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CCD Tables of Contents: 13-113-21415-115-2

CCD 2015: 7th International Conference on Cross-Cultural Design Applications in Mobile Interaction, Education, Health, Transport and Cultural Heritage

Fullname:CCD 2015: 7th International Conference on Cross-Cultural Design, Part II: Applications in Mobile Interaction, Education, Health, Transport and Cultural Heritage
Note:Volume 13 of HCI International 2015
Editors:P. L. Patrick Rau
Location:Los Angeles, California
Dates:2015-Aug-02 to 2015-Aug-07
Volume:2
Publisher:Springer International Publishing
Series:Lecture Notes in Computer Science 9181
Standard No:DOI: 10.1007/978-3-319-20934-0 hcibib: CCD15-2; ISBN: 978-3-319-20933-3 (print), 978-3-319-20934-0 (online)
Papers:38
Pages:419
Links:Online Proceedings | Conference Website
  1. CCD 2015-08-02 Volume 2
    1. Cultural Aspects of Social Media and Mobile Services
    2. Culture for Transport and Travel
    3. Culture for Design and Design for Culture
    4. Culture for Health, Learning and Games

CCD 2015-08-02 Volume 2

Cultural Aspects of Social Media and Mobile Services

Culturally Appropriate Design of Mobile Learning Applications in the Malaysian Context BIBAKFull-Text 3-14
  Shamsul Arrieya Ariffin; Laurel Evelyn Dyson
Many developing countries lack culturally appropriate design guidelines to inform the development of m-learning applications suitable for local use. This study presents the findings from a heuristic evaluation by academics and students at public universities in Malaysia for three locally produced mobile learning applications. The local cultural content and aesthetic values of the applications found a high level of acceptance with the participants. As a result, four principles were identified to support the design of culturally appropriate interfaces for mobile learning applications for the Malaysian context. These were: suitable local cultural content; aesthetic value according to local culture, including appropriate choice of color, and traditional designs and motifs derived largely from local flora and fauna; local language or bilingual communication; and local philosophical values embedded in the content and design.
Keywords: Culturally appropriate interface design; Mobile learning; Usability
How Online Social Network and Wearable Devices Enhance Exercise Well-Being of Chinese Females? BIBAKFull-Text 15-21
  Hao Chen; Ting-Yu Tony Lin; Qiaochu Mu; Pei-Luen Patrick Rau
Firstly, in the context of exercise, the current study explored the effects of online social network and wearable devices in the enhancement of Chinese females' subjective well-being. An in situ 2*2 experiment design was conducted. Result showed that online social network was significantly related to positive affects. Wearable devices didn't show significance due to problems of accessibility. Secondly, this study explored the potential linguistic variables that could predict Chinese females' emotional well-being according to exercise-based online tweets. Regression model was applied to explore the relation between potential variables and participants' self-reported emotional states. Positive additional activities and number of likes were two important variables that could be referred for further analysis.
Keywords: Exercise; Subjective well-being; Social network; Wearable devices
Social Media Design Requirements for the Collectivist International Students BIBAKFull-Text 22-33
  Kanrawi Kitkhachonkunlaphat; Mihaela Vorvoreanu
Major social networking sites (SNSs) are developed in the United States, the country with the highest individualism score. Individualist cultural values are therefore likely to be embedded in social media design. This study aims to understand the consequence of collectivist cultural values on design requirements for social media tools. The study used a co-design activity with the value sensitive action-reflection model. Participants were international students from collectivistic cultures who were enrolled at a large state university in the United States. Inductive thematic analysis was applied to analyze themes from design results. Four main themes emerged: media, cost, user-system interaction, and interpersonal interaction. Then, design requirements informed by collectivist cultural values were derived from the themes using theoretical thematic analysis. Three main design requirements emerged: the need to support strong relationship within group, the need to support narrow relationships, and the need for continuous relationship maintenance.
Keywords: Cross-cultural; Social media; Social networking; Collectivist; User experience
"Faith to Go or Devil's Work" -- Social Media Acceptance in Taboo-Related Usage Contexts BIBAKFull-Text 34-45
  Judith Leckebusch; Sylvia Kowalewski; Chantal Lidynia; Martina Ziefle
Beyond their ubiquity, social media have fundamentally changed the nature of social, economic, and communicative pathways in modern societies. Communication and information with digital media are present everywhere and at any time. Social media overcome physical as well as mental borders and are increasingly incorporated in our private lives. While there is a substantial body of knowledge about the usage of social media in public or working areas, yet, there are also uncovered fields. Religious applications delivered by social media are one of the unlighted areas of mobile application development within the last years. In contrast to their low publicity in research stand a high number of various applications for any number of persuasions. Using a qualitative pre-study and a quantitative survey, this study gains insights into personal perceptions of using religious applications and the acceptance by believers and non-believers.
