| A Study on the Application of Cultural Elements in Product Design | | BIBAK | Full-Text | 3-10 | |
| Wen-Chih Chang; Ming-rein Hsu | |||
| In recent years, there has been a trend of using Chinese/ Taiwanese cultural
elements in consumer electronics (CE) products. This innovative design method
has resulted in many works that won significant awards in Taiwan and
international design competitions. The award-winning works included
mass-produced products and conceptual design works, and the great appraisals
have proven that this kind of design method could create added-value for a
product. Therefore, "how to use design elements with cultural meanings" has
become an important issue. This research has studied cases that used
Chinese/Taiwanese cultural elements in product design, including five cases in
Taiwan's electronics industry and 15 award-winning works in international
design competitions. The purpose was to compare how the design methods used in
mass-produced products are different from the ones used in conceptual design
works. The results revealed that: 1) The mass-produced products utilized
Chinese calligraphy and paintings as the main cultural elements, while the
conceptual design works used Chinese calligraphy and paintings in not only
artifacts and daily-use items, but also in the expression of custom and
behavior, aesthetics, religion rituals, or even Chinese philosophy. 2) The
mass-produced products made direct use of Chinese/Taiwanese cultural elements.
Namely, some Chinese calligraphy and painting totems were copied on the
products, thus presenting Chinese-style appearances. On the contrary, the
award-winning works selected and translated the cultural elements more
skillfully. The application of cultural elements was used in product
appearances and functions. The designers were expressing their interpretation
and deeper meanings of Chinese culture by their unique renovation. If the
industrial designers could learn from these award-winning works and use the
same kind of design method in CE products, new industrial opportunities could
be created. Keywords: Design competition; cultural elements; consumer electronics industry | |||
| Mobile Research: Benefits, Applications, and Outlooks | | BIBAK | Full-Text | 11-16 | |
| Gloria Chen | |||
| With the growth of the Internet, online surveys have enabled researchers to
shorten the data collection and analysis cycle. While online survey is
well-suited for collecting structured data and identifying relationships
between variables, it's limited in providing immediacy and context. The
prevalence of smartphones is enabling researchers to capture more context and
minimize time lag between customer experience and data collection. This paper
will discuss the merits, limitations, and application of mobile research, using
a BlackBerry apps study as an example. Applications for different industries
will also be discussed. Keywords: Mobile; research; methodology; smartphone; user experience; design;
contextual; longitudinal | |||
| Discussion of Design and Experiential Marketing in Ming-Show Pottery Cultural Creative Product | | BIBAK | Full-Text | 17-26 | |
| I.-Yu Chen; Chi-Hsiung Chen; Cheng-Hsui Chen | |||
| In the present day, the government of Taiwan is tiring to promote the policy
of Cultural Creative Industries (TCCI), as well as to industrialize the
cultural products with creation; thus, marketing is the major factor in
industrial operation; furthermore, the exterior environment, competition
between the same industries, promotion and sales of the distribution and the
interior creative ability become the important points for the industry. This
study was focused on the case study which discussed about the interior and
exterior marketing strategy analysis of Ming-Show Pottery. The relevant
information was obtained from domestic and foreign literatures, which also
included interviews to understand the actual operating situation deeper for the
industry by interview; meanwhile the SWOT analysis was also adopted in this
study to understand the poisoning, external opportunities and threats and the
internal advantages and disadvantages of target markets. The study results are
obtained as follow (1) The model of Experiential Strategy consists of five
factors: Sense, Emotions, Thoughts, Action and Connection; so that the customer
will interest in the product and culture by stimulating those five factors; (2)
The applied strategies in the future which including brand marketing, selling
spots expansion, experiential marketing ways and different industrial
collaboration were made via SWOT analysis as the foundational references to the
industry; and (3) Establishing the model of experiential marketing strategy
applications can improve the competitive ability of marketing promotion for the
industry in terms of interactional marketing. Keywords: Ming-Show Pottery; Lazurite; Cultural Creation; Marketing Strategy; SWOT | |||
| Friendly Design and Interaction Relationship Study on Sitou Tea-Sipping Design of Cultural Product | | BIBAK | Full-Text | 27-36 | |
| Chi-Hsiung Chen; Being-Chenem Chen | |||
| Cultural products contain external and internal implications. The
distinctive implications of products and the interactive relationship with
users are the foundation for cultural creative products. Based on this, the
conversion of friendly design in cultural products is investigated through the
study of the relationship between friendly design and interactive relationship
in cultural product, literature review and case analysis with the application
of converting Sitou local cultural characteristics to the design development of
cultural creative products, for the purpose of promoting product value. Thus,
three conclusions are proposed as follow: (1) the three major elements of
"emotional arousal", "emotional association" and "emotional communication" can
be taken into account when discussing the conversion of product friendliness to
help designers' product style design and the emotional communication; (2) with
the added-value of converting Sitou's local cultural characteristics, the
tea-sipping products studied show the unique elements of local Sitou culture
and the style differentiation of delicate products; and (3) friendly design in
products is able to serve as a medium to convey the emotions for enhancing the
interaction between people. Keywords: Cultural Creative Product; Friendliness; Design; Interaction | |||
| Creating Effective Personas for Product Design: Insights from a Case Study | | BIBAK | Full-Text | 37-46 | |
| Frank Y. Guo; Sanjay Shamdasani; Bruce Randall | |||
| Personas are a popular tool for product design professionals. However,
controversy exists in the product design community in terms of its validity and
applicability as a vehicle for client insights. Based on persona development
work we have performed for a financial services company, we propose best
practices that could help create more useful personas in support of product
design. Keywords: Web design; product management; persona; client insights; user experience;
user research | |||
| Decision Support System for Industrial Designer Based on Kansei Engineering | | BIBAK | Full-Text | 47-54 | |
| Fu Guo; Long Ren; Zhenke He; Haiying Wang | |||
| A combination of the traditional methodology of Kansei Engineering with the
up-to-date Decision Support System (DSS) is developed in this paper. The users
who have a little knowledge of information technology can achieve the Kansei
Engineering optimal design in a short period of time by using the DSS, which is
composed of a friendly human-computer interface, a database management module
and a model management section. The introduction of the structure of the DSS is
made first and a case study on the flat-panel handset is followed. Through the
use of morphological analysis and semantic differential method, many designed
samples and Kansei words are stored in the pre-determined database module. Some
more consumers' information is required to get the evaluations of the
automatic-formed models. Then a combination of BP artificial networks and GA is
used to get the final results. The system is developed by the PHP language to
make sure that it runs smoothly in a web environment. Finally, a matrix of
physical parameters is attained according to the output of the system. A
decoding procedure is done to get the real physical design elements of the
optimal model of handset, followed by a prototyping method using other software
such as UG. The optimal design is shown at last. Keywords: Kansei Engineering; Decision Support System; flat-panel handset | |||
| A Study of Framework and Process Development for Cultural Product Design | | BIBAK | Full-Text | 55-64 | |
| Chi-Hsien Hsu; Chih-Long Lin; Rungtai Lin | |||
| The style of product design for a country or a nationality is influenced by
its essential traditional cultures and lifestyles. Recently, the importance of
studying Taiwanese cultures has been shown repeatedly in several studies in
design field. Despite the recognized importance of product design in cultural
and creative industries, they lack a systematic approach to it. Therefore, the
main purpose of this paper is to build a design framework and process for
cultural product design. The approach includes two phases. First, the design
framework and process for product development is constituted by the cultural
attributive analyses and design concepts table, design principles, literature
review and expert opinions. In the second phase, we undertake design practices
based on the design framework and process in order to prove the effect. Keywords: Cultural product; design framework; Taiwan aboriginal culture | |||
| Exploration of the Cultural Product Design of the National Palace Museum from a Qualia Viewpoint | | BIBAK | Full-Text | 65-74 | |
| Mei-Hsien Huang; Wanyu Houng; Rungtai Lin | |||
| This research is focused on the cultural product design of the National
Palace Museum (NPM) from a "Qualia" viewpoint. Because of the rapid rise in
cultural product design in recent years, the Taiwanese government has led
industrial development in emphasizing "Qualia," the emotional value or sense of
quality goods. The NPM is being used as the flagship to create national
policies for the cultural product design industry. The researchers have chosen
the most well-known collection at the NPM -- Jadeite Cabbage -- as the subject
of the research and to which to apply this cultural product design concept. The
subjects for this study are products from the NPM's gift shop and online store.
