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Design, user experience, and usability : design for contemporary technological environments : 10th International Conference, DUXU 2021, held as part of the 23rd HCI International Conference, HCII 2021, Virtual event, July 24-29, 2021, Proceedings. Part II

معرفی کتاب «Design, user experience, and usability : design for contemporary technological environments : 10th International Conference, DUXU 2021, held as part of the 23rd HCI International Conference, HCII 2021, Virtual event, July 24-29, 2021, Proceedings. Part II» نوشتهٔ Marcelo M. Soares (editor), Elizabeth Rosenzweig (editor), Aaron Marcus (editor)، منتشرشده توسط نشر Springer International Publishing AG در سال 1278. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

This three volume set LNCS 12779, 12780, and 12781 constitutes the refereed proceedings of the 10th International Conference on Design, User Experience, and Usability, DUXU 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 poster papers included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The regular papers of DUXU 2021 are organized in topical sections named: Mobile UX Research and Design; DUXU for Extended Reality; DUXU for the Creative Industries; Usability and UX Studies. Foreword HCI International 2021 Thematic Areas and Affiliated Conferences Contents – Part III Mobile UX Research and Design Hybrid Teaching Application and Exploration in the Mobile Media Era——Taking the “Interactive Animation” Course as an Example 1 Introduction 2 Background Introduction 2.1 Summary of Hybrid Teaching Method 2.2 The Necessity of Face-to-Face Teaching 2.3 Investigation on Platform Functions 2.4 The Concept of Precision Teaching 3 Solutions to Hybrid Teaching 3.1 Helping Students to Construct a Knowledge System 3.2 Set up a Hybrid Teaching Framework 3.3 Instant Communication and Group Collaboration 3.4 Collecting and Analyzing Dynamic Learning Data Through the Teaching Platform 4 Follow-Up Work and Outlook References Effects of Visual Cue Design and Gender Differences on Wayfinding Using Mobile Devices 1 Introduction 2 Method 2.1 Participants 2.2 Materials and Apparatus 2.3 Experimental Procedure 3 Results 3.1 Task Analysis 3.2 NASA-TLX Questionnaire Analysis 4 Discussion 5 Conclusions References Can I Talk to Mickey Mouse Through My Phone? Children’s Understanding of the Functions of Mobile Phones 1 Introduction 2 Method 2.1 Participants 2.2 Materials and Procedure 2.3 Coding of Justifications 3 Results 3.1 Event Descriptions 3.2 Event Experience 3.3 Reality Status Judgments 3.4 Justifications for Categorization Judgments 4 Discussion 4.1 Fantastical Events 4.2 Real Events References Design Innovation of Intangible Cultural Heritage: Challenges on the Basis of Mobile Phone Culture 1 Introduction 2 Current Status of ICH Mobile Apps in China 2.1 Large Amount of Content Information but Few Diversified Messages 2.2 Lack of Variation and Diversity in Presentation Forms 2.3 No or Slow Update of Content and System 2.4 ICH App Design Uses Traditional Chinese Elements but Simply Arranges and Combines These Elements 2.5 Diversified Design of the Main Interface and Monotonous Design of the Secondary Interface for ICH Apps 3 Design Strategy for ICH Apps Based on User Experience 3.1 Setting the Objective of Inheriting ICH 3.2 Taking User Research as the Starting Point 3.3 Taking the Combination with Digital Media Technology as the Innovation Point 3.4 Taking the Integration of Traditional Chinese Aesthetic Design with Modern