| Rap Backs: Continuous Workforce Monitoring to Improve Patient Safety in Long-Term Care | | BIBAK | Full-Text | 3-9 | |
| Fuad Abujarad; Sarah J. Swierenga; Toni A. Dennis; Lori A. Post | |||
| The Michigan Workforce Background Check (MWBC) system is a Web-based
application that centralizes the screening process for job applicants at
long-term care facilities by integrating the checking of registries and
databases, and by providing secure communication between the system and state
agencies. A key feature of the system is the rap back, which is a process
whereby fingerprint images submitted by healthcare workers are maintained in a
database and compared against arrest fingerprints to track subsequent criminal
activity. Rap backs eliminate the need for subsequent fingerprinting to update
criminal record information. A user-centered design process was used to create
the interaction design during the development process, resulting in very few
post-release adjustments and saved time and financial resources. Patient safety
is improved due to this rap back process because unfit workers are immediately
identified and removed from long-term care facilities. Keywords: Criminal background checks; rap back; long-term care; health information
technology; usability; user-centered design; patient safety | |||
| Join the Ride! User Requirements and Interface Design Guidelines for a Commuter Carpooling Platform | | BIBAK | Full-Text | 10-19 | |
| Katrin Arning; Martina Ziefle; Heike Muehlhans | |||
| Carpooling might be a solution for maintaining mobility and reducing traffic
problems of cities. In order to exploit the potential of carpooling for
congested cities, to enhance the awareness of carpooling platforms among
commuters and citizens, and to improve the interaction with existing carpooling
web solutions, user-centered research methods (focus groups and usability
analysis) were applied to understand the key motivators, acceptance barriers,
and design requirements associated with carpooling platforms. The diversity of
potential commuter platform users regarding age, gender, carpooling- and
Internet expertise was also considered. Keywords: carpooling; requirement analysis; focus groups; usability analysis;
acceptance | |||
| SustainDesign -- A Project with Young Creative People | | BIBAK | Full-Text | 20-29 | |
| Roby Attisano | |||
| Roby Attisano and his team of "young creative minds" introduce their
approach to the topic sustain design. After a period of long and intense work,
two interesting and sustainable projects from two completely different areas
emerged. The young students from the little North-Italian province of South
Tyrol focused on sustainability in waste prevention issues and on
consciousness-raising concerning gambling addiction. All work steps and
developments on logos, campaigns, apps and much more will be presented
hereinafter. Our main focus relied on interactivity, sustainability as well as
the contact to other people. Answers to the question of all questions -- "can
design contribute to sustainability?" -- were searched and possible solution
processes were revealed. Keywords: Sustain Design; Sustainability | |||
| Using Virtual Reality to Examine Hazard Perception in Package Design | | BIBAK | Full-Text | 30-39 | |
| Hande Ayanoglu; Francisco Rebelo; Emília Duarte; Paulo Noriega; Luís Teixeira | |||
| Informing users about the correct hazard level associated with products can
be one of the most important measures to help promote user safety while they
handle hazardous household chemicals. The aim of this paper is to present pilot
study's results about the effectiveness of using a VR-based methodology to
examine the influence of a container's features (e.g., shapes) on the users'
perception of hazardousness. Previous works have mostly used 2D drawings for
this type of study. Issues which may compromise the quality of future
experiments: e.g., adequacy of VR devices, interaction quality,
simulator-sickness, procedure and quality of the instruments (i.e.,
questionnaires) are discussed. Despite the fact that the key experiment has not
yet been completed, very promising results have been obtained, suggesting that
the VR simulator and the methodology adopted may provide a successful
evaluation of the packages' hazardousness. Keywords: Package Design; Virtual Reality; Virtual Prototyping; Hazard perception | |||
| Multi-touch Based Standard UI Design of Car Navigation System for Providing Information of Surrounding Areas | | BIBAK | Full-Text | 40-48 | |
| Jung-Min Choi | |||
| Recognizing current location and surrounding areas is one of the default
tasks to utilize car navigation systems. Due to the information and
communication technologies, features in in-vehicle navigation systems are
getting complicated and require more drivers' visual attention. This research
aims to develop UI design for enhancing drivers' performance in the situation
of recognizing and exploring surrounding areas with car navigation systems. In
order to make drivers' eyes on the road, a standard feature definition and
efficient operation methods are required. First of all, standard features are
defined by analyzing top-selling navigation systems in Korean market. Drivers'
can get route guidance from their in-vehicle system and personal handheld
devices. However, the differences amongst the systems make drivers confused and
waste time. The development of standard features of car navigation systems can
reduce drivers' cognition load. Secondly, multi-touch interaction methods and
drivers' behaviors are investigated in order to develop basic rationale to
introduce multi-touch operation to a car navigation system. Current systems in
market except smart applications adopt tactile and single-touch based
interaction methods. These methods require more visual workload than
multi-touch based methods in certain cases. User research has been conducted in
tandem with researches of standard features and multi-touch interaction to
figure out problems and their needs regarding to exploring surrounding areas in
relation to current location. As results of this research, TF (Task Flows) of a
multi-touch based standard UI design is suggested. The UI design can offer more
values to drivers in terms of the amount of information with efficient and less
eyes-on-the-system operations. Keywords: in-vehicle information system; touch-based interaction; location-based
service; interaction design | |||
| Designing Technology for Older People -- The Role of Technical Self-confidence in Usability of an Inclusive Heating Control | | BIBAK | Full-Text | 49-56 | |
| Nicola Combe; David Harrison; Hua Dong | |||
| The ageing population of the UK is providing a large market opportunity for
inclusive products and services. Yet older people are often excluded from using
new technology due to inadequate consideration of their needs during the design
process. This study focused specifically on including older people (aged 50-80)
in the testing of a novel heating control interface under development. Recent
studies have used two scalar methods to assess self-confidence; building upon
this a technical self-confidence questionnaire was developed and completed by
participants prior to attempting a usability task using the prototype. This
study found that high technical self-confidence was inversely correlated to
successful task performance. The participants who rated themselves as most
technically self-confident were not successful in completing the task. Whereas,
participants that rated themselves less confident had greater success
completing the task. In general older people reported high levels of technical
self-confidence and they were found to be willing to engage with the technical
prototype. This highlights the high expectations of the older users group to be
able to effectively engage with new technological systems. Designers should aim
to instill further confidence amongst older users and provide systems that both
support and include older people. Keywords: Inclusive design; usability testing; older people; technical
self-confidence; technology | |||
| Effects of In-Car Navigation Systems on User Perception of the Spatial Environment | | BIBAK | Full-Text | 57-64 | |
| Mehmet Göktürk; Ali Pakkan | |||
| This study aims to understand how navigation devices affect driver's
awareness of the environment. The hypothesis of this study suggests that use of
in-car navigation systems diverts driver's attention from outside of the car to
the inside where external objects are less likely to be recognized. These
objects may include landmarks, buildings, traffic signs and even pedestrians.
