HCI International 2021 - Late Breaking Papers: Design and User Experience: 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, ... Applications, incl. Internet/Web, and HCI)
معرفی کتاب «HCI International 2021 - Late Breaking Papers: Design and User Experience: 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, ... Applications, incl. Internet/Web, and HCI)» نوشتهٔ Constantine Stephanidis (editor), Marcelo M. Soares (editor), Elizabeth Rosenzweig (editor), Aaron Marcus (editor), Sakae Yamamoto (editor), Hirohiko Mori (editor), Pei-Luen Patrick Rau (editor), Gabriele Meiselwitz (editor), Xiaowen Fang (editor)، منتشرشده توسط نشر Springer International Publishing AG در سال 1309. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This book constitutes late breaking papers from the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held in July 2021. The conference was planned to take place in Washington DC, USA but had to change to a virtual conference mode due to the COVID-19 pandemic. A total of 5222 individuals from academia, research institutes, industry, and governmental agencies from 81 countries submitted contributions, and 1276 papers and 241 posters were included in the volumes of the proceedings that were published before the start of the conference. Additionally, 174 papers and 146 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The contributions thoroughly cover the entire field of HCI, addressing major advances in knowledge and effective use of computers in a variety of application areas. Foreword HCI International 2021 Thematic Areas and Affiliated Conferences Contents Design and Evaluation Methods, Techniques and Tools Research on Information Design Matching with User’s Need for Cognitive 1 Introduction 2 Background 2.1 Need for Cognition (NFC) 2.2 Information Visualization 3 Experiment 3.1 Methodology 3.2 Subjects 3.3 Materials 3.4 Process 4 Results 4.1 Analysis of Need for Cognition (NFC) Test Results 4.2 Correct Rate 4.3 Response Time 5 Discussion 6 Conclusion References Interaction Design for the Next Billion Users 1 Introduction 1.1 Fundamentals 1.2 Personas 2 The Solution Design 2.1 The Interface 2.2 The Technology 3 In Conclusion References The Crowd Thinks Aloud: Crowdsourcing Usability Testing with the Thinking Aloud Method 1 Introduction 2 Background and Related Works 2.1 TA in Usability Testing 2.2 Crowdsourcing 2.3 Crowdsourced Usability Testing 3 Study Description 3.1 Study Design 3.2 Test Object and Tasks 3.3 TA Procedure 3.4 Usability Problems Identification 4 Evaluation of the TA Setups 4.1 Participants 4.2 Quantity and Quality of Identified Problems 4.3 Participants' Performance and Spent Time 5 Discussion 6 Conclusion References Shaping AI as the Tool for Subconscious Design 1 Introduction 1.1 Preface 2 The Tools 2.1 Machine Learning and Generative Adversarial Neural Networks 2.2 Image Translation Trilogy: pix2pix, pix2pixHD 3 Shaping Neural Networks as the Tools of Mind 3.1 GANs (Generative Adversarial Neural Networks) 3.2 Training Process 3.3 The Outcome 4 Conclusion References An Experimental Study on “Consensus to Match” Game for Analyzing Emotional Interaction in Consensus Building Process 1 Introduction 2 Method 2.1 Consensus Building Theme (Task) 2.2 Measurement of Emotion 2.3 Experimental Procedure 2.4 Outline of the Experiment 3 Results 4 Conclusion References Challenges and Workarounds of Conducting Augmented Reality Usability Tests Remotely a Case Study 1 Introduction 2 Methodology 3 Results 4 Discussion References Understanding Graphical User Interface (GUI) Trends Based on Kawaii (Cute) 1 Introduction 1.1 Kawaii 1.2 Prior Work 1.3 GUI and Kawaii 2 Experimental Method 2.1 Stimuli Set 2.2 Materials and Method 3 Evaluation 4 Results 4.1 Results in General 4.2 Results by Classification 4.3 H Group 4.4 L Group 4.5 Insights and Outcomes 5 Discussion 6 Conclusion References Research on Interaction Design of Anti-addiction for Minor Games Based on Flow Theory 1 Research Background 2 Analysis of Research