Design as the Breakthrough of Visual Design 3.5 Regarding User Experience as the Support Point 4 Conclusion References The Influence of Icons on the Visual Search Performance of APP List Menu 1 Introduction 2 Related Work 2.1 Digital Interface and Visual Search 2.2 Classification of Icons 3 Method 3.1 Experimental Design 3.2 Pre Experiments and Materials 3.3 Experimental Equipment, Participants, and Procedures 4 Result 4.1 Rate of Accuracy and Reaction Time 4.2 Fixation Count and Average Fixation Duration 4.3 First fixation Duration 4.4 Fixation Time 4.5 Heat Map and Eye Movement Contrail 5 Discussion 6 Conclusion References Usability Assessment of the XiaoAi Touch Screen Speaker 1 Introduction 2 Experiment Method 2.1 Method 2.2 Participants 2.3 Task Analysis 2.4 Think Aloud 2.5 Questionnaire 2.6 Interview 2.7 Data Collection Process 3 Analysis 3.1 Qualitative Data 3.2 Quantitative Data 4 Findings 4.1 Preliminary Ideas 4.2 Problems and Improvements 5 Conclusion References Insights and Lessons Learned from the Design, Development and Deployment of Pervasive Location-Based Mobile Systems ``in the Wild'' 1 Introduction 2 Systems and Studies 3 Related Work 4 Methodology 5 Findings 5.1 Design Phase 5.2 Development Phase 5.3 Execution Phase 5.4 Data Analysis Phase 6 Conclusion References Designing the Security Enhancement Features in the Future Headphone Experience 1 Introduction 2 Related Works and the Taxonomy 2.1 Loss Protection (LP) 2.2 Ownership Protection (OP) 2.3 Data Protection (DP) 2.4 Case Study: iPhone 3 Headphone LOD Concept Design 3.1 LP Concepts 3.2 OP Concepts 3.3 DP Concepts 4 User Survey 4.1 Summary 4.2 Results 5 Discussion 5.1 Findings 5.2 Implications on Design 6 Conclusion References Usability Assessment of the OSMO Pocket Mini Sports Video Camera and Improvement Plan 1 Introduction 2 Methodology 2.1 Interview 2.2 Questionnaire with Feature Checklist 2.3 Think Aloud Protocol 2.4 Focus Group 3 Results 3.1 Interview 3.2 Questionnaire with Feature Checklist 3.3 Think Aloud Protocol 3.4 Focus Group 4 Findings and Improvement Plan 5 Conclusions 6 Limitations and Discussion Appendix. A-Interview Questions References The Design of a Mobile App to Promote Young People’s Digital Financial Literacy 1 Introduction 2 Research Questions 3 Theoretical Background 3.1 The Affordances of Mobile Learning 3.2 Mobile Learning Design Approach: Digital Nudges 4 Methodology 4.1 Research Approach: Design Thinking 4.2 Research Design 5 Design Procedures 5.1 Phase 1: Empathize 5.2 Phase 2: Define 5.3 Phase 3: Ideate 5.4 Phase 4: Prototype 5.5 Phase 5: Test 5.6 Iteration 6 Discussion 6.1 Content Design Strategies 6.2 Delivery Design Strategies 7 Conclusion References DUXU for Extended Reality User Experience in Augmented Reality: A Holistic Evaluation of a Prototype for Assembly Instructions 1 Introduction 2 Method 2.1 UX Evaluation Framework 2.2 Participants 2.3 Materials 2.4 Procedure 3 Results 3.1 Pre-questionnaire 3.2 Pragmatic Qualities 3.3 Hedonic Qualities 3.4 Summarized Results from the UX Testing 4 Discussion 5 Concluding Remarks References Virtual Reality and Ergonomics: Making the Immersive Experience 1 Introduction 2 Evolution of HMD 3 Measuring Cybersickness 4 VR Sickness and Ergonomics. 