Further, internet connected navigation devices cause the amount of information
presented to user become very large in size during driving. This study
conducted a multiuser field experiment in order to understand basic effects of
in-car navigation systems on user perception of external world outside of the
car. It was also hypothesized that technology aptitude of driver has
significant contribution on how these devices affect user's perception. Results
suggested that in-car navigation systems has adverse effects on external world
perception. Technology aptitude of the driver played significant role on
navigation device interaction as well. Keywords: navigation system; situational awareness; technology aptitude; driving aids | |||
| Analysis and Evaluation of Wireless Ad Hoc Network Performance for a Disaster Communication Model and Scenarios | | BIBAK | Full-Text | 65-74 | |
| Koichi Gyoda | |||
| When a large-scale disaster occurs, the telephone network and the cellular
phone network may not be able to be used because of the hardware destruction
and/or congestion. The wireless ad hoc network is expected to be a means of
communication in such cases because it can be configured without network
infrastructure. One of the most important problems in the wireless ad hoc
network is maintaining high connectivity by autonomous routing according to the
movement of the terminals. Another important problem is reducing the power
consumption of the mobile terminals because the power resource of each mobile
terminal is limited. In this study, it is aimed to solve both these problems
and try to clarify the relationship between the quantity of routing packets and
the data arrival rate when packet transmission intervals are changed in our
model by use of a network simulator. The parameter values of Ad hoc On demand
Distance Vector (AODV) protocol also changed to improve the network
performance. Three communication scenarios termed the two-way communication,
the one-way data delivery, and the browsing that could occur in disaster
situations are used. Keywords: Disaster communications; Ad hoc network; AODV | |||
| Improving Management of Medical Equipment | | BIBAK | Full-Text | 75-84 | |
| Yu Hao; Yida Gong; Young Mi (Christina) Choi | |||
| The wide array of devices used in critical care areas of hospitals creates
difficulties in keeping order. Disorganized equipment in these areas can lead
to numerous issues including lower task efficiency for health care workers,
potential safety hazards and infection control issues. An equipment mounting
rail and adapter system is one of the best tools available to help manage and
organize critical equipment. Current rail systems perform well in many respects
yet but there are still a number of areas that may be improved. Improved
interfaces for attaching and positioning equipment are needed to enhance safety
and improve ease of use. As equipment rail systems are widely used backward
compatibility is important to allow health care facilities to deploy enhanced
equipment management systems while still leveraging their investment in current
hardware. This will aid effectively and efficiently managing the deployment of
new technologies in these settings.
This paper discusses the process undertaken to design and test a new mounting rail for medical equipment aimed at improving the device organization and workflow in critical care areas. The project was sponsored by an equipment management manufacturer, so initial requirements were gathered through meetings with product experts as well as the sales and marketing director. This step helped to ensure that current market conditions and realistic business objectives were considered. Further requirements were gathered through on site observations and interviews. This included observations at the cardiac intensive care unit at Egleston Children's Healthcare of Atlanta in order to gather data on the using environment, to observe users in their natural work environment, and then to follow up the observations with one-on-one interviews to bring further clarity to observed issues. A participatory design process was utilized to engage stakeholders at various stages of the design process in order to identify potential design issues and continually evaluate the usability of the evolving concept. These were followed by end user usability testing and analysis. The new rail system under development was show improvements in control, secure and flexibility, which will take more care on user experience. The usability evaluation was measured by effectiveness and satisfaction of the design, namely their impact on task efficiency, the impact on infection control and ergonomics of use. The final result showed the design almost meet the requirement, though some features need to be further improved. Keywords: user experience; rail&adapter; usability; healthcare; medical equipment
mounting system | |||
| Safety of Natural Disasters | | BIBAK | Full-Text | 85-94 | |
| Lamiaa F. Ibrahim; Reem Albatati; Samah Batweel; Rudainah Shilli; Mai Bakeer; Tsneem Abo Al Laban | |||
| Recently, Jeddah has witnessed catastrophic events that have caused the
environment pollution, detention of people in one area and the inability of
people to go to other safe places. For instance, flood has caused the sinking
and destruction of homes and the private properties. Also, the existence of
excavation works at Jeddah streets has been the main reason for the traffic
disruption and the occurrence of many traffic accidents. All these incidents
have been happened because these instructions have not been given to all
individuals whereas the guidance and advising means were limited to the SMS.
The occurrence of such events could be prevented in case that there is a
consciousness program and if the civil protection forces play its significant
role in these hard times. The goal of this work which will be available for
free download, will deliver real-time disaster and road constructions
information and notification to users such as fires, floods, constructions. It
also receives warnings and tips on how to react before, during and after the
disaster, direct to mobile phones. The use of GPS technology through this
application could allow location-specific information to be fed to the citizens
providing them with the nearest safe location and the shortest path to get
there. Moreover, it will receive Google map updates for any newly added
information. In time of a trouble, the user can benefit from the
knowledge-based system feature that will give him a feedback on what action the
user should take upon a specific situation. The knowledge-based system was
building through interview with the Experts domains. All these features will
improve access to the needed information at the needed time. Keywords: safety; Natural disasters; smartphone; Knowledge-based system | |||
| Interaction Design Using a Child Behavior-Geometry Database | | BIBAK | Full-Text | 95-104 | |
| Hiroyuki Kakara; Yoshifumi Nishida; Hiroshi Mizoguchi | |||
| Unintentional injuries, that is, injuries due to accidents, account for a
large share of the cause of death in children. Some accidents can be prevented
by designing products that are based on an understanding of the interaction
between children and the object. Improving products to prevent injuries
requires a system that helps product designers predict the behavior that the
object induces in children. In this paper, we developed a behavior-geometry
database that consists of 1) data on children's behavior with common objects,
2) for various objects, data from 3D shape models for which the feature vectors
are calculated by a 3D discrete Fourier transform, and 3) two kinds of models
for using a 3D shape-feature vector to predict the induced behavior, the
barycentric behavior model and the multiple linear regression model. We also
developed the following behavior-symmetry-search functions that use the
database: a) a shape-similarity search, b) an induced-behavior search, which is
a function for predicting the behaviors induced by an object's 3D shape, and c)
a behavior-symmetry search, which is a function for finding objects that induce
behaviors similar to those induced by the shape of a target object. The third
function is useful for finding shapes that are similar in terms of inducing
child behavior. In this study, we evaluated the effectiveness of the
implemented system using data from 275 accidents and 3D shape data from 45
objects. Keywords: Injury prevention; interaction design; safety; 3D object retrieval | |||
| Classifying Energy-Related Events Using Electromagnetic Field Signatures | | BIBAK | Full-Text | 105-111 | |
| Anand S. Kulkarni; Karla Conn Welch | |||
| We propose a system that uses a set of mobile sensors, which fit on a
keychain or ID/ access badge, for real-time feedback on a user's energy
consumption. The work presented here is the first phase of the project where we
demonstrate the feasibility of recognizing electrical activity in an
un-instrumented space (e.g., home or office) with a simple sensor. We present a
sensor which can eventually be made small enough to be able to install on a
keychain or ID badge to be carried around during daily activities. The current
phase of the project focuses on comparing the electromagnetic fields of several
common appliances to determine unique signatures. In the next phase of this
project, using our mobile sensors we can attribute energy-related events to an
individual occupant over multiple locations and time. Keywords: Energy consumption; EMF signatures; Decision Trees | |||
| Department of Homeland Security Websites Uncoupled: An Evaluation of Online Counterterrorism and Security Information across Agencies | | BIBAK | Full-Text | 112-119 | |
| Anna L. Langhorne | |||
| The purpose of this paper is to describe the content focus and hyperlink
structure of the Department of Homeland Security (DHS) websites. This
exploratory research is the first phase of a long-term effort to assess the
degree to which information provided by DHS websites reflects the communication
and information requirements of U.S. citizens. The present study uses content
analysis and web link analysis methodologies to examine nine primary DHS
websites. The findings reveal there are differences among the primary DHS
agency websites in the use of hyperlinks and the coverage of national security
topics. Keywords: Department of Homeland Security; national security; content analysis;
hyperlink analysis; information sharing; usability; communication; cyber
security | |||
| Development of an Unconventional Unmanned Coaxial Rotorcraft: GremLion | | BIBA | Full-Text | 120-129 | |
| Feng Lin; Kevin Z. Y. Ang; Fei Wang; Ben M. Chen; Tong Heng Lee; Beiqing Yang; Miaobo Dong; Xiangxu Dong; Jinqiang Cui; Swee King Phang; Biao Wang; Delin Luo; Shiyu Zhao; Mingfeng Yin; Kun Li; Kemao Peng; Guowei Cai | |||
| In this paper, we present an unmanned system design methodology for a fully functional unmanned rotorcraft system: GremLion, developed with all necessary avionics and a ground control station. It has been employed to participate in the 2012 UAVForge competition. The proposed design methodology consists of hardware construction, software development, dynamic modeling and flight control, as well as mission algorithms. The test results have been presented in this paper to verify the proposed design methodology. | |||
| Heuristic Evaluation of iCalamityGuide Application | | BIBAK | Full-Text | 130-139 | |
| Aaron Marcus; Scott Abromowitz; Maysoon F. Abulkhair | |||
| Researchers at King Abdulaziz University are developing an application
intended to assist people during natural and man-made disasters. The
iCalamityGuide presents two distinct user experiences based upon a user's
credentials. This paper reports on a heuristic evaluation of the application
and suggests revisions that combine the two experiences when they are the same
and differentiate them when they are different. Keywords: calamity; design; development; evaluation; experience; heuristic; interface;
mobile; Saudi Arabia; safety; university; user | |||
| The Driving Machine: Mobile UX Design That Combines Information Design with Persuasion Design | | BIBAK | Full-Text | 140-149 | |
| Aaron Marcus; Scott Abromowitz | |||
| Travel and tourism is a booming sector of the 21st century world economy.
