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2021 | Buch

Advances in Industrial Design

Proceedings of the AHFE 2021 Virtual Conferences on Design for Inclusion, Affective and Pleasurable Design, Interdisciplinary Practice in Industrial Design, Kansei Engineering, and Human Factors for Apparel and Textile Engineering, July 25-29, 2021, USA

herausgegeben von: Cliff Sungsoo Shin, Dr. Giuseppe Di Bucchianico, Prof. Shuichi Fukuda, Yong-Gyun Ghim , Gianni Montagna, Cristina Carvalho

Verlag: Springer International Publishing

Buchreihe : Lecture Notes in Networks and Systems

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SUCHEN

Über dieses Buch

This book addresses current research trends and practice in industrial design. Going beyond the traditional design focus, it explores a range of recent and emerging aspects concerning service design, human–computer interaction and user experience design, sustainable design, virtual and augmented reality, as well as inclusive/universal design, and design for all. A further focus is on apparel and fashion design: here, innovations, developments and challenges in the textile industry, including applications of material engineering, are taken into consideration. Papers on pleasurable and affective design, covering studies on emotional user experience, emotional interaction design and topics related to social networks, are also included. Based on the AHFE 2021 International Conferences on Design for Inclusion, Interdisciplinary Practice in Industrial Design, Affective and Pleasurable Design, Kansei Engineering, and Human Factors for Apparel and Textile Engineering, held virtually on 25–29 July 2021, from USA, this book provides, researchers and professionals in engineering, design, human factors and ergonomics, human computer interaction and materials science with extensive information on research trends, innovative methods and best practices, and is expected to foster collaborations between experts from different disciplines and sectors.

Inhaltsverzeichnis

Frontmatter

Emerging Design

Frontmatter
Data Visualizations for Interdisciplinary Communication in HFE

Human Factors and Ergonomics (HFE) academic and professional communities emphasize an interdisciplinary approach to help solve complex problems, particularly for New Product Development (NPD). Data visualization is an effective way of understanding complex data and information. The HFE research community has traditionally used static explanatory graphics to communicate with other disciplines and to support publications and conference presentations. These graphics are typically designed for collaborators and audiences that are familiar with the underlying data or graphical form. While there have been multiple attempts at visually communicating HFE concepts and data to other disciplines, not many attempts have been made to utilize spatio-temporal visualizations to understand the dynamic HFE data. The utilization of the visualized HFE data that are easily consumable in an interdisciplinary team will stimulate the effective application of HFE in NPD. This can also help interdisciplinary teams as well as university students studying tangential subjects like Industrial Design understand this data in order to facilitate NPD. The purpose of this study is to explore data visualization approaches that will help HFE professionals to effectively communicate HFE data to collaborators outside their disciplinary expertise. We conducted a literature review of existing static and dynamic anthropometric data visualizations that have been used by HFE professionals to communicate the results of ergonomic studies. Additionally, we used datasets from a previous intervention design study to develop spatio-temporal visualization examples. Our examples use three-dimensional space as well as the temporal nature of the digital medium in order to communicate a complete picture of the data in a cohesive manner. We developed these examples using the Processing programming language. The developed examples will be utilized to examine the effectiveness of data consumption from non HFE professionals, such as industrial designers, in future studies.

Byungsoo Kim, Payod Panda
Case Study: How Industrial Design Students Develop Videos to Connect with Potential Investors and Promote Their Ideas

The rise of crowdfunding websites such as Kickstarter and IndieGogo have had a significant impact on the business of Industrial Design. During the last ten years, industrial designers have been able to raise capital from online investors and donors to kick start their own projects. This phenomenon also had a significant impact on Industrial Design education. Students are now able to use these online platforms to test their ideas and eventually crowdfund their own projects after graduation.Connecting directly with potential investors or donors is critical for the success of any design project. Popular platforms such as Kickstarter and Indiegogo allow designers to launch video campaigns that investors and donors can watch, evaluate and decide what type of project they want to support.Industrial Design students and professionals typically rely on a combination of digital tools such as computer imagery/animations, 3D printed models and prototypes to communicate their ideas. Launching a video campaign online requires knowledge of all these tools plus basic understanding of video production, marketing, branding and entrepreneurship. Since the goal of any video campaign is to raise funds from investors, the campaign has to be engaging and easy to understand.This case study will discuss the challenges and present solutions utilized by Industrial Design students to engage their online audiences. Students will use a blog to present a combined business and design plans. This research paper describes how Industrial Design students deliver campaign videos to promote their own brand.