5 Immersion and Motion Sickness 5.1 Multissensory as Immediate and Intuitive Knowledge 5.2 Cybersickness – Perceptual Inconsistency of Presence and Non- Presence 6 Reducing Adverse Effects 7 Conclusion and Future Works References ExperienceDNA 1 Introduction 2 Framework Overview 2.1 Creating a Highly Immersive Product Testing Experience 2.2 Controlling the Product Testing Experience and Initiation of Interactions 2.3 Objective Measurement of Interactions, Cognitive-Affective States, and User Behavior 3 Applied Use Case 3.1 Setup 3.2 Procedure 3.3 Results 3.4 Comments on Findings 4 Discussion References A Study on VR Training of Baseball Athletes 1 Introduction 2 Literature Review 3 Overview of Tasks 3.1 Pre- and Post-Test Tasks 3.2 Fall Season Training Activities 3.3 Virtual Reality Training Tasks 4 Methods 4.1 Participants 4.2 Equipment 4.3 Procedures 4.4 Data Analysis 5 Results 6 Discussion References Augmented Reality Enhanced Traditional Paper Book Reading Experience Design: A Case for University Library 1 Introduction 2 Method 2.1 User Observation 2.2 User Interview 2.3 Empathy Map 2.4 Personas 3 Problem Definition 3.1 How Might We Brainstorm 3.2 User Requirements 3.3 Experience Objectives 4 Solutions 4.1 Product Definition 4.2 Software Architecture 4.3 Task Flow 4.4 Low-Fidelity Model Display 4.5 Usage Flow 4.6 Usability Test 5 Discussions 6 Conclusions References Potential Integration of Virtual Reality and Sound for University Student Experience Therapy 1 Introduction 2 Literature Review 2.1 Preface 2.2 Virtual Reality Exposure Therapy and in Vivo Exposure Therapy 2.3 Music Therapy for SAD 2.4 Summary 3 Objective 3.1 Construction of Mental Model of SAD Patients as University Students 3.2 Research for Potential Integration of VR and Sound Therapy 4 Method 4.1 Questionnaire Formulation 4.2 Questionnaire Results 4.3 Interview 5 Results 5.1 Mental Model 5.2 Primary Integration and Testable Prototype 6 Discussion 6.1 Accordance with Previous Studies 6.2 Unexpected Results 7 Conclusion 7.1 Objective 7.2 Results 7.3 Significance 7.4 Limitation 7.5 Prospect References Practical Use of Edutainment Systems for Science Museums with XR Technology 1 Introduction 2 Motivation 3 Case 1: Corotama System 3.1 Introduction of “Corotama System” 3.2 Corotama System: Overview 3.3 The Creative Workshops Using the Corotama System 3.4 Findings from Use of the Corotama System 4 Case 2: Kuru-Kuru Disc Tops 4.1 Introduction of “Kuru-Kuru Disc Tops” 4.2 The Concept Behind This Content 4.3 The Creative Workshops Using the Kuru-Kuru Disc Tops System 4.4 Findings from Use of “Kuru-Kuru Disc” 5 Case 3: SUMO SONIC 5.1 Introduction of “SUMO SONIC” 5.2 The Concept Behind This Content 5.3 The Creative Workshops Using SUMO SONIC System 5.4 Findings from Use of the SUMO SONIC System 6 Edutainment Design Using XR+Crafting 6.1 Experiencer Side 6.2 Science Museum Side 7 Summary References Immersive and Interactive Digital Stage Design Based on Computer Automatic Virtual Environment and Performance Experience Innovation 1 Introduction 1.1 VR and Drama Stage 1.2 Multiple Ways of Integrating VR into Drama Stage 1.3 Theoretical Model of Immersive and Interactive VR Drama Stage 2 Realization of VR-CAVE Stage Theory Model 2.1 Technical Architecture of VR-CAVE Stage Implementation Scheme 2.2 Implementation of VR-CAVE Stage 3 Implementation Effect of VR-CAVE Stage 3.1 The Four-Dimensional Space 3.2 Body Represent and Drive the Scene 3.3 Deep Immersion 4 Application Prospect of VR-CAVE Stage 5 Conclusion References Research on Virtual Reality for Intelligent Sculpting Teaching Experience of Printmaking Art in Primary and Secondary Schools 1 Introduction 2 Method 3 Literature Review 3.1 Current Status of Domestic and International Research 3.2 A Review of Relevant Domestic Research 3.3 Literature Review of Relevant Foreign Studies 