| Re-engaging with Cultural Engagement: Innovative Product Design of Cultural Field Experience | | BIBAK | Full-Text | 3-9 | |
| Tsen-Yao Chang; Fang-Wu Tung | |||
| This study aims to construct the components of effective analysis of
cultural products to develop a design process that is appropriate for the
cultural field. The research concept is based on an integrated experience of
design experiments. Targeting the actual demands of the cultural field, the
cases analyzed provide pragmatic solutions. This study contributes a systematic
and timely process of design in the cultural field with the use of a complex
scenario, as well as the application of such a process to produce concrete
results in design service. Results can aid in future planning and
implementation of solutions. Keywords: cultural field experience; cultural product; product design; experience
design | |||
| An Exploration on Tactile Styles of Products | | BIBAK | Full-Text | 10-20 | |
| Yung-Ting Chen; Ming-Chuen Chuang | |||
| As an exploratory phase of the continuous study regarding tactile style of
products, this paper employed semi-structured focus interview as the method to
investigate and summarize whether people had more feelings towards products
with vivid and obvious style for future reference. Therefore, this study
intended to 1. identify the design styles that provoked strong feelings for the
reference of tactile style in the future; 2. file the representative products
and major form features of the design styles; 3. construct a set of vocabulary
for the further images evaluation on design and tactile style in the future. In
this research, 11 design experts were interviewed. All of them had long-term
experience in design and profound understanding of design style. All of the
interviews were videotaped and edited for a comprehensive analysis to yield
results as follows: 1. In accordance with the frequency mentioned by the
experts, 7 design styles for products that stimulate strong feelings were
identified; 2. Summarizing the contents and forms of design styles, it was
discovered that evolution of design style progressed incessantly like following
a spiral path; 3. The representative products and their form features (shapes,
materials, and colors) of each design style were classified; 4. The
representative feeling images of each of the design style were obtained and
summarized to derive a set of 28 paired image words for further image
evaluation. Keywords: design style; tactile style; product feature; image; semi-structured
interview | |||
| The Study of Style for Kogi Pottery Art in Life | | BIBAK | Full-Text | 21-30 | |
| Chi-Hsiung Chen; Shih-Ching Lin | |||
| There are plentiful and diverse culture assets and local sources in Taiwan,
and thus the national soft power has been valued gradually, the traditional
craft industries also being focused as well. Koji pottery art has essential
place in the architectures of Taiwan tempos, and it was considered as the
representation of gods in the local belief which was sacredness in Taiwan.
However, the elaborate Kogi pottery art which was applied in tempo
architectures is intergrading in people's life at home due to the constructive
promotion to cultural creative industries from the government. Therefore, the
study collected and discussed the develop status of Kogi pottery crafts via
literature analysis extensively, as well as to explore the differences of the
traditional implements that introduce to life art and analyze the styles via
morphological analysis. The study has three conclusions as follows: 1. New
opportunity can be created by introducing cultural creative ideas to Kogi
pottery industry which allow it transforming to elaborate craft industry from
traditional one. (2) Kogi pottery art work still has the unique style by
describing abstract implications through concrete forms. (3) Kogi pottery is
trending toward simplification but nonetheless retains its symbolic meaning and
achieves its goal of continuing its cultural heritage. Keywords: Kogi; cultural creativity; style | |||
| The Study of Modern Emergency Products under the Direction of New Ergonomics | | BIBAK | Full-Text | 31-40 | |
| Jianxin Cheng; Meiyu Zhou; Junnan Ye | |||
| The rapid development of computer and internet technology has led to human
beings' society into the era of information, and brought certain influence on
the modern design and innovative design. Moreover, product design is now
emphasizing on design ideology such as Humanisms, Culture and People-Oriented
design. That is products serving for users and all their shapes, function,
color, material and structure showing the respect and care for their users,
furthermore, they are endeavoring in providing some virtual using experience
including Humanities, History, Emotion, Joviality and Security. Recently,
natural disasters such like earthquake, snowstorm, fire, typhoon, flood and
drought always cost enormous casualties and economic loss. As a result of the
government's popularization and promotion of disaster prevention and rising
awareness of the meaning of safety, emergency products come up to exist in our
daily life. However, emergency indications would send people a sense of fear,
which should lower their life quality. New ergonomic, mainly based on
researching methods as Physiology, Psychology and Anthropometry etc., and gives
prominence to some interdisciplinary subjects, for example, Social Psychology
and Economics etc. It is focusing on service system and ergonomic issues. On
the topic of disaster emergency design, this paper suggests three researching
methods for it: PDCA model, Quantitative Analysis, Semantic Differential. Then
how could Emergency Products produce high life quality? The essay records the
researching theorization which has been used before. They are based on the
people-oriented ideology, through in four phases of the establishment of the
design goals (design target selection and judgment), the preliminary design
(understanding and analysis of the design goals, design concept engineering),
deep design (product detail design) and design confirmation (completion of the
design goals) to practice and research. Keywords: Emergency Products; Modern Living Quality; New Ergonomics; Product Service
Design | |||
| Designing "Hometown Feeling" Into Products | | BIBAK | Full-Text | 41-50 | |
| Chiu-Wei Chien; Si-Jing Chen; Jun-Liang Chen | |||
| Hometown is always full of childhood memories and energy for life. Hometown,
as a subject for cultural and creative products can help novice designers
express their feelings. Designers are bound to create unique and attractive
cultural and creative products with such outpouring of sentiment of hometown.
There are three major categories of design elements that can be developed from
hometown as a topic: natural environment, festival and folk arts, and
artificial constructions. The study chooses the program which was conducted in
the Product Development Course as a case study. This course was scheduled for
junior students under the Department of Industrial Design, National United
University. This study attempts to discover how the feelings of hometown will
impact designers, and how those feelings are embodied in their cultural and
creative products. The goal of this study is to provide consumers a type of
commodity that combines emotional connections and usefulness in order to
present valued cultural and creative products that demonstrate local color and
at the same time meet the needs of modern life by way of transforming the
meaning and style of cultural elements. Keywords: Feeling of "hometown"; cultural and creative product design | |||
| Human Factors Design Research with Persona for Kids Furniture in Shanghai Middle-Class Family | | BIBAK | Full-Text | 51-59 | |
| Linong Dai; Boming Xu | |||
| There is a huge market for Chinese kids furniture, which, however, is still
designed on the level of traditional Ergonomics. The paper, targeted at
Shanghai middle-class family, analyzes the correlation between the needs,
purpose, behavior and viewpoints of multi-users, based on the data collected
through Ethnography. With many factors such as family structure, environmental
factor and educational notion taken into account, it constructs user
segmentation of multi-users' kids furniture in terms of persona and accordingly
gives suggestions on Human Factors Design of kids furniture. Keywords: Persona; Kids furniture; Middle-class family; User research | |||
| A Study of the Attraction Factors of Japanese Pop-Culture by Young People in Taiwan | | BIBAK | Full-Text | 60-69 | |
| Chen-hao Fan; I-Hsin Fan; Huang-Tsun Lu; Su-yao Lee | |||
| "Beauty is the only way to be competitive!" In recent years, due to the
energetic efforts that has plunge into the design industry from countries all
around the world, the design field in Taiwan is highly valued; through the use
of various kinds of designing methods, it is expected that this positive effort
of "gdesign" can increase vitality, competition and cultural standard of the
Taiwanese life. Therefore, "gdesign" must not only stress the importance of the
high quality technology to improve the competitiveness in the design industry,
but more important, how to focus on the viewpoint of the industry and the
commercial market. Only in this way we can build a true strategy and create
strong design energy from the heart. The emotional design of the Japanese
goods, compare from consumer goods from all around the world, has always been
distinct; furthermore, the same market response also emerged in the Taiwan
commercial market. How do the Japanese goods provoke the emotional intention
for consumer to purchase? How does it touch our perception neural? How can we
truly seize the perceived value of the consumer? Therefore, through the
bestseller condition analysis of the Japanese goods, and taking it forward to
understand the preference factors of the Taiwan commercial market. Using EGM
interviewing sixteen high personal involvements, then employing Quantification
theory I to calculate the charm functional of the Japanese goods in Taiwan. The
attempt is to seek to reason why Japanese goods became popular in Taiwan. The
use of EGM can capture the particular features of the conditions that arouse
the two aspects of the purchase intentions: the "top down" abstract value
judgment and the "bottom up" concrete condition of the consumer goods,
organizing the factors and conditions of the preference and expectations in the
Taiwan commercial market. Ultimately to create similar products that extracted
the fundamental spirits of the Japanese goods, meanwhile, blending in with the
environmental conditions of the Taiwan commercial market; therefore, via the
methods of product design to create goods that can conform to the emotional
need of the Taiwanese consumer. By this way, we can pursue the success of
emotional Taiwanese goods that can deeply touch the heart of the consumers and
stimulate the consumption of the product; encouraging consumer to purchase this
heart contented good and opening a new business opportunity to companies.
