Design, User Experience, and Usability: Design for Emotion, Well-being and Health, Learning, and Culture : 11th International Conference, DUXU 2022, Held As Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022, P
معرفی کتاب «Design, User Experience, and Usability: Design for Emotion, Well-being and Health, Learning, and Culture : 11th International Conference, DUXU 2022, Held As Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022, P» نوشتهٔ Marcelo M. Soares, Elizabeth Rosenzweig, Aaron Marcus، منتشرشده توسط نشر Springer International Publishing : Imprint : Springer در سال 1332. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This book constitutes the refereed proceedings of the 11th International Conference on Design, User Experience, and Usability, DUXU 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The DUXU 2022 proceedings comprise three volumes; they were organized in the following topical sections: Part I: Processes, Methods, and Tools for UX Design and Evaluation; User Requirements, Preferences, and UX Influential Factors; Usability, Acceptance, and User Experience Assessment. Part II: Emotion, Motivation, and Persuasion Design; Design for Well-being and Health.- Learning Experience Design; Globalization, Localization, and Culture Issues. Part III: Design Thinking and Philosophy; DUXU Case Studies; Design and User Experience in Emerging Technologies. Foreword HCI International 2022 Thematic Areas and Affiliated Conferences List of Conference Proceedings Volumes Appearing Before the Conference Preface 11th International Conference on Design, User Experience and Usability (DUXU 2022) HCI International 2023 Contents – Part II Emotion, Motivation, and Persuasion Design Research on Museum Online User Classification and Evaluation Model Based on the Fogg’s Behavior Model 1 Introduction 2 Fogg’s Behavior Model 3 Online Museum User Classification Based on Fogg Behavior Model 4 Online User Type Evaluation Model 4.1 Sample Data 4.2 Construction of the Model 4.3 Verification of the Model 5 Conclusion References Emotional Design and Research of Children’s Picnic Tableware 1 Introduction 2 Emotional Design of Children’s Picnic Tableware 2.1 Overview of Emotional Design 2.2 Acquisition of Perceptual Evaluation Vocabularies of Children’s Picnic Tableware 3 User Preference Acquisition Experiment of Children’s Picnic Tableware Based on Muse Equipment 3.1 Identify Target User Groups 3.2 Collection and Determination of Product Samples 3.3 Experimental Procedure 3.4 EEG Experiment 3.5 Questionnaires 4 Result 4.1 Result of Muse Experiment 4.2 Result of Questionnaires 5 Design Practice of Children’s Picnic Tableware Based on User’s Perceptual Preference 5.1 Design Scheme 6 Design Evaluation 7 Conclusion References How Architectural Forms Can Influence Emotional Reactions: An Exploratory Study 1 Introduction 1.1 The Importance of Form for Architecture 1.2 The Importance of Measuring How Shape Influences People 1.3 Studies Carried Out on the Form 1.4 The Purpose of This Study 2 Method 2.1 Materials 2.2 Instruments 2.3 Sample 2.4 Protocol 3 Results and Discussion 3.1 Activation Peaks Depending on Architectural Experience 3.2 Participant Preference (Subjective Data) 3.3 SAM Questionnaire (Self-assessment Manikin) 4 Conclusions References Research on the Gamification Design of Reading App Based on PAD Emotion Model 1 Gamification Design and User Experience 1.1 Gamification Design 1.2 Game Experience and Design Elements 1.3 Reading App 1.4 Reading App Gamification Design 2 User Emotional Experience Measurement 2.1 PAD Emotion Model 2.2 PAD Emotion Scale and Tendencies 3 Research Process 3.1 Research Background 3.2 Questionnaire Design and Variable Measurement 3.3 Data Collection 4 Data Analysis and Results 4.1 Common Method Deviation Test 4.2 Reliability and Validity Analysis 4.3 Variable Description Analysis 4.4 Related Analysis 4.5 Regression Analysis 5 Data Analysis Summary 6 Conclusion References In Sync! Design for Social Connection 1 Introduction 2 Context for Connection in Codesign 3 Social Connection 3.1 Behavioral Synchrony 3.2 High-Quality Connection 4 Positive Emotion 5 Research Method 5.1 Participants 5.2 Procedure 5.3 Questionnaires