Keywords: Mobile application; Acceptance; Religion; Social media
The Impact of Natural Utilization of Traditional Chinese Cultural Elements on the User Experience in Mobile Interaction Design BIBAKFull-Text 46-56
  Tian Lei; Xu Liu; Lei Wu; Tianjian Chen; Yuhui Wang; Luyao Xiong; Shuaili Wei
This paper, by making two experiments, studies the impact of natural culture integration on the user experiences. The results of experiment I indicate that: (1) Cloud Pattern and Ink Painting are the most likely to activate "sliding" gesture, followed by "tapping" gesture; (2) Chinese Seals and Paper-cut tend to activate "pinching" gesture, followed by "sliding" and "tapping" gestures; (3) Gu Zheng and Shadow Figures have generally same tendency to activate "tapping", "sliding" and "pinching" gestures; (4) Calligraphy tends to activate "sliding" gesture. The results of experiment II show that: (1) gesture type has very limited influence on the interaction experience; (2) task complexity affects the user experience significantly; (3) the way of integration of cultural elements has significant relationship with "Feedback Clarity", "Easy-to-use", "Satisfaction in Feedback", "Satisfaction for Culture Utilization", "Natural Degree of Culture Utilization" and "Degree of Interesting", and has very limited correlations with "Feedback Understandability" and "Memorability". Except for "Feedback Clarity", other 5 evaluations are the best in the natural integration condition and the worst in no integration condition. In brief, the two experiments indicate that the natural integration of cultural elements promoted the user experience, even though it reduced the clarity.
Keywords: Culture representation; User experience; Mobile usability
Service Design Towards Sustainable Lifestyle in the Context of Mobile Internet BIBAKFull-Text 57-67
  Xueliang Li; Miaosen Gong; Dongjuan Xiao
Mobile internet with infrastructures and services built around develops rapidly, creating an opportunity to reflect on and overturn the traditional way dealing with economy, culture and social structure. Under such a background, service-oriented solutions have been endowed with reforming power to access the sustainable way of living and producing. With diffuse social resources and personal capabilities highly mobilized, grassroots social innovation based on mobile platform has emerged as a new trend to engage people in a collaborative activity. Through the case study and key elements analysis, a service model is put forward to define structural features and dynamic interactions within the service system.
Keywords: Service design; Mobile internet; Sustainable lifestyle; Grassroots social innovation; Mobile platform
From Technology to Design BIBAKFull-Text 68-79
  Hsi-Yen Lin; Wen-Zhong Su; Pei-Hua Hung; Chi-Ying Hung
The purpose of this study was to explore new online communities' awareness of and preferences for technology products. By conducting questionnaire surveys on 13 dechnology (a portmanteau word of design and technology) products, this study aimed to understand the preferences and the characteristics of a specific online virtual community -- the Internet and technology enthusiasts group. The study results revealed that the Internet and technology enthusiasts believed the products with more prominent utilization of technology should place more emphasis on human-centered connotations in order to earn high ratings. The results also suggested that this particular group of individuals prefer products that elaborate on human-centered concerns and needs, and even satisfy humans' inner desires. In view of the observations aforementioned, it was concluded that the products' features should be thoroughly studied beforehand. Future product designs should base on the demands of specific users, and well-integrated with appropriate technologies. The end result will more closely match the users' needs in the real market. Online communities with specific interests tend to have their own unique insights and ideas about product preferences. They pay more attention to the needs for humane care related to their lifestyles, and use them as inspirations for technology product designs.
Keywords: Dechnology; Cyber/virtual community; Community characteristic; Product preference
From Customer Satisfaction to Customer Experience: Online Customer Satisfaction Practice in International E-commerce BIBAKFull-Text 80-89
  Yanyang Liuqu; Xinheng Fan; Paul L. Fu
By focusing on online international shopping, this study investigates customer satisfaction measured by applying the mainstream research model and satisfaction metrics. Net promoter score, continuous purchase intention, product satisfaction, and the pros and cons of each of the metrics are discussed. The paper advocates understanding customer from a more comprehensive view than mere satisfaction. A new customer experience model is introduced.
Keywords: Customer satisfaction; Loyalty; NPS; Continuous purchase intention; Customer experience; Online shopping
E-Commerce Purchase Intention in Emerging Markets: The Influence of Gender and Culture BIBAKFull-Text 90-100
  Dimitrios Rigas; Nazish Riaz
This paper explores the external factors that influence the decision making process of young Asian females when they shop online for fashion clothing. The empirical investigation was carried out with a positivistic approach and a sample size of 142 young females in Pakistan. As females get more financially independent in developing Asian nations it leads to a question whether their buying decisions are still dominated by external factors? It was found that young educated adult Pakistani females make on-line purchase decisions under a significant influence of a highly collective and masculine environment. These results could be extrapolated to other similar cultures and emerging e-retailing areas.