Content analysis and literature review were the methods chosen to explore the
style and quality of the cultural products of the NPM. The findings and some
suggestions for improving product design and administrative measures are
presented. Keywords: qualia; cultural product design; museum; National Palace Museum | |||
| The Impact of Cultural Differences on Instant Messaging Communication in China and Germany | | BIBAK | Full-Text | 75-84 | |
| Hui Li; Pei-Luen Patrick Rau; Andreas Hohmann | |||
| Instant messaging (IM) is a popular real-time communication tool to
facilitate cooperation. This study attempts to provide a better understanding
of instant messaging communication in China and Germany. The study aims to
investigate the effects of individualistic versus collectivistic culture and
low- versus high-context communication on the preference of multi-party chat
and the level of responsiveness in instant messaging communication. 72 Chinese
and 60 Germans participated in the survey. The results revealed that Chinese
users significantly preferred multi-party chat, seldom sent messages to offline
contacts, and used emoticons more frequently to increase the respond speed than
German users. Further implications on designing effective cross-cultural
communication tools were discussed. Keywords: Culture; Instant Messaging; Survey study | |||
| Culture-Centered Design: Culture Audit of Screen Designs for Educational Software in Saudi Arabia | | BIBAK | Full-Text | 85-93 | |
| Aaron Marcus; Emilie West Gould; Laurie Wigham | |||
| This paper describes screen design issues in a culture audit performed on
software prior to translation. The authors found that this effort was
cost-effective, because, for relatively little money and time, one can identify
problematic items that translation services may not uncover, avoiding the end
result of translating well what should never have been localized in the first
place. In the cultural analysis section, we provide an overview of the wider
cultural and social context of the rapid educational reform currently underway
in the target country, Saudi Arabia. Because most educated users in the target
country have learned to use the Microsoft Office Suite, we recommend that the
design of Office be used as a baseline reference for any redesign. Keywords: audit; business; culture; design; development; software; icons; management;
Saudi Arabia; user experience; user interface | |||
| Using Metaphors to Explore Cultural Perspectives in Cross-Cultural Design | | BIBAK | Full-Text | 94-103 | |
| Luciana Cardoso de Castro Salgado; Clarisse Sieckenius de Souza; Carla Faria Leitão | |||
| We have proposed five cultural viewpoint metaphors to help designers that
wish to encourage and support cross-cultural HCI contacts. In this paper we
present the main results of an experiment carried out to assess the potential
of these metaphors in designing cross-cultural systems. Six HCI designers, with
different cultural backgrounds, were then asked to create re-design
alternatives for a real website guided by the metaphors. As a result, the
experiment showed the epistemic effect of the metaphors on cross-cultural
design, i. e. as a means to build new knowledge and understanding. Keywords: Cross-cultural design; HCI and Culture; Conceptual metaphors for HCI design | |||
| Cross-Cultural Design of a Groupware Application for Global Virtual Team | | BIBAK | Full-Text | 104-113 | |
| Rein Suadamara; Stefan Werner; Axel Hunger | |||
| The need for supportive and reliable collaborative application is critical;
it is also the need for many organizational supports. This paper reports about
on-going research on how culture influence should be applied as a requirement
when designing a synchronous groupware application as an intercultural
collaboration tools aimed for global virtual team which consist of
multicultural users. It will try to analyze how culture influences the way
users prefer to interact using a groupware. Individuals are conditioned by
their culture, therefore in this study we propose to extend Technology
Acceptance Model so that we can understand the mechanism by which cultural
differences could explain user's behavior toward the acceptance to a groupware
application as a remote collaboration tool for global virtual team. Keywords: Cross-cultural design; groupware; HCI; globalization; global virtual team | |||
| Applying Local Culture Features into Creative Craft Products Design | | BIBAK | Full-Text | 114-122 | |
| Mo-Li Yeh; Po-Hsien Lin | |||
| The impact of worldwide commercial competition has brought about the
emergence of cultural creative industries. We are now approaching a new era of
aesthetic economy but also facing a decline in craft industries resulted from
the impact of competitors' low-priced commodities. In order to upgrade our
design industry, Taiwanese government has undertaken an important project
titled "Challenge 2008: National Development Focus Plan". The emphases of the
plan are on exploiting our rich cultural resources for developing design
creativity and advancing the design industries by creating and promoting
"experiential products," a reflection of the actual Taiwanese lifestyle. The
purpose of this study is to convey/integrate Taiwanese local features into the
design of cultural creative product. For the design processes, this study
adapts the culture product design model, developed by Professor Rungtai Lin,
with three main steps of attaining Cultural-specific features, formulating
design concept model, and completing cultural product design. A series of craft
products have been created as a demonstration to provide designers with
valuable reference for successfully designing cultural creative products. An
illustration for attributes of cultural product design is detailed for further
synthesis of the design process. Keywords: cultural creative industry; cultural product design; craft product | |||
| A Review of Driver Mental Workload in Driver-Vehicle-Environment System | | BIBA | Full-Text | 125-134 | |
| Yutao Ba; Wei Zhang | |||
| This paper reviews mental workload literatures which focus on the field of driving task. The purpose is to identify and discuss shortcomings in present research and opportunities for future study. A comprehensive search of journal papers on ISI Web of Science® (WoS) data base was conducted. 50 most-cited studies [1-50] are analyzed and classified into 4 categories: characteristics of the driver, characteristics of the vehicle, characteristics of environment, measurement and modeling. Chronological historiograph is generated to highlight the relationship among these studies in the retrieved categories. We argue that the ambiguity of concept and dissociative measurement are still primary barriers for current workload research. The further application of driver mental workload research should fully consider various potential influence factors in the Driver-Vehicle-Environment (DVE) system. | |||
| Testing Touch: Emulators vs. Devices | | BIBAK | Full-Text | 135-142 | |
| Rebecca Matson Sukach Baker; Xiaoning Sun; Bob Hendrich | |||
| Conducting usability tests is a time and resource intensive process. The
ability to do remote testing significantly reduces the cost associated with
testing while still providing rich feedback. However, mobile touch interfaces
provide a unique challenge for remote testers. This paper compares the results
of testing an application on a mobile touch device (the iPod Touch) and an
emulator using a between subject test. In it, we examine the differences in
time on task, usability issues discovered, and task completion. Results suggest
that emulators can be used to detect some but not all usability issues and that
they may provide some false positives as well. Further research is required to
separate issues with the emulator vs. device from the remote vs. in-person test
environment. Keywords: Touch Interface; Emulator; Remote Usability; Usability Test; User-Centered
Design | |||
| Heuristic Evaluation and Usability Testing: Case Study | | BIBAK | Full-Text | 143-151 | |
| Mahmut Eksioglu; Esin Kiris; Burak Çapar; Murat N. Selçuk; Selen Ouzeir | |||
| The goal of this user centered design (UCD) study was to identify usability
issues on the Bogaziçi University Industrial Engineering (BUIE)
department website user interface (UI) and also to provide a re-design
guideline for the website. In this context, the website was evaluated via using
heuristic evaluation, remote usability testing, and post-test questionnaire
methods. Every single screen of the BUIE website was evaluated, and design
problems along with associated severity rankings were determined. Based on the
heuristic evaluation findings, various task scenarios were created for the
remote usability testing study. Four different user groups were identified for
the study: high school students, BUIE undergraduate students, BUIE Graduate
students/academic staff, and other university students. The users were asked to
perform tasks relevant to the group characteristics and expectations related to
the website. Their performance were evaluated in terms of task completion
success rate, number of clicks, and time spent till either accomplishment,
failure, or quittance by a remote usability testing tool, Loop11. A post user
testing questionnaire was also administered online where the user subjective
rating data were collected for each task in terms of ease of use. The results
indicated numerous UI design issues, as confirmed by both heuristic and
usability testing methods. Further redesign study is required to implement the
results of this study in order to enhance the ease of use of the BUIE
department website. Keywords: Heuristic Evaluation; Usability Test; User-Centered Design; Web Design | |||
| Analysis of the Applied Pattern of Distributed Computing Used in Simulation | | BIBAK | Full-Text | 152-158 | |
| Song-feng Gao; Hua Qin | |||
| This paper discusses about the future applications of distributed computing
from the aspect of simulation. It also talks about the concept, classification
and application used now of distributed computing. It puts an emphasis on the
applied pattern of distributed computing in the field of simulation and comes
out with a particular statement on the practice of distributed computing used
in the simulating system of human sports biomechanics. Keywords: Distributed computing; Simulation; .NET Remoting | |||
| Accommodating Both Expert Users and Novice Users in One Interface by Utilizing Multi-layer Interface in Complex Function Products | | BIBAK | Full-Text | 159-165 | |
| T. K. Philip Hwang; Horng-Yi Yu | |||
| Rapid development of electronic technology promotes the complex function of
a product. Users have to adapt themselves to interface with diverse mental
model setting. To improve usability, both resolutions of consistent interface
and wizard interface were frequently applied to help novice. However, both of
them require as much time for those who are familiar with the system, i.e.
