consciousness and aesthetic taste of the Chinese nation. Due to its characteristics in materials, writing and artistic conception, it is unique and systematic in the field of world art.With the return of local consciousness, more and more designers choose to obtain design inspiration from their own culture. The ingenious application of ink elements in modern poster design shows the broad space for the combination of ink elements and graphic design. Ink transportation by lines is a traditional Chinese painting form. It combines with graphic design to show a unique national language and show the profound cultural connotation and spiritual heritage of the Chinese nation to the people of the world.Through the research on the attractiveness of graphic poster design with ink painting as the background, this paper abstracts the interface elements that affect the user's aesthetic experience from the interface layout, studies the main constituent elements in ink painting as modules, and obtains a unified result by means of quantitative calculation of the public's aesthetic investigation and beauty, in order to obtain the key factors affecting the attractiveness of ink painting form posters. The experimental results show that the most significant factors affecting the beauty of poster typesetting with ink painting as the background are symmetry, integrity and rhythm. In addition to the "degree of balance", they all correspond to the application of the law of formal beauty of ink painting. This conclusion can be applied to provide quantitative optimization basis for the typesetting form of the combination of ink elements and poster design, so as to better integrate traditional art into modern design.
The Relationship between the Attitudes to Physical Exercise and Exercise Habit under Competitive Situation
Authors: Suzuki Atsunari , Nakamura Mai , Mikura Akane , Kitagawa Junya , Sakurama Yuko , Ogasawara Etsuko , Takahashi Naoki , Sakamoto Takashi , Sakaori Fumitake , Kato Toshikazu
Published: June 2022

As a first step toward supporting physical exercise habituation suitable for individual personalities, we investigated the values and attitudes toward exercise that are effective in motivating people to exercise, when competition with others is stimulated. We developed an experiment, wherein agents posed as competitors to the participants, so that the competition among the participants could be controlled.The results of the experiments show that competition with others and the difference in exercise performance between others and oneself influences motivation. The relationship between the user's attitude factors, especially confidence, and motivation were also discussed.
Minimalist Design of Oven Products Based on Differences in User Needs
Authors: Liu Miao , Jiang Yitong
Published: June 2022

At present, the oven has become a popular electrical product for home life，and its appearance design is based on a minimalist style, pursuing the purity of appearance and streamlining of functions. However, different users have different perceptions of the simplicity and ease of use of the oven design, which may lead to differences in aesthetic preferences and design requirements, which in turn may lead to varying degrees of use obstacles and poor experience. How to grasp the "degree" of Minimalist Design to meet the differentiated needs of more users? It is the main problem of oven design at this stage. However, the method researches of related Minimalist Design are mostly theoretical reference and lack practical guiding significance. Therefore, this article will focus on the concept of Minimalist Design, combined with multi-level demand theory and Analytic Hierarchy Process, to explore the differences in users’ aesthetic preferences for minimalist oven design, construct a multi-level structural model of user needs, obtain the importance of user needs, and summarize differentiated minimalist oven designs methods. First, hot-selling ovens were selected as the research objects; compared the relative simplicity difference of each two products , a difference matrix was obtained; Multi-Dimensional Scaling Analysis, Cluster Analysis, and K-means Clustering were applied, the simplicity of ovens was classified and each category Typical products were obtained as simple prototypes; questionnaire surveys and statistical tests were used, the characteristics of the user groups of each prototype were obtained; based on the concept of Minimalist Design, user interviews and other methods were applied, the simplicity of users on three levels of stable performance, smooth interaction, and minimalist appearance Design demand factors were obtained; finally, the Analytic Hierarchy Process was applied, a hierarchical model of simple design factors were constructed, the weight of needs of each user group was obtained, and the differentiated design methods were summarized. As a result, a total of 12 hot-selling ovens were selected; a total of 3 minimalist prototypes ABC were obtained, The user group of prototype A is dominated by young women in higher education, prototype B is dominated by middle-aged women in secondary education, and prototype C is dominated by the elderly; a multi-level structure model of user needs was constructed, and The weight of the needs of the 3 user groups were obtained; based on the importance of the needs of each group, the targeted minimalist oven design methods were proposed. Therefore, the method which is based on the theory of multi-level needs and applying the Analytic Hierarchy Process, to construct a multi-level structure model of user needs can clarify the characteristics and design needs of different user groups, and improve the effectiveness and practical significance of the Minimalist Design of the oven. This method can provide a reference for enterprises and designers.
Availability of Pedaling Depth Monitor for Preventing Unintended Acceleration
Authors: Tsuchiya Toshio , Kuwada Kota , Oguri Moe , Kawaguchi Natsuki , Higashinaga Yuki
Published: June 2022