Methods for the Design of Anti-addiction System for Minors Based on the Flow Theory 2.1 Flow Theory 2.2 The Applicability of Flow Theory Applied to the Design of Anti-addiction Interactions in Games for Minors 3 The Construction of an Interaction Design Model for the Prevention of Addiction in Games for Minors Based on Flow Theory 3.1 Enlightening Principles of the Design of Anti-addiction of Games for Minors Based on the Flow Theory 3.2 Interaction Design Model of Anti-addiction System for Minors’ Games Based on Flow Theory 4 Conclusion and Prospect References Potential Design Strategies Based on Communication Design and Art Therapy for User Experience in COVID-19 1 Introduction 2 Communication Design (CD) 3 Art Therapy (AT) 4 The Relationship of CD and AT 5 The Design Strategy Framework Combining CD and AT 6 Conclusion References Preliminary Investigation of Methods for Graphic Simplification from Representation to Abstraction 1 Introduction 1.1 Research Background and Motives 1.2 Research Purpose 2 Literature Review 2.1 Definition of Simplification and Abstract 2.2 Graphic Simplification in Art 2.3 Graphic Reduction in Design 3 Method 3.1 Theoretical Investigation 3.2 Design Work 3.3 Methodological Induction 4 Discussion 5 Research Results References Suggestions for Online User Studies 1 Introduction 2 Related Work 3 Research Objective 4 Approach 5 Remote User Study Platforms 6 Recommendations Based on Practical Experience 6.1 Participant Attributes 6.2 Instructions to Participants 6.3 Participant Recruitment 6.4 Fair Compensation 6.5 Quality Control 7 Current and Future Opportunities 7.1 Behavioral Tracking via Live User Sessions 7.2 Longitudinal Online User Studies 8 Discussion 9 Practical Suggestions for Researchers 10 Conclusion References The Hidden Cost of Using Amazon Mechanical Turk for Research 1 Introduction 2 Background 3 Methodology 3.1 Experimental Design 3.2 Participants 4 Analysis and Results 5 Discussion 5.1 Suitability of the Attention Checks 5.2 The Effect of Compensation 5.3 The Explanation of Seasonality 5.4 The Irrelevance of User Characteristics 5.5 Implications References Research on Service Experience Design Framework Based on Semantics to Improve the Enterprise Service Capability 1 Introduction 2 Product Semantics 3 Service Design and Elements of Service Design 4 Semantics in Service Design 5 Service Design Framework Based on Semantic 5.1 Service Propositions Extraction 5.2 Mapping Semantics and Touch Points 5.3 Transform into Service Capabilities 5.4 Organizational Structure Adjustment 6 The Case of Semantic-Based Service Design 6.1 Service Proposition Extraction 6.2 Mapping Semantics and Touch Points 6.3 Transform into Service Capability 6.4 Organization Structure Adjustment 7 Discussion 8 Conclusion References Design, User Experience and Human Behavior Studies Expectation, Perception, and Accuracy in News Recommender Systems: Understanding the Relationships of User Evaluation Criteria Using Direct Feedback 1 Introduction 2 Related Work 2.1 Types of Recommender Systems 2.2 Challenges in Developing Recommender Systems 2.3 Offline- vs. Online Evaluation 2.4 Our Research Question 3 Method 4 Results 4.1 Description of the Sample 4.2 User Ratings of the Recommendations 4.3 Progress of the Recommender Systems 4.4 Relationships Between Evaluation Criteria 5 Discussion 6 Conclusion and Outlook References Partial Consent: A Study on User Preference for Informed Consent 1 Introduction 2 Background 2.1 Definition 2.2 Related Work and Hypotheses 3 Study Design and Methodology 4 Results 4.1 Analysis of Questionnaire Response 4.2 Analysis of App's Activity-Log 5 Discussion 5.1 Hypothesis #1 5.2 Hypothesis #2 5.3 Hypothesis #3 5.4 Hypothesis #4 5.5 Hypothesis #5 6 Conclusion and Future Work References UI Development of Hardcore Battle Royale Game for Novice Users 1 Introduction 1.1 Research Background 1.2 Research Methods 2 Hardcore Battle Royale Game 2.1 Usability Heuristics 2.2 UI Design Trends 2.3 Ideations for Novice Users: Battleground 