expert users. Shneiderman (2000) remarked that Universal Usability requires
that software systems accommodate a diverse set of users. Multi-Layer interface
might be a solution for complex user interface and satisfy both novice and
expert users. The idea of multi-layer interface has been applied to hardware
and software interface design. Cases were discussed in which the improved
Multi-Layer Interface was analyzed and conclusions made. Keywords: universal usability; multi-layer interface; consistent interface | |||
| Friendship Display Medium in Response to Academic Major Influences in Visuospatial Abilities | | BIBAK | Full-Text | 166-176 | |
| Yen-Yu Kang; Chih-Long Lin; Shu-Hsuan Chang; Mao-Jiun J. Wang | |||
| This study evaluates the effects of display medium (tablet PC,
paper-pencil), academic major (design, technology major) and gender on
visuospatial ability tests, visuospatial short-term memory test, visual
fatigue, subjective preference and mental workload. Sixty university students
participated in the study. The results indicate that the display medium had a
significant effect on all measurements (p<0.001). When using a paper-pencil
test, the visuospatial test performance was higher, visual fatigue and mental
workload were lower than using the tablet PC test. The interaction effect of
display medium and academic major is significant on visuospatial test
performance. The design major students performed better on visuospatial ability
test but worse on visuospatial short-term memory test than technology major
students under the tablet PC test. The gender effect is not significant on all
measurements. When assessing visuospatial ability using the tablet PC based
test, it should be noticed that the visuospatial ability may be underestimated
especial for male testers or design major students. Keywords: visuospatial ability; visuospatial short-term memory; display; academic
major; gender | |||
| Study of the Influence of Handset Modeling Characteristics on Image Cognition | | BIBAK | Full-Text | 177-184 | |
| Bin-bin Li; Jia-liang Lin; Liang Yin | |||
| The influence of handset modeling characteristics on people's image
cognition was studied based on the theory of Kansei engineering and using
questionnaire and statistical analysis. According to the results-designers can
get the corresponding handset modeling characteristics which most fit the ideal
Kansei image chosen by the consumers. It's a new way of directing the
development of new products' modeling design. Keywords: handset; modeling characteristics; image cognition; Kansei engineering | |||
| The Effect of Music on Spatial Ability | | BIBAK | Full-Text | 185-191 | |
| Hanyu Lin; Hui Yueh Hsieh | |||
| In the first Mozart Effect study, Rauscher, Shaw, and Ky [1] found that
exposure to a Mozart sonata enhanced visuo-spatial task performance. In this
study, we sought to examine whether there was such an effect on three spatial
ability sub-factors, namely spatial visualization factor (the paper folding
test), spatial relation factor (card rotation test) and perceptual speed factor
(hidden pattern test). In a between-subject design, 90 participants were
exposed to 10 minute periods of a Mozart Sonata, Bach, or silence. After
listening to a music stimulus or silence period, participants completed three
spatial tests. The treatment conditions did not yield significant differences
between groups. The results from all three spatial tests did not support the
Mozart effect. Keywords: Mozart effect; music; spatial ability | |||
| Toward Understanding the Relationship between Task Complexity and Task Performance | | BIBA | Full-Text | 192-200 | |
| Peng Liu; Zhizhong Li | |||
| Task complexity has been recognized as one of the most important determinants of human behavior and task performance. This paper reviews the relationship between task complexity and task performance. Influencing mechanism of task complexity is tentatively explored. Then, a conceptual framework is proposed to present the possible relationships among task complexity, task difficulty, self-efficacy, task characteristics, task performer characteristics, and task performance, for the sake of sharing and generalizing scientific findings across different areas. | |||
| A Study of Producing Ceramic Glaze Utilizing Shihmen Reservoir Silt | | BIBAK | Full-Text | 201-210 | |
| Chi-Chang Lu; Po-Hsien Lin | |||
| This study is based on the Shihmen Reservoir silt, where the largest
quantity of silt is deposited and is located right next to the National Taiwan
University of Art, and with combinations of other simple components, like
various kinds of clay, plant ashes or other raw materials, to produce quality
glazes that can perform artistic charm and give great additional values. The
development of the new glaze formula is processed by the "Triangular Coordinate
Method" to organize and distribute proportions of the raw materials and through
the practical reconcile and firing experiments to acquire the suitable
formulas. This study has successfully produced glazes such as the Oil-spot
Glaze, Red Iron Glaze, Red Iron Crystalline Glaze, Golden Black Glaze, Golden
Purple Glaze, Amber Glaze, Yellow Glaze, Beige Glaze and Celadon Glaze. In some
of these glazes, the employment proportion of the silt can reach up to the
range of 80% to 90%. In general, to employ the Shihmen Reservoir as a type of
raw material can not only be practical, but possess many distinctive qualities. Keywords: Shihmen Reservoir silt; Triangular coordinate method; ceramics glaze | |||
| Reading Chinese in e-Book Readers: A Review | | BIBA | Full-Text | 211-219 | |
| Liang Ma; Pei-Luen Patrick Rau | |||
| In this paper, a comprehensive review of related studies concerning reading Chinese in eBook readers is presented. This review aims at finding out related factors influencing the reading performance on eBook readers, especially for Chinese readers. The result of this paper could be useful for designing appropriate eBook readers to Chinese customers. | |||
| Service Design about the Recycle System of College Bicycles | | BIBAK | Full-Text | 220-227 | |
| Tianshi Shen; Peng Ran; Yonghe Ou; Yang Wang; Biwei Zhu; Ya Zhou; Liang Ying | |||
| Abandoned bicycles on campus may not only occupy the bicycle parking, but
also a waste of resource. Green design provides a way to solve this problem.