This research via the concept of charm engineer, employing the high involvement oral interview data of EGM, furthermore, using KJ Method to convergence categories, understand facts, and complying data. Below are six general aspects which help us know the main charm factors and condition of how Japanese goods attract the Taiwanese consumers: 1. Marketing. 2. Trend: Fashion trend. 3. Profession. 4. Convenience. 5. Comfortable. 6. Abundant. Therefore, the comprehensive research combined EGM, statistics of Quantification theory I, and charm functional to analyze if user can attain comfort from all aspects or whether if the design is humanized to provide convenience when manipulating; afterwards, based on the theory of consumer cognitive psychology and the six basic conditions of commodities: origin, background, material, technology, craftsman, and quality to sum up this research. Hence, "The most profound emotional value for Taiwanese consumers" concludes to the four conclusions: 1.Feel of Ease and Supreme Quality; 2.Innovation within the Traditional Field and the Spirit of the Craftsman; 3. Leading Technology and Innovation; 4. Social Care Keywords: Japanese Goods; Evaluation Grid Method; KANSEI Engineering | |||
| Interaction Design Research of Home Integrated Ceiling Based on Neo-Ergonomics | | BIBAK | Full-Text | 70-75 | |
| Qing Ge; Yin Wang | |||
| With the emergence of intelligent home furnishing concept by the Internet
and Internet of things, different industry convergence is increasing. As
interactive environment products, the furnishing integrated ceiling established
on the neo-ergonomics will bring the new psychological experience which make
the environmental layout, space function, interpersonal communication,
environmental value different from the traditional kitchen plane ceiling.
Bandura's "reciprocal determinism" provides theoretical basis for the primary
three dimensional interactive design concept in neo-ergonomics. And the
environmental factors in interactive innovation will become more and more
importance, which make the product innovation work tremendous effect. Keywords: Interaction Design; Neo-ergonomics; Integrated Ceiling | |||
| Some Thoughts on Haptic Aesthetics for Design Transmodal Aesthetics | | BIBAK | Full-Text | 76-85 | |
| John Kreifeldt | |||
| Designing for total user satisfaction is or should be the goal of human
centered product design. However, satisfaction is a complex function of
multiple interdependent variables many of which are only recently being
explored. Among these are the haptic senses and sensations. Considerable
research attention is currently given to them particularly in interface design.
However, the existence and role of haptic emotions and aesthetics in product
design and their interactions with visual aesthetics and emotions seem to be
comparatively overlooked. The proposition is made herein that an object should
be so designed that it is as pleasurable to hold and use as it (or its image)
is pleasing to look at. Furthermore, it should be so designed that viewing it
or its image arouses the appropriate virtual haptic responses. That is, the
object should be designed so as to maximize its haptic as well as visual
aesthetics and emotions. As an aid to progress in this area, this paper makes
the argument for more recognition of the existence of a visual ⇒ (virtual
haptic synesthesia; the evocation of mentally aroused haptic sensations which
follow on viewing an object or even its image. Such sensations may lie below
the conscious level but still be potent in forming the viewer's total aesthetic
and emotional response to an object.
The descriptor "transmodal aesthetic" is used here in postulating a related phenomenon in which a feature or object which affects one sensory aesthetic will influence the aesthetic response of another sense. In the product case for instance, this occurs when an object or feature of it which is pleasing to the haptic senses results in the object (or image of it) being pleasing to the visual sense. This postulates or acknowledges that if the hand finds something pleasant/unpleasant, it will evoke pleasing/displeasing emotions to the eye rather than vice-versa. Because we are not often consciously aware of the haptic sensations evoked in us by visual stimuli, we must learn to conscientiously attend and respond to them. This will greatly increase our appreciation of art in general and product design in particular. This paper is a discursive attempt to set out several aspects of fundamental virtual haptics which should be explored in their role of providing haptic pleasure as an important aspect of product design. Several areas for research into haptic aesthetics and their relationship to visual aesthetics particular for products are suggested. Keywords: aesthetics; art; design; haptics; product; sculpture; synesthesia;
transaesthetic | |||
| RFID-Based Road Guiding Cane System for the Visually Impaired | | BIBAK | Full-Text | 86-93 | |
| Chen Liao; Pilsung Choe; Tianying Wu; Yue Tong; Chenxu Dai; Yishuo Liu | |||
| The RFID-based road guiding cane is a navigation system especially designed
for the visually impaired. Geographic location, traffic light signals, and
business information are saved in a series of RFID labels constructed beneath
the sidewalk. With the road guiding cane reading the RFID labels, the visually
impaired can locate themselves, be aware of traffic light signals, and find
business information near them on the road. After users set the destination,
the cane automatically directs the routes for users via voice by specifying the
current location and keeping track of previous locations. Compared with the
Global Positioning System, the RFID-based road guiding cane system is more
reliable, more accurate, cost-saving, and versatile in providing precise
location-based services for the visually impaired. Keywords: RFID; visually impaired; road guiding cane; navigation system; Internet of
things | |||
| Exploring Local Characteristic Product Analysis from an Emotional Design Perspective | | BIBAK | Full-Text | 94-103 | |
| Yu-Ju Lin; Wei-Han Chen; Tai-Jui Wang | |||
| Taiwan's local industries are well-developed; however, over time, various
local industries have encountered the problem of transformation. This change
has prompted businesses to gradually shift their focus to aesthetics and
emotional design when developing new products. Consequently, Taiwan's Ministry
of Economic Affairs and small and medium enterprises (SMEs) share the objective
of recreating local commercial opportunities to assist in local industry
development and promote product innovation regarding Taiwan's local
characteristic industries. The following topics are worthy of further
investigation: (1) whether products' added cultural value can elicit consumer
acknowledgement and generate deep emotional impressions; (2) whether a
correlation exists between the emotional perception of these cultural products
and cultural elements; and (3) whether new values can be created using an
interdisciplinary collaborative model of local characteristic industries and
industry optimization transformation. Considering globalized competition,
designers should seek the essence of originality from their own culture and
establish a unique cultural distinction for local characteristic products to
improve the product design value and competitiveness. Based on data analysis
and a literature review, this study analyzed the development of an integrated
relationship between Taiwan's local characteristics and design industries. Data
from relevant analyses indicated the following: (1) Localized life and cultural
characteristics and local spirit can sufficiently influence the innovation of
local characteristic products; (2) successful local characteristic products
must satisfy three levels of emotional design, namely, the visceral,
behavioral, and reflective levels; and (3) integration of local characteristic
industries and the experience economy concept requires an interdisciplinary
exchange platform to stimulate industry innovation and drive emerging
industries. Keywords: local characteristic industry; emotional design; cultural product;
interdisciplinary | |||
| The Cognitive Difference of Visual and Imaged Tactile Sense of Product Forms | | BIBAK | Full-Text | 104-112 | |
| Mei-Ting Lin; Jui-Ping Ma; Chih-Long Lin | |||
| Product morphology has affected the diversity of consumers' preference. When
consumers obtain the product image through perceptual organs, it is possible
for the visual sense to replace other senses and generate synesthesia. This
study is intended to explore: 1. whether if the visual sense and imagined
tactile sense of product forms are consistent in preference; and 2. whether if
the cognition preference of the four products with different figure is
consistent when viewing the objects simultaneously and individually. The
experiment designed four cups with different forms and separately processed a
two-phase test of the visual and imagined tactile senses. The analysis result
shows that visual and imagined tactile sense possesses slight consistency with
product preference, which both reached significant level. Therefore, the
preference results of most test subjects in both visual and imaginary tactile
sense achieved consistency. Among the four cups, Cup 2 revealed far lower score
in the visual sense than in the tactile sense within the pleasure degree, while
Cup 3 shown far greater visual points than tactile. The results of
experimenting the four cups with different forms yet with same color and
material, did not agree with our hypothesis, the anticipation to see and the
anticipation to touch were in inverse proportion. The outcome indicated that
creative design products via the consumer's view may emerge cognitive
difference. Thus, the results of this study can provide products which are in
development a better understanding of consumer perception and a foundation for
future studies. Keywords: Product Form; visual; imagined tactile sense; cognitive differences | |||
| Discovering the Use of a Home Smart Telephone: A Persona Approach | | BIBAK | Full-Text | 113-117 | |
| Weijane Lin; Chih-Lo Chen; Chien-Ting Yang; Hsiu-Ping Yueh | |||
| This ongoing study examined the users' needs, perceptions, performance and
expectations toward a multifunctional home-use smart telephone. Through
systematically discovering users' behaviors, this study investigated 317
participants' use of the target product, and profiled the target users of
personas within different scenarios. Three major patterns of use were found in
this study, and the suggestions were made to improve the interface and
marketing strategies with references to the personas concluded in this study. Keywords: Home phone; Smartphone; Persona | |||
| A Study of Aesthetic Analysis on Modern Crafts | | BIBAK | Full-Text | 118-127 | |
| Po-Hsien Lin; Mo-Li Yeh; Rungtai Lin | |||
| Based on the perspective of academic application and cultural dissemination,
this study intends to explore the aesthetic value of Taiwan modern crafts.