Jose Rivera-Chang
When the Silos Come Down: Helping Organizations Perceive Disciplinary Differences as They Mature Toward Interdisciplinarity

As organizations mature beyond what Richard Buchanan described as first (graphic) and second (industrial) order design into third (interaction) and fourth-order (system) design approaches, the traditional disciplinary silos come down and often create interdisciplinary project-based teams. These smaller teams develop cross-disciplinary understanding and communication, but often organizations fail to understand the disparity of perceptions and beliefs between disciplines within the organization. These disparities can fracture organizational understanding and negatively impact brand communications—causing friction between disciplines. This paper looks at research done within organizations going through a transition in three distinct industries: software development, higher education, and manufacturing. These projects utilize methods adopted from brand development, user experience design, and participatory design. The methods provide diverse approaches that might help organizations gain a greater understanding and begin to identify contradictory or complementary perceptions that exist between disciplines as they transition toward more interdisciplinary organizational models.

Clinton Carlson
Shape-Changing Control Interface Design: Augmenting Physical Affordances to Enhance a Digital Interface Experience in Cross-Device Interaction

Multiple distributed interfaces in cross-device interaction increase users’ cognitive load when switching from one device to another. A clear spatial reference and physical affordances can help reduce additional cognitive efforts users pay in a multi-device system. However, increasing physical affordances may adversely affect users’ cognitive process in comprehending the desired interaction. By providing physical affordances in sequential order, interfaces can limit the number of physical affordances at one affordance for each step of the interaction. When assisted by digital contents, these sequential physical affordances can better communicate possible actions of an interface. Tangible Dial, an integrated control interface system with a shape-changing dial and digital displays, was designed and tested with users to validate the principle of spatial references and sequential affordances in cross-device interaction.

Siyi Zhu, Yong-Gyun Ghim
User Interface Characteristics of Mobile Applications Across Cross-Cultures

This paper will clarify the relationship between the background of each country’s lifestyle and UI (User-Interface) design based on Hofstede’s 6 Dimensional Model. Lately, it become more ICT-based, so called interface has built its position in a global environment where anyone can easily operate and view a variety of information at hand. Accordingly, Culture-Based User-Interface has become a new field of interest, and many people have studied the relationship between cultural differences and UI design. Therefore, it was found that there were differences in UI elements on the score of Hofstede’s Cross-Cultural Model. Also, it’s considered that UI design is not only changing as UI trend, but also as a result of changes in our lifestyles that have significant impact to our live. Consequently, in this research we will focus food culture which has seen a change in lifestyle, and examine the differences in UI design in food delivery app in different countries from the background of User’s lifestyle.

Misato Akiba, WonSeok Yang
Utilization of Behavior Data Due to Differences in Determination of Activity

The Behavior Data has been widely used to promote healthy exercise. In this research, we used Stages of Change of the Transtheoretical Model (TTM) to classify exercisers into three types: Low-Will, Middle-Will, and Strong-Will, and then conducted a survey on the characteristics of exercise and the use of behavior data for each type. It was found that the Low-Will type tended to be less active than the Middle-Will, and the Middle-Will type tended to enjoy exercise less than the Strong-Will type. In addition, it was found that as will type increased, there was a tendency to seek specialized behavior data such as average pace and a tendency to increase the amount of data that could be managed. These findings suggest that the method of providing Visualization data using the Stages of Change is effective as a method of providing data to encourage exercise. In this research, we also proposed a data provision method for each type based on the survey results.

Ryusei Anzai, WonSeok Yang
Research on Dynamic Visual Information for Concentration on Fitness

The difference in time and how people feel has been studied as a problem of “Time Evaluation” and “Mental Time” in various research fields. Specifically, factors that influence the perceived time evaluation include body metabolism, age, mental activity, attention to time, and perceptual aspects such as vision and hearing. In particular, in the case of fitness, because there are many people who seek a high effect in a short period of time, it has focused on relevance to the sense of time and the effects of motion. In this study, by analyzing the results of experiments with various dynamic elements, we were able to propose a new training style that can be effective in a short time and lead to motivation. Also, I think that it is necessary to amplify the artistic movement in the “expansion” of the circle as an idea.