With the college students in Wuxi as survey objects, we designed a bicycle
service system which was based on the use of abandoned bicycles, some methods
are used in our investigation such as interview method, simulation method,
statistical analysis method and questionnaire method. It is a school oriented
system with the enterprise's support, and all the students can participate in.
Techniques of Internet of Things are adopted to combine the existing the One
Card through of the School (OCTOS) Network with banks. Meanwhile, Mobile
Communication Technologies are adopted to connect our service system to
communication terminal equipment which can help diversify payment query modes
to provide real convenience for users. This system consists of some multiple
subsystems like recycling system, maintenance system, rental system,
interaction system and visual system. We hope that the school resources can be
sustainable utilized including the bicycles, and students, school, enterprise,
environment will benefit from this system. Also we are trying to give a
suggestion to the school about the resources recycling. Keywords: college bicycle; recycling; service system | |||
| Design and Evaluation of a Novel Trackball Input Device for Middle-Aged Users | | BIBAK | Full-Text | 228-237 | |
| Fong-Gong Wu; Jack Chuang; Chien-Hsu Chen; Li-Ru Lai | |||
| This study developed two sets of novel trackball input devices operated by
two hands with no space constraints, and required a series of experiments.
Besides, the performances of the two newly-developed devices are significantly
better than both existing trackball input devices in several tasks. However,
the results of stability assessment tests show that the ability of a mouse to
control the cursor is still greater than all the other devices. In physical
observation part, wrist extension and ulnar deviation were measured while using
Jack-1 and Jack-2, and showed apparently slighter than all the other devices. Keywords: Trackball input device; Two-handed operation; Middle-aged people | |||
| Common Task-Oriented Communication Tool Applied in Radiology Department of Hospital | | BIBAK | Full-Text | 238-247 | |
| Rui Yang | |||
| The Different roles (Registrar, technician, radiologist, IT admin), often
communicate with each other through phone, face to face conversation or SMS.
However, existed communication way, especially SMS didn't fully support user
communication efficiently. Since most of users in radiology department have big
workload, work efficiency are key points they cared about. User dislike to send
communication info by manually typing message too much, also, dislike complex
operation step using SMS.
Actually, at least 60% communication happened in radiology department refer to common tasks took place in radiology work flow. It lack tailored well communication tools to support different roles quick send common message and give reply, even to deal with common tasks timely. Based on the issues, we explore to develop a quick communication tools integrated with RIS system which can meet common task-oriented communication well especially. Keywords: Task-Oriented; Communication; Filed Observation; Hospital Roles | |||
| Motion Control with Intentions for Virtual Assembly | | BIBAK | Full-Text | 248-257 | |
| Jianfei Yu; Dan Zong; Chunpeng Li; Shihong Xia; Zhaoqi Wang | |||
| In recent years, motion control has become one of hot topics in virtual
assembly and it is an indispensable part in maintenance process simulation.
However, motion control still remains at low level based on key-frame or
inverse kinematics, which in turn leads to an over complicated modeling. The
paper proposes a new method to control the virtual human directly. The method
converts the instruction into natural-looking motion sequence so as to simulate
maintenance process intuitively. There are two layers in our method:
script-parsing layer and primitive layer. In the script-parsing layer, the
instructions are expressed with script in python. Our method converts the
instructions into several kinds of primitives. The primitive layer converts the
primitives with specified parameters into motion sequences. Our method
generates natural-looking motions interactively and controls the virtual human
intuitively. We view our method as a tool for facilitating the production of
animation. Keywords: Virtual Character; Motion Control; Script-Parsing; Primitive | |||
| Driving Distraction Analysis by ECG Signals: An Entropy Analysis | | BIBAK | Full-Text | 258-264 | |
| Lu Yu; Xianghong Sun; Kan Zhang | |||
| This paper presents a novel method in driving distraction analysis: entropy
analysis of ECG signals. ECG signals were recorded continuously while 15
drivers were driving with a simulator. Mental computation task was employed as
driving distraction. Sample entropy and power spectrum entropy of drivers. ECG
signals while they were driving with and without distraction were derived. The
result indicated that entropy of drivers ECG signals was sensitive to driving
distraction and were potential significant metrics in driving distraction
measurement. Keywords: Entropy; Driving distraction; ECG signal | |||
| Menu Design of Digital Photo Frame for Older Users | | BIBAK | Full-Text | 265-272 | |
| Hsiu-Ping Yueh; Wei-Jane Lin; Tzu-Yi Lu; Yen-Lian Chou | |||
| The advancement of image technology has escalated the development of digital
camera devices and shifted the way people view and store photos. Touch screen
digital photo frame, as a marginal product with the digitalization, also
becomes commonly and widely accepted. With the senior citizens on the rapid
increase that structurally changed with the aging society, unignorable
attentions should be paid to methods for more friendly and user-centered design
of digital devices for improving elder users' experience. This study set out to
examine elders' performance and preferences for menu design of digital photo
frame. Research data was collected from 24 subjects using the paper prototyping
method. Results of this study show the preference toward exhaustive but not
burden display, habitually perceivable message structure, and slightly
magnified size for both the display and icons. This study concludes with the
suggestions to future research and design practices of digital photo frame. Keywords: Menu design; Icon design; Digital photo frame; Paper prototype; Gerontology | |||
| Effects of Different Visual Feedback Forms on Eye Cursor's Stabilities | | BIBAK | Full-Text | 273-282 | |
| Xinyong Zhang; Wenxin Feng; Hongbin Zha | |||
| In this paper, we present an attention task experiment that investigated the
effects of different visual feedback forms on the eye cursor's stability to
find out the well-formed visual feedback. The different feedback forms were
designed for dwell time, the eye cursor, and the center of the target (marked
as a focus area). Our experimental findings can provide useful implications for
the design of eye-controlled interfaces. Keywords: Gaze input; visual feedback; eye cursor; stability | |||
| Usability Evaluation Factors Research in Network Database System | | BIBAK | Full-Text | 283-290 | |
| En-gao Zhou; Jian Zhou; Bin-bin Li | |||
| Based on the analysis and summary about the domestic and international
network database usability evaluation, this paper hold an idea that the
database usability evaluation is one kind of evaluation based on the
relationship among three factors like the database system, the content of
database and the user. On this basis, this paper built a new set of network
database usability evaluation factors, and suggested that we should make an
usability evaluation from the following aspects like database effectiveness,
efficiency, system performance, 4 level indicators of users' satisfaction and
24 secondary indicators so that the evaluation can be well-targeted and highly
practical. Finally, this paper took the case of WANGFA as an example to make an
application exploration. Network database is mainly engaged in academic
research for researchers. WANGFAN, CNKI, VIP and the National Library &
Documentation Centre are top 4 databases in China that continuously shared by
people. Continues to digital and network resource sharing, improving the
efficiency of users of digital resources is the main goal of excellent network
database. However, in the construction of the database, if simply to pursue
advanced automation technology, not care about the user's needs, convenience,
efficiency and other point of usability view, it will not improve the customer
satisfaction index and not reach the expect result of the system. Therefore,
Usability evaluation for network databases is particularly important. In the
perspective of usability, this article created a set of network database
usability factors combined with a case. Keywords: Network database; Usability evaluation; User satisfaction; Chinese Database | |||
| Identifying the Features of Friendly User Interfaces from Emotional Perspectives | | BIBAK | Full-Text | 293-301 | |
| Li-Chieh Chen; Po-Ying Chu; Yun-Maw Cheng | |||
| Ever since people considered "user-friendly" as the key requirement of user
interfaces, the term had been used in many cases. However, what do people
really mean by saying an interface is user-friendly remains vague. In order to
achieve successful user interface design, the requirements have to be precise
and well-documented for designers. Therefore, the objective of this research is
to identify the features that contribute to friendly user interfaces. A survey
of user experiences was conducted to collect the cases of interactions and the
emotional responses of users. After protocol analysis of these data, twenty
features that contributed to positive emotions were identified. These features
were further categorized into six groups, i.e., Ease of use, Reliability,
Inclusiveness, Tolerance, Considerateness, and Attractiveness. The features
with two levels of hierarchy could serve as a checklist to guide design.