Keywords: Socio-technical issues; E-commerce user interfaces; Culture; Purchase behavior; Consumer behavior; Emerging markets; Decision-making process; Theory of reasoned action
Cultural Capital at Work in Facebook Users' Selection of Different Languages BIBAKFull-Text 101-109
  Jieyu Wang; Satarupa Joardar
As the number of international users on Facebook has increased, users with multi-lingual backgrounds showed their diversity in language selections. Some research has studied how Facebook affects users' social capital. This study examines users' language selection behaviors and analyzes their selections by applying the concept of cultural capital. It aims to provide information to designers to develop cross-cultural applications or web pages on Facebook, for example, advanced translation tools or different language versions of web pages with cultural elements. The cross-cultural design might attract more international users and improve the website's usability. Through observing 83 active Facebook users' status updates and interviews with 10 users with multi-lingual backgrounds, we find that audience, locality and context are three important factors that affect users' language selections. It showed that users' language proficiency plays a role when users choose the language in their posts and comments. The characteristics of different languages also affect users' language selections when they update their status and interact with other users on Facebook. Furthermore, some users prefer to use their native languages or heritage languages other than English on Facebook because they want to show their cultural capital and keep their cultural heritage alive.
Keywords: CSCW; Cross-cultural design; Cultural capital; Multi-lingual; Locality; Context; Audience; Language proficiency

Culture for Transport and Travel

Applying Soundscape to Creating an Interactive and Cultural Centered Experience BIBAKFull-Text 113-120
  Hsiu Ching Laura Hsieh; Chiao Yu Hwang
Soundscape, the composition of Sound and Landscape proposed by Schafer [2] in 1970s, refers to the environmental landscape composed of sound. Extended from acoustic studies, soundscape study stresses more on the bonding relationship between sound and social culture. This research aims to apply sound as the key element to design travel web and mobile applications could have travel offer cultural experience and emotional awareness and further construct a new design. Focusing on local sound, local soundscape is investigated in this study. Assisted with literature review, field research, and in-depth interview to analyze local characteristics and soundscape, the design elements are integrated in the travel web design, the soundscape with rich historical, geographic, ecological, and cultural information is confirmed, and the soundscape web design framework is proposed. The framework does not simply plan travel map and local travel web, but could provide designers with the abstract method for soundscape elements for being applied to digital media, mobile application design, and experience design. Finally, several suggestions and considerations are concluded.
Keywords: Soundscape; Travel web; Mobile travel application
Design of Vehicle-to-Vehicle Communication System for Chinese and German Drivers BIBAKFull-Text 121-128
  Xiang Ji; Lukas Haferkamp; Chieh Cheng; Muanphet Charunratanavisan; Andreas Neuhaus; Na Sun; Pei-Luen Patrick Rau
Vehicle-to-Vehicle communication system is a designed to deal with the growing car accidents during the recent years. It allows drivers to communicate with each other visually and aurally. This study investigates the relationships between the communication styles of Vehicle-to-Vehicle system and drivers' driving behaviors in Chinese and German cultures. Results showed that all three styles (text, voice and emoticon) have significant effect on Chinese drivers, but only emoticon has effect on German drivers. And Chinese drivers like voice most while German drivers like emoticon most. Cultural differences, privacy issues and driving experience are discussed to explain the results.
Keywords: Communication styles; Emotion; Attitude; Cultural difference
Investigation of a Driver-to-Driver Communication Method Through Rear Window Display for Chinese BIBAKFull-Text 129-139
  Na Liu; Ruifeng Yu; Deyu Wang; Yunhong Zhang
There exists major information asymmetry of traditional driver-to-driver communication method that may result in misunderstandings among drivers. In this study, a driver-to-driver communication method through rear window display was designed and evaluated. Drivers can express their feelings when they drive or explain their intentions before performing specific actions. Their feelings or intentions were presented by text signs or emoticon signs on the rear window. The study investigated the effect of driver-to-driver communication on people's perception and preference for two information presentation types. The experiment used three typical driving scenarios, i.e. normal driving, cutting in line and overtaking. The results indicated that information communication had a significant effect on people's perception. Their preference for the information presentation types depended on driving scenarios. Suggestions about the design of information display through rear window were provided to increase the communication effectiveness among drivers and thus improve driving safety.
Keywords: Information display; Emoticon; Text; Driver-to-driver communication
On the Qualitative Research Approach and Application of the "VTIO" Model Based on Cultural Differences BIBAKFull-Text 140-149
  Lei Liu; Lin Ma
In the context of globalization, cultural differences resulted from diverse cultural backgrounds have formed a main influential factor in the development of joint ventures. Using a qualitative research approach, this paper first establishes the "VTIO" model, which serves as a model for analyzing cultural differences. Production mode is set to the center of the "VTIO" model. The core of culture is concluded as "sentiment, ethics and law". V (value), T (thinking mode), I (interpersonal relationship) and O (organizational behavior) are considered as representations of culture. Based on the "VTIO" model, the paper comprehensively studies the typical examples of cultural differences among China, the US and Japan from the abovementioned four aspects of cultural representations. Furthermore, a case study of Changan Ford Mazda Automobile Co., Ltd is presented in this paper with an analysis of the representations of its corporate culture. Finally, this paper proposes some relevant coping strategies regarding cross-cultural management, providing some suggestions for cross-cultural management in Sino-foreign equity joint ventures.