3 Materials and Methods 3.1 Game Simulator 3.2 Game UI Implementation 3.3 Experiment 4 Results 5 Discussion 6 Conclusion References The Reaches of Crowdsourcing: A Systematic Literature Review 1 Introduction and Background 2 Purpose of Study 3 Data Collection 3.1 Database Searches 3.2 Trend Analysis 3.3 Emergence Indicator 3.4 Engagement Measures 4 Results 4.1 Co-citation Analyses 4.2 Content Analyses 5 Discussion 6 Conclusion 7 Future Work References A Bibliometric Analysis on Cybercrime in Nigeria 1 Introduction and Background 1.1 Problem Statement 2 Research Methodology 2.1 Harzing 2.2 VOS Viewer 2.3 CiteSpace 2.4 Trend Diagram 2.5 Engagement Measure Vicinitas 2.6 Author Relationship 2.7 Co-citation Analysis 2.8 Pivot Chat 2.9 Mendeley 2.10 maxQDA 3 Results 3.1 List of 10 Ways Insights 4 Future Work and Discussion References Differences in Product Selection Depend on Situations: Using Eyeglasses as an Example 1 Introduction 2 Related Research 3 Experimental Method 4 Results 5 Analysis Method 6 Analysis Results and Discussion 7 Conclusion References Identifying Early Opinion Leaders on COVID-19 on Twitter 1 Introduction 2 Theoretical Background 2.1 Diffusion of Innovation Theory and S-Shape Curve 2.2 Opinion Leadership on Social Media 2.3 Sentiment Analysis 3 Data and Approaches 3.1 Data Acquisition and Filtering in Network Analysis 4 Correlation Network Analysis 4.1 Experimental Results 4.2 Network Analysis Result 5 Sentiment Analysis 5.1 Data Description 5.2 Polarity of the Data 5.3 LIWC Results 5.4 Discussion 6 Implications and Conclusion 7 Limitations and Future Work References Impact of the Cyber Hygiene Intelligence and Performance (CHIP) Interface on Cyber Situation Awareness and Cyber Hygiene 1 Introduction 2 Overview 3 Design Process 3.1 Define 3.2 Ideate 3.3 Prototype 3.4 Analyze 4 Conclusion References The Effect of Social Media Based Electronic Word of Mouth on Propensity to Buy Wearable Devices 1 Introduction 2 Literature Review 2.1 Social Media and Electronic Word of Mouth 2.2 Types of eWOM 2.3 Social Media Platforms 2.4 Internet of Things (IoT) Devices 2.5 Wearable Devices 3 Research Design 3.1 Research Questions and Objectives 3.2 Research Model and Propositions 4 Research Analysis and Findings 4.1 Interview Response Themes 4.2 Summary of Themes 4.3 Summary of Findings 5 Conclusion References Applying Exploratory Testing and Ad-Hoc Usability Inspection to Improve the Ease of Use of a Mobile Power Consumption Registration App: An Experience Report 1 Introduction 2 Background 2.1 Exploratory Testing and Usability Assessment 2.2 Related Work 3 Mobile Application for Self-reading of Power Consumption 3.1 Application Context 3.2 Characterization of the Project 4 Evaluation and Redesign of the Mobile Application 4.1 Combined Exploratory Testing and Usability Evaluation 4.2 Redesigning the Application Based on the Identified Problems 5 Discussion and Lessons Learned 5.1 How the Applied Methods Contributed to the Identification of Problems 5.2 Difficulties in the Application of the Methods 5.3 How the Identified Problems Contributed to the Identification of Improvement Opportunities 6 Conclusions and Future Work References Euros from the Heart: Exploring Digital Money Gifts in Intimate Relationships 1 Introduction 2 Background 2.1 Intimacy and Money as Gift 2.2 Digital Money Gifts 3 Study Design 3.1 Critical Gifting Scenarios 3.2 Participants 3.3 Procedure 3.4 Analysis 4 Results 4.1 Spent Time and Thought 4.2 Get-Together 4.3 Intensified Emotion 4.4 Memory 4.5 Distinction from the Commercial 5 Discussion 6 Limitations 7 Conclusion References Impact of Social Media Marketing on University Students - Peru 1 Introduction 2 Theoretical Framework 2.1 General Objecives 3 Methodology 4 Results 5 Discussion 6 Conclusions References Dynamic Difficulty Adjustment Using Performance and Affective Data in a Platform Game 1 Introduction 2 Related Work 3 Approach for Dynamic Difficulty Adjustment 3.1 Data Extraction 3.2 Difficulty Measuring 3.3 Dynamic