Furthermore, the checklist was applied to a case study, in which a bar table
prototype with a multi-touch screen was evaluated by a focus group. The result
showed that the requirements of design improvement could be determined
systematically with the help of such a checklist. Keywords: User Friendly; User Interface Design; Emotional Design | |||
| Seeing the World in 5 Dimensions -- More or Less? | | BIBAK | Full-Text | 302-311 | |
| Emilie West Gould | |||
| The use of computers and mobile technologies challenges conventional
experiences of place and ideas about the stability of culture and gives us more
choices. We can experience locations in 3-dimensions (face-to-face),
2-dimensions (on-the-screen), or 5-dimensions (mediated through our
smartphones). This paper considers some elements of place, space, and geography
and suggests the need to consider the values of being lost, knowingly
experiencing danger, travelling blind, coming together, putting our bodies on
the line, and dealing with change. Ultimately, we should consider what we lose
as well as what we gain by moving more of our lives online. Keywords: Human-computer interaction; sociology of mobility; geography; culture | |||
| The Importance of "Feel" in Product Design Feel, the Neglected Aesthetic "DO NOT TOUCH" | | BIBAK | Full-Text | 312-321 | |
| John Kreifeldt; Rungtai Lin; Ming-Chuen Chuang | |||
| The urge to touch and feel objects is universal and powerful but focused
scientific attention to understanding and enhancing the aesthetic portion of
the total "feel" of a product in order to increase user satisfaction has been
noticeably under emphasized in consumer product design and thus in the products
themselves. Although the tactile, proprioceptive and kinesthetic senses are
vital to life, in their larger context of "feel", they have been largely
ignored compared to the senses of vision, hearing, taste and even smell. And
while courses, institutions, and venues are dedicated to these latter senses,
comparable ones for the former are decidedly absent. Recent interest in the
haptic senses may be a sign of change. This paper explores several aspects of
"feel" and offers suggestions for research areas. Keywords: Touch; feel; aesthetics; moment-of-inertia; haptics | |||
| Design for Aesthetic Experience | | BIBAK | Full-Text | 322-331 | |
| Po-Hsien Lin; Chi-Chang Lu; Mo-Li Yeh | |||
| Taiwanese government has been aggressively promoting culture creative
industries in recent years. To achieve the goals of industry transformation and
to better the living environment, it further propels the innovative concept of
"creative life industry".
Demonstrating a new economy model, creative life industry intends to attain experience economy through attracting consumers with life aesthetics. In human life, craft creation comes with multi-values in various aspects. Craft is creative activities humans employ to solve their everyday problems in food, clothing, residing and transportation. It has served two functions in practical objects and art works in human history. In the process of creation, exchange, possession, usage, and appreciation, craft enriches human life and becomes the most valued aesthetic experience for promoting creative life industry. The purpose of this study is to investigate daily crafts, concerning both industry management and product design, and to establish an appropriate model to promote consumers' aesthetic experiences on daily crafts. The methods of data collection are survey questionnaires and in-depth interviews. With literature review, four experience factors of sense, think, act and relate are defined for writing up the survey questions. Results of data collected from the survey responses and interviews could provide concrete suggestions for artists, designers and business managers who plan for experience activities. Keywords: Daily crafts; Life aesthetics; Experience economy | |||
| The User's Emotional Elements Research of Mobile Network Products Development Guided by User Experience | | BIBAK | Full-Text | 332-340 | |
| Yin Wang; Qing Ge | |||
| In the whole products process of enterprise-class, the product definition
decides the product's "gene". By way of in-depth research on user experience
and behavior, our brand strategy, product planning and product definition would
be more accurate and reasonable. Along with the level of product and brand
homogeneity increase, the consumers more rely on perceptual understanding and
intuitive when buying. Usability is just the underlying objective of humanism
design view. The "perceptual demand" is the product of profession maturity and
full competition. In order to capture the users' hearts and target to the users
at first sight, it is must needed to give products enough emotional appeal and
more latter symbol to meet higher levels of people's spiritual needs. Keywords: User's Emotional Elements; User Experience guide; Mobile Network Products | |||
| Once Broken, Never Fixed? The Impact of Culture and Medium on Repairing Trust in CMC | | BIBAK | Full-Text | 341-350 | |
| Qiping Zhang; Nancy Marksbury | |||
| Communication in today's media choices of texts, tweets and posts remain
influenced by who we are and our subjective context. Given globalization,
distance education and diverse teams and workgroups, successful communicative
interaction is facilitated by interpersonal trust, or the trust between
conversational partners. When conflict erupts, as it will in relationships, in
work groups and within organizations, the restoration of trust and stability is
aided by one's personal analysis of internal and external factors. The
objective of this study is to investigate how communication channels (IM and
video) influence people from different cultures (China and the US) in trust
development and trust reparation. Keywords: Media; culture; computer-mediated communication; trust; trust repairing;
trust perception | |||
| Using Embedded Technology Badges to Derive Social Networks, Patterns of Interaction and Space Utilization in a Corporate Headquarters | | BIBAK | Full-Text | 353-360 | |
| Jay L. Brand; Gabor Nagy; Haijie Ding | |||
| Badges developed by Hitachi High Technologies (Hitachi calls this process
"Business Microscope") were used to gather interaction data, and sensors
stationed in monitored locations recorded space occupancy-utilization from 25
meeting areas and 86 individual workstations in the global headquarters of a
large manufacturing firm in the upper Midwest, USA. One hundred thirteen
participants in 19 work groups/departments wore individual badges throughout
seven work days. Social networks were derived from the interaction data (based
on three-minutes cumulative interaction per day). This objective approach to
deriving empirical networks and space utilization improves on many existing
techniques that rely on inconsistent observation, subjective surveys,
individual or group reconstructions (e.g., focus groups). Keywords: Social networks; social network analysis; space utilization; interaction
patterns | |||
| Can I Help You?: Towards the Improvement of Occupational Experience for Convenience Store Employees in Taiwan | | BIBAK | Full-Text | 361-368 | |
| Yuan-Ling Chiao; Ching-Hu Lu; Hui-Wen Yeh; Yuan-Yun Chou; Pei-Ling Liu | |||
| This article explores the occupational experiences of convenience store
frontline service employees in Taiwan. We find that in addition to physical
labor, employees must incorporate job crafting to effectively meet customers'
assumptions and expectations for immediate and efficient services, and to
manage many types of in-store contingencies. We consider the infusion of job
crafting into frontline service work to be critical to the smooth operation of
the overall convenience store service experience. However, these skills are
largely considered to be 'invisible,' and are not adequately supported by the
convenience store work context. We suggest that certain types of smart devices
be incorporated both seamfully and seamlessly into the convenience store
environment, to work in tandem with, and to support frontline service
employees. Keywords: convenience; frontline service employees; experience-based design; task
revision; seamless sensing; seamful actuating | |||
| Study on the Perception of Car Appearance Based on Fuzzy Inference | | BIBAK | Full-Text | 369-378 | |
| Fu Guo; Yu Sun; Chao Chen; Haiying Wang; Chong-yang Liu | |||
| This paper proposes fuzzy logic to forecast perception values of the
combination of different design elements. Firstly it extracts customers'
semantic information with semantic difference method; applies GRA analysis to
find the key form elements for each perception, and builds the fuzzy membership
between the form element and perception. Then it generates a set of fuzzy rules