Keywords: Qualitative research; Cultural differences; VTIO; Case study
Driving Safety Considered User Interface of a Smartphone: An Experimental Comparison BIBAKFull-Text 150-160
  Sanaz Motamedi; Mahdi Hasheminejad; Pilsung Choe
With the rapid advancement of mobile technology, information searches by drivers using smartphones have increased despite the potential risk of accidents. The small screen size of smartphones greatly distracts driving performance. Apart from traffic regulations that prohibit smartphone usage while driving, a better user interface design of smartphones for drivers is also a critical issue in regard to increasing driving safety and user satisfaction.
   In this study, a human factors experiment was conducted to evaluate driving performance while searching for information (browsing news) in a fixed-base driving simulator. The simulator simulated an urban driving environment with heavy traffic condition. A total of 12 subjects aged 25-35 years old participated in the experiment. A between-subject design compared three methods of user interfaces: Pop-up, Full-screen, and Auto-zooming. Effectiveness, efficiency, and satisfaction were measured as the usability principles. Results show that the more complex the visual tasks, the more unsafe distractions will occur while driving.
Keywords: Localization; Driving safety; Website layout adaptation; Smartphone interface; News reading on smartphone
Exploring Smart-Car Space in Urban India BIBAKFull-Text 161-173
  Sarita Seshagiri; Aditya Ponnada
Driving is a quotidian activity that people across cultures have long engaged in. Given the pervasive need for information on the go, the smart-car era is well nigh. To develop solutions in this direction, an understanding of users' needs with respect to their cars is necessary. In this paper, we present our exploratory study of user's driving behavior in urban India. We found that the basic need for a smart-car begins even before entering a car and is not confined to driving alone. Activities before and during driving cyclically impact each other. Moreover, we found that driving is not limited to users alone, but also involves critical participation from users' social circles. From these findings, we discuss design implications that can impact pre-driving and while-driving modes and can thereby inform future research in smart-cars for urban India.
Keywords: Ubiquitous computing; Smart-cars; Qualitative research
Ask Local: Explore a New Place Like Locals BIBAKFull-Text 174-183
  Cagri Hakan Zaman; Federico Casalegno; Meng Sun; Kulpreet Chilana
In this paper, we explore the ways of utilizing wearable technologies and social networking to cultivate a medium of cultural exchange between local communities and travelers in order to preserve and share local cultures. As wearable devices emerge and become a mainstream technology, a massive amount of potentials rises to empower micro-cultural habitats to present genuine characteristics of cities and neighborhoods to visitors through introducing contextualized and just-in-time communication. We introduce AskLocal, a novel location-based assisting system that mediates the communication between visitors and locals, allowing visitors to make real-time queries using Google Glass, and gather the user-generated information provided by the local network. We developed and tested a prototype that allows tourists to ask questions with our Google Glass application and receive local's answers on the device's display. Proposed system allows visitors to communicate a particular context that they encounter such as wayfinding in the city or making decisions on leisure activities. User testing demonstrated that the prototype adds a new level of freedom that allows tourists to traverse an unfamiliar place while providing them personalized information. We argue that proposed system encourages strangers to engage in more genuine communications that can be utilized in specific cultural contexts including culinary tourism, micro-history, and local merchandise.
Keywords: Wearable computing; Cultural interaction; Tourism experience

Culture for Design and Design for Culture

Analysis of Emotional Design and Cultural Product Narrative Communication Model BIBAKFull-Text 187-196
  Miao-Hsien Chuang; Jui-Ping Ma
Based on the product semantics model of Krippendorff (1989) and the design psychology concept of Norman (2004), we studied emotional design through narrative structures and Chinese characters. Employing case study and content analysis techniques, we found that designers can express creative ideas and product imagination using the form, sound and meaning of Chinese characters, as well as story elements (medium, role, interaction, spatial and temporal feel). We also made a case study of a designer in Taiwan who uses palmistry to illustrate business strategies for the cultural and creative industries. We adapted the product semantics model of Krippendorff into the cultural product narrative communication model by integrating narrative elements with form and meaning, as well as emphasizing the personal philosophies of designers and user participation. Designers pursuing innovation or promoting culture in product design can utilize this model as reference.
Keywords: Emotional design; Product semantics; Story narrative; Form and meaning
From Design to Humanity -- A Case Study of Costumer Value Toward Dechnology Products BIBAKFull-Text 197-208
  Chi-Ying Hung; Pei-Hua Hung; Wen-Zhong Su; Hsi-Yen Lin
This study explores customer value using 13 dechnology products, and discusses differences in customers' preferences with regard to use of advanced technology, display of design aesthetics, and expression of human care. The experiment comprises two parts, elementary school students and netizens, in each group subjects are asked about their preference for and evaluation of product design attributes. Results show that the two independent samples were consistent when choosing the product they liked most, and that the only significant difference was their evaluation of the product's concern for humanity. This study uses a means-end chain to construct a customer value model for dechnology products, and further analyzes their attitude towards and preference for the products, thereby providing a basis for enterprises to evaluate the value they deliver to target customers.