Through an approach of style analysis, this study examines the works selected
from Taiwan Crafts Competition Award and Modern Crafts Yii Project. Both
qualitative and quantitative methods are employed to explore the artistic
essence and cultural reference of the creations. The study places the works in
stylistic context to establish a theoretical framework of aesthetic analysis
and criticism of Taiwanese modern crafts. A questionnaire is developed to
obtain information required for style analysis. The data is analyzed using
"Multidimensional Scaling" (MDS). The Consensus Assessment Technique (CAT) is
employed in the study. A CAT questionnaire developed by Amabile is used to
examine the performance of the works in three difference dimensions of
creativity, technical goodness, and aesthetic appeal. Finally, a statistic
technique of Multiple Regression Analysis will be employed to explore the
significance of these three factors in each style of the works. Keywords: Modern Crafts; Aesthetics; Style Analysis | |||
| Research on Symbol Expression for Eye Image in Product Design: The Usage of the Chinese Traditional "Yun Wen" | | BIBAK | Full-Text | 128-137 | |
| Chi-Chang Lu; Po-Hsien Lin | |||
| In visual arts, using the eyes to deliver the message of life and emotion of
a living thing has always been emphasized. The expression of the eyes is
usually a combination of the eyeballs, pupils, eyelids, and eyelashes, etc.
Among these, the pupil is of a crucial character. It completes the image of an
eye and shows the direction of the line of sight. In this article, the authors
wish to create a new way to show the symbols of eyes based on the Chinese
traditional cloud pattern -- Yun Wen in the area of the product design. The
design will combine the features of both the traditional cultural style and the
vogue. It will also present the eastern aesthetics difference between visual
similarity and visual dissimilarity. Keywords: Clouds pattern (Yun Wen); Chinese traditional pattern; decoration; eye
image; cultural implication; product design | |||
| An Empirical Research on Experience Evaluation and Image Promotion of Wuxi Fruit Brand: The Case of the Brand Package of Yangshan Shuimi Peaches | | BIBAK | Full-Text | 138-147 | |
| Wei Xiong; Liang Yin; Xinli Lin; Shengli Lu | |||
| This research takes the theory of brand experience as the guidance, uses the
brand experience evaluation as its method and aims the service design as its
target. And the research is to search for the new theory and model of promoting
brand image. We have designed creatively the semantic analysis scale of
experience evaluation of Wuxi fruit brand Yangshan Shuimi Peaches.
Psychologically, we evaluated 3 types of the packages of PeachWell Brand: A
(the original package), B (new package) and C (new package). After that, we
collected the CSI (Customer Satisfaction Index) data, which showed the
difference: B>C>A. Demographic samples divided by different means all had
their own different requires of brand packages. These CSI data showed us that
the new package B and C made more contributions to upgrading the brand.
According to the result analyses of the empirical research on brand experience,
we bring up the detailed service design plans and positive advices of promoting
the brand image. Keywords: Brand experience; Experience evaluation; Brand image promotion; Empirical
research | |||
| A Study of Applying Qualia to Business Model of Creative Industries | | BIBAK | Full-Text | 148-156 | |
| Hui-Yun Yen; Christopher Lin; Rungtai Lin | |||
| The experiential economy has entered our life affecting many products with
cultural connotations and changing people's lifestyles. It also displays
cultural and creative industries that would be outstanding in the world.
Chinese culture is the basis for the superior cultural and creative industries
in Taiwan. Do the products evoke the sensation and emotion of consumers which
designed in culture of value-added? Does the factor correlation between culture
style and cultural-products? Are the business models of cultural and creative
Industries and cultural-products of Qualia closely related? All of these
questions are worthy of further exploration. Based on information analysis and
literature review this study presented a framework applicable to any kind of
Qualia products and culture and creative industries. The findings are as
followed: (1) Cultural style is really enough to affect the design of
cultural-products; (2) Successful products should conform to the five factors
of Qualia: Attractiveness, Beauty, Creativity, Delicacy and Engineering;
successful culture and creative industries should conform to the aesthetic
economy business model. Taiwan has the advantage that value-added from Qualia
to business model of cultural and creative industry is a presentation of the
cultural connotation. Flourishing cultural and creative industries need a start
in Taiwan. Marketing and brand building need to be extended by aesthetic from
the economy business model to be outstanding in the global marketing in the
future. This study includes the relation between cultural-products and
consumers, Qualia products and business model exchange platform, international
marketing operations and national support and counseling policies for a
follow-up study issue. Keywords: Cultural and Creative Industries; Qualia Products; Business Model; Design
Value Added | |||
| Analysis of Cognition Difference of Visual and Imagined Haptic Inputs on Product Texture | | BIBAK | Full-Text | 157-164 | |
| Hui-Yun Yen; Christopher Lin; Rungtai Lin | |||
| The rise of aesthetic economics is remarkable over the past few years and it
is also displays the culture and creative industry which would be outstanding
in the world. The useful feature of the product is not the only reason to buy
the product of the consumer. The interface of product aesthetics gives people a
sense of beauty and impression; it also promotes people to consume and collect.
However many products while similar in visual appearance, differ in their
haptic characteristics affect people's willingness to buy. Based on the above
reasons, the trend of product design is consumer-oriented. This study analyzes
the cognition difference of visual and imagined haptic inputs based on product
texture. We choose tea cups with different textures be the stimulus samples in
this experiment to investigate the participants' psychological feelings. The
purpose of this study is to discover the correspondence between product
textures with consumers' feel and generate specific guidelines for design in
the future. There are four findings suggested by this paper. The first one is
that a product with an attractive visual appearance is not necessarily pleasing
to the touch. The second one is people view the products through visual and
describe the product bias in emotional thinking. The third one is antonym
adjectives of the popular products are less which conform of people with normal
mental state. The fourth one is most of visual and haptic adjectives have
commonality. Hopefully, industries and multi-cultural style of products will
continue to support the future development and growth of aesthetic economics. Keywords: Texture; Visual; Imagined Haptic; Cognition | |||
| An Empirical Research on Designing and Promoting the Brand Logo of Yangshan Shuimi Peaches Based on the Theory of Brand Experience | | BIBAK | Full-Text | 165-174 | |
| Liang Yin; Junmiao Wang; Ying Shan; Yi Jin; Zilin Sun; Weifeng Huang; Binbin Li | |||
| This research takes the theory of brand experience as the guidance, and is
based on Bernd H. Schmitt's theory of five-element-pattern brand experience.
His theory is basis of brand experience evaluation, and is the starting point
and the ending point of brand promotion for us. We have creatively designed the
semantic analysis tool of experience evaluation of the logo design of Wuxi
fruit brand Yangshan Shuimi Peaches. And we evaluated 3 logo designs of
Yangshan Shuimi Peaches of PeachWell brand as an empirical operation of brand
experience evaluation. Through the operation of experience evaluation and
stratified sampling, we got the index of experience CSI, we learned the layered
quantization distinction of the 3 logos A, B and C of the same brand PeachWell.