and Observation 5.4 Methods of Analysis 6 Results 6.1 Behavioral Synchrony (Dyads) 6.2 High Quality Connections 6.3 Positive Emotions 7 Discussion 7.1 Limitations and Further Work 7.2 Conclusions References Research on the Emotional Expression Design of Robots for Human-Robot Interaction 1 Introduction 2 Related Work 2.1 Active Interaction in Human-Computer Collaboration 2.2 Elements of Emotional Expression in Active Interaction 2.3 Interpret-Ability of Emotional Expressions in Human-Computer Interaction and the Elements that Influence the Experience 3 Materials and Methods 3.1 Research Questions 3.2 Research Questions 3.3 Variable Settings 4 Results and Discussion 4.1 Experimental Results 4.2 Experimental Limitations 4.3 Discuss 5 Conclusions References Design for Well-being and Health Designing a Digital Mental Health App for Opioid Use Disorder Using the UX Design Thinking Framework 1 Introduction 2 Background 3 Methodology 3.1 Define the Problem: Literature Review and Expert Consultation 3.2 Ideation Through Diagram Creation 3.3 Low-Fidelity Prototype Development 3.4 Heuristic Evaluation 3.5 Interviews with the Target Population 3.6 High-Fidelity Prototype Development 4 Results 4.1 Diagrams 4.2 Low-Fidelity Prototypes 4.3 Heuristic Evaluation 4.4 Qualitative Interviews 5 Discussion 6 Limitations 7 Conclusion and Future Directions References Experiences in the Design of Localized eHealth Tools for Users Facing Inequality of Access to Healthcare 1 Introduction and Motivation 2 RIHAG: Personal Informatics as a Tool for Empowerment in Elderly Vulnerable Patients 2.1 Motivation 2.2 Case Study: Total Hip and Knee Replacement Recovery Process 2.3 Methodological Approach 2.4 Design Development 2.5 Evaluation, Encountered Challenges and Opportunities 3 CURACAO: A Tool for Patients to Self-Manage the Treatment of Leishmaniasis in Low Access Areas 3.1 Motivation 3.2 Methodological Approach 3.3 Design Development 3.4 Evaluation, Encountered Challenges and Opportunities 4 Discussion 5 Conclusion References Visualizing Tacit Knowledge in Cardiac Operating Room: A Need-Finding Study 1 Introduction 1.1 Cardiac Operating Room Team Communication 1.2 Tacit Knowledge in cOR 1.3 Need-Finding of cOR Team Members 2 Methods 2.1 Co-creation Workshops 2.2 Structured In-Depth Interviews 2.3 Data Analysis 3 OR Team Communication Needs 3.1 Standardization of Pre and Post Operative Procedure 3.2 Reliable Tracking Methods for Supplies/Equipment 3.3 Updated Training for Staff 3.4 Physical Layouts Minimizing Wasted Movements 3.5 Noise Reduction 4 Discussion 5 Conclusion References Experimental Research on Anthropomorphic Design in Interactive Sleep Persuasion Interface 1 Introduction 2 Literature Review 2.1 Anthropomorphism 2.2 Message Framing 2.3 Anthropomorphism and Its Joint Effect with Message Framing 3 Methodology 3.1 Stimulus Materials 3.2 Procedure and Measures 4 Results 4.1 Sample Description 4.2 Manipulation Checks 4.3 Hypothesis Testing 5 Discussion 6 Conclusion References Health Knowledge Visualization for the Elderly 1 Introduction 1.1 Knowledge Visualization 1.2 Health Knowledge Visualization 2 Cognitive Difficulties of Health Knowledge 2.1 Common Senile Diseases of the Elderly 2.2 Difficulties in Understanding Medical Terminology 2.3 Technological Approach 3 The Practice of Health Knowledge Visualization 3.1 Reduce Cognitive Complexity of Health Knowledge 3.2 Propose a New Technical Solution 3.3 Make Urine Test Report Comprehensible 4 Conclusion References Visualizing the Electroencephalography Signal Discrepancy When Maintaining Social Distancing: EEG-Based Interactive Moiré Patterns 1 Introduction 1.1 Social Distancing Under the COVID-19 Pandemic 1.2 Personal Space Theory in the Context of the COVID-19 Pandemic 1.3 A New Era of “Distance Crisis” 1.4 A New Form of Distance Expression Under “Distance Crisis” Era 2 Exploring the Visualization of “Electroencephalography (EEG) Signal Discrepancy” 2.1 Converting “Electroencephalography (EEG) Signal Discrepancy” into Moiré Patterns 2.2 Related Work 3 Research Process 3.1 Experiments 3.2 Transferring EEG Signals to Moiré Patterns 3.3 Generation and Interaction Methods 4 Conclusion and Future Work References