Keywords: Dechnology; Aesthetic perception; Customer value; Means-end chain model
From Design to Technology BIBAKFull-Text 209-221
  Pei-Hua Hung; Chi-Ying Hung; Hsi-Yen Lin; Wen-Zhong Su
Children as future adults are the oncoming high-tech user population; they live in this new-tech epoch with great variety and rapid change and their perception towards the world already changed accordingly. However, they rarely are considered to be participants in the experimental period of technology and design development. In an attempt to understand children's interests and their perception or even aesthetic perception/preference under this high-tech tendency, this research adopted the "Dechnology 2014 New Collection" products as stimuli to investigate elementary school-age children's insights and to explore any gender differences. Results are found that gender variations indeed exist on children's perception and aesthetic preference toward new Dechnology (Design+Technology) products. And the variation often happens when the object is a simile or metaphor of the opposite gender. This study is intended to reveal the ways in which children sense and perceive new Dechnology products and to provide information of children's concern and viewpoint to technologists, designers, and educators.
Keywords: Dechnology; Perception; Aesthetic perception; Aesthetic judgment; Aesthetic preference; Aesthetic impression
Monster Design and Classifier Cognition BIBAKFull-Text 222-229
  Larry Hong-lin Li
This study aims to explore the interpretation and comprehension of mythical creatures in human mind. We focused on mythical living forms that were created out of body parts of different animals. Fictional creatures like these have two potential interpretations. First, they may be viewed as a synthesis of distinct animals. By contrast, they may be conceptualized as a totally novel, bizarre entity. In order to solve the puzzle, we conducted a picture-phrase matching task, where subjects selected from the classifiers zhi versus ge for these mythical creatures. The choice of classifiers helped us determine the conceptual status of the mythical living entities under discussion.
Keywords: Mythical creatures; Chinese classifiers; Analogy
Design of Literature Management Tool BIBAKFull-Text 230-240
  Xiaojing Liao
This study aimed to design a literature management tool which can support the use and management of literature during the entire research project. In the design process, user requirement of literature management tool is collected through interviews. The functional framework of the tool is proposed based on the interview results and relevant literature. Function design and interface design are represented in the prototype, and the prototype is used for testing usability and user satisfaction. The test results shows subjects' acceptance of the tool. Further development of the tool is discussed.
Keywords: User-centered design; Literature management tool
Emotion and Perception: A Case Study of Aesthetic Response to Frith's Narrative Painting "The Railway Station" BIBAKFull-Text 241-251
  Po-Hsien Lin; Mo-Li Yeh; Jao-Hsun Tseng
This study intends to exam Clive Bell's theory of significant form. For Bell, a painting could not be a work of art if line and color were used to recount anecdotes, express ideas, and indicate the lifestyle of an age. In his influential book Art, Bell claimed that William Powell Frith's famous narrative painting The Railway Station was not a work of art. This paper used Frith's painting as the subject to explore whether viewers' aesthetic responses to a narrative painting would be affected by their perceptive awareness of image. Statistical data showed that, contrary to Bell's criticism, the artistic value of the work was confirmed by viewers' responses, demonstrating that he underestimated the attractiveness of representational painting. The results of this study partly supported Bell's argument. Comparing with artist's achievement of realistic representation, the viewers were indeed unmoved by the effects of idea communication and emotional expression in the painting. No significant association was found between viewers' perceptive awareness and their aesthetic judgments, suggesting that visual attraction could be more critical than cognitive information for viewers' aesthetic responses to a work of art.
Keywords: Emotion; Perception; Aesthetics response
Traditional Western Art Elements in Disney Animations, Elite Influence in Mass Culture Through the Prism of the Frankfurt School BIBAKFull-Text 252-262
  Nai-Hsuan Lin; Shwu-Huoy Tzou
Thanks to the development of the media and internet, American mass culture has been spread worldwide. Above all, Disney animation is one of the most successful in its industry. However, the success of the Disney Corporation appears not only due to the prosperity of the company but also the wide dissemination of American mass culture. While our children are watching their films they are learning the American culture and values at the same time, which will shape their ways of thinking and habits of consumption in future. This is the most important criticism of the "culture industry" from the Frankfort School. Even though Disney animations were classified as mass culture, the themes which have been used in Disney animations often contain numerous elements of western traditional culture and arts: when audiences watch these cartoons, those elements are also beginning to be implanted in their mind. In this study I intend to analyze how Disney animation uses elite culture to enhance the quality of their films, and how elite culture can be introduced to the world through an approach free of ambiguity. Most importantly, I attempt to explore how the successful experience of Disney could transfer to Taiwanese animation industry.