This research can provide positive positioning of design for promotion the
fruit brand in Wuxi, and can provide effective and scientific design parameters
for brand building. Keywords: Brand experience; Brand evaluation; Logo design; Empirical research | |||
| Service Design Research about Redesign Sedentary Office Guided by New Ergonomics Theory | | BIBA | Full-Text | 175-183 | |
| Yingxue Zhao; Craig Vogel; Gerald Michaud; Steven Doehler | |||
| Current office design is sedentary because it encourages users to work in
one good posture as long as possible. Such sedentary office is lethal and
inefficient. It needs redesign. To solve this problem, tendonitis experts came
up with the new ergonomics theory. It encourages office workers to switch
working postures periodically. This working status is defined as dynamic in the
paper.
More and more well-known furniture manufacturers sensed this dynamic trend and applied the new ergonomic theory to their product. However, few of their products achieved big success. In order to better apply the new ergonomics theory in office design, a synthesis of context interviews, survey, and observation shadowing was carried out. A triangulation method was used to analyze the research results to get reliable apparent truth. From the research, it was concluded that a successful new ergonomics office needed nicely designed multi-posture physical environment, proper posture-change stimulation system, and pleasant posture-change experience. This needs industrial design, interaction design, and user experience design to collaborate seamlessly, which actually is a typical service design process. So, only through service design, can a great new ergonomics office be created to encourage users leading a new life style. This paper offered a brand new direction for office design. | |||
| A Policy or a Silent Revolution: Experience Sharing on Aligning UX Process with Product Development Process | | BIBAK | Full-Text | 187-196 | |
| Sean Chiu; Chen-Shuang Wei | |||
| User experience has become more emphasized in the consumer electronics
industry. In many companies, user-centered design process is being implemented
to facilitate the development of user-friendly products. Unfortunately, not all
practices ended up with success. In this paper, we pointed out the status quo
of dilemma, shared the experience of our process rollout practice, and
concluded the steps and strategies we adopted to align the user-centered design
policy with traditional product development process. Our goals are to acquire
more impacts on the product development in an early phase and to become
indispensable to the company. At this current stage, we are delighted with the
outcome which gone beyond our expectation and have confidence in the future
success. Keywords: user experience; UX process; UX management; UX policy | |||
| From Global Terminology to Local Terminology: A Review on Cross-Cultural Interface Design Solutions | | BIBAK | Full-Text | 197-207 | |
| Elke Duncker; Javed Anjum Sheikh; Bob Fields | |||
| This paper provides a brief overview of cross-cultural interface design
solutions combining cross-language information retrieval and cross-cultural
designing. Language is a part of culture in a sense, but most of researchers
deal with these two issues separately because they have many different issues
and solutions in nature. The diversity of sources and perspectives taken into
account for the review including practitioners'(software localization) and
technical (e.g. semantic web, ontologies) solutions, design processes (e.g.
cultural finger print), design elements (e.g. cultural markers), and
philosophically informed discussions (e.g. semiotics). Keywords: Software localization; semantic web; ontologies; design processes; cultural
finger print; design elements; cultural markers; semiotics; human-computer
interaction; globalisation; localisation; cultural inclusion | |||
| Integration of Characteristics of Culture into Product Design: A Perspective from Symbolic Interactions | | BIBAK | Full-Text | 208-217 | |
| Yu-Hsiu Hung; Wei-Ting Li; Yi Sheng Goh | |||
| Cultural insight has become essential for improving designs for global and
regional markets. However, little work is done on how to dissect culture and
incorporate culture characteristics into design activities to create emotional
engagements between products and users. This study, therefore, developed a
cultural design model to address this problem. The cultural design model was
built based on the notion that meaning evolves from social interactions with
objects/symbols in the environment and with people. In the model, the
theoretical components of Symbolic Interactions and O'Brien's and Toms' user
engagement attributes were adopted and were used to analyze culture and
transform cultural characteristics into product design features, as well as to
"enable user experience." The effectiveness of the cultural design model was
verified through a case study with two groups of Industrial Design students on
designing tea cups for Taiwanese tea culture. Results of the study provided
evidence of the proposed cultural design model in assisting with cultural
design activities. Keywords: Culture; Symbolic Interactions; Design | |||
| Modality-Independent Interaction Framework for Cross-Disability Accessibility | | BIBAK | Full-Text | 218-227 | |
| J. Bern Jordan; Gregg C. Vanderheiden | |||
| People with disabilities often have difficulty using ICT and similar
technologies because of a mismatch between their needs and the requirements of
the user interface. The wide range of both user abilities and accessibility
guidelines makes it difficult for interface designers who need a simpler
accessibility framework that still works across disabilities. A
modality-independent interaction framework is proposed to address this problem.
We define modality-independent input as non-time-dependent encoded input (such
as that from a keyboard) and modality-independent output as electronic text.
These formats can be translated to provide a wide range input and output forms
as well as support for assistive technologies. We identify three interfaces
styles that support modality-independent input/output: command line,
single-keystroke command, and linear navigation interfaces. Tasks that depend
on time, complex-path, simultaneity, or experience are identified as providing
barriers to full cross-disability accessibility. The framework is posited as a
simpler approach to wide cross-disability accessibility. Keywords: Cross-cultural product and service design; disability; accessibility;
framework; input; output; interaction; user interface; modality independence | |||
| "I Know U" -- A Proposed VUI Design for Improving User Experience in HRI | | BIBAK | Full-Text | 228-234 | |
| Chen Liu; Aik Joon Sharyl Quek; Shi Jie Alicia Sim; Swee Lan See | |||
| A new aspect of the VUI design for improving user experience in human-robot
interaction is proposed. By leveraging on behavioral analysis, we attempt to
identify user's ethnic group from his speech. A preliminary study on Chinese
nationals, Singaporean, and Japanese showed that different ethnic group display
different speech pattern. However, across ethnic groups, the spoken style of
users with same personality does not differ much. Within each ethnic group,
speech pattern of users with different personality can be different. We
affirmed that personality influences speech and it can be determined in spoken
communication. Keywords: Voice User Interface; VUI; Human-Robot Interaction; HRI; behavioral
analysis; personality; speech; multi-cultural communications; MySQL; PHP | |||
| Defining Cross-Culture Theoretical Framework of User Interface | | BIBAK | Full-Text | 235-242 | |
| Ping Liu; Chun Keung | |||
| In an increasing global market place, UI designers are faced with the
challenges of offering usable products and services to an enormous variety of
users in different cultures. So far, the researchers involved are mostly from
anthropology, sociology and computer science. They try to develop or evaluate
the usability of products in different cultural contexts. However, their
researches concentrate on the technical and evaluative level. The field lacks a
systematic theory or principle: how can we convert these research results
directly to certain tool or framework which can be used by designers directly.
In this paper, we summarized previous researches on culture models and cultural
markers, conducted an expert review to organize cultural design issues, and
proposed a cross-cultural design element framework which can be directly
referred and used by designers when designing products for a certain culture. Keywords: Cultural Factor; Internationalization and Localization; UI Design Elements | |||
| Integrating Internationalization in the User-Centered Software Development Process | | BIBAK | Full-Text | 243-252 | |
| José A. Macías | |||
| Internationalization is a common practice today in software development. In
the most basic sense, internationalization is carried out by applying
localization design guidelines to face language translation, icon
representation, character sets and so on. However, this practice is mostly
intended for design purposes, which results insufficient when applying
internationalization in huge projects and, specifically, through a concrete
development process. In this paper, a broader framework is provided in order to
ensure internationalization through a software development process. To this
end, a set of activities and sub-activities will be presented involving not
only design but pre-development, analysis, implementation and evaluation issues
that need to be considered for a right internationalization assurance in
international software development. The idea behind is to bridge the gap
between simple and usual localization activities and the user-centered software
development process as internationalization assurance also helps increase the
quality and usability of the software overall. Keywords: Internationalization; Localization; User-Centered Development; Usability;
Software Engineering; Software Process | |||
| Lessons Learned during a HCI Design Process in Intercultural Context | | BIBAK | Full-Text | 253-260 | |
| Alkesh Solanki; Rüdiger Heimgärtner | |||
| HCI design incorporates usability engineering. However, "usability" is often
misunderstood as just "ease-of-use" or "user friendliness". Whereas it should
be viewed as software quality with respect to the context of use, which is a
fundamental element in usability studies (cf. [1] and [2]). However, there are
cases where usability professionals and software engineers do not share the
same culture and the same perceptive (cf. [3]). Therefore, it becomes mandatory
to improve the collaboration between HCI (usability) engineering and software
engineering. This paper looks into the fallacies of product development process
in practice and draws lessons learned. Keywords: HCI; Human-Computer Interaction Design; User Experience; HCI Engineering;
Usability Engineering; Software Engineering; Product Development; Automotive;
Lessons Learned | |||
| Conception Pyramid Method for Cultural Product Form Development | | BIBAK | Full-Text | 261-268 | |
| Tsai-Lin Yang; Ming-Chyuan Ho | |||
| Existing methods are found incapable of meeting the needs in form designs of
cultural product development and representation, particularly in the aspects of
cultural identity and spiritual implication. Focusing on cultural products and
with an emphasis on decorative forms, this study proposed the "Gestalt Layer
Construct", based on the concepts of text, context and gestalt, among others.