Unintended Acceleration (UA) is a type of automobile accidents with automatic transmissions typically begin when the driver starts a driving cycle following to presses the one’s right foot on the brake while shifting from park to a drive or reverse gear. These accidents of UA cause extremely frightening and in the worst case have resulted in accidents which have been sometimes with injuries or death to the driver or pedestrians.The accident by UA becomes a serious issue in Japan with increasing in elderly drivers due to the aging of society. This study aims to comprehend a mechanism of pedaling misapplications to prevent a serious accident by interfaces implementing “Pedaling Depth Monitor”. The pedal misapplication prevention systems such as the automatic brakes, the suppressing accelerations and the gear lock mechanisms managed for avoiding the accident are still not spread because those system must be implemented into the hardware mechanical systems of the vehicle. In fact, the accidents of the pedal misapplication change in around from 6,000 to 7,000 cases a year in Japan. In addition, the accidents by UA cannot be completely prevented because the safe equipment is not perfect in general. This study intends to develop a system to prevent serious accidents by the interfaces implementing Pedaling Depth Monitor.This study has carried out two experiments to confirm availability of pedaling depth monitor. The first one is to examine cognitive processes of pedaling errors by Stop-signal task with dual task operations. The participants trialed stop-signal task with right foot alternative pedaling in the intervals of calculation tasks. This experiment resulted that there was an influence of time pressure to the pedaling operation. Then, the second experiment investigated awareness of notification which is displayed on the stepping depth monitor to be recognized by the participant. The results indicated the visual presentation which is easily recognized by the participants peripheral vision assuming the driving situation.
Mining design elements of household medical products based on user comments
Authors: Zhang Xiaoxue
Published: June 2022

With the change of people's health concept, the increase of sub-health population and the aggravation of population aging, the proportion of family self-care in China's medical system has gradually increased, and the popularization of household medical products is unstoppable. Due to the lack of research on the user needs of household medical products, the problems of inconvenient use and unsightly shape of existing household medical products are gradually emerging. Therefore, it is very necessary to mine the real needs of users and study the user satisfaction degree of products.This paper uses user online comment mining technology to mine the characteristics and design elements of household medical products concerned by Chinese users. Firstly, we use the web crawler technology to obtain the online comment data of household medical products from the e-commerce platform, and then mine the product features concerned by users from the comment text, which provides designers with the main design elements of household medical products. Then the product features are clustered by different topics, and finally the user attention degree of product features with different topics is calculated. It is found that users of different types of household medical products pay different attention to the product characteristics of different topics, but the product characteristics of rehabilitation products are similar to treatment products in the user's attention.
Kansei Evaluation of Localized Film Posters
Authors: Otsuka Emiri , Kang Namgyu
Published: June 2022

In recent years, Japanese animation films have been attracting attention overseas. For example, "Blade of the Demon" was released in 2020 and became a massive hit in 45 countries and regions worldwide. Film posters are one of the influential advertising media for the release of a film. film posters are essential advertising media to influence the film box office, as they comprehensively express the contents and appeal of the film story in a single image. However, depending on where the film is released, the poster is changed into a different layout from the home country version. For example, the film poster of "Big Hero6" in Japan appealed to an emotional story, but in some other countries, the poster appealed to an action hero film. In this way, film posters were localized depending on the country where the film was released. According to previous studies on film posters, the Japanese and Americans had different perspectives in grasping the film stories even though the film was the same, reflected in the film posters. In addition, in a previous study conducted by our research team on film posters of Studio Ghibli of Japan, subjects' impressions differed significantly from the original Japanese poster version and re-produced others. However, even though the Japanese and Korean versions are very similar layouts and designs, the participants' impressions about these two posters differed due to the influence of the textual information. Therefore, this study evaluated the impressions of film posters with mosaic processing on the language part to eliminate the influence of the language information on the posters. As a result of the SD method's experiment, there was a negative correlation between the "Familiarity feeling" and the "Unique feeling" of the film posters. However, there was a positive correlation between the "Dynamism feeling" and the "Familiarity feeling" of the posters. Moreover, participants' impression about the mosaiced textual information of the Japanese and Korean versions was almost the same. That means textual information in a poster influences participants' impressions significantly. These results in this study will help future film posters production.
Customer Preference of Recycled Plastic Products
Authors: Lin Pei-Ju , Yang Jun-Yu
Published: June 2022

The circular economy of recycled plastics is gradually emerging. Its objective is to reduce the production of new plastics, design products with recycled plastics according to the thermoplastic characteristics of plastics, classify, wash, dry, finely shred, and then melt and remanufacture waste plastics to reshape the appearance and function of products. In this study, consumers’ acceptance, cognition, and preference for recycled plastic products were explored based on the image these products carry. A total of 11 commercially available recycled plastic products were collected, which were respectively made of propylene (PP), high/low-density polyethylene (HDPE/LDPE), and poly (ethylene glycol-co-1,4-cyclohexanedimethanol terephthalate) (PETG), and shaped by the injection moulding machine, compressor, tablet press, and 3D printing. These adjectives were used for the survey of 100 subjects for their evaluation of recycled plastic products. The consumers’ preference for the material of the recycled plastic products is in the order of HDPE/LDPE > PETG > PP. In addition, the evaluation of those using moulds in the manufacturing process is high, which can achieve a better product image and win consumer preferences. In the sample products of this study, a recycled watch strap is made of LDPE material using the injection moulding machine.