Vehicles are becoming smarter and using advanced graphical displays. The
Driving Machine seeks to provide an innovative vehicle dashboard that combines
information design and persuasion design to change the driver's behavior,
promoting safety and fuel efficiency, or sustainability. Keywords: dashboard; design; development; experience; incentives; information;
interface; mobile; persuasion; safety; social networks; sustainability; user;
vehicle | |||
| Human Error in Aviation: The Behavior of Pilots Facing the Modern Technology | | BIBAK | Full-Text | 150-159 | |
| Isnard Thomas Martins; Edgard Thomas Martins; Marcelo Márcio Soares; Lia Giraldo da Silva Augusto | |||
| All the official records of aircraft accidents investigated by official
preventing and detecting agencies always has concluded that the human as guilty
or as a major component in accidents, a rate close to eighty percent. One must
consider that the pilot receives an artifact that started its manufacturing
project a few years before being delivered into his hands. He is now
responsible for keeping it in the air, safely, weighing 50,000 pounds or more
and carrying five tonnes of highly flammable fuel and has about two hundred
people aboard. This complex machine depends on the perfect working condition.
Human beings are fallible and aviation history shows that these devices have
and will continue presenting defects. Innserido this way for technical
perfection and operating the aircraft, the pilot is invariably, in the end, is
the one who is always within the artifact when it crashes and usually pay a
high price: his life. Keywords: Mental Health Pilots; modern technology in aviation | |||
| Breaking Technological Paradigms -- Sustainable Design in Air Transport Multi-mission | | BIBAK | Full-Text | 160-168 | |
| Edgard Thomas Martins; Isnard Thomas Martins; Marcelo Márcio Soares | |||
| Since the successful experiences of the human being for flying since the
late nineteenth century, the Air Transport has established itself like a
technological presence. The aerostat has been treated as the "ship-to-air" and
has been more adaptable to transport of passengers and cargo, even after the
appearance of heavier-than-air. In expanding of road systems, the option for
airship resurges like the best option. The Blimp-Hybrid-Multimission is the
great solution as the best and single complement than all other types. In 1982
an airplane for 200 passengers costs U.S. $25 million, while the Airship should
cost half or less, with the same load capacity. The price of oil derivatives
are vectors that push the world for employment-intensive transport almost
extinct in the last century. Favorable weather and conditions, in many places
of the world, allow uninterrupted operation almost all the year with economic
advantages and high rate of return on investments. Keywords: Product design; product development process; sustainability | |||
| Ergonomics Aspects in Operators of the Electric Power Control and Operation Centers | | BIBAK | Full-Text | 169-178 | |
| Miguel Melo; Luiz Bueno Silva; Ana Almeida; Francisco Rebelo | |||
| The activity of the operator of the electrical power control centers is the
prevention of incidents and errors that disrupt the operation of the electrical
system. They have to do it by mobilizing knowledge and reasoning for which they
have received training, which from the point of view of the existing rules are
adequate. However, there are some factors that need to be improved, because
there are still accidents and incidents, caused manly caused by fatigue, lack
of concentration or due to inadequacy of human Computer Interface. This article
aims to analyses ergonomics aspects and human factors in the electric power
control centers and contribute with a methodology of studies including the
topics of Human; Machine; Interface IHM; and critical factors. Keywords: IHM in Electric Power Control Centers; Workload in Operators; Fatigue | |||
| HALO the Winning Entry to the DARPA UAVForge Challenge 2012 | | BIBAK | Full-Text | 179-188 | |
| Stephen D. Prior; Siu-Tsen Shen; Mehmet Ali Erbil; Mantas Brazinskas; Witold Mielniczek | |||
| The DARPA UAVForge challenge was designed to bring together a diverse group
of UAV enthusiasts to develop the next generation, low cost, small unmanned air
system (SUAS) for perch and stare operations in a military context. The
challenge combined a web-based collaboration site with a live competitive
fly-off event held at Fort Stewart, Georgia, USA in May 2012. UAVForge was a
Defense Advanced Research Projects Agency (DARPA) and Space and Naval Warfare
Systems Center, Atlantic (SSC Atlantic) initiative to leverage the exchange of
ideas among an international community united. More than 140 teams and 3,500
registered citizen scientists from 153 countries participated in this year long
event. From several selection rounds, a core of nine teams competed in the
fly-off event and in June 2012 Team HALO from the UK was declared the winner
scoring 47.7 points out of a maximum possible 60 points, with their co-axial
tri-rotor Y6 design. Keywords: DARPA; UAVForge; SUAS; Crowd Sourcing; NLOS | |||
| Main Usability Issues in Using Virtual Environments for Older Population Warning Studies | | BIBAK | Full-Text | 189-198 | |
| Lara Reis; Emília Duarte; Francisco Rebelo | |||
| Over the last decades, Virtual Reality (VR) technology has emerged as a
promising tool for numerous human performance assessments. Together with the
expansion of such systems, several Virtual Environment (VE) usability criteria
have been developed to ensure their optimal production and efficiency. However,
the current status of such measures for warning research is scarce; and most
importantly, design guidelines for defining VEs for middle-aged and older adult
interactions with warnings are even more rare. In order to create effective and
inclusive VEs for older age groups, warning researchers must be informed of the
main age-related perceptual and cognitive changes that may hinder the
experience, as well as should determine which of the usability issues are most
important for a particular VE system. This paper provides a theoretical
framework which seeks to highlight the main subject matters that embrace the
design, implementation and evaluation of VE studies for older population
warning research. Keywords: Virtual Reality; Virtual Environments; Usability; Warnings; Aging; Inclusive
Design | |||
| Merging Two Worlds Together | | BIBAK | Full-Text | 199-204 | |
| Alex Schieder | |||
| Nowadays campaigns are not running anymore just below or above the line. To
create meaningful experiences for customers we need to get them involved and
connect to them in a physical and digital way. Customers need to interact with
brands and create content for them, which will be spread out on different
platforms. We created a campaign for the Surf Life Saving Club in Australia to
connect to their customers on an out door event where customers can compete
with the Surf Life Savers. The collected data/content was spread out on
different digital platforms to create an ongoing interaction between the brand
and their customers and to create their own branded story. Keywords: Design; User experience; Human Interface Design; Digital Design; Out Door;
Installation; Integrated Campaign; Brand story; Simplicity; Social Media;
Smartphone; Tablet; Touchscreen; Case Study | |||
| Are Emergency Egress Signs Strong Enough to Overlap the Influence of the Environmental Variables? | | BIBAK | Full-Text | 205-214 | |
| Elisângela Vilar; Francisco Rebelo; Paulo Noriega; Luís Teixeira; Emília Duarte; Ernesto Filgueiras | |||
| This paper aims to explore the strength of environmental variables (i.e.,
corridor width and brightness), in directing people to indoor locations during
emergency situations. The existence of contradictory information was
manipulated by inserting posted signs pointing to the opposite direction to the
one suggested by the environmental variables. A Virtual Reality-based
methodology was used to collect participants' directional choices. Sixty-four
participants had to find a specific room as quickly as possible in a virtual
hotel in which they navigated through 12 corridor intersections
(two-forced-choices). Two experimental conditions were considered (i.e., Signs
and No-signs conditions) according to the exit signs availability. Results
indicated that for the first decision point in an emergency situation with
signs, 65.6% of the participants preferred to follow the wider corridor instead
of the exit sign direction. Percentages of choices favoring the path opposite
to that posted by the sign decreased along the escape route suggesting that
with the repeated exposure to an exit sign people increased their compliance
with it. Keywords: wayfinding; route-choice; virtual reality; emergency egress; corridor width
and brightness; signage | |||
| Calculation of Areas of Permanence in Public Spaces, According to Solar Radiation Simulated Conditions | | BIBAK | Full-Text | 215-223 | |
| Julie A. Waldron; Jorge H. Salazar | |||
| Permanence of people in public spaces is conditioned to several
environmental factors, such as solar insolation. This specific factor is of
particular interest in tropical countries, since it determines the comfort
levels of people staying in public places for a length of time.