Accordingly, a "Conception Pyramid Method for Cultural Product Form
Development" is introduced, which consists of six elements, namely Determining
subject and collecting creative content, Selecting and allocating idea
components, Developing gestalt concept and building gestalt layers, Identifying
the best gestalt context, Defining storylines and interpreting gestalt concept,
and Implementing and integrating form components. Through a series of metalwork
design practices, the proposed procedures were validated and found that it
features with innovativeness, usefulness, transferability and effectiveness. Keywords: Cultural Product; Form Development; Design Method; Gestalt Layer; Metalwork
Practice | |||
| Employing Poetry Culture for Creative Design with a Polyphonic Pattern | | BIBAK | Full-Text | 269-278 | |
| Mo-Li Yeh; Po-Hsien Lin; Ming-Sian Wang | |||
| With the global village approaching a new era of aesthetic economy powered
by culture creative, every country is actively seeking inspirational resources
for culturally creative product design. Chinese traditional poetry, full of
expression created with poets' fascinating words and still highly appreciated
today, carries not only our predecessors' wisdom but also principles which
correspond to those for modern creative design. This study starts with the
distinctive features of our classical poetry, lays its foundation on
traditional theory of Chinese poetry, consults literature regarding the
feasibility of employing poetry for cultural creative design, and furthers the
trend for such application through investigating current case studies. Further,
by integrating related theories of the western Ingarden Phenomenology from
Cognition of the Literary Work of Art and Chinese construction from The
Literary Mind and the Carving of Dragons, this study adopts the organic
formation of 'level of word', 'level of phrase' and 'level of sentence' for
analyses and conversion, employs the concept of 'polyphonic pattern' as a
guideline, and develops a step by step concrete process for exploring how the
internal meaning and external form in traditional poetry could be transferred
and integrated into modern design. With further illustration of actual
implemented cases, a model framework for employing poetry culture for creative
design is thus completed. In addition to its being a significant and feasible
reference for culture creative design, we would like to see this model cause
our traditional poetry to shine with a new glamour as well. Keywords: poetry; polyphonic pattern; culture creative; creative design | |||
| The Influence of the Nature of Need for Touch, Handcraft Material and Material Color on the Motivation for Touch | | BIBAK | Full-Text | 281-287 | |
| Si-Jing Chen; Chih-Long Lin; Chiu-Wei Chien | |||
| The main purpose of this research is to investigate the effect of user
characteristic -- the need for touch (NFT), handcraft materials and material
colors on motivation of touch and preference. A total of 70 subjects were
recruited in the study. In addition to the NFT level (high score group and low
score group) was evaluated, handcraft materials (wood, glass, pottery, plastic
and metal) and material colors (red and yellow) were studied in the experiment.
The dependent variables including the willingness of touch, preference and 16
pairs of opposite adjectives for sense of sight were measured by questionnaire
interview. The study results showed that the effect of NFT affect significantly
willingness of touch (p<0.001), preference (p<0.01) and the sense of
warm-cold (p<0.05). All measures were affected significantly by handcraft
material effect (p<0.05). On the other hand, 11 pairs of opposite adjectives
are affected significantly by material color factor. The results of regression
equations showed that the willingness of touch was mainly affected by
subjective preference. Moreover, the subjective preference was mainly affected
by the rating of beauty for product. Therefore, the subjective preference
increased for a product was followed the rating of beauty and then the willing
of touch was increased. The findings of this study can give an insight into the
motivation of touch, and further provide some guidelines and recommendations
about the product design and selling method to increase the competitive
advantage of product. Keywords: motivation of touch; need for touch; sense of vision; preference | |||
| Evaluation of Human-System Interfaces with Different Information Organization Using an Eye Tracker | | BIBAK | Full-Text | 288-295 | |
| Kejin Chen; Zhizhong Li | |||
| The increasing use of digitalized displays in the instrumentation &
control systems of nuclear power plants has brought new issues related to
human-computer interaction, especially under emergency circumstances that are
known to be very stressful. This paper studies how interfaces with different
information organization (functional layout vs. process layout) influence
human-computer interaction behaviors as emergency occurs in terms of search
efficiency, difficulty of information abstraction, and workload by using the
eye tracking technique on a simulated platform. The result shows that the
average blink rate and average blink numbers at the two levels of information
organization were different significantly. This may indicate that the
functional design was superior to the process design in user workload. The
results did not prove the superiority of the functional interface design to the
process one in search efficiency and difficulty of information abstraction,
since no significant difference was found in the number of fixations and
fixations duration mean values. Keywords: Functional based task analysis; Information organization; Eye tracking | |||
| The Effects of Emotion on Judgments of Effectiveness and Good-Design | | BIBAK | Full-Text | 296-305 | |
| Hui Yueh Hsieh | |||
| This study investigated participants' judgements of effectiveness and
good-design with regard to visual messages of risks, as well as the
relationships between their judgements and emotional responses. It examined
whether fear-appeals influence emotional responses and judgements. The findings
suggested that emotions appeared to be strong predictors of judgements of
effectiveness and good-design. In general, for both the designers and users,
the more emotionally salient (high arousal, high dominance and either high
pleasure or high displeasure) stimuli were perceived, the more effective and
the better the design they were judged. In addition, strong fear appeals were
perceived as more effective and better designed. Keywords: emotion; judgement; fear-appeals | |||
| Identifying Usability Problems in a Smart TV Music Service | | BIBAK | Full-Text | 306-312 | |
| Sheau-Farn Max Liang; Yi-Chung Kuo; Shu-Chin Chen | |||
| Thirty-one usability problems for a smart TV music service system have been
identified by different user groups through the cooperative evaluation method.
Design solutions can be provided based on the priority of the identified
usability problems, the classifications between functionality and quality
issues, or between display and control issues, and the foci on specific user
groups. Keywords: Smart Interactive Television; Usability; Music Service | |||
| A Human Factors Evaluation of the Spatial Gesture Interface for In-Vehicle Information Systems | | BIBAK | Full-Text | 313-322 | |
| Yishuo Liu; Zhihao Lu; Pilsung Choe | |||
| The spatial gesture control system is an integrated control system, and a
new hope for In-Vehicle Information Systems (IVISs). It needs lots of further
research for practical use of the working systems in reality. Concept designs
and evaluation standards can be investigated at the initial stage of the
research. In this study, we established a usability evaluation model for the
spatial gesture control system, and determinants for user satisfaction in
driving have been investigated. Finally, some gesture interfaces were evaluated
with a human factors experiment. Keywords: spatial gesture control; IVISs; usability | |||
| Characteristics of UI English: From Non-native's Viewpoint | | BIBAK | Full-Text | 323-332 | |
| Ryutaro Nishino; Kayoko Nohara | |||
| Multicultural aspects of user interfaces (UIs) have been studied for years.