3.4 Visual Analysis of Domestic and International Virtual Learning Research Hotspots 4 Virtual Reality and Printmaking 4.1 Exploring the Integration Path of Virtual Reality Technology and Printmaking Teaching 4.2 The Basis of Work for This Study 4.3 The C# Script Used in This Study 5 Discussion 6 Conclusion References A Experimental Study of the Cognitive Load of In-vehicle Multiscreen Connected HUD 1 Introduction 2 Related Work 3 Experiment 3.1 Cognitive Load Assessment Methods and Materials in the Driving Task 3.2 Driving Simulation Experiment 4 Analysis and Results 4.1 Subjects and Response Time Analysis 4.2 Scenario Conclusion 4.3 HUD Screen and Centre Console Screen Display the Same Information Concurrently 5 Discussion 6 Conclusion References DUXU for the Creative Industries Interfacing with the Macromedium: The Web 4.0 and the Digital Media Converging into a Medium of All Media 1 Introduction: An Always Online World 2 Inside the Macromedium 3 The Eternal Age 4 Pilots of a New Environment 5 Relationships and Spaces 6 Images and Codes 7 Conclusion and What Is Coming Next References Spheroids as Playful Audiovisual Interface on Tabletop Display 1 Introduction 2 A Spheroid and Its Basic Movements 3 System Description 4 Detecting the Movement of Spheroids 4.1 Extraction of Geometric and Physical Parameters 4.2 Recognition of the Four Basic Movements 5 Audiovisual Expressions 5.1 Basic Audiovisual Expressions 5.2 Integrated Audiovisual Content for Performance 6 Discussion 7 Concluding Remarks References Path of Protecting Intellectual Property Rights on Fashion Design 1 Intellectual Property Issues in Fashion Design 2 Necessity of Protecting Intellectual Property Rights on Fashion Design in China 2.1 Fashion Designs Are Eligible for Intellectual Property Protection 2.2 Protection of Intellectual Property Rights for Fashion Design Is a Demand for the Development of the Fashion Industry 3 Comparison of Intellectual Property Protection Paths for Fashion Design 3.1 Path of Copyright Protection 3.2 Path of Patent Right Protection 3.3 Path of Trademark Protection 3.4 Path of Anti-Unfair Competition Protection 4 Choice of Path of Protecting Intellectual Property Rights on Fashion Design in China References Digital Fashion Communication: An Explorative Study of Fashion Newsletters 1 Introduction 2 Literature Review 2.1 Email Marketing 3 Methodology 4 Results 4.1 Strategies Utilized to Get Subscriptions 4.2 Data Collected to Subscribe 4.3 Confirmation Message 5 Discussion 6 Limitations and Future Research Annex References COVID-19 Outbreak and Fashion Communication Strategies on Instagram: A Content Analysis 1 Introduction 2 Literature Review 2.1 Crisis Communication 3 Research Design 4 Methodology 5 Results and Discussion 5.1 Did Fashion Brands Consider the Pandemic Within Their Contents Provided on Instagram During the First Coronavirus Wave? 5.2 If Yes, When Have Fashion Companies Started to Keep into Consideration the Pandemic Within Their Instagram Contents? 5.3 Which Kind of Covid19 Related Content Did Fashion Companies Provide? 