This paper contains the analysis of people's Areas of Permanence in public spaces, taking into account solar radiation. The solar radiation data was obtained through simulations developed with a LISP routine named Torres 15.0 [1] executed in AutoCAD, which registers the number of hours that each point is affected by direct solar radiation. Resulting solar data were transformed to data of Areas of Permanence by creating Tolerance Ranges to sun exposure. The ranges were divided into five types of areas: Long and Short Permanence, Pause, Slow and Fast Traffic. These areas correspond to the time that people are willing to tolerate sun in different activities. The objective of this analysis is to collect data of environmental influence on the human body and its response, allowing the creation of principles for enhanced design. Keywords: Public Spaces; Solar Insolation; Areas of Permanence; Tolerance Ranges | |||
| Design Methodology for Body Tracking Based Applications -- A Kinect Case Study | | BIBAK | Full-Text | 227-236 | |
| Felipe Breyer; Bernardo Reis; Luis Arthur Vasconcelos; Aline Cavalcanti; João Marcelo Teixeira; Judith Kelner | |||
| Along with the popularization of new body tracking technologies such as
Microsoft Kinect, and the increasing individual initiatives in order to design
solutions for such platforms, it is necessary to improve and to adapt all the
framework of methods and processes for developing new applications for this
context. Just like that, this paper proposes a direction towards the
formalization of an agile methodology for developing new applications on the
background of body interaction, suitable for modest innovation projects with
short schedules and small teams. To achieve that, we executed an experiment
during a graduate course in Informatics, due to its similarities to the
start-up context. The participating students followed a four-step methodology
comprehending the stages of requirements identification, ideas generation,
prototyping, and evaluation. The experiment outcomes are described in a way to
enlighten the methodology techniques. As a conclusion, the students provided an
extremely positive feedback regarding the adoption of the proposed methodology
during the development of body interaction applications. Keywords: Design methodology; body tracking; interaction applications | |||
| Empowering Electronic Divas through Beauty Technology | | BIBAK | Full-Text | 237-245 | |
| Katia Fabiola Canepa Vega; Hugo Fuks | |||
| The evolution of Wearable Computers is making it possible for wearers to
move and interact freely with the world with nearly invisible technology
embedded into clothing. Our aim is to create technology that is not just in
clothing but on the skin surface as removable and hidden electronics. In this
paper, we introduce the term 'Beauty technology' as an emerging field in
Wearable Computing that hides electronic components within beauty products.
This work outlines the technology used to hide electronic components in
eyelashes, make-up, tattoos and nails, and it presents examples of the use of
Beauty Technology in everyday beauty products. Keywords: Wearable Computers; Beauty Technology | |||
| An Empirical Study of the Characteristics of Interactive Projection Systems in Multi-media Exhibits | | BIBAK | Full-Text | 246-254 | |
| Ting-Han Chen; Shiau-Yuan Du | |||
| This paper defines and summarizes the characteristics of interactive
projection systems based on an empirical study of the authors' past design
works. The characteristics are analyzed and reflected in several application
examples, with implications for future study suggested at the end of the paper. Keywords: Interactive projection; interactive material; interactive exhibit;
projection material; tangible interface | |||
| Evaluation of Effects of Textures Attached to Mobile Devices on Pointing Accuracy | | BIBAK | Full-Text | 255-263 | |
| Yoshitomo Fukatsu; Tatsuhito Oe; Yuki Kuno; Buntarou Shizuki; Jiro Tanaka | |||
| When a user holds a mobile device that has a touch screen, his/her fingers
and palm touch the back of the device. For this reason, we think that input
accuracy can be improved by attaching textures on the back of the device. We
selected ways to attach textures and then evaluated pointing accuracy with each
texture. In the results, the texture attached to the center of the device
achieved the best results of accuracy. Keywords: eyes-free interaction; single-handed interaction; touch screen | |||
| A Proposal for Optimization Method of Vibration Pattern of Mobile Device with Interactive Genetic Algorithm | | BIBAK | Full-Text | 264-269 | |
| Makoto Fukumoto; Takafumi Ienaga | |||
| The vibration patterns are often used in mobile devices such as cellular
phone, tablet computer and smartphone, etc. However, these vibration patterns
are ready-made patterns. Most of the users do NOT use vibration pattern suited
to each user's preference and objectives to use. Interactive Evolutionary
Computation (IEC) was known as effective method to create contents suited to
each user, and IEC was applied for creating various media contents. This study
proposes an Interactive Genetic Algorithm (IGA) creating vibration pattern.
Although some previous IEC studies have tried to optimize media content related
to sense of touch, an IEC method optimizing vibration pattern of mobile device
have not been proposed. The proposed method will dedicate to use of the
vibration pattern by improving its ability of notice and/or by enhancing its
suitableness in preference. Keywords: Interactive Evolutionary Computation; Preference; Vibration Pattern; Genetic
Algorithm | |||
| NUI-Based Floor Navigation -- A Case Study | | BIBA | Full-Text | 270-279 | |
| Ulrich Furbach; Markus Maron | |||
| In this paper, we describe a nui-based application using a Microsoft Kinect. The system displays a digital representation of a university building, where users can navigate virtually through contact-less gestures. Users can step up and couple their hand with a virtual mouse cursor to navigate through the program such that hand movements to the right lead to cursor movements to the right for example. We present an evaluation of the system, which is based on a 100' day operation by logging 2.000 user sessions. | |||
| Capturing Nursing Interactions from Mobile Sensor Data and In-Room Sensors | | BIBAK | Full-Text | 280-289 | |
| Sozo Inoue; Kousuke Hayashida; Masato Nakamura; Yasunobu Nohara; Naoki Nakashima | |||
| In this paper, we show two approaches for capturing nursing interactions in
a hospital: 1) finding nursing intervals from mobile sensors with
accelerometers and audio on nurses, and 2) recognizing nurses' entrance to a
patient's room from in-room sensors of bed, loudness, and illuminance sensors.