Sanghoon Park, Wonseok Yang
Ageless Design: Interdependency Between Complexity and Simplicity in Visual Perception of Product Aesthetics for Product Longevity

Ageless design is a design method for product longevity to address diverse needs of multiple age groups over the course of product usage. It proposes enduring aesthetics as one of the guidelines for the product form. In that regard, simplicity in design has been discussed in various terms and dimensions as a promising strategy to improve and prolong the aesthetic satisfaction of a product. In an attempt to clarify the meaning of simplicity in design, this paper looks into how simplicity has been defined in visual art and design, examines the relationship between typicality and aesthetic appraisal, then proposes a model of optimal simplicity for enduring aesthetics. The role of complexity for optimal simplicity is further investigated with regard to order and entropy.

Yong-Gyun Ghim, Cliff Shin

Co-process in Design and Engineering

Frontmatter
Integrated Design Process for an Elbow Joint Rehabilitation Device

In this study, we propose a design agenda for an integrated design process that considers not only industrial design factors, such as form and usability, but also engineering design factors, such as measurement and certification. Our design agenda is targeted at South Korea’s upper-limb rehabilitation context. By referring to Lawson’s design process model, we designed an elbow joint rehabilitation device based on design requirements derived from user interviews, observations, and desk research. Our design was thoughtfully crafted to consider various guides for factors like form, engineering, usability, certification, and development. As the final design outcome, a working prototype was developed and applied for patent and design award registration. We hope that our design will contribute to South Korea’s upper limb rehabilitation industry’s device guide.

Jaehan Park, Malika Gabbas, Yedam Ryu, KwanMyung Kim
Understanding Challenges of Designing for Complex Users by Adapting the Existing Framework

This study suggests target user classification into simple and complex users based on the designer’s background. In particular, we define complex users as those, whose needs and problems require specific knowledge outside of the designer’s general knowledge. The gap that designers often face while dealing with this kind of users raises comprehension, communication, and accessibility issues. We analyzed three different levels of information inquiry to address these issues and understand challenges of designing for complex users. This was achieved by adapting a simple matrix analysis framework based on the Quality Function Deployment’s House of Quality (HOQ) concept. Our paper contributes to the design community by serving as a validation of adjusting the existing framework as a part of the design process. We expect that this will help designers to extract correlations between identified problems and understand which elements to tackle at the outset to achieve effective design development processes.

Malika Gabbas, Yedam Ryu, Jaehan Park, KwanMyung Kim
Slipper Design Opportunity Identification Based on Material and Manufacturing Process Characteristics

In this paper, we introduce a product design process based on characteristics of a company that specializes in chemical material production technology. Our client (referenced as Company A in this paper) aimed to transform their business from chemical material production to manufacturing finished products, namely slippers. To set the design strategy and enter the new market, we identified design opportunities and designed the structure of new slippers. In our design process, we analyzed the market through desk research and conducted user research through user observations. To successfully link our research data to the design outcome, we extracted keywords from market and user research based on Company A’s manufacturing capabilities. In this way, we drew out concept keywords not only from the research data but also from the designer’s interpretation. We found that this provides a logical connection between the user research and the design outcome.

Yedam Ryu, Malika Gabbas, Jaehan Park, KwanMyung Kim

Design, Creativity and Strategy

Frontmatter
Teaching Strategies Considering Interdisciplinary Practice in Industrial Design Curriculum

In order to prepare Industrial Design students for the realities of practice, it is essential they learn to collaborate with other disciplines as well as communicate and analyze context and information in various professional languages. This paper explains the theory and outlook shaping ID teaching methods, using some examples (research and design projects) from the ID program at Virginia Tech. Through these projects, we show the tools and means designed based on interdisciplinary approaches in teaching and also discuss their direct and indirect results. These examples include topics in healthcare design, public health, and user interaction design and evaluation; in collaboration with other academic fields and sectors, industry professionals, nonprofit organizations (or teams), with a community-based participatory approach. Within this study, we describe the process of investigating, practicing, and evaluating non-traditional teaching strategies to expose the students to experiential learning with a focus on an interdisciplinary professional environment.