Difficulty Adjustment 4 Experiments 5 Discussion 5.1 Balancing and Checking Difficulty Measurement 5.2 Comparison Between the DDA Models 5.3 Comparison Between DDA Distinct Adaptations 6 Conclusion References Exploring the Effect of Resolution on the Usability of Locimetric Authentication 1 Introduction 2 Background 3 Methodology 3.1 Participant Recruitment and Profile 4 Analysis and Results 4.1 Password Length 4.2 Considering Demographics 5 Discussion, Limitations, and Future Work References Usability Assessment of the GoPro Hero 7 Black for Chinese Users 1 Introduction 2 Experiment Method 2.1 Materials 2.2 Participants 2.3 Questionnaire Design 2.4 Task Analysis 2.5 Design Method 3 Analysis 3.1 Materials 3.2 Quantitative Data 4 Findings 4.1 Preliminary Ideas 4.2 Problems and Improvements 5 Conclusion References A Study on Dual-Language Display Method Using the Law of Common Fate in Oscillatory Animation on Digital Signage 1 Introduction 2 Proposed Dual-Language Display Method 2.1 Previous Studies 2.2 Overview of Bilingual Oscillatory Display 2.3 Details of the Animation 3 Experiment 3.1 Purpose and overview 3.2 Participants and Experimental Environment 3.3 Proposed Contents 3.4 Procedure 4 Results and Discussion 5 Future Schedule References Research and Analysis of the Office Socket Design Based on User Experience 1 Introduction 2 The Importance of User Experience Research in Design of the Office Socket 3 User Research on the Office Socket 3.1 User Research Processes of the Office Socket 3.2 Results of User Research on the Office Socket 4 Results of the Research on the Design Development of the Office Socket 4.1 The Design Pursues the Clean and Beautiful Office Environment 4.2 The Design Pursues the Humanization of the Office Socket 4.3 The Design Pursues the Security of the Office Socket 5 Discussion 6 Conclusion References Research on Improving Empathy Based on the Campus Barrier-Free Virtual Experience Game 1 Introduction 2 Research Method 2.1 Empathy Stimulation Experiment 2.2 Empathy Measurement Indicators 2.3 Evaluation Method of Empathy Stimulation Effect of Barrier-Free Virtual Experience Game 3 Establishment of Empathy Stimulation Experiment in Virtual Experience Game 3.1 Participants 3.2 Experimental Materials 3.3 Experimental Process 4 Evaluation Results of Different Factors on Empathy Stimulus Effect in Virtual Experience Game Environment 4.1 Atmosphere Layer 4.2 Interaction Layer 4.3 Comprehensive Evaluation 5 Conclusion References Trust and Automation: A Systematic Review and Bibliometric Analysis 1 Introduction and Background 2 Purpose of Study 3 Data Collection and Methods 4 Results 4.1 Trend Analysis 4.2 Subject Analysis 4.3 Emergence Indicator 4.4 Engagement Measures 4.5 Co-citation Analysis 4.6 Content Analysis 5 Discussion and Conclusion 6 Future Work References Usability Assessment of Xiaomi Smart Band 4 1 Introduction 2 Research Method and Process 2.1 Incident Diary 2.2 Co-discovery 2.3 Controlled Experiment 2.4 Task Analysis 2.5 User Test 3 Data Analysis and Discussion 3.1 Result of Incident Diary 3.2 Result of Co-discovery 3.3 Result of Controlled Experiment 3.4 Result of Task Analysis 3.5 Result of User Test 4 Future Work and Redesign 4.1 Product Improvement 4.2 Homepage Improvement 5 Conclusion Appendix Appendix A: Incident Diaries Appendix B: User Test Questionnaire Appendix C: User Test Result Appendix D: Controlled Experiment Recording References Cross-Cultural Design Factors Affecting e-Commerce Satisfaction in Qatar: A Cross-Cultural Comparison 1 Introduction 2 Literature Review 3 Proposed Framework 3.1 Hypothesis Development 4 Research Methodology 4.1 Pilot Study 5 Reliability Analysis and Mann-Whitney U Test 6 Results and Discussions 7 Conclusion References Factors Influencing Trust in WhatsApp: A Cross-Cultural Study 1 Introduction 1.1 Measuring Trust 1.2 Differences in User Trust 2 Research Methodology 2.1 Procedure 2.2 Participants 3 Results 3.1 Cross-Cultural Trust Assessment 3.2 Privacy Concerns 4 Discussion 5 