with the most influential form elements based on the 10 representative car
samples and calculates the perception values on different combinations of the
form design elements by defuzzification. Keywords: sensory characteristics; gray correlation; fuzzy logic; fuzzy rules; fuzzy
solution | |||
| Employee Experience Management of Convenience Store in Beijing | | BIBAK | Full-Text | 379-384 | |
| Jing Guo; Pei-Luen Patrick Rau | |||
| This article explores the occupational experiences of convenience store
frontline service employees in Beijing. The results of our in-depth interview
illustrate that there are some human factor issues in the experience of the
employees, such as material handling, graveyard shift, ease of being injured,
low salary, lack of career perspectives and unfair rules. We suggest that
future researches should pay more attention to improve the experience of the
employees, as their experience is directly related to their interaction with
the customers as well as the service satisfaction of the customers. Keywords: Convenience; frontline service employees; experience; in-depth interview | |||
| Smart Store Understanding Consumer's Preference through Behavior Logs | | BIBAK | Full-Text | 385-392 | |
| Akihiro Ogino; Taketo Kobayashi; Yusuke Iida; Toshikazu Kato | |||
| This paper presents a smart store that estimates a preference of consumers
concerning products from their behaviors. This paper proposes a method, which
is a passive observation and an active observation, to observe two behaviors,
direct behaviors and indirect behaviors. The passive observation is a method to
observe direct behaviors of customers towards real products through ambient
sensors. The active observation is a method to observe indirect behaviors of
customers towards information of products through ambient displays. This study
explains a purchase experiment using a prototype smart store that has installed
the ambient shelves and displays. This study estimates the favorite clothes
from their direct and indirect behavior using the smart store. The result of
estimation of preference shows that accuracy rate is 87% by leave-one-out
cross-validation. Keywords: Ubiquitous Environment; Ambient Technology; Behavior Analysis; Customer
Preference; Retail store | |||
| Toward the New Sullivan Principles in the Information Age: Conflicts and Challenges of Multinational Information Technology Companies in Asian Countries | | BIBA | Full-Text | 393-401 | |
| Byul Shin | |||
| A free and open communication environment is essential for a democratic society. Information and Communication Technologies (ICTs) serve as a basic structure for creating democratic communication environments. We have to try to understand ethical issues which ICTs can cause and the importance of multinational companies' social responsibility. This paper presents case studies in conflict between governments and multinational information technology (IT) companies over internet regulations in Asia, specifically in China and South Korea. By analyzing recent conflicts, we develop an improved understanding of the embedded values of information technology and its possible effects on society. This analysis also allows us to anticipate possible future problems and understand future information environments. Furthermore, I suggest basic ethical concepts, identifying six principles which multinational information technology companies should consider when they implement their technology in other countries. | |||
| Designing for Social Commerce Experience as Cultural Consumption | | BIBAK | Full-Text | 402-406 | |
| Huatong Sun | |||
| Social commerce websites are facing a challenge of how to use social media
effectively in reaching their users in this globalization age. In this paper I
look at two successful cases of social commerce websites, TaoBao of China and
Etsy of the U.S. and argue that the design of a social commerce website should
implement effective local SNS features to connect with and engage its users,
mediate their identities, and empower them in this rising participatory
culture. Keywords: social commerce; social shopping; culturally localized user experience;
cultural consumption; genre; affordance | |||
| Designing Web Marketing that Works for Users: Finding Best Practices through Evaluation and Conversation | | BIBAK | Full-Text | 407-416 | |
| Kate Welker; Frank Y. Guo; Sanjay Shamdasani | |||
| Many think of marketing as a separate discipline from user experience
design; however, marketing is an integral part of users' experiences in using
many web sites. This paper describes methodology and findings of a study aimed
at understanding how to effectively use marketing promotions to raise financial
advisors' awareness of relevant products and resources on a fund family web
site, while at the same time supporting the broader experiences around their
intended uses of the site. High-level guidelines for using marketing promotions
on a web site are described, as well as tactical best practices to guide design
of such promotions. Keywords: Marketing; web promotion; user experience; best practices; root cause
analysis Note: Best Paper Award | |||
| The Entwined Economic and Cultural Issues in the Production of Barbie in Taiwan, Taishan | | BIBAK | Full-Text | 417-426 | |
| Ju-Joan Wong; Rungtai Lin; Zhe-An Lin | |||
| Barbie Doll is regarded as one of the most important design labels
representing the twentieth century. Up until today, it is estimated that around
100 million Barbie dolls have been sold in 150 countries around the world. In
1967, the manufacturer of Barbie, Mattel Inc., set up a joint venture
establishment, the Meining factory in Taishan Township, Taipei County. However,
Mattel shut down the Meining factory in 1987 due to rising labor costs, the
development of the local economy suddenly lost its basis. In 1998, the township
council imported the concept and practices of community building and employed
the industry of doll culture as a program to enhance the local economy. This
way, not only has Taishan Township brought about new business opportunities,
many of the women participating in community development can hopefully improve
their self-empowerment.
This paper reviewed the development history of industries in Taishan Township from the perspective of globalization theories, aimed to analyze the difficulties of local industrial upgrades from the perspective of economic geography, and examine the effects of industrial promotion strategies in community building. Lastly, this paper aimed to explore opportunities for the empowerment of women in the community. It hoped to clarify the issues of industrial upgrading, community building, and women's empowerment regarding local industry development history, and reestablish the relationship between economic development and cultural experience. Keywords: Barbie doll; community building; global commodity chains; cultural and
creative industries; women's empowerment | |||
| Experience Design on m-Commerce in China (Digital Marketing Oriented Social Innovation Design | | BIBAK | Full-Text | 427-436 | |
| Guan Yan; Wu Qiong | |||
| Mobile service has been a new economic growth point and provided development
opportunities by the popularization of the mobile device. In this paper, we
take marketing as a point to discuss the social innovation design in
m-Commerce. Keywords: service design; e-Commerce; m-Commerce | |||
| Cross-Cultural Study on Shop-Floor Control System | | BIBAK | Full-Text | 437-445 | |
| Xiongfei Zhao; Hong Huang | |||
| This study investigates the impact of cultural difference between China and
Germany on the system design and implementation of Shop-Floor Control (SFC)
system. The study aims to explore the following research questions: (a) how
cultural differences influence users' requirements on SFC functions; (b) what
kind of user interface design should be adapted for users from different
cultures; and (c) how to implement SFC system in the shop-floor management in
different cultures. 10 Chinese users and 5 German users from 4 Sino-German
joint ventures were interviewed in the study. Based on the interview results,
24 cultural related key findings were concluded. We discussed the implications
and provided 5 design and implementation recommendations for SFC system. Keywords: Cross-cultural study; Shop-Floor Control System; User study | |||
| Design Convenience Stores for Chinese Teenagers | | BIBAK | Full-Text | 446-453 | |
| Jia Zhou; Pei-Luen Patrick Rau; Hui Li; Wei Jiang; Bayan Konirbay; Christian Seyfert; Kanta Sribunnak; Christoph Winkler | |||
| This study aimed to design convenience stores to attract Chinese teenagers.
The convenience store's location, product, and image were studied. An
observation and an interview were conducted to collect teenagers' requirements.