For 1), we firstly detect the nurses' entrance to the patient's room by walking
detection from accelerometers and noise level on mobile sensors, and detect the
interval of interaction between nurses and the patient. For 2), we recognize
the nurse's entrance to the patient's room with in-room sensors, using separate
algorithms between day and night. We developed the algorithms using the sensor
data collected in a cardiovascular center in a real hospital for one year. It
could be a important baseline technique to find valuable intervals from long
and big data of sensors. Keywords: Activity Recognition; Annotation; Speech Interval Estimation; Nursing
Activity | |||
| Creating Instantly Disappearing Prints Using Thermochromic Paint and Thermal Printer in an Interactive Art Installation | | BIBAK | Full-Text | 290-295 | |
| Miu-Ling Lam | |||
| This paper outlines the techniques used in an interactive art installation,
called Time Axis, created by the author. The installation invites viewers to
take a portrait of themselves in front of a wall-mounted device that is
embedded with a camera and thermal printers. The image captured by the camera
will be printed on paper by the thermal printers. One of the thermal printers
is loaded with some custom-made thermochromic paper that changes color
reversibly when temperature is changed. Images printed on the thermochromic
paper will disappear due to heat loss to surroundings after a few seconds of
being printed out. Thus, the participants will witness the silhouettes of their
portraits appearing and dissipating on paper instantly. The mechanical noise
generated by the printers is manipulated by a digital resonator and sent
through a pair of headphones to be listened by the participants to intensify
their experience. Keywords: Thermochromism; thermal printer; temporary image; ephemeral; fading;
interactive art; installation | |||
| Fashioning Embodied Interfaces: Open Wearables Crafting | | BIBAK | Full-Text | 296-305 | |
| Valérie Lamontagne | |||
| This paper investigates the role of the designer in the "opening" of culture
in fashion and technology. In particular it explores the convergence of "open
practices" in vanguard technologies and fabrication processes found in the
history of Modernist fashion, as well as recent popular uses of technology, and
engineering, and more specifically wearables design practices. Keywords: Wearables; fashion; open design; embodiment; interface culture; textiles;
prototyping; performance | |||
| InTouch: Crossing Social Interaction with Perception | | BIBAK | Full-Text | 306-315 | |
| Rung-Huei Liang; Wei-Ming Chung; Hsin-Liu Kao; Tsen-Ying Lin | |||
| With visual feedback serving as a major output of current social interaction
through Internet, we aim to explore how alternative sensory outputs can enrich
the experience of mediated social interaction. Thoughtfully making design
choices, we deliver an artifact called InTouch to address the qualities we are
interested in. InTouch consists of four sections in a wooden box surfaced with
elastic Lycra. Each section stands for a communication link with a friend. By
pressing a link, an individual can express her consideration for a friend. When
pressed, the color changes from blue to red, while raising the temperature on a
friends' device. The temperature of each link is provided from a thermoelectric
cooler (TEC), turning hot or cold based on the input electrical current. One
movement triggers two senses, namely touch and vision, forming
perceptual-crossings as perceiving while being perceived. In addition to the
description of the system, we discuss the motivation and concept behind design,
present a pilot test and point out directions for future work. Keywords: Perceptual crossing; social interaction; tangible interaction design | |||
| A Pilot Study of the Intuitiveness of Smartphone Camera Interface for Elderly Users | | BIBAK | Full-Text | 316-323 | |
| Hyunju Shin; DaeSung Ahn; Junghyun Han | |||
| We propose a ZUI (zoomable user interface)-based smartphone interface for
elderly users. The proposed interface extends the application design space to
provide an overview that allocates space to each function of the application
according to its importance. According to the feedback of interviewees, an
overview augmented by text-based guidance facilitated their understanding of
the application. Keywords: Design philosophy of HCI and UX; Zoomable User Interface | |||
| Sharing Kinetic Interactions for Mobile Devices | | BIBAK | Full-Text | 327-336 | |
| Bashar Altakrouri; Darren Carlson; Andreas Schrader | |||
| Infrastructure for sharing, adapting and deploying interaction techniques
remains an enduring challenge for real-world pervasive computing ecosystems
(ambient spaces). In this paper, we address this challenge by introducing the
concept of Interaction Plugins, which enables interaction techniques to be
constructed as shareable units of functionality and dynamically deployed into a
variety of ambient spaces during runtime. To this end, this paper will discuss
two important issues in detail: community-based creation of interaction plugins
and runtime deployment of interaction plugins. The paper also features a
mobile-based implementation of this approach based on the Dynamix context
framework. Keywords: Ambient Assisted Living; Natural Interactions; Kinetic Interactions; Sharing
Interactions | |||
| Virtual Reality Immersion: An Important Tool for Diagnostic Analysis and Rehabilitation of People with Disabilities | | BIBAK | Full-Text | 337-344 | |
| Helda O. Barros; Marcelo Márcio Soares; Epitácio L. Rolim Filho; Walter Correia; Fábio Campos | |||
| This paper sets out the case for the importance of using virtual reality
immersion for diagnostic analysis and rehabilitating people with disabilities.
To do so, a review of the literature was undertaken by examining articles
published between 2000 and 2012. The results show that browsing in virtual
immersion environments simulates real-world situations, with the advantage that
this enables there to be full control over the variables analyzed and
consequently over the health aspects involved. Furthermore, when using
multisensory channels, the human-task-system interface tools enable there to be
simultaneous treatment of multiple morbidities, which characterizes there
having been an important advance made in the functional independence of people
with disabilities. Keywords: virtual reality; people with disabilities; rehabilitation | |||
| Virtual Reality Applied to the Study of the Interaction between the User and the Built Space: A Literature Review | | BIBAK | Full-Text | 345-351 | |
| Alexana Vilar Soares Calado; Marcelo Márcio Soares; Fabio Campos; Walter Correia | |||
| This article examines from a theoretical academic research, concepts,
definitions and elements that consist the universe of virtual reality (VR) and
Augmented Reality (AR), with the goal of applying them to spaces constructed
both by professionals specialized in developing environments, as many by its
users. Keywords: Architecture; Interior Design; Virtual Reality; Augmented Reality | |||
| Gestural, Emergent and Expressive: Three Research Themes for Haptic Interaction | | BIBAK | Full-Text | 352-361 | |
| Jared Donovan; Gavin Sade; Jennifer Seevinck | |||
| Drawing on three case studies of work in the fields of participatory design,
interaction design and electronic arts, we reflect on the implications of these
studies for haptic interface research. We propose three themes: gestural;
emergent; and expressive; as signposts for a program of research into haptic
interaction that could point the way towards novel approaches to haptic
interaction and move us from optic to haptic ways of seeing. Keywords: Haptic interaction; gesture; emergent interaction; expressive interaction;
passive haptics; ways of seeing | |||
| Sense of Presence in a VR-Based Study on Behavioral Compliance with Warnings | | BIBAK | Full-Text | 362-371 | |
| Emília Duarte; Francisco Rebelo; Luís Teixeira; Elisângela Vilar; Júlia Teles; Paulo Noriega | |||
| Recent researches suggest that Virtual Reality (VR) is amongst the best
tools for examining behavioral compliance with warnings, therefore overcoming
some ethical and methodological constrains that have been limiting this type of
research. Yet, such evaluation using VR requires both usable and engaging
virtual environments (VEs). This study examines the sense of presence
experienced by the participants after having been immersed in a VE designed for
evaluating the effect of sign type (static vs. dynamic) on compliance. The VR
simulation tested here allowed participants to perform a realistic work-related
task and an emergency egress, during which they were supposed to interact with
warnings and exit signs. A neutral condition (i.e., no/minimal signs) was used
as a control condition. Subjective and objective data were gathered from two
sources, respectively, i.e., a post-hoc questionnaire administered to the
participants, and a video analysis of the participants' interaction behavior
during the VR simulation. Results reveal high levels of presence across the
three experimental conditions. Keywords: Virtual Reality; Presence; Behavioral Compliance; Warnings | |||
| Interactive Shopping Experience through Immersive Store Environments | | BIBAK | Full-Text | 372-382 | |
| Kunal Mankodiya; Rolando Martins; Jonathan Francis; Elmer Garduno; Rajeev Gandhi; Priya Narasimhan | |||
| In the era of high competition with E-commerce and online shops,
brick-and-mortar retail industry seeks new opportunities to enhance shopping
experience through engaging technologies. Even though retailers are applying
their omnichannel strategies to attract more shoppers through technology-driven
solutions including websites, mobile apps, and so forth, we find that these
technologies are somewhat basic and do not represent the "disruptive"
innovations. Along with these current technologies, retailers should leverage
their store physical real estate, and transform it into immersive store
environments (ISEs) that allow shoppers to navigate in 3D store aisles through
rich media interface ported onto networked devices. Therefore, we propose our
own study of what ISE use-cases are most desirable by customers and retailers
in such contexts; we describe the implementation of our cloud-based interactive
shopping interface for ISE, before discussing the promising results of its
deployment in a "real-world" store. Keywords: AndyVision; retail technology; human-computer interaction; immersive
shopping | |||
| Minimal Yet Integral -- Designing a Gestural Interface | | BIBAK | Full-Text | 383-392 | |
| Martin Osen | |||
| Minimalism and simplicity have become key success factors in the post-PC
era. Touchscreens have superseded physical buttons as the dominant user
interface of mobile devices. Some of the industry's most successful products
tightly integrate hardware, software and services into one convenient solution.