However, the characteristics of UI English from the viewpoint of non-native
speakers of English have not been discussed widely. This study compares a UI
English corpus with general English corpora using the word list coverage method
and the lexical diversity method. It finds that UI English contains more words
that are above introductory level but that it is less diverse than general
English. Therefore, for non-natives to use software smoothly, they need to
learn a relatively limited number of words that frequently appear in UIs. Keywords: English; non-native; user interface; UI | |||
| The Effects of Age, Viewing Distance and Font Type on the Legibility of Chinese Characters | | BIBAK | Full-Text | 333-339 | |
| Linghua Ran; Xin Zhang; Xiaoyuan Ren; Huimin Hu | |||
| This study evaluated the effects of age (30s and 55s), viewing distance (50
cm, 80 cm), font type (Lanting in simple, Lanting in complex, Yahei in simple,
Yahei in complex) on the legibility of Chinese characters by using the two
legibility measures (minimum character size for 100% correctness and minimum
character size for the least comfort). Twenty subjects in each age group read
the 12 word groups (two characters in each word group, character size varied
from 4.5 pt to 18 pt) presented on a paper. Subjects subjectively rated the
reading legibility of the word groups on a 3-point scale (1- indistinct, 2-
distinct but need cost a little attention, 3- very distinct). According to the
ANOVA procedure, age and viewing distance significantly affected the two
dependent variables (p < 0.05). The younger group could see character sizes
smaller than the old group could and the viewing distance of 50 cm showed
character about 1pt smaller than those at a 80 cm viewing distance. There are
no significant differences in font types. From a comparison of the results for
correctness and comfort, people generally preferred larger character sizes to
those that they could read. The findings of this study may provide basic data
and guidelines for setting of character size and font type to improve the
legibility of characters written in Chinese. Keywords: age; viewing distance; font type; Chinese character | |||
| A Study of a Human Interface Device Controlled by Formant Frequencies for the Disabled | | BIBAK | Full-Text | 340-345 | |
| Norihiro Uemi | |||
| We propose a human interface device using a formant frequency. It does not
require complicated signal processing. The formant frequency means vocal tract
resonance frequency which characterizes the phonemes. By using a microphone, we
think it is possible to estimate the position of tongue and the opening of
mouth. We investigated the relationship of formant frequencies and the manner
of articulation. At first, we clarified the range of the formant frequencies by
moving the mouth and the tongue freely. Next, we set the horizontal and
vertical axes which correspond to the second- and first-formant frequencies
respectively on a computer display screen. Subjects were asked to fit a mouse
pointer controlled by their formant frequencies to a target appeared on a
display. It is concluded that subject can be relatively easy to control the
pointer within the range enclosed by five Japanese vowels formant points. Keywords: Human Interface Device; Formant; Speech; the Disabled | |||
| Secondary Task Method for Workload Measurement in Alarm Monitoring and Identification Tasks | | BIBAK | Full-Text | 346-354 | |
| Xiaojun Wu; Zhizhong Li | |||
| The operators who perform alarm monitoring and identification tasks in
complex industrial systems, such as nuclear power plants, often suffer from
heavy mental workload. Among the many existing mental workload measurements,
secondary task method was chosen and examined for that it is sensitive to
operator capacity, provides a common metric for different tasks, and easy to
carry out, etc. In this study, a paper-based arithmetic secondary task was
adopted to measure mental workload of the participants when they were
performing alarm monitoring and identification tasks. A two-factor, two-level
lab experiment was conducted to examine whether this secondary task method can
discriminate different levels of mental workload, and whether it interferes
with the primary task. The results showed that though the secondary task chosen
in this experiment had good discriminability, its influence on the primary task
performance and its interaction with scenario complexity were significant. Keywords: Mental workload; secondary task; alarm monitoring; alarm identification | |||
| A Cross-Cultural Comparison of UI Components Preference between Chinese and Czech Users | | BIBAK | Full-Text | 357-365 | |
| Jan Brejcha; Gong Hong Yin; Han Li; Zhengjie Liu | |||
| Thanks to the intensification of globalization through communication
technology, we are faced more and more with UIs coming from different cultural
backgrounds. In order to fit the user's cultural expectations as closely as
possible, designers need to combine usability knowledge with cultural insights.
By defining a usable set of UI design guidelines for a target culture,
designers could market their products with lower costs than with cross-cultural
testing. To promote this line of research, we carried a pilot study targeted at
the habits, mental models and UI preferences of Chinese and Czech users. Our
findings show there is a strong influence of globalization on the cultural
markers mainly through the use of common software platforms. However, we found
many important culture-specific differences as well in both groups. We present
our results as guidelines that could be used to enhance the user's acceptance
of the UI in a specific culture. Keywords: Cross-cultural research; Cultural markers; Methodology; Design; Guidelines;
User-interface; HCI; Semiotics | |||
| Use Second Screen to Enhance TV Viewing Experiences | | BIBAK | Full-Text | 366-374 | |
| Yu-Ling Chuang; Chia-Wei Liao; Wen-Shiuan Chen; Wen-Tsung Chang; Shao-Hua Cheng; Yi-Chong Zeng; Kai-Hsuan Chan | |||
| In this paper, we propose a second-screen interactive TV viewing scenario,
and build an Android-based prototype to verify our concept and design. The demo
app detects the TV program that a user is watching, and then dynamically pushes
additional information through the second screen to the user. In this
prototype, we apply audio fingerprinting technology to detect TV programs, and
users do not have to manually surf hundreds of channels. In addition, face
recognition and tennis event detection technologies have been employed to
extract critical elements from the TV contents. With these content analysis
tools, we can obtain video metadata more easily and need not rely on content
providers. A usability test with 20 participants has been conducted. Our test
shows participants are interested in our second screen app, and they would like
more features and information from the app. Next, we plan to further refine the
app's design to enhance user experience. Keywords: Second Screen; User Experience; Video Content Analysis; Audio Fingerprinting | |||
| A Study about the Culture Service Process and Tools Design | | BIBAK | Full-Text | 375-383 | |
| Chen-hao Fan; I-Hsin Fan; Chun Chieh Weng; Jia-Haur Liang; Huang-Tsun Lu | |||
| Through the cultural accumulation of knowledge with the SECI model to bring
out the re-integration of the design factors from the elements of Oriental
design imagery metaphor by the experience exchange from different expertise.
Transformation of the changes is from observation to interaction till
stimulated the creativity that fertile the foundation of knowledge. The
practice process is the result of the deconstruction of the elements to
transforming the accumulation of knowledge till the implementation of
construction of the actual production and final the validation is complete. Keywords: Cultural and creative industries; bamboo; tea; qualia; SECI model | |||
| User Experience with Chinese Handwriting Input on Touch-Screen Mobile Phones | | BIBAK | Full-Text | 384-392 | |
| Qin Gao; Bin Zhu; Pei-Luen Patrick Rau; Shilpa Vyas; Cuiling Chen; Hui Li | |||
| The fast development of mobile services in China and the recent trend of
touch-screen handheld devices precipitate researchers to understand user
experience with mobile Chinese handwriting input (HWI). This research attempts
to provide an integrated picture of user experience with Chinese HWI on
touch-screen mobile phones. Five usability experts were invited to inspect
usability problems of seven handwriting-enabled mobile phones, which varied in
type of screens, writing tools and interaction approaches, operation systems,
and handwriting recognizers. In a following usability evaluation with five
novice users, we collected both quantitative data and qualitative data to give
an overall performance assessment to the seven mobile phones and furthermore to
analyze the usability issues with HWI. As a result, we identified 16 usability
issues related with handwriting recognizers, input interfaces, and
devices/users respectively. Keywords: Usability evaluation; heuristic evaluation; mobile phone; user interface;
Chinese; handwriting input | |||
| Reception of Space: Inspiring Design without a Designer | | BIBAK | Full-Text | 393-402 | |
| Yihua Huang; Kin Wai Michael Siu | |||
| Designers nowadays consider themselves as the only experts to have
conceptualized the everyday practice of the ordinary. They deal with design at
a fantastic pace, with the aim of satisfying "public interest" instead of
designing for individual users. For instance, with the reclaimed area of Hong
Kong, which has been transformed into a public space dedicated to facilitate
the vibrant transformation of Hong Kong into a world city, the government
constantly set up strategies assuming a standardized user practice in order to
achieve legislative approval for the project. Actually, the processes of
conceptualization and standardization may not sufficiently summarize the
specifications of everyday life. In other words, current ways of design based
on public interest do not always meet what users actually want and need, since
these design methods tend to identify all users as "average people" within
standard dimensions. Nevertheless, what we are given every day is an everyday
life that is not "banal and meaningless." The acts of city users cannot be
defined merely as mechanical or according to a stereotype. Although users'
reactions or responses to their living environments have been changed gradually
with the urban transformation, their behaviours are not simply passive
reactions or responses to space, but a kind of active reception in the creative
acts or art performed by city users in the space. This research mainly
elaborates on the "reception of space" in order to inspire design generations
without a designer, and bring designers, planners, administrators, and
government a perspective of user-oriented design. It includes an empirical
study with intensive observations and direct interviews in Wan Chai North and
South to review the importance of considering everyday life in design, based on
users' tactical and creative receptions of public living environments. The
study then redefines the role of city users in the urban spaces in which they
practice and exercise, and argues that users of urban space require that
designs be more inclusive. Keywords: City Users; Everyday Space; Reception; User-oriented Design | |||
| The Influence of Design Training and Spatial Solution Strategies on Spatial Ability Performance | | BIBAK | Full-Text | 403-409 | |
| Hanyu Lin | |||
| This study investigates the following two issues: (1) whether spatial
ability is enhanced following design training; and (2) whether differing
solution strategies are applied or generated following design training. Based
on these issues, we considered design and non-design groups to be independent
variables, and spatial tests and solution strategies to be dependent variables.