After that, a conceptual design was created and high-fidelity prototype was
developed. Twenty middle school students were recruited to evaluate the design
concept. The results indicated that convenience stores oriented to teenagers
should be located near a school, on the way to the bus stop, as close to the
school as possible. Tasty meals, snacks, and self-service food and drink should
be used as competing factors. Meanwhile, a positive and modern image is the
deciding factor to attract teenagers. Implications for designing convenience
stores for Chinese teenagers were discussed. Keywords: Convenience store; Teenagers; User study; Experience-based design | |||
| Cultural Effects on Arabic Electronic TV | | BIBAK | Full-Text | 457-466 | |
| Maysoon Abulkhair; Heba Abdrabu; Hanadi Aljada'ani; Sultana Alsahafi; Reem Alsaggaf | |||
| Understanding users' needs and cultures are considered two of the most
important aspects of user interface design to ensure the highest level of
usability. This paper presents some cultural characteristics for Arabic
electronic television news web sites, through the adoption of heuristic
evaluation technique. The results from the heuristic evaluation identified some
major Arabic web site characteristics which are influenced by the culture. In
contrast, the findings from the extensive survey have indicated the tasks
needed by Arabic users, which were organized based on frequency of usage. Keywords: Usability survey; e-TV web usability; Heuristic evaluation; interactivity
cultural effects | |||
| Animating Our Island's Culture -- Spreading and Socializing Our Island's Culture through Digital Animation | | BIBAK | Full-Text | 467-472 | |
| Flávio Andaló; Milton Luiz Horn Vieira | |||
| In this paper we'll be presenting what is and the results of the project
called "Animating our island's culture". The main idea behind this project is
to produce animations that tells the history of the people from a city in
Brazil called Florianópolis and that has contributed to create our
culture. The name of this project came from the fact that the city is placed in
an island. But besides aiming on producing cartoon animations, what differs
this project from others projects with this same goal, is the fact that this
project is focused on training young kids from low-income communities from our
city, teaching them how to produce animation. This paper will show the result
of the first year of this project when everything is just in the beginning and
many problems have been encountered. Keywords: learning animation; low-income communities; popular culture; cartoon
animation | |||
| The Impact of "Device" in Social Networking: An Explorative Study with Turkish Social Network Site Users on the Nature of Interactions through Personal Computers and Smartphones | | BIBAK | Full-Text | 473-482 | |
| Özgürol Öztürk; Kerem Rizvanoglu; Sezgin Polat; Fatih Karanfil; Ozan Bakis | |||
| The purpose of this study is to explore the nature of interactions that
develops around social networks through two major device categories: PC and
smartphones. This study specifically aims to focus on the reasons for the
preference of PC and smartphones distinctively and tries to reveal the
significant patterns of usage for social networking through both platforms.
This quantitative research employs a survey conducted with a sample of 203
Turkish people who are using PCs and smartphones for accessing social
networking sites regularly. Keywords: Personal Computer; Smartphone; Social Network Site; Interaction | |||
| New Development of Mobile Instant Messaging: Virtual Body Communication Interaction | | BIBAK | Full-Text | 483-489 | |
| Linong Dai | |||
| People's non-verbal communication, accounting for as high as 70 percent in
daily communication, can deepen interpersonal communication and convey what
cannot be conveyed in language. It, however, has not been fully used in present
mobile instant messaging. The author of this paper tries to integrate virtual
body communication interaction into mobile instant messaging through analyzing
mobile instant messaging and its user distribution. Under this mode of
communication, mobile phones will be used as the communication channel with
cartoon comic and supply varied applications for different genders as its main
style and hence achieve interaction and diversify the ways of interpersonal
communication. Keywords: daily communication; body language; mobile instant messaging; gender | |||
| An Investigation on the Relationship between Informal Networks and Organizational Performance | | BIBAK | Full-Text | 490-493 | |
| Haijie Ding; Jacob Rigby | |||
| By mapping both social related (energizing) and functional (information)
related informal networks and collecting the performance data correspondingly
in one of the biggest Express Company in the world, this paper showed: (1)
There is significant relationship between organizational performance and
informal network indices, which means we can predict organizations' performance
by the informal network patterns. (2) Emotional network showed stronger
relationship with social aspects of organizational performance and functional
network showed stronger relationship with functional aspects of organizational
performance, which implies that we need to choose different informal networks
to predict different kind of performance. Keywords: Social Network Analysis; Organizational Performance; Information Network;
Energizing Network | |||
| Designing for Social Urban Media: Creating an Integrated Framework of Social Innovation and Service Design in China | | BIBAK | Full-Text | 494-503 | |
| Zhiyong Fu; Xia Zhang | |||
| In recent years, social media and social networking are increasing the
global crucial topics. More and more people in China begin to merge into this
virtual networking. Meanwhile, the continuous expediting of urbanization also
occurs in the real world. It is a big challenge for designers to coincide with
the new trends of city and media. New design thinking frameworks and
methodologies will be needed to solve the emerging problems in the cities of
China. As being designers with social responsibility, we have a critical quest
that is how to design for the social innovation, sustainably for the most
people and improve the social life in the context of developing local and
cultural city environment. The trend of service innovation leads a new round of
economic growth, which is happening in China. We developed a new framework with
three perspectives about social innovation, i.e., social interaction, social
integration and social inclusion. To solve the problems brought from
urbanization, we need the holistic perspectives with the integrated methods of
social innovation and service design. The case studies, which devoted to create
the innovated application and service for the urban life in China, show the
power of integrating the urban and media together in design thinking and
implementation. Keywords: Social Media; Design Framework; Urban Media; Service Design; Social
Innovation | |||
| Mobilized Collaborative Services in Ubiquitous Network | | BIBAK | Full-Text | 504-513 | |
| Miaosen Gong; Ezio Manzini; Federico Casalegno | |||
| The paper inquires how collaborative services evolve in ubiquitous network.
By comparison study in systems of solutions and interactions of services, it
defines a conceptual framework of spaces of auras in mobilized collaborative
services, proposing four kinds of network and interaction structures:
Peer-to-Peer (P2P), Role-to-Role (R2R), Peer-to-Common (P2C) and Role-to-Centre
(R2C). The conclusion of discussion is that in MCS, the form of space of auras
decides mainly the way of interaction, the structure of system and degree of
relational quality. Keywords: Collaborative Services; Social Innovation; Ubiquitous Network | |||
| Design for All: Social Innovation and Service Design Education and Practice in China | | BIBAK | Full-Text | 514-523 | |
| Jun Hai; Kin Wai Michael Siu | |||
| This study focused on the role of design in urban and community development.
A social innovation approach was applied to the design of city and rural
community social services. The method of design involved in social innovation
and the possibility for collaborative design by different designers were
explored. We also explored how design can influence social and city innovation.