All this transformed the setting in which we are designing user experiences
today. This paper describes the two-year development of a gestural user
interface for a mobile app. Our design process can be broken down into five
basic principles: Find a tangible metaphor, understand your hardware, care for
your content, reduce it to the essence, and if you feel you can do better,
iterate. Finally some yet unsolved issues are described that may impede the
design of truly natural interfaces on a fundamental level. Keywords: Design Philosophy; Minimalism; Mental Model Design; Metaphor Design;
Gestural UI; Natural UI; Card-based UI; Smartphone; Tablet; Touchscreen; Casual
Reading; Digital Publishing; Case Study | |||
| Efficient Information Representation Method for Driver-Centered AR-HUD System | | BIBAK | Full-Text | 393-400 | |
| Hyesun Park; Kyong-ho Kim | |||
| Providing a suitable and efficient representation of a driver's perspective
is a way to reduce traffic accidents. In this paper, we first introduce a
driver-centered AR (augmented-reality) HUD (head-up-display) system that
superimposes augmented virtual objects onto a real scene under all types of
driving situations including unfavorable weather (such as rainy, foggy,
overcast, and snowy) conditions. We next explain the scenario and method used
in our comparative experiments on a method for improving both the cognitive
usability and visibility of drivers. For this, we comparatively analyzed not
only information display locations but also information representation for six
information types using a driving simulator with thirty subjects. For the
effects on safety, the situational driver awareness of safety-related road
events was measured. To determine the differences in the visual cognitive
workload placed upon drivers, we tracked their eye movements. The subjective
workload of the participants was assessed using the RSME (Rating Scale Mental
Effort). Keywords: Efficient Information Providing Method; Information Representation;
Information Display Location; Driver Centered System; AR (augmented reality);
HUD (head up display); Vehicle Simulator; Cognitive Usability; Visibility;
Subjective Workload | |||
| Towards Medical Cyber-Physical Systems: Multimodal Augmented Reality for Doctors and Knowledge Discovery about Patients | | BIBA | Full-Text | 401-410 | |
| Daniel Sonntag; Sonja Zillner; Christian Schulz; Markus Weber; Takumi Toyama | |||
| In the medical domain, which becomes more and more digital, every improvement in efficiency and effectiveness really counts. Doctors must be able to retrieve data easily and provide their input in the most convenient way. With new technologies towards medical cyber-physical systems, such as networked head-mounted displays (HMDs) and eye trackers, new interaction opportunities arise. With our medical demo in the context of a cancer screening programme, we are combining active speech based input, passive/active eye tracker user input, and HMD output (all devices are on-body and hands-free) in a convenient way for both the patient and the doctor. | |||
| Border Crosser | | BIBAK | Full-Text | 411-418 | |
| Anke Tallig; Wolfram Hardt; Maximilian Eibl | |||
| Expositions are offering many information regarding the exhibits. These
facts are normally presented in the form of charts and audio guides. For more
and supplementary information some museums have robot guides or interactive
touch tables. This paper describes a mixed device consisting of a robot guide
and a touch table. This mobile robot connects the real exhibition environment
and the virtual channel which contains all the interesting information.
Therefore the Border Crosser itself is mixed reality device and produces and
presents a mixed reality. It combines the advantages of real and virtual world.
In this setting the Border Crosser also works as a mediator. A mediator which
perceives the people, the environment and the possible interactions with the
virtual channel. The robot is a friend, a host and a teacher. In this way the
visit of an exhibition becomes to an adventure. Keywords: Robot mediator; mixed reality; human-robot interaction; human-computer
interaction | |||
| Strategy for the Development of a Walk-In-Place Interface for Virtual Reality | | BIBAK | Full-Text | 419-426 | |
| Luís Teixeira; Elisângela Vilar; Emília Duarte; Paulo Noriega; Francisco Rebelo; Fernando Moreira da Silva | |||
| Many features of a Virtual Reality system can influence the immersion and
the sense of presence. Navigation is one of those features, since
proprioceptive and vestibular cues can have a positive impact on immersion and
sense of presence. This is especially important for studies about human
behavior, where behavioral responses should be as close as in the real world.
Different types of interfaces are been developed to be more natural and closer
to moving in a real environment. A Walk-In-Place (WIP) interface can be used in
small rooms and gives some proprioceptive and vestibular cues. A participant
walks in the same place and a device captures that movement and translates it
to movement inside the Virtual Environment. This paper presents a strategy for
implementing a WIP interface using only one inertial orientation sensor, placed
above the knee, mainly about the calibration and real-time detection phases and
the approach taken on direction changing. Keywords: Virtual Reality; Navigation interfaces; Walk-in-place technique | |||
| Exhibiting Emotion: Capturing Visitors' Emotional Responses to Museum Artefacts | | BIBAK | Full-Text | 429-438 | |
| Genevieve Alelis; Ania Bobrowicz; Chee Siang Ang | |||
| The museum provides the perfect setting for the convergence of culture,
reflection, personal connections, and communication, and many museums
supplement these visitor experiences through the use of Human-Computer
Interaction (HCI) systems. While there has been past HCI research on various
combinations of these four areas, the overall goal of this study is to explore
the emotional links museum visitors make while encompassing all four areas
through the use of engaging HCI technologies. This paper reports on the results
of a study carried out at the Powell-Cotton Museum, a local ethnographic museum
located in south-east Kent, UK. Using structured interviews and thematic
analysis, visitors' emotional responses to museum artefacts were analysed.
Findings suggest that when given the task of providing emotional responses to
artefacts, visitors are motivated to find meaningful and personal connections. Keywords: cultural artefacts; emotion; heritage; meaning-making; story-telling | |||
| Blinklifier: A Case Study for Prototyping Wearable Computers in Technology and Visual Arts | | BIBAK | Full-Text | 439-445 | |
| Katia Fabiola Canepa Vega; Patricia J. Flanagan; Hugo Fuks | |||
| The Cybernetic Serendipity exhibition in 1968 [1] and the Computer in Art
book in 1971[2] represent some remarkable initial approaches in collaborative
art-technology projects. Over the years, projects have evolved through thinking
influenced by other areas such as psychology, sociology and philosophy. Much of
art theory and practice is exploratory and its outcomes may be challenging. The
advent of novel materials and increasingly evolution of smaller and more
affordable electronic components made it possible for anyone to make their own
wearable devices. Moreover, people with different skills get together and share
their knowledge to create new products. This work describes our prototyping
process for developing wearable computers in multidisciplinary teams. In this
paper, we present the implementation of our collaborative and iterative
prototyping process in the development of Blinklifier, an art and technology
project that amplifies human expressions and creates a feedback loop with the
wearer. Keywords: Wearable Computers; Feedback Loops; Blank Model Prototyping | |||
| Emotional Experience and Interactive Design in the Workplace | | BIBAK | Full-Text | 446-454 | |
| Kuo-Pin Chen; Wen-Huei Chou | |||
| The negative emotions accumulated at work are easily overlooked, and
unknowingly influence our lives and health. Happy emotions, positive
interactions, and pleasant experiences can all effectively provide some
opportunities to prevent fatigue and mitigate negative emotions and troubles.