6 Conclusions, Limitations, and Further Work References Online Communication Design Within Fashion Curricula 1 Introduction 2 Literature Review 2.1 Online Communication Design (OCD) 2.2 Instructional Design 3 The OCD Course 3.1 Course Context 3.2 Course Goals and Challenges 3.3 Course Structure 3.4 Group Project on Kanga 4 Challenges and Opportunities of Teaching the Course Online 5 Conclusions References Behavioral Analysis of eSports Spectators: A Research Proposal 1 Introduction 2 Literature Review 2.1 Physical Activities and Sport 2.2 Games and Video Games 2.3 eSports and Sports 2.4 Spectators’ Motivation and Behavior 2.5 Games and Biosensors 3 Study Proposal 4 Conclusion References Exploration of Norms and Policies in Digital Fashion Domain Using Semantic Web Technologies 1 Introduction 2 Methodology 3 Semantic Web Technologies in Digital Fashion 3.1 Semantic Web and Semantic Web Technologies 3.2 Related Works Using Semantic Web Technologies in Digital Fashion 4 The Open Digital Rights Language 4.1 The ODRL Information Model 4.2 Examples of ODRL Policies for the Fashion Domain 5 Monitoring Norms and Policies 6 Conclusion References A Photocomposition Search System to Improve Your Photo Skills 1 Introduction 2 PCSS: A Photocomposition Search System 2.1 View Mode 2.2 Search Mode 2.3 Implementation 3 A Preliminary Experiment 4 Experiments 4.1 An Experiment Without a Scenario 4.2 An Experiment with a Scenario 5 Evaluation and Results 5.1 Composition Guide 5.2 To Improve Photo Skills 5.3 Moving Around 5.4 Memorable Photos 6 Discussion 6.1 What to Improve in Photography 6.2 Usage and Moving Around 6.3 Enjoyable 7 Related Work 8 Conclusion and Future Direction References Resonant Irregularities: Sculpture Creation Through Automatic Changes Due to Machine Performance Limits 1 Introduction 2 Related Works 2.1 Loops and Feedback 2.2 Related About 3D Printer 2.3 Related About 3D Glitches 3 Creation Method 3.1 Model Selection 3.2 About 3D Scanners 3.3 About 3D Printers 4 Creation 4.1 Stanford Bunny 4.2 Cube 4.3 Winged Victory of Samothrace 4.4 “Action in Chains” 4.5 Intentional Noise Generation 5 Consideration References Research on Interactive Design of Public Art Landscape at Night 1 Introduction 2 The Characteristics and Types of Interactive Design of Night Public Art Landscape 2.1 Characteristics of Interactive Design of Night Public Art Landscape 2.2 Interactive Design Types of Night Public Art Landscape 2.3 Internal Logic of Interactive Design of Night Public Art Landscape 3 Sociological Connotation of Interactive Design of Night Public Art Landscape 3.1 Field Holistic Consciousness 3.2 Concept of Sustainable Development 4 Conclusion References Usability and UX Studies Usability Testing Experiment Applied to Redesign on Point-of-Sale Software Interfaces Using User-Centered-Design Approach 1 Introduction 2 Theoretical Framework 2.1 Usability 2.2 User Centered Design 2.3 Point of Sale Software 2.4 Crossover Experiment 2.5 User Usability Testing 3 Design of the Usability Testing Plan 3.1 Products Evaluated 3.2 Experiment Environment 3.3 List of Participants of the Usability Test 3.4 Test Execution 4 Testing Results: A Comparative Analysis 4.1 Comparison of the Number of Tasks Completed 4.2 Comparison of the Execution Times Used to Complete the Tasks 4.3 Post-test Questionnaires 4.4 Final Questionnaire 4.5 Comparison of Averages Execution Time 4.6 Conclusions References Research on the Influencing Factors of Users’ Satisfaction with the Usability of News App Interface Under the Epidemic 1 Introduction 1.1 Research Background 1.2 Research Field 2 Research Design 2.1 Research Methods 2.2 Questionnaire Design 2.3 Experimental Analysis and Discussion 3 Conclusions and Recommendations 3.1 Conclusion 3.2 Discussion and Suggestions References User Experience Design Study of Museum Website Based on TRIZ Theory: A Case of Heyuan Dinosaur Museum 1 Introduction 2 Method 2.1 Participant Sample Description 2.2 Performance Metrics 2.3 Usability Issues and Self-reporting