Keywords: Mass culture; Elite culture; Disney; Culture industry; The Frankfort School; Taiwan animation industry
From Dechnology to Humart -- A Case Study of Taiwan Design Development BIBAKFull-Text 263-273
  Rungtai Lin; John Kreifeldt; Pei-Hua Hung; Jun-Liang Chen
Taiwan economic development is a fusion of Dechnology (Design-Technology) and Humart (Humanity-Art) which could be represented as a smile curve, from OEM (Original Equipment Manufacture), ODM (Original Design Manufacture), to OBM (Original Brand Manufacture). The three stages also reflect the tendency of Taiwan design development, from "use" to "user", from "function" to "feeling", and from "hi-tech" to "hi-touch". Based on the Taiwan experience, this paper is intended to study the relationship between Dechnology and Humart which were merged into design thinking to explore Taiwan design development. Hence, the purpose of this paper is to provide designers, companies, and organizations with an idea for how to direct their efforts to meet the requirements of a new proposed design strategy by applying design thinking. Results of this study are also intended to illustrate the interwoven experience of local design and global market in Taiwan's economy, industry and design development as well to provide a framework for looking at Taiwan's cross-cultural design development.
Keywords: Taiwan design development; Localization; Globalization; Glocalization; Design strategy; Cross-cultural
Human Factors Perspective of Dancing Props Design: A Case Study of "Feiyan's Dancing on Palms" BIBAKFull-Text 274-284
  Jao-Hsun Tseng; Po-Hsien Lin
"As light as a swallow" is considered as a standard of aesthetic interpretation in female body figure in contemporary world. What the "swallow" really represent is the famous dancer Zhao Feiyan in Han dynasty in China. According to the literature, she is good at a kind of Chinese Kung Fu. She was able to dance on the palms of man. Two dancing pieces "Dancing on palms" (1996) and "Feiyan's dancing on palms" (2010) were created by the author previously. In order to reshape a historical character being so familiar to the general public, how to profile a vivid appearance and personality was the main concern. The fulfilment of this task relied on a profound exploration of the scenario including historical background, social context, and cultural phenomenon. The costume further played an additive role in the process of choreography. According to the historical record, the Emperor Chen of Han (51-7 BC) also made a special "crystal plate". The dancer Zhao Feiyan can dance on the crystal plate which the assistants held. To have a better performance and safety concern, several human factors about the costume including material quality, make-up method and surface area are another important issues. In order to present the images in artwork "Feiyan's dancing on palms," many factors should be considered in the process of choreography. For example, the material quality of "crystal plate" including its thickness, weight and surface area; the choice of dancers to fulfill the character (the type of build, ability of dance, stage manner); an appropriate music for the dance (form, rhythm, style). After considering the human factors in the design of "crystal plate", it also solved the problems in the make-up of dancing props. The original idea and design of the author could be well presented on the stage.
Keywords: Zhao Feiyan; Dancing on palms; Props design
The Application of Chinese Poem "Yu Mei Ren" in Design BIBAKFull-Text 285-293
  Mo-Li Yeh; Hsi-Yen Lin; Ming-shean Wang; Rungtai Lin
The purpose of this study, alternatively, is taking inspiration for culture creative design from an invisible culture element, the Chinese poetry. With its external form and internal meaning, poetry is applied and transferred to design, using their common structural features. This study developed a model for transforming poetry into creative basic design and Art. The procedures require three essential phases of visualizing abstract concepts, concretizing visual components, and utilizing 3D products. Implementation steps include selecting themes, analyzing application types, transferring design elements, concretizing design elements, enforcing external functionality, utilizing for everyday life, experiencing design aesthetics, and achieving goals for cultural creative design. In conclusion, this study contributes to academic study, education for cultural creative design, development of cultural creative industries, and culture preservation. With a well-established research framework, this study integrates relevant theories, research methodology, and implemented case studies to turn the originally "emotional" poetic content to a "rational" and logical step-by-step process, and thus acquires its academic significance. Following the concrete transfer design model, design students will be effectively instructed and inspired in applying cultural creativity for expressing abstract poetic concepts. As for cultural creative industries, this model derived from theories of transfer design and supplemented with illustrative implemented cases, will provide them a specific and feasible reference for practical applications in highlighting emotional experience and cultural elements in their products. After a thorough investigation of the "traditional" poetry, cultural elements are now transferred to poetry-related "modern" creative design in this study. Hereafter, with active participation of the new-generation designers inspired by this implementation model, the glorious traditional Chinese culture elements will be carried on and extended.
Keywords: Poetry; Cultural creative; Design application
Cultural Identification and Innovation -- A Study on the Design of Exhibition and Dissemination System for a City's Cultural Heritage Under the New Media Context BIBAKFull-Text 294-303
  Lie Zhang; Wen Zhang
A city's cultural heritage is a unique symbol of the city's identity. It is a valuable basis for the modern city to trace the cultural origins, look for their own position, restore urban identity, and get public recognition. In-depth study and excavation of urban heritage and the effective use and dissemination of cultural wealth of the city are regarded as necessary measures to highlight the city's character and promote the development of urban culture. In combination with art and technology, exhibition, dissemination and service tools of new media being used in the field of cultural heritage, will help to achieve cultural heritage protection and mutual promotion between development and innovation, thus it has important practical significance for the sustainable development of urban culture and economic. This article introduces ideas and experience based on new media exhibition system of the Pingdingshan Museum.