This study uses User-Centered Design (UCD) to investigate the needs of office
workers dealing with work pressure, in the hopes that improved design can
improve actual working conditions. ORID and empathy maps were used to elicit
relevant experience and needs from the participants. Results showed that office
workers tend to a certain degree to project emotional qualities on physical
aspects of their work space, including furnishings and decorations. In the
second stage, the Semantic Differential Scale was used to identify research
limitations and scope, and identify a clear design direction. Finally, this
study presents recommendations for the appropriate application of interactive
design in office environments with the aim to provide points of reference for
designers working in similar areas. Keywords: Office work stress; interactive design; emotional design; empathic design;
user-centered design | |||
| A Study on Time Differences between Actual Advertisement Viewing and Retrospective Perception | | BIBAK | Full-Text | 455-464 | |
| Miao-Hsien Chuang; Chiwu Huang | |||
| Upon entry into the digital age, the number and importance of images in
media has increased considerably. This paper discusses the similarities and
differences between implicit and explicit memory produced by the subjective
perception of time when viewing images and text in advertisements. The
durations involved in implicit memory were measured using scientific
instrumentation (eye-tracking devices), while explicit memory was gauged via a
self-administered questionnaire. Three out of ten subjects retrospectively
perceived browsing times that differed from the actual times measured through
eye tracking, indicating a difference between implicit observation and explicit
memory. We also investigated the layout preferences of subjects with various
backgrounds in terms of images, text, and logos. These results could assist
advertisers to enhance the effectiveness of communication regarding content as
well as brand recognition through the use of strong narrative methods. Keywords: Eye movement; Explicit memory measurement; Psychological time; Layout | |||
| Semiotic Analysis for Gestural and Emotional Human-Computer Interaction | | BIBAK | Full-Text | 465-474 | |
| Roman Danylak | |||
| The discussion that follows describes the design of an interactive artwork
To be or not to be using semiotics. The goal of To be or not to be was to
create a user experience that was coherent and continuous, generating gestures
and emotions -- not uncommon Human Computer Interaction (HCI) objectives. The
design problem was to isolate what could be elements of user experience as
inputs and outputs in a multimedia interactive system. Essentially there were
five parts to the process: the first was an understanding of gesture and its
modeling within the framework of generating expressive gestures in theatre --
defining media before simulation; the second, was to define the input and
output process by which gestural interaction using HCI media might proceed; the
third was to create a semiotic matrix of both the theatrical and HCI terms as
equivalences, creating a system by which the design could follow; the fourth
was evolving an experience, in this case an interactive film-game, that
generated gestures and associated emotional content; the fifth was a user
evaluation and statistical analysis (results summary only). The emphasis
presented here is on the preparatory stage of correct process modeling, leading
to the effective application of semiotic analysis. Readers are encouraged to
access the URL for youtube description of the work.
http://www.youtube.com/watch?v=jKNvSpXG0Z0 Keywords: theatre; game; gesture; emotion; metaphor; metonymy | |||
| Evaluating Emotional Responses to the Interior Design of a Hospital Room: A Study Using Virtual Reality | | BIBAK | Full-Text | 475-483 | |
| Susana Dinis; Emília Duarte; Paulo Noriega; Luís Teixeira; Elisângela Vilar; Francisco Rebelo | |||
| Many studies have shown the ability of interior design elements (e.g.,
artwork, nature, home elements) to elicit positive emotions on hospital users
thereby enhancing the healing process. Nevertheless, it is not clear whether
such elements can affect users' emotional responses during a VR experience. In
this study we explored the influence of interior design elements (i.e.,
landscape poster, painting, plant and home chair), on the participants'
emotional responses after being exposed to 3D virtual hospital rooms. We used a
short version of Zipers scales, developed by Zuckerman, to explore
participants' emotional responses regarding 28 rooms, resulting from all the
possible combinations of the identified elements plus a neutral and a negative
room. Our sample included 30 university students. The results show that the
more elements present in the hospital room the more positive the emotional
response. The landscape and artwork elements emitted positive responses,
whereas the home chair did not. Keywords: Interior Design; Hospital; Emotion; Virtual Reality | |||
| Changing Eating Behaviors through a Cooking-Based Website for the Whole Family | | BIBAK | Full-Text | 484-493 | |
| Marc Fabri; Andrew Wall; Pip Trevorrow | |||
| This paper reports on the results of a study investigating how nutritional
eating behaviors can be improved by presenting a cooking-based website for
parents to use with their children. Participants' eating behaviors were closely
monitored via questionnaires and food diaries. Results show that over the
course of the study, children's willingness to consume fruit and vegetables had
improved and they enjoyed participating in food preparation. This was supported
by the participants' food diaries, which showed a statistically significant
increase in the number of portions of fruit and vegetables consumed by both
children and parents. An attempt was made to place participants in a stage of
change before and after the study (Transtheoretical Model). This was flawed,
however, due to inaccurate measurements and the short study duration. Overall,
this study provides support for the use of educational websites, in particular
a cooking website, to improve nutritional eating behaviors in children. Keywords: Obesity; Nutrition; Behavior Change; Persuasive Technology | |||
| Design for Relaxation during Milk Expression Using Biofeedback | | BIBAK | Full-Text | 494-503 | |
| Loe Feijs; Jeanine Kierkels; Nicolle H. van Schijndel; Marjolein van Lieshout | |||
| Many women experience difficulty expressing milk using a breast pump. A
negative influence upon their success is stress, hampering the milk ejection
reflex. We explore biofeedback to enhance relaxation during milk expression. We
discuss context, the principles of biofeedback and the design of an
experiential prototype. The effect of biofeedback on milk expression shows
promising trends towards increased relaxation, shorter time to milk ejection,
and more milk production. Themes that emerged are: control, distraction,
endorsement, setting of milk expression session, and pragmatism. Keywords: Breastfeeding; milk expression; stress; relaxation; biofeedback; smart
environments; oxytocin; aesthetics of interaction | |||
| Designing Ludic Engagement in an Interactive Virtual Dressing Room System -- A Comparative Study | | BIBAK | Full-Text | 504-512 | |
| Yi Gao; Eva Petersson Brooks | |||
| The phenomenon of creating virtual dressing room (VDR) environments has
currently been widely recognized. Most of the existing VDR systems are of a
goal-oriented, rather than open-ended, nature. This study is comparative and
investigated two VDR solutions: LazyLazy and a new VDR user interface (UI). The
systems were tested by 426 participants. The study applies a qualitative
approach including video observations, questionnaires and interviews. The
comparison targeted an investigation of the users' experience and behaviour
when interacting with the two VDR systems. The results showed that ludic
activities can be enhanced without interfering with goal-oriented desires of
the user. Keywords: Ludic activities; motivation; goal oriented; ludic engagement; virtual
dressing room | |||
| Humor Illustration Design, a Summary of Illustrations, Designs, and Projects | | BIBAK | Full-Text | 513-519 | |
| Jochen Gasser | |||
| This paper summarizes my work as an illustrative designer; it covers details
of my inspiration, ideas, final works, and specific projects that I have worked
on throughout my career. This paper is organized in parts; Humor Illustration
Design as a Solution Mechanism for Various Problems describes my view on how
humor functions in the world today and how it alleviates issues. Illustration
as a Tool is where I explain the workings behind and the outcome of an ongoing
project and the goals I'm aiming for as a designer in terms of reaching my
audience. I then show how I incorporate my work into marketing strategies in
Humor Illustration Design as Marketing Strategy. Finally I focus on the project
that I will present in Las Vegas in July. Keywords: Humor Illustration Design; Humor; Andreas Hofer; Humanity; Emotional
Connection; Gondola | |||
| Increasing Trust in Personal Informatics Tools | | BIBAK | Full-Text | 520-529 | |
| Luis G. Jaimes; Tylar Murray; Andrew Raij | |||
| Personal Informatics (PI) systems help individuals collect and reflect on
personal physiological, behavioral and/or contextual data. Typically, these
systems offer users interactive visualizations that allow meaningful
exploration of the data. Through this exploration, PI systems have great
potential to facilitate self-reflection and encourage behavior change.