Service Design of Clinical Infusion Monitoring System 1 Introduction to Service Design 2 Problems of Clinical Infusion Service 2.1 Strenuous Service of Clinical Infusion 2.2 Tedious Experience Journey of Clinical Infusion 3 The Design of Clinical Infusion Monitoring System 3.1 Analysis of Influencing Factors 3.2 Optimize Clinical Infusion Process 3.3 The Design of Clinical Infusion Monitor 4 Conclusion References Exploring the Potential Causes of Picky Eating and Relationship Between Experiences and Behaviors for Mental Model of Contemporary Young Adult 1 Introduction 2 Picky Eating and Behavior 2.1 Picky Eating in Young People 2.2 Risks Caused by Picky Eating 2.3 Explore the Potential Causes of Picky Eating 3 Method 3.1 Questionnaire 3.2 PESTLE Analysis 3.3 Behavior Model 4 Results 4.1 Results of Questionnaire 4.2 PESTLE Analysis Method and Online Desktop Research 4.3 Psychological Model of Picky Eating Behavior of Young Adults 5 Discussion and Conclusion References Can Electromyography and Subjective Metrics Work Better Together? Exploring Dynamic Muscle Fatigue to Promote the Design of Health and Fitness Technology 1 Introduction 2 Background and Related Work 2.1 Muscle Fatigue Assessment via sEMG 2.2 Fatigue Assessment via Subjective Metrics 2.3 Challenges of Evaluating Muscle Fatigue in Fitness Context 3 Method 3.1 Study Design and Procedure 3.2 Participants and Data Collection 3.3 SEMG Signal Processing 3.4 Data Analysis 4 Results 4.1 Results of the Descriptive and Statistical Analysis 4.2 Results of the Correlation Analysis 5 Discussion 5.1 Theoretical Contributions 5.2 Practical Implications 6 Conclusions, Limitations and Future Work 6.1 Conclusions 6.2 Limitations and Future Work References Learning Experience Design Utilization of Digital Fabrication Technology in Hybrid Courses for Industrial Design Education During the COVID-19 Pandemic 1 Introduction 2 Evolving Industrial Design Education 2.1 Expansion of Design Discipline 2.2 Increasing Complexity of Physical Products 2.3 Adoption of Virtual Technology 2.4 Japanese Culture of Monozukuri or “Making of Things” 3 Laser Cutting-Based Task During Hybrid Course 3.1 COVID-19 and Japanese Universities 3.2 Experience in Product Design Course at Takushoku University 3.3 Experiences in Design Studio Classes 3.4 Product Design Studio 1 3.5 Product Design Studio 2 and 3 3.6 Course Evaluations by Students 4 Conclusions and Reflections References Characteristics of Interaction Design and Advantages of Network Teaching 1 Overview of Interaction Design Discipline 1.1 Generation Background 1.2 Subject Content 2 Disciplinary Characteristics of Interaction Design 2.1 Fast Change Speed 2.2 Multi-domain Intersectionality 2.3 Strong Technical Support 2.4 User-Centered 3 The Characteristics of Interactive Subjects Highlight the Advantages of Online Teaching 3.1 The Immediacy of Information Meets the Rapid Change of Disciplines 3.2 Diversified Educational Resources Meet the Intersection of Multiple Fields 3.3 Practical Operation of Software and Hardware Promotes the Mastery of Technical Skills 3.4 User-Centered 4 Conclusion References Exploring Children’s Behavioral Intention of Using the Expected Game-Based Learning for Protracted Waste Problem 1 Introduction 2 Literature Review 2.1 Game-Based Learning 2.2 The Protracted Waste Problem 2.3 UTAUT 2 3 Methodology 3.1 Sample 3.2 Instrument 3.3 Procedure 3.4 Interaction Scenario’s Video 4 Results 5 Conclusion References A Prototype Design and Usability Evaluation of a Chinese Educational System 1 Introduction 2 Methodology 3 Prototype Algorithm Design 4 Prototype Interface Design 5 Evaluation Results 6 Conclusion and Discussion References A Student Experience Based Research on Brand Creation of a Private College 1 Introduction 2 Literature Review 2.1 Literature Review on Experience 2.2 Literature Review on Branding 2.3 Literature Review on Brand Construction of Private Colleges and Universities 3 Method 4 Result 5 Discussion 6 Conclusions References Research on Students’ Learning Experience After Embedding Data Thinking into Curriculum 1 Introduction 2 The Overall Design Idea 2.1 The Pain Points 2.2 Teaching Reform Ideas 3 Practical Application 3.1 The Teacher Does Data Analysis and Display to Stimulate Students’ Interest. 