Keywords: Cultural heritage; Urban culture; New media art; Exhibition and dissemination; Interactive exhibition design

Culture for Health, Learning and Games

Paper Catalog and Digital Catalog -- Reading Behaviors of College Students in Taiwan BIBAKFull-Text 307-317
  Yu-Ju Lin; Hui-Yun Yen; Chiui Hsu; Yige Jin; Po-Hsien Lin
This study focused on undergraduates with varying reading habits and investigated their behavioral differences as well as the structural relationships between their attitude toward reading paper and digital catalogs, their digital usage behavior, and their paper and on-screen reading literacy. Fifty undergraduate students from Northern Taiwan comprised the sample population and were interviewed in depth. Comparative analysis was conducted on the behaviors between reading paper and digital catalogs. The results show that paper catalogs emphasized (a) richness of content messages, (b) viewing comfort of graphics editing, (c) convenience of storage, (d) connectivity of data search, and (e) influence of applied operations, whereas digital catalogs focused on (a) interactivity of media exchange, (b) immediacy of feedback sharing, (c) authenticity of audio-video transmission, (d) interoperability of service platform, and (e) potential of diverse internationality. Based on these qualities, the reading behaviors of undergraduate students who read using paper and digital catalogs were investigated and compared to determine the influence of paper and on-screen reading on the students. Finally, strategic recommendations for promoting digital catalogs are proposed through inductive analysis.
Keywords: Paper catalog; Digital catalog; Reading behavior
"Break the Language Great Wall" (RedClay): The Language Learning Application BIBAKFull-Text 318-327
  Ting-Yu Tony Lin; Benoit Serot; Maxime Verlhac; Marie Maniglier; Na Sun; Pei-Luen Patrick Rau
There are more and more people moving to China for Chinese-learning. We applied the concept of "language partner" to build a language learning application for two groups of people -- foreigners in China eager to discover their host language and culture and Chinese citizens wanting to improve their foreign tongues. This language-learning application is called "RedClay", a reference to the color of China and the material used in building the Great Wall. As a mobile-web application, RedClay provides social networking and learning functions (including cultural support and preference-based vocabulary lists) to help people who want to improve their foreign language abilities meet each other in real life.
Keywords: Chinese learning; Learning application; Social network; Language learning and culture; Language partner
Interact Through Your Data: Collective Immersive Experience Design for Indoor Exercises BIBAKFull-Text 328-337
  Xu Lin; Linkai Tao; Bin Yu; Yongyan Guo; Jun Hu
This paper presents an explorative design for improving indoor exercising experience, through real-time data visualization and social connection in an immersive environment. A prototype was designed and implemented based on the review of related research on cognitive and mental models. Facing existing design challenges, the project aims to find potential opportunities for future indoor exercises, and explore the relationship between the immersive user experience and users' intention of exercising.
Keywords: Immersive experience; Data visualization; Social interaction; Indoor exercising
Leap-Motion Based Online Interactive System for Hand Rehabilitation BIBAKFull-Text 338-347
  Zhe Liu; Yingzhi Zhang; Pei-Luen Patrick Rau; Pilsung Choe; Tauseef Gulrez
Insufficient recognition to hand afunction caused by overwork, injury and geratic complications leads to inadequate auxiliary for hand rehabilitation. Patients' rehabilitative training is usually limited to rehabilitation center in hospitals, leaving their time at home inefficient for precise recovery.
   In this paper, we introduced an online interactive system for hand rehabilitation based on Leap Motion controller. We established this system for doctor, on which they can prescribe patient to imitate standard exercise motion and get automatic feedback, such as score, according to similarity, thus enhance rehabilitation effect. In pilot study, we recruited 4 rehabilitation doctors and 8 patients to investigate core requirements for rehabilitation and then developed this system based on their expectation. After briefly presentation of the first version prototype to doctors, we got evaluation showing that the Leap-Motion-Based interactive system for hand rehabilitation can be effective for better independent training, and designating a direction for future work as well.
Keywords: Hand rehabilitation; Natural Free-Hand interaction; Leap motion controller; Hand tracking
From Dechnology to Humart BIBAKFull-Text 348-360
  Jui Ping Ma; Na Ling Huang; Miao Hsien Chuang; Rungtai Lin
Some elderly with reduced mobility usually stay their own familiar environments and watch TV or do nothing. In addition, due to the lack of exchanges or proper physical activities, their physical and psychological status tends to imperceptibly become unhealthy. This study applies natural user interface and ceramic crafts regarding the integration of sensing technology with a multimodal interactive components, proposes the design of an interactive rehabilitation device based on video and audio context, and performs an on-site inspection, in order to assist subjects in alleviating negative emotions, promoting physical and psychological health, and reducing the home care stress of nursing personnel, as well as to establish a demonstration model for the use of digital aids in home care environments.