One of the challenges facing PI systems is a general lack of transparency about the uncertainty, noise or measurement error in the information they display. Data acquisition, processing/inference, and wireless transmission, can each inject errors into the data. However, most PI systems do not provide a way to help users understand what types of errors could be in the data, where these errors come from, and to what extent they can trust the data they see is correct. This paper describes how errors can affect the perception and use of PI data and discusses ways to integrate more transparency into PI systems. Keywords: personal informatics; data provenance; information visualization;
transparent user interfaces | |||
| Feed-In Tariff Personal Carbon Allowance: A Case Study of Psychological Change | | BIBAK | Full-Text | 530-539 | |
| Takayoshi Kitamura; Asao Takamatsu; Hirotake Ishii; Hiroshi Shimoda | |||
| The scheme of Personal Carbon Allowance (PCA) system which has been under
discussion in United Kingdom is one of the innovative policies which have the
potential to solve energy and climate issues. The authors have been proposed
Feed-in Tariff PCA (FIT-PCA) as a suitable policy for Japan. The main purpose
of this scheme is to encourage citizens to manage their CO2 emissions from
their daily lives, furthermore, it is expected to improve their attitudes to
global environmental issues. In the psychological model to express their
behavioral changes, it is assumed that the experience of FIT-PCA causes loss
aversion, goal setting and eudaimonia, and they change their life styles to
pro-environmental ones. In this study, a case study has been conducted for half
a year in cooperation with 30 households to investigate the validity of the
model and the change of their energy reduction behaviors and attitudes to
global environmental issues. Keywords: social system; case study; personal carbon allowances; energy issues;
psychological changes | |||
| Positive Design: New Challenges, Opportunities, and Responsibilities for Design | | BIBAK | Full-Text | 540-547 | |
| Anna Elisabeth Pohlmeyer | |||
| In recent years, there has been an increasing interest in the scientific
study of happiness and wellbeing. However, so far, there has been only little
discussion about the relevance and applicability for design. This paper
provides a brief overview of related developments in the field of psychology
and user experience, before it introduces and illustrates the emerging field of
positive design. Positive design builds on insights from positive psychology to
create and improve products and/or services that increase human flourishing. Keywords: Positive Design; Human Flourishing; Subjective Wellbeing; Experience Design | |||
| Tassophonics: Nanotechnology as the Magical Unknown | | BIBAK | Full-Text | 548-557 | |
| Audrey Samson; Kristina Andersen | |||
| This paper outlines a set of experiments designed to explore how we can
embed memories in objects augmented with non-discernable nanotechnological
interfaces. It explores whether the object can successfully embody a wish or
fear and how the participant experiences living with a physical reminder of
these secrets. As such the experiments draw on more traditional
paper-prototyping and body-storming techniques. The goal is to assess if the
introduction of nanotechnology as a magical unknown can be used to seed and
affect our relationships to objects and archived memories. Keywords: Magical unknown; Nanotechnology; probe; secret; desire; archaeoacoustics;
archive; performative consultation | |||
| Engineering Awareness™: An e-Service Design Approach for Behavioral Change in Healthcare and Well-Being | | BIBAK | Full-Text | 558-567 | |
| Alberto Sanna; Sauro Vicini; Sara Bellini; Ilaria Baroni; Alice Rosi | |||
| Personalized interventions that empower users through pertinent and reliable
information alongside ubiquitous and user-friendly services can provide them
with the opportunity of adopting healthy lifestyle choices which improve
quality of life and help prevent a vast number of chronic diseases. The
eServices for Life and Health research unit alongside the City of the Future
Living Lab strives to apply an e-Service Design approach to deploy innovative
ICT and multi-device based services, aimed at truly responding to user needs
and aspirations -- both inside and outside hospital walls. Keywords: Design philosophy of HCI and UX; heuristics; healthcare and well-being | |||
| Designing a Product Satisfaction Model Using Customer Segmentation and Information Consolidation | | BIBAK | Full-Text | 568-577 | |
| Meng-Dar Shieh | |||
| This study proposes a prediction model, based on Kansei Engineering, which
applies the concept of consumer segmentation and information consolidation.
When constructing a mutual satisfaction model for each cluster, the extracted
parameters showing different levels of consumer influence were then treated as
retrieval data by applying Ordinal Regression (OR). This study also tried to
construct a satisfaction model for a cluster of consumers instead of just
focusing on an individual satisfaction model, which is less valuable in
real-life situations. The combined application of Fuzzy C-means and Ordinal
Regression are considered worth using as the data needed. The combined
application is less complicated compared to other forms of numerical regression
analysis. It is a great benefit to designers as it lessens the time required to
explore consumer satisfaction data at the early stages of the design process. Keywords: Consumer Satisfaction; Kansei engineering; Ordinal Regression; Information
consolidation | |||
| Design Matters: Mid-Term Results from a Multi-Design Fuel Economy Feedback Experiment | | BIBAK | Full-Text | 578-584 | |
| Tai Stillwater; Kenneth S. Kurani | |||
| Energy feedback to drivers is one method to engage drivers in energy saving
driving styles. In contrast to the occasional broadcasting of general driving
tips, in-vehicle energy feedback gives drivers access to accurate information
about their specific driving situation on an ongoing basis. The increasing
prevalence of such feedback in new vehicles suggests a belief that ongoing,
in-vehicle feedback is better. However, there is little reliable evidence of
the effectiveness of energy feedback in real-word driving in passenger
vehicles. This study begins to fill this gap. Participants are given a
commercially-available fuel consumption display and recording device to use in
their personal vehicle for two months. For the first month the display is blank
as the device records a baseline of driving and fuel consumption. For the
second month the display is switched on to show drivers one of three feedback
designs. This paper presents preliminary results (N=75) of a larger study that
will include 150 drivers along the California-Nevada Interstate-80 corridor.
Using a mixed-effects linear model, we find an average driving efficiency
improvement of between 1.5% and 6% (gallons/100 miles) between the without- and
with-feedback months, depending on the feedback designs. Categorizing trips
into types based on distance and multiple speed characteristics, there are
differences in the apparent effectiveness of feedback across trip types.
Finally, an overall decrease in fuel consumption of 10% between periods was
observed. While approximately 3% of that is explained by changes in driving
behavior, the remaining 7% is due to reduced VMT. Keywords: Driver Behavior; HMI; Human Machine Interface; Behavior Change; Energy
Conservation; Ecodriving | |||
| Running to Behavior Change | | BIBAK | Full-Text | 585-593 | |
| Pip Trevorrow; Marc Fabri | |||
| Levels of overweight and obese individuals have been seen as rising across
the globe. This has caused concerns with regard to how active individuals are
and realization that a high percentage of the population do not meet the weekly
requirement of physical activity. Current focus has been on the capabilities
that new technologies can offer as an intervention technique. This paper offers
an initial investigation into one such technology, namely the iPod Nike+ kit,
which acts as a tracker for running behaviors. This scoping study was conducted
via a questionnaire and analysis of customer reviews. Participants were
assessed on their stage of change for physical activity behavior, based on the
Transtheoretical Model of Change (TTM), before and after using the technology.
The results from this study showed that the technology was received positively
from those who used it and the predominant outcome was that individuals were
more enthusiastic about running. Keywords: Behavior change; physical activity; iPod Nike+ kit; Transtheoretical Model
of Change | |||
| Well-Being on the Go: An IoT Vending Machine Service for the Promotion of Healthy Behaviors and Lifestyles | | BIBA | Full-Text | 594-603 | |
| Sauro Vicini; Sara Bellini; Alice Rosi; Alberto Sanna | |||
| Vending machines are often considered mere dispenser facilities that elicit only low engagement in their users. Instead, it is a market that is not only growing and expanding, but also evolving from a technological as well as service point of view. The City of the Future Living Lab in Milan has designed alongside its users an interactive Internet of Things vending machine based service which has been successfully deployed and is being tested in a public space within the Living Lab. This paper would like to present this as a case studies of designed experiences for behavior change. | |||