3.2 The Teacher Guides Students to Study Record Videos by Themselves 3.3 The Teacher Assigns Group Tasks 3.4 Show What You Have Learned in Groups 4 Research Method and Measurement Result Display of Teaching Reform Effect 4.1 Literature Research Method 4.2 Experimental Research Method 4.3 Questionnaire Survey Method 5 Conclusions, Contributions and Limitations 5.1 Research Conclusion 5.2 Contributions 5.3 Limitations of the Study References How Should We Educate User Experience Designers (UXD) in Order to Design and Develop Effective Online Learning Platforms? - A Teaching and Learning Framework - 1 Objective 2 Introduction 3 Methodology 4 Data Collection 4.1 Semi-structured Interviews and Discussions 4.2 Contextual Inquiry (Educators and Students Using LMS) 4.3 Experiment and Exploratory Focus Group 5 Data Analysis 6 Results 6.1 Semi-structured Interviews and Discussions 6.2 Contextual Inquiry 6.3 Experiment and Exploratory Focus Group 7 Teaching and Learning Framework 7.1 Identifying UXD Threshold Concepts and Signature Pedagogies for the Design of Effective Online Learning Platforms 7.2 Experience and Effectiveness 7.3 Redefining the Term User Experience Designer 7.4 So How Should We Educate User Experience Designers (UXD) in Order to Design and Develop Effective Online Learning Platforms? - A Teaching and Learning Framework - 8 Conclusion and Discussion References Research on Mixed Teaching Scheme of Human Resource Management Tool Courses Based on Learning Experience 1 Introduction 2 Implementation Process of Hybrid Teaching 2.1 Design Phase 2.2 Implementation Phase 2.3 Evaluation of Learning Experience Effect 3 Conclusion 4 Countermeasures and Suggestions References Teaching a Basic Design Class for Art and Design Freshmen: Course Design and Lessons Learned 1 Introduction 2 Research Context and Concepts 2.1 Status Quo of Curriculum Setting the First year of Art and Design Majors 2.2 The Teaching Situation of the First-Year Courses of University 2.3 The Study Situation of College Students 2.4 The Situation of Teachers Who Teach First-Year Students 3 Course Design Strategy for College Freshman 3.1 Course Objectives 3.2 Reconstruction 3.3 Topic 3.4 Practice 3.5 Assessment 3.6 Experience 4 Course Design Case: Digital Life 4.1 Course Target 4.2 Course Plan 4.3 Course Assessment 4.4 Course Summary and Reflections 5 Conclusion and Future Work References Globalization, Localization, and Culture Issues Investigation of New Private Gardens in Yangtze River Delta and Reflection on Design Value 1 Introduction 2 New Private Gardens and Their Characteristics 2.1 Jingsi Garden 2.2 Cui Garden 2.3 Banjing Garden 2.4 Xianglu Garden 2.5 Plum Cottage Garden 3 Common Features of New Private Gardens 3.1 Landscape Design Advocating Nature 3.2 Combining Aesthetics with Practicability 3.3 Gardens Separated from but Associated with Modern City 4 Reflection on Design Value 5 Conclusions References Anthropometric Hand Dimensions of Chinese Adults Using Three-Dimensional Scanning Technique 1 Introduction 2 Methodology 2.1 Participants 2.2 Experiment 2.3 Measurement 2.4 Statistical Analysis 3 Result 4 Discussion 4.1 Left-Right Hand Comparison 4.2 Male-Female Comparison 5 Conclusion References Research on Peak Experience Design in Rural Cultural Tourism Service System: Take Diejiao Water Village of Foshan as an Example 1 Introduction 2 Rural Cultural Tourism Services and Development Trend Against the Backdrop of Experience Economy 3 Four Factors for Shaping Peak Experience in Behavioral Design 3.1 Elevation Moment 3.2 Insight Moment 3.3 Pride Moment 3.4 Connection Moment 4 Build the Peak Shaping Model of Rural Cultural Tourism 5 Peak Experience Design in the Cultural Tourism Service System of Diejiao Water Village 5.1 Historical & Cultural Resources and the Problems on Tourism Development of Diejiao Water Village 5.2 Build Peak Experience in Diejiao Water Village Cultural Tourism 5.3 Touchpoint Design of “DDD” 6 Conclusion References Measuring Visual Attractiveness of Urban Commercial Street Using Wearable Cameras: A Case Study of Gubei Gold Street in Shanghai 1 Introduction 2 Literature Review 3 