Elham Morshedzadeh, Page Cross, Christopher Arena, Andre Muelenaer
User Characteristics Through Lifestyle: A User Typology of Robot with Smartphone Based on AIO Scale

Users interact closely with robot with smartphone in small-scale space, and bad design will disappoint and annoy users. Exploring the characteristics of the target user group plays an important role in solving this problem. However, it is difficult to answer what the vivid features of users are. The purpose of this study is to use the information hidden in lifestyle to establish user typology. AIO scale was used to collect lifestyle data from activity, interest and opinion. Through factor analysis, seven factors were obtained: enjoyment, trend following, interest, resourcefulness, shrewdness, dependence and personality. Based on seven factors and K-means clustering analysis, three user categories were obtained, including “emotional and hedonic”, “rational and independent” and “professional and experienced”. Through discriminant analysis, the recall rate, accuracy rate and F1-score were more than 70%. Based on the survey results, some suggestions on product design of robots with smartphone are proposed.

Ningyi Dai, Xiaohui Zhang
Assessment of Work Posture of CFA Workers and Designing a New Workstation

Workers at the CFA level in the pharmaceutical supply chain are involved in the packing and dispatch of medicines. Their work requires them to do repetitive body movements such as bending and twisting of back and legs while sitting and standing, and adopt postures such as squatting and kneeling on the floor, which can lead to musculoskeletal disorders (MSDs). The purpose of this study was to examine the postures of CFA workers and propose a workstation that eliminates the hazardous ones. Using task analysis, this study analyzed the work pattern and postures adopted by CFA workers, and OWAS and QEC methods analyzed those postures. Results indicated the presence of harmful postures and a need for ergonomic intervention. A new workstation was designed to reduce the number of repetitive awkward postures. There is a scope for the reassessment of work postures after the ergonomic intervention.

Pallavi Murarka, Manjit Kaur Chauhan

Explorations in Industrial Design Education

Frontmatter
Validation in a Distance Learning Environment

Design education typically involves a studio (physical environment), work surfaces, pinup spaces, and students. Studios are designed to be educational as well as professional environments. Throughout the semester, the studio fills with work related to the development of all projects and affording opportunities for peer-to-peer feedback. In the Spring Semester 2020, studios stopped face-to-face meetings. Studio environments were replaced with apartments and bedrooms, pinup space was removed, access to shops and labs was revoked, and class became a screen. Because of COVID-19, the Fall 2020 Semester was listed as Hyflex, a designation allowing face-to-face meetings up to fifty-percent of the time. Without a consistent face-to-face connection, how can students evaluate and validate their work? This paper will follow one project assigned in two consecutive studios during the current pandemic; one studio met regularly until the suspension of face-to-face meetings and the other was listed as Hyflex.

Adam Feld
Rapid Idea Development, Translating Face-to-Face Interactions to Virtual Platforms

Visually exploring ideas is at the core of the design process. Whether in team settings or individually designers of all shades investigate problem spaces by sketching and visualizing possible solutions. However, developing high quantities of broad concepts quickly can be a daunting task. Thinking through problems on paper can pose barriers especially for novices, but also when the problems are complex or in a new domain. Addressing the new normal of working in the virtual space a previously defined ideation framework that builds on clearly formulated design constraints, breaking down complexity into smaller tasks, was translated to virtual collaborative platforms such as miro.com and mural.co. This paper describes variations of this ideation process and shares applied templates and instructions for easy implementation and adaptation by designers and non-designers for individual and collaborative problem solving; for both, face-to-face and Online idea exploration.

Verena Paepcke-Hjeltness
Expressive Design: An Intersection of Design and Meaning

Good product design is an appropriate balance of form, function, and value. As form becomes more and more commoditized, manufacturing materials and processes are easily accessible and technologies are less and less proprietary. Creating value has become a more significant component of the product development process. This value component has nudged product producers to search for ways to give value to the goods and services they sell.One-way value is created is to connect people with the products they use by imbuing the products with meaning. This is “Expressive Design”. Expressive design is used to effectively convey a meaning, idea or feeling. Expression connects the product to the user in a surprising way providing a secondary level of emotional impact. Some of the tools that help provide the emotional connection are connections to culture, metaphors, paradoxes, surprise, or the form imitating the function. This paper describes the development of the concept of “Expressive Design” and its evolution into course curriculum.

Paul Skaggs
Trash to Treasure: An Upcycling Project Case Study

Plastic pollution and using up non-renewable resources is a massive problem that we are facing but not nearly enough is being done about it. As the world’s population and consumption increases, the problem will only grow exponentially if we do not take action to change our trajectory. Industrial designers have contributed to this massive problem by designing