Framework: Including Trust in the Personas Creation 6 Conclusion Appendix References The Research on the User Experience of Consultation Designed by China’s Medical Mobile Media Platforms Under the Background of COVID-19 1 Research Objects and Methods 1.1 Research Objects 1.2 Research Methods 2 Core Concepts of the Study 2.1 User Experience 2.2 Mobile Medical Applications 3 Research Result and Analysis 3.1 Content Analysis of Mobile Medical App User Consultation 3.2 Analysis of the Use Effect of Mobile Medical App User Consultation 4 Conclusion and Recommendations 4.1 Conclusion 4.2 Recommendations References Research on the Attractive Factors and Design of Cultural Derivative Commodities Under Cultural Sustainability 1 Introduction 2 Literature Review 2.1 Culture and Cultural Commodity 2.2 Design and Image of Cultural Commodity 2.3 Miryoku Engineering 3 Method 3.1 Research Design 3.2 Subjects 3.3 Materials 3.4 Participants 3.5 Instruments 3.6 Data Collection Procedure 4 Results 4.1 Construction of EGM for Cultural Commodities 4.2 Relations Between Attractive Factors and Design Elements 5 Conclusions and Suggestions References Cross-Cultural Design in Consumer Vehicles to Improve Safety: A Systematic Literature Review 1 Introduction and Background 1.1 Cross-Cultural Design and Vehicles 1.2 Systematic Review Procedure 2 Purpose of Study 3 Methodologies 3.1 Data Collection 3.2 Trend Analysis 4 Results 4.1 Content Analysis of Leading Terms via VOSViewer 4.2 Co-citation Analysis via VOSViewer 4.3 Content Analysis from MAXQDA 4.4 Content Analysis via CiteSpace 4.5 Engagement Indicator 5 Discussion 5.1 Reappraisal 5.2 Cross-Cultural Design in Vehicles as an Emerging Area 6 Conclusion 7 Future Work References Cross-Cultural Differences of Designing Mobile Health Applications for Africans 1 Introduction 2 Research Background 3 Culture 4 Methodology 5 Results and Discussions 6 Conclusion References “Tell Me Your Story, I’ll Tell You What Makes It Meaningful’’: Characterization of Meaningful Social Interactions Between Intercultural Strangers and Design Considerations for Promoting Them 1 Introduction 2 Related Work 2.1 Meaningfulness in HCI 2.2 Migration in HCI 3 Methodology 3.1 Research Context 3.2 Research Procedure 3.3 Analysis 4 Findings 4.1 Characteristics of MSI 4.2 Perceptions of Intercultural MSI 5 Applying the Findings in the Design Process 6 Design Considerations 6.1 Identify Different Elements’ Configurations to Go Beyond Stereotypical Interactions 6.2 Carefully Selecting Context of Interaction for Linking Places with Meaningfulness 6.3 Pair Aspects that Make MSI Meaningful with Related Activities 6.4 Exert Feelings to Promote Meaningfulness 6.5 Limitations and Future Work 7 Conclusion References Intercultural HMIs in Automotive: Do We Need Them? – An Analysis 1 Introduction 1.1 Background 1.2 Definition Culture 2 Parameters of Intercultural Design 2.1 Fonts 2.2 Units and Formats 2.3 Colors 2.4 Gestures and Icons 2.5 Legal, Religion, and Politics 2.6 Interaction Devices 2.7 The Challenge of Complexity 2.8 Information Density 3 Culture and the Automotive Industry 3.1 The Role of Consumer Devices and Applications 3.2 The 3-Layer Approach 3.3 Process of Internationalization and Localization 4 Conclusion References Hybrid Kansei Research of Product’s Interactive Design Experience Based on “Sensing” Technology 1 Introduction 1.1 Background and Purpose 1.2 Scope and Methodology of Research 2 Literature Review 2.1 The Concept of Sensing Technology 2.2 Kansei Development History of Sensing Technology 3 Kansei Factor Analysis of product’s Interactive Design Experience and Image Based on “Sensing” Technology 3.1 Generation of Kansei Factors in the Application of Sensing Technology 3.2 Research on Kansei Engineering for product’s Interactive Design Based on “Sensing” Technology 4 Hybrid Sensing Research of the Interactive Experience of “Sensing” Technology in Product Design 5 Conclusion References Author Index
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