The study findings indicated that the spatial ability factors of spatial
visualization and relation were influenced by design training, although the
perceptual speed factor was not. In addition, the solution strategy analysis
results showed that the holistic solution strategies of the design group were
applied more significantly than those of the non-design group, whereas the
analytical solution strategies of the non-design group were employed more
significantly than those of the design group. In other words, the participants
in design group tended to employ holistic solution strategies, whereas those in
non-design group tended to adopt analytical strategies. Keywords: spatial ability; design training; solution strategies | |||
| Service Based Design Solutions -- A Case of Migrant Workers' Affective Links with Their Families in Rural Areas of China | | BIBAK | Full-Text | 410-419 | |
| Jikun Liu; Qing Liu; Chenyu Zhao | |||
| The outgoing of migrant workers from China rural areas brings many negative
impacts upon their stay-at-home children, most of which are relevant to lack of
family love and emotional connections. This joint project of Tsinghua
University Design & Human Factors Lab and Nokia Research Center Beijing
aims at investigating the daily lives of and interactions between the migrant
workers in cities and their children staying at rural homes, and inventing some
conceptual solutions to help them to treat this sort of problems. "DreamSeed",
"WeMoment" and "LinkBoard" are just three conceptual solutions generated in
this joint project, which attempt to contribute to promoting the emotional
connections of migrant workers with their families, especially their children
at rural home. Keywords: migrant workers; stay-at-home children; emotional connection; user research;
service design | |||
| Affective Fusion of PAD Model-Based Tactile Sense: A Case Study of Teacups | | BIBAK | Full-Text | 420-429 | |
| Jui-Ping Ma; Mei-Ting Lin; Rungtai Lin | |||
| This study explores on emotion and perception of teacups in subject teams of
sighted people and blind people through the tactile sense. Two subject teams
are arranged individually to touch the teacups one by one separated by curtains
in a room. After observing and investigating, PAD emotion scale will be applied
to evaluate emotion of participants. The researcher explores whether haptic
sense effect is produced from participants' tactual behavior with one set
teacup. The finding is shown that: (1). The emotional effects of the blind
subjects are more extreme than the sighted subjects in pleasure and arousal
dimensions; (2). A teacup with oblique relief texture can make the unsighted
subjects more pleasure emotions; (3). A straight line makes the blind subjects
more uncertainty feelings and result in a negative emotional state; (4).
Compare to the unsighted subjects, there is only a little difference between
positive and negative emotion in the pleasure state of sighted subjects. Keywords: Haptic; PAD scale; Emotion | |||
| What's Your Point? | | BIBAK | Full-Text | 430-439 | |
| Nancy Marksbury; Qiping Zhang | |||
| In this study of computer-mediated communication (CMC), Chinese and American
students were paired cross-culturally and within same- and mixed-gender dyads.
IM transcripts were analyzed for linguistic indicators of conversational
management and interactional style. Our results revealed interesting
interaction effect of culture and gender pairings. Females used more indicators
of interaction style and males used a conversational management strategy for
achieving their conversational aims. However, both Chinese males and females
were more linguistically active when paired with an American of the opposite
gender, while American females displayed more cultural acceptance when paired
with a Chinese female than a Chinese male. American males talked more when
paired with a Chinese male than when paired with a Chinese female. These
findings have implications for working in global virtual teams and system
design for cross-cultural collaborations. Keywords: IM; gender; culture; computer-mediated communication; linguistics | |||
| Improving the User Interface for Reading News Articles through Smartphones in Persian Language | | BIBAK | Full-Text | 440-449 | |
| Sanaz Motamedi; Mahdi Hasheminezhad; Pilsung Choe | |||
| Space limitation in small devices such as smartphones which are able to
access the Internet is an important issue in regard to increasing usage of
these devices. Moreover, a browser is a one of tools for transition of a
website which is designed for a big screen like the display of a desktop
computer. This paper experimentally evaluated user-interface alternatives based
on three tasks (finding, re-finding, reading, and browsing) and two display
orientations (horizontal, vertical). In addition, the survey results showed the
methods (Pop out, Full screen, and Auto zooming) and the orientations affect
actual usage. Keywords: Localization; Website layout adaptation; Smartphone interface; News reading
on smartphones | |||
| The Acceptance and Adoption of Smartphone Use among Chinese College Students | | BIBAK | Full-Text | 450-458 | |
| Dan Pan; Na Chen; Pei-Luen Patrick Rau | |||
| This study aims to develop a questionnaire to investigate the acceptance and
adoption of smartphone among college students in China, and to find factors
affecting the acceptance and adoption. A total of 402 valid questionnaires were
received from Chinese college students. The internal reliability of the
questionnaire was pretty high and acceptable (Cronbach's α = 0.939).
Extended Technology Acceptance Model (TAM) is attempted to be utilized to
explain users' Behavior Intention (BI) to smartphone use. Structural Equation
Model was used to test the extended TAM, and the results demonstrated majority
relationships of the extended TAM. The study also found that social influence,
entertainment utility and compatibility of smartphone impact Chinese college
students' perceived usefulness and attitude to use. That is very valuable
implication for manufacturers to improve smartphone's interactive interface to
win bigger market share. Keywords: Smartphone; extended TAM; Social influence; Entertainment utility;
Compatibility; Structural equation model | |||
| Modeling of a Human Decision-Making Process with Prospect Theory | | BIBAK | Full-Text | 459-466 | |
| Dongmin Shin; Hokyoung Ryu; Namhun Kim; Jieun Kim | |||
| The aim of the present study is to examine what rationality conditions are
ignored and why it happens when users have more than one dimension in conflict,
such as perceived security and usability in the online banking use experience.