Keywords: Natural user interface; Interactive device; Rehabilitation
Physician Communication Behaviors that Predict Patient Trust in Outpatient Departments BIBAKFull-Text 361-373
  Manrong She; Zhizhong Li; Pei-Luen Patrick Rau
This study aimed to provide a reliable instrument for evaluating the physicians' communication behaviors and to find out what communication behaviors could elicit patient trust. Questionnaires were distributed to patients and they were asked to evaluate the physician's communication behaviors he/she just visited and his/her level of trust in the physician. Through factor analysis, a three-factor physician communication behavior scale with good internal consistency was provided. The three factors were respect and caring, competence and thoroughness, patience and honesty. Through correlation analysis, all the behaviors identified in the scale were significantly associated with patient trust. Physicians' behaviors related to competence and thoroughness were regarded as most important to patient trust. Privacy, eye contact and necessary tests and procedures were not considered very important. Moreover, within different gender groups and age groups, patients' opinions about what behaviors had the strongest (least) association with patient trust were a little bit different.
Keywords: Physician-patient relationship; Physician communication behavior; Patient trust; Scale
Cultural Difference on Team Performance Between Chinese and Americans in Multiplayer Online Battle Arena Games BIBAKFull-Text 374-383
  Huiwen Wang; Bang Xia; Zhe Chen
This paper studies cultural difference on team performance in a multiplayer online battle arena game called Defense of the Ancient 2(DOTA2). 37 international competition replays are acquired from the game platform of DOTA2 between Chinese teams and American teams. Though observing the replays, seven variables are brought up and paired data for each variable is obtained. Non-parametric test methods have been used to analyze the data, such as Wilcoxon test and Mood test. The result indicates some cultural differences in online games between two countries' teams as following. Chinese teams are risk-avoiding while American teams are risk-taking. In addition, American teams show potential stronger masculinity than Chinese teams.
Keywords: Cultural difference; Multiplayer online battle arena game; Teamwork; Performance; Uncertainty avoidance
Defining Design Opportunities of Healthcare in the Perspective of Digital Social Innovation BIBAKFull-Text 384-393
  Dongjuan Xiao; Miaosen Gong; Xueliang Li
Digital Social Innovation is a relative new term, which describes new IT-enabled solutions that simultaneously meet a social need and enhance capacity to act. It includes the challenge of giving a clear identity to the digital essence that assist our way of knowing, and living. It is an emergent stream of social innovation research and a response to growing social, environmental and demographic challenges. There is great potential to exploit digital network effects both in social innovation activity and in new services and approaches that generate social value. By the development of the internet, especially the popular of social media, such as face book, twitter, Wechat, QQ and so on, the way of people interact is changed a lot. And this kind of platform is a new way of social innovation in healthcare field, but we still need to do more research on this field to make it more reasonable. In order to explore and define design opportunities related to healthcare field, an interdisciplinary course "Smart Healthcare" and workshops which combined the smart technology with social innovation were carried out. The sub-topic of the workshops related to the aged community, medical system. The paper addresses the result of the course and workshops by analyzing the case studies and defining design opportunities in the healthcare field. This could be a very preliminary step to understand how the social problems can be unbarred by digital social innovation approach.
Keywords: Digital social innovation; Healthcare; Service design; Social media
The Service System Study on Children's Hospital-Bed Nursing Based on Multi-level Experience BIBAKFull-Text 394-406
  Linghao Zhang; Chang Zhang; Sheng Huang; Sichun Xiao
Presently, there are rarely children's hospital-beds aiming at children patients' various demand level in the field of medical treatment, which results in children patients' emotional repression and psychological burden in the life of rehabilitation and even affects the state of the children patients' illness. And during the experience economy the integrated innovation with nursing system of children's hospital-beds through experience has become the key factor for children patients' medical treatment. In the whole process of monitoring process, the integrated innovation will contribute to the rapid deployment of nursing service and help the children patients take part in the treatment process happily, which will also meet the parents, children patients and nurses' needs. So based on the theory of multi-experience characteristics of children patients, what we study is trying to collect the pains during the medical service and analyze the opportunity point by taking the Wuxi hospital as an example and using the relative research method of user experience and service process to create new user model and a number of service situation. In the end, trying to create the new service model and multi-level experience touch point by the thought of integration. The paper provides new and effective solution to the traditional children's hospital-beds with the method of system integration from the angle of service design.
Keywords: Children's hospital-bed nursing system; Multi-level experience; Service system; Design strategy
Field Study on College Students' Uses and Gratifications of Multitasking Interaction with Multiple Smart Devices BIBAKFull-Text 407-416
  Yubo Zhang; Pei-Luen Patrick Rau
In order to deeply understand college students' multitasking interaction with multiple smart devices, we conducted a field study with the experience sampling method. We tracked 25 college students for 14 days about their multitasking activities and the dynamic characteristics of behavior motivations and feelings from the perspective of Uses and Gratifications. The participants reported their multitasking activities according to the designated format via WeChat. The researchers coded the qualitative data and classified multitasking activities into three types. It was found that multitasking with relevant content on different devices outperformed the other multitasking types in gratifying cognitive need. To the opposite, multitasking with irrelevant content on different devices was found to serve better at gratifying emotional need than the other multitasking types. The implications for designing cross-platform collaborative user experience in the era of smart computing were discussed.
Keywords: Multitasking; Uses and gratifications; Experience sampling; User needs