Metrics 2.4 Behavioural and Physiological Metrics 3 Results 3.1 Performance Results 3.2 Usability Results 3.3 Behavioural and Physiological Metrics Results 4 Website Redesign 4.1 Application of TRIZ 4.2 Website Optimization 4.3 Satisfaction and Evaluation Results 5 Discussion and Conclusions References Understanding Task Differences to Leverage the Usability and Adoption of Voice Assistants (VAs) 1 Introduction 2 Related Work 2.1 Task Adoption by VA Users 2.2 Usability and VA Adoption 2.3 Differences in Usability Across VA Tasks 3 Method 3.1 Participants and Test’s Format 3.2 Apparatus 3.3 Procedure 3.4 Data Analysis 4 Results 4.1 Task Usability 4.2 Task Adoption 5 Discussion 6 Conclusion References A Case Study of Usability in Virtual Controls 1 Background 1.1 Ergonomic Design of Buttons 1.2 Rapid Prototyping and Spatial Augmented Reality 2 Aims and Objectives 2.1 Experimental Design 2.2 Procedure 2.3 Control System Implementation 2.4 Kinematic Study Parameters 3 Results 4 Discussion 5 Conclusion References Heuristic Evaluation of Android-Based Applications with Multiple Screen Sizes Support: A Case Study 1 Introduction 2 Related Work 2.1 Mobile Application Usability 2.2 Use of Screen Size 2.3 Conclusions 3 A Proposal for Heuristic Evaluations of Application with Multiple Screen Sizes Support 3.1 Considerations 3.2 Preliminary Evaluation 3.3 Proposal 4 A Validation of the Proposal 4.1 Context of the Case Study: A Banking Application 4.2 Prepositions of the Case Study 4.3 Results 5 Final Remarks 6 Future Work References UX Aspects of AI Principles: The Recommender System of VoD Platforms 1 Introduction 2 Recommender System of VoD Platform 3 AI Principles 4 Methodology 5 Results 5.1 Transparency 5.2 Controllability 5.3 Safety and Well-Being 5.4 Privacy 5.5 Human Dignity 5.6 User Assistance 5.7 Fairness 5.8 Solidarity 5.9 Diversity 6 Conclusion References A Usability Evaluation Process Proposal for ATM Interfaces 1 Introduction 2 Background 2.1 Self-service 2.2 Automated Teller Machine (ATM) 2.3 Usability Evaluation Method 3 Research and Previous Studies 3.1 ATM Relevant Aspects 3.2 Related Studies 4 Usability Evaluation Process 4.1 Selection of ATM Systems to Evaluate 4.2 Evaluation Environment 4.3 Selection of Participants 4.4 Prototypes/Interfaces from the ATM System 4.5 Execution 4.6 Analysis 5 Validation 6 Conclusions and Future Works References Usability Study of a Public Culture Website for Improvement: A Case of Guangzhou Museum of Art 1 Introduction 2 Method 2.1 Research Framework 2.2 Research Method 2.3 Scenarios Settings 2.4 Participant Sample Description 3 Result 3.1 Performance Results 3.2 Satisfaction Results 3.3 User Interview Results 3.4 Questionnaire Analysis 3.5 Mouse Tracking 3.6 Concept for Improvement 3.7 Redesign of the Website 3.8 Comparative Anaylsis 4 Discussion and Conclusion References Author Index This three volume set LNCS 12779, 12780, and 12781 constitutes the refereed proceedings of the 10th International Conference on Design, User Experience, and Usability, DUXU 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of DUXU 2021, Part III are organized in topical sections named: Mobile UX Research and Design; DUXU for Extended Reality; DUXU for the Creative Industries; Usability and UX Studies.
دانلود کتاب Design, user experience, and usability : design for contemporary technological environments : 10th International Conference, DUXU 2021, held as part of the 23rd HCI International Conference, HCII 2021, Virtual event, July 24-29, 2021, Proceedings. Part II