About the social innovation and service design education and practice in china,
the study provided a comprehensive judgement and assessment. Keywords: Social Innovation; Service Design; Chinese Design Education | |||
| Does Internationalization Have Its Own Face in Each Country? Measuring the Internationalization of Web Presence on Higher Education Admission Web Pages between USA and Taiwan | | BIBAK | Full-Text | 524-532 | |
| Juihsiang Lee; Manlai You | |||
| Developing sophisticated networks and facilitating its widespread use by the
academic community is a powerful strategy to achieve the internationalization
of higher education. But the content, structure, and responsive designate of
collegiate websites can perform the most probabilities of Information and
Communication Technology for communication and transaction still unexplored. We
review the growing discussions on the internationalization of higher education
and the website quality evaluate criteria to construct a measure template to
help us analysis the web presence of higher education. This study measures top
ranking of worldwide institutions with USA and Taiwan collegiate admissions web
pages, to compare the differences and similarities on admission web pages
presence. Fifteen top USA universities which intersected between three
Worldwide Rankings and 15 top universities which got Top R & D grant from
the Ministry of Education in Taiwan were selected. Content analysis method
employed to measure the presence of internationalization on admissions web
pages. Results present all the top universities of USA and Taiwan mention
internalization in their mission statements, and have appropriate
organizational structures in their institutions. And there are differences as
it implements practically on web presence between 2 groups. Keywords: Internationalization; Higher Education; Admission Web Pages | |||
| Exhibition User Experience Research and Design for Applications of Context Awareness Technologies | | BIBAK | Full-Text | 533-542 | |
| Jikun Liu; Xin Liu; Bingxue Gao; Jun Cai; Jenny Wang; Qing Liu | |||
| Exhibition Context Awareness User Study and UI Design for Growth Markets is
a collaborative practice of Tsinghua University Industrial Design Department
and Nokia Research Center Beijing. The task of the project is to study the user
needs and user experiences in exhibitions for the application of uSD card being
developed in Nokia, and probe the directions for other possible applications of
context awareness technologies. After the key findings of user values and
design opportunities concluded from the background studies and field
observation, our team have developed several conceptual solutions for
application of context awareness technologies, which inspires the Nokia team a
lot for their further research. Keywords: context awareness; exhibition; experience; uSD Card; volunteers | |||
| Design and Construction of SNS Platform and "Working Room" for Making Community for Fostering Japanese Teachers | | BIBAK | Full-Text | 543-549 | |
| Masayuki Murakami; Naoki Nakamata; Kumiko Nakanishi; Kikuko Yui | |||
| In this report, we introduce the Japanese teacher training program at Kyoto
University of Foreign Studies. We explain our SNS platform which contributes to
the program's success and "Working Room" which support the communication among
students and teachers. We think that the combination SNS with "Working Room" is
very effective for making community. Students can post a variety of information
on the SNS, such as self-descriptions, blogs, BBS entries, and reports of
practice teaching. They can share information on Japanese teaching and
communicate with teachers and other students. As an additional advantage, they
can treat the SNS as a daily journal reflecting their teaching training
progress. Students come to "Working Room" with some purposes such as preparing
trial lessons. Some freshman can see work of senior students in the room, some
changes happen gradually; senior students give advice to freshman students;
freshman students read others' diary and write comment in SNS. Keywords: SNS; Japanese Teaching; making community; reflection | |||
| On the Design of Organizational Network Analysis Software | | BIBAK | Full-Text | 550-555 | |
| Jacob Rigby; Haijie Ding | |||
| This paper describes the design of web-based software for visually exploring
organizational social networks. The software's target user group consists of
business professionals and organizational design consultants who wish to apply
network analysis to a practical problem but lack the sophistication required to
use advanced software packages. Particular emphasis is placed on using multiple
layouts, aggregation and filtering to reduce cognitive complexity and improve
usability. Implementation details will also be briefly discussed. Keywords: ONA; SNA; Network Analysis; Graph Layout; Data Visualization; Web
Application | |||
| Human-Computer Interaction as an Instrument for Strengthening Culture and Language of a Colombian Native Community | | BIBAK | Full-Text | 556-565 | |
| Santiago Ruano Rincón; Annabelle Boutet; Gilles Coppin; Franck Poirier; Tulio Rojas Curieux | |||
| This paper is about the relationship between culture and human-computer
interaction. Cultures are live, open and in continuous change. Computer and
information technology, as external factors for non-Western-industrialized
societies, may trigger transformations, that sometimes, could be considered as
negative or unwanted. For example, the usage of Western word-processors
modified the Japanese writing system when Japanese people faced a number of
unfamiliar concepts introduced in those computer tools [8]. At the same time,
minority societies around the world are in danger of extinction. The Nasa
people, our target population, struggle to revitalize their mother tongue and
cultural traditions. This text presents an experience about developing or
adapting computer tools to help the revitalization efforts. The use of the
computer could lead to positive effects, or at least, to effects aligned with
the policies of the society. Keywords: Culture; Language and culture preservation; Nasa native community; HCI | |||
| Interactive Media in Social Innovation | | BIBAK | Full-Text | 566-575 | |
| Xiaohua Sun; Lei Wang | |||
| Interactive media is playing an important role in social innovation. Various
types of interactive media platforms are affecting and changing the life of
people in China in significant ways. This paper presents a detailed survey on
the interactive features of these platforms. We found a trend that they are all
supporting more and more interpersonal and social interactions, which in turn
contributes to the increase of their stickiness and brings new dimensions to
the services they are providing. We further analyzed this phenomenon by looking
at interactivity from a communication science point of view. The purpose of
this paper is to provide inspirations for the design and development of new
social innovation systems based on the understanding of the users from a social
cultural perspective. The analyzed characteristics of interactive media in
China will also be helpful for cross-cultural social innovation research. Keywords: interactive media; interactivity; social innovation; communication; social
interaction; social influence; social relationship | |||
| Design for Social Emotional Interaction in China: Light-Tech Driven Design and Prototyping Applied in Design Education and Research | | BIBAK | Full-Text | 576-584 | |
| Feng Xian; Zhiyong Fu | |||
| Nowadays China is undergoing a development at top speed. The consumption
capacity and acceptance to social service products are expanding every year.
Especially, the social innovation and service design products based on
light-tech and low-cost are very well received. As a very old oriental nation,
Chinese have typical characteristics such as implicative, indirect, etc. As
well as young people in China who were impacted by western culture in recent
decades very like contracted and fashionable design. These provide very good
keywords and references for social emotional interaction design in China. This
article aimed at Chinese style emotional and interpersonal communication traits
to discuss the concept of social emotional interaction design in Chinese design
education and research, and advance a method of light-tech driven prototyping
used to realize social emotional interaction prototypes. At the end of the
article we gave some cases to show our researches and practices in our lab and
courses. Keywords: social emotional interaction; light-tech driven prototyping | |||
| A Case Study: Behavior Study of Chinese Users on the Internet and Mobile Internet | | BIBAK | Full-Text | 585-593 | |
| Yanxia Yang; Hongwei Li; Grace Deng | |||
| With the fast-paced development of the Chinese internet environment, people
have learned to use the internet, and recently, the mobile internet. Users
grown up in such an environment will have different interests, ways and reasons
of using, and information needs. In order to obtain a better understanding on
Chinese internet and mobile internet user behavior and examine the differences
among the age groups of 20s, 30s, and 40s, an ethnographic study was conducted
in Xi'an, China. This paper is a case study illustrating the various user
behaviors on the internet and mobile internet for different age groups of
people. Keywords: Internet; Mobile Internet; User Behavior; Chinese; Ethnography | |||
| Design Ethics Education in Taiwan: A Study of Syllabi of Ethics-Related Courses | | BIBAK | Full-Text | 594-603 | |
| Manlai You; Yingying Lee | |||
| This paper aims to identify the scope and content of ethics components in
the curricula of regular 4-year undergraduate design programs in Taiwan by
investigating the syllabi of ethics-related courses. Of the 148 universities
and colleges in Taiwan, there were 117 regular 4-year undergraduate design
programs in 61 institutions during academic years 2008 and 2009. A list of
ethics-related courses was obtained from two web-based curricular databases of
the Ministry of Education (MOE), which consists of 38 unique syllabi from 29
design programs in 17 institutions. Each of them was then processed by
qualitative method taking advantage of the standard format of syllabus in
Taiwan. The contents classified into four generic parts: 1) course objectives,
2) course contents, 3) teaching methods, and 4) assessment methods. Of the 38
syllabi, five topics, Design, Profession, Law, Society, and Life, were
identified from the parts of course objectives and contents. In the parts of
teaching methods and assessment methods, seven and nine methods were identified
respectively. The results reveal what and how we treat ethics as a topic in
design education in Taiwan. The paper concludes with some suggestions on
further research of design ethics education. Keywords: Design Ethics; Design Education; Syllabus; Ethics-Related Courses | |||