Study Area 3.1 Gubei Gold Street 4 Methods 4.1 Wearable Camera 4.2 Manual Identification 5 Findings 5.1 Street Furniture 5.2 Shop 5.3 Crowd Vitality 5.4 Green Level 6 Design Principles 6.1 Flexible and Diverse Furniture Arrangement 6.2 A Reasonable Level of Greenery 6.3 Conform to Business Model 6.4 Pay Attention to Cultural Connotation 7 Discussion and Conclusion References Pressure Sensitivity Mapping of the Head Region for Chinese Adults for AR Glasses Design 1 Introduction 2 Methods 2.1 Participants 2.2 Materials 2.3 Landmarks 2.4 Procedure 2.5 Data Processing 2.6 Data Analysis 3 Results 3.1 Reliability Test 3.2 Descriptive Statistics 3.3 Relationship Between Pressure Threshold and Demographic Parameters 3.4 Pressure Sensitivity Maps 4 Discussion References Analysis on Aesthetic Turn and Social Factors of Beijing Jade Art in the Middle of the 20thCentury 1 Introduction 2 Moving Towards the Market: Economic Task of Traditional Handicrafts in the New Era 3 Reconstruction and Change: Handicraft Logic Under the Strategy of Pursuing 4 Experts’ Comment: Traditional Handicraft Becoming “Affinitive to the People” 5 Aesthetic Changes of Viewing: Modern Fine Art Trend 6 Conclusion Research on Touchpoint Management in the Catering Industry——Taking Haidilao as an Example 1 Introduction 2 Literature Review 3 Methodology 4 Results 5 General Discussion 5.1 Management of Pre-consumer, In-consumer and Post-consumer Touchpoints that Cannot be Ignored 5.2 Pay Attention to Personalized and Emotional Key Touchpoint Moments 5.3 The More Touchpoints Are not the Better 5.4 Reflections from the Touchpoint Management Institute References From “Fire Pit” to “Hall”: Spiritual Space Design in Chinese Family Life 1 Dual Structure of Material and Spiritual Spaces in Chinese Family Life 2 Evolution of Family Spiritual Space Design from “Fire Pit” to “Hall” 2.1 Earlier Human Family Spiritual Structure Centered on “Fire” 2.2 Hall - Center of Material and Spiritual Spaces of Traditional Residential Building 3 Characteristics of Spiritual Space Design in Chinese Family Life 3.1 Complete Spiritual Structure Based on Highly-Stable Material Space 3.2 Aggregation of Spiritual Space Structural Center in Traditional Families 4 Modern Evolution of Chinese Family Spiritual Space 5 Exploration of New Possibilities of Spiritual Space Design in Modern Chinese Family Life References Dissemination of São Tomé and Príncipe Culture Through Virtual Reality: Comparative UX Study Between Potential Tourists from Portugal and Santomean Inhabitants 1 Introduction 1.1 Goals 2 Method 2.1 Participants 2.2 Game Apparatus 2.3 Virtual Environment Prototype 2.4 Measures 2.5 Procedure 3 Results and Discussion 4 Conclusions References Shenzhen Maker Culture with Innovation and Entrepreneurship Policy in the Context of Belt and Road Initiatives 1 Introduction 2 The Growth of Shenzhen Maker Culture (2015–2021) 2.1 The First Stage: Interest Fosters Spontaneous Design 2.2 The Second Stage: The Policy Stimulates the Vitality of Mass Entrepreneurship and Innovation 2.3 The Third Stage: Management and Support with Emphasis on Science and Technology 3 New Connotations to Maker Culture from Belt and Road Initiative Policy 4 Conclusions and Suggestions References Research on the Experience of Beautiful Rural Spatial Morphology in Shaoguan Area of Northern Guangdong Province Based on Space Syntax: A Case Study of Bailou Village, Shatian Town, Xinfeng County 1 Introduction 2 Current Situation of Traditional Villages in Shatian Town, Xinfeng County, Shaoguan, Northern Guangdong 2.1 Village Architecture 2.2 Village Landscape 3 Data Sources and Research Methods 4 Analysis of Spatial Morphological Features of Beautiful Countryside Based on Space Syntax 4.1 Axial Analysis 4.2 Visibility Graph Analysis 5 Discussion and Conclusion 5.1 Spatial Syntactic Optimization Strategy 5.2 Spatial Element Level Optimization Strategy 5.3 Subjective Perception Level Optimization Strategy References Author Index
دانلود کتاب Design, User Experience, and Usability: Design for Emotion, Well-being and Health, Learning, and Culture : 11th International Conference, DUXU 2022, Held As Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022, P