In a controlled experiment, thirty subjects used two different online banking
authentication interfaces: a fingerprint interface and a normal four-step
interface, in a reverse order. The empirical findings revealed that a different
combination of rationality conditions was employed based on a change from
effortless interaction (e.g., the fingerprint) to effortful interaction (e.g.,
the four-step logon system) or vice versa. We also provided some design
implications for HCI practitioners, and proposed a new approach to evaluate
user experiences as there are benefits and drawbacks mixed in user interface
design. Keywords: Prospect theory; Decision making; Perceived security; rational ignorance;
user experience | |||
| Designing Government Funded Religious E-Readers by Adopting User Experience Methods | | BIBAK | Full-Text | 467-476 | |
| Sheng Kai Tang; Wen Kang Chen; Chih Hao Tsai; Yi Ting Chen | |||
| The design concept of user experience has been popularized and widely
accepted in Taiwan. Many companies have successfully transformed from OEM into
ODM, and even created their own brand by establishing their internal user
experience design department. However, the current user experience research and
design in Taiwan focusing too much on mainstream products is going to make the
field become another red ocean. In order to prevent another outbreak of price
war, the Taiwanese government has put in extensive resources to assist Taiwan's
well-known brand companies in R&D, expecting to develop and establish a new
product benchmark via the researches on special consumer groups. This research
introduce an actual government funded project of ASUS focusing on developing an
electronic platform for a special consumer group, Tzu Chi. By going through a
series of user experience design and research process, we eventually retrieve
some valuable points which could be beneficial to the design of future
e-reader. Keywords: E-Reader; User Experience Design; Contextual Inquiry | |||
| Social Media's Impact on Teenagers | | BIBAK | Full-Text | 477-485 | |
| Rahul Vasanth; Seema Swamy | |||
| McLuhan's "media is the message" has never been more relevant than in the
age of the ubiquitous digital media. The social influences by the peer group
and access to information of all kinds leaves the door open to influences that
may or may not necessarily be positive. The access to communicate to large
groups of people relatively easily and quickly has the impact of impacting
social dynamics, by reducing social inhibitions, and redefining normative
actions. More importantly there are potential short-term and long-term
implications for these actions. This paper explores some of these influences
and consequences as well as actions that adults can potentially take to
sensitize and curb potentially damaging behaviors among teenagers. Keywords: Social networking; digital media; Internet; mobile phones; chats; facebook;
twitter; SMS; instant messenger; Tumblr; email | |||
| An Analysis of Microblogging Behavior on Sina Weibo: Personality, Network Size and Demographics | | BIBAK | Full-Text | 486-492 | |
| Lingyu Wang; Weina Qu; Xianghong Sun | |||
| In China, Sina Weibo is one of the most popular microblogging services. The
relationship between Weibo users' microblogging behavior and their personality
as well as demographics was addressed in current study. 498 users completed the
online survey and their social networking data was downloaded based on the
Application Programming Interfaces. The results showed that: 1) Weibo users'
personality was associated with some aspects of microblogging behavior,
especially, Extraversion and Openness significantly positively correlated with
some aspects of microblogging behavior, while neuroticism significantly
negatively correlated with that; 2) There were associations between some
demographical factors and some aspects of microblogging behavior, for instance,
the time spent in microblogging related to the age, educational level and
monthly discretionary money, respectively. 3) The effect of gender on Weibo
social networking size was significant, that was the amount of male Weibo
users' followers was significantly greater than that of female users'. Keywords: Personality; Microblogging; Sina Weibo; Demographics | |||
| The Research on Cognition Design in Chinese Opera Mask | | BIBAK | Full-Text | 493-502 | |
| Tai-Jui Wang; Yu-Ju Lin; Jun-Liang Chen | |||
| Making up a facial symbolism is a very specific skill and makeup art in the
Chinese opera. The performers use colorful paintings to paint variety of
symbolism and line arts on their faces. These emphasize the characteristics,
positions, ages, and the provenances of the characters. The method of this
research applies the content analysis method to comprise a literature review of
the painted-face of Jing role in the Chinese opera. The literature review has
been handled and coded using the qualitative data analysis software NVivo 10.
The results of this research found some indication by painted-face attribute
values comparison, sources diversity reference, and nodes clustered by
attribute value for indicating similarity or unusual from the original texts.
In conclude the object of analysis in this research, the facial patterns which
appear on the face of a Jing character, can be defined as "descriptive",
"hereditary", "imitative", and "name-based" in generally. To the uninitiated
audience, the face patterns and colors, which appear upon the stage, may
rapidly become an indistinguishable blur. Fortunately in performer's position,
one has to unravel the secrets of Chinese face painting is to learn to
recognize the symbols and signs stamped upon each Chinese opera character's
face. Keywords: Chinese opera; Painted-face; Facial Symbolism; Content Analysis | |||
| Feature Extraction of Individual Differences for Identification Recognition Based on Resting EEG | | BIBAK | Full-Text | 503-509 | |
| Rui Xu; Dong Ming; Yanru Bai; Jing Liu; Hongzhi Qi; Qiang Xu; Peng Zhou; Lixin Zhang; Baikun Wan | |||
| Biometric recognition based on individual difference was commonly used in
many aspects in life. Compared with the traditional features used in person
identification, EEG-based biometry is an emerging research topic with high
security and uniqueness, and it may open new research applications in the
future. However, little work has been done within this area. In this paper,
four feature extraction techniques were employed to characterize the resting
EEG signals: AR model, time-domain power spectrum, frequency-domain power
spectrum and phase locking value. In our experiments using 20 healthy subjects,
the classification accuracy by support vector machine reached 90.52% with AR
model parameters, highest of the four kinds of features. The results show the
potential applications of resting EEG signal in person identification. Keywords: individual differences; person identification; resting EEG; AR model;
support vector machine | |||
| Enhancing People's Television Experience by Capturing, Memoing, Sharing, and Mixing | | BIBAK | Full-Text | 510-518 | |
| Tun-Hao You; Yi-Jui Wu; Cheng-Liang Lin; Yaliang Chuang | |||
| Television has long played an important role in providing rich information
and delightful entertainment. However, the trend of applying smart technologies
in the design of television has yielded complexities that reduce people's
enjoyment in television watching. Contextual interview results from our study
showed that the participants needed solutions for helping them save interesting
content rather than using advanced functions. In line with the rapid
development of mobile communications and social networking services, we created
and implemented a CatchPo system that includes a CutX TV Memo app that can help
viewers use their mobile phone to catch interesting content they are watching
on television. Editing the memo and sharing it with friends is easy.
Consequently, different cultural groups that consume different media can be
connected. Together with the additional CutMix app that enables the viewer to
create a collage with their photos and the TV show, the system enhances
people's TV experience with useful technology. Keywords: Social TV; Social Network Service; Media Consumtion; Contextual Interview | |||
| The Application of Consistent User Interface in Common Use Self Service (CUSS) | | BIBAK | Full-Text | 519-524 | |
| Horng-Yi Yu; T. K. Philip Hwang; Jisook Han; Tsung-Hsian Wang | |||
| The Common-use self-service check-in kiosks (CUSS) allows passengers to
access multiple airlines check-in from one machine efficiently, and avoid long
queue at specific airline service counter. However, every single airline has
different CUSS interface designs in page layout and operation sequences, which
can confuse passengers. This study is intended to employ wizard user interface,
interface consistency and Overview Plus Detail (OPD) to improve the usability
of CUSS systems for divers passengers. The operation sequence, screens layout
and option buttons, in CUSS among airlines are redesigned for two Taiwanese
major airline's existing CUSS systems. The study remarked that users were able
to easily identify the location of information, process of operation, and
progress through interactively and deliberately designed page layout. Keywords: CUSS; consistent user interface; wizard interface | |||
| A Qualitative Study of Older Adults' Acceptance of New Functions on Smart Phones and Tablets | | BIBAK | Full-Text | 525-534 | |
| Jia Zhou; Pei-Luen Patrick Rau; Gavriel Salvendy | |||
| This study examined why older adults accepted or rejected new functions and
how they made their decision. 44 older adults were asked to use eight functions
on two smart phones and two tablets. Then, they were interviewed about their
acceptance of functions. They had the lowest acceptance of the mircroblog
function. Finally, older adults reported reasons of accepting or rejecting
functions. The result was a model to represent older adults' decision process,
which was influenced by eight factors. This decision process generated four
major findings. First, substitutes seemed to be a big obstacle to older adults'
acceptance of new functions on smart phones and tablets. Second, openness
influenced whether older adults stressed the usefulness of a new function.
Third, contexts and lifestyles influenced older adults' judgment of usefulness.
Fourth, older adults seemed to tolerate some complexity, but it should not be
more than they could handle after learning. Keywords: Older adults; Acceptance; New functions; Smart phones and tablets | |||
| On Class Design Using Multi-Mouse Quiz by Elementary Schoolteachers | | BIBAK | Full-Text | 535-544 | |
| Juan Zhou; Mikihiko Mori; Hajime Kita | |||
| Multi-Mouse Quiz System consisting of Multi Mouse Quiz (MMQ) and MMQEditor
is an application set to treat quizzes in a classroom. The MMQ is an
application of Single Display Groupware (SDG) which enables multiple users to
answer quizzes by connecting several mice to an ordinary personal computer
(PC). The MMQEditor is a PC application designed to edit quizzes for MMQ. The
authors have asked several elementary schoolteachers to use the MMQ system and
observe the class activities. The class practices show that the schoolteachers
designed various class activities and quiz content along with the context of
their school and class. This paper reports these practices from viewpoints of
class design, their effectiveness and problems. We also discuss importance of
collaboration among schoolteachers who design and practice class, and
researchers who develop the system and analyze the class activities learnt
through this study. Keywords: Face-to-face collaborative learning; Quiz; Single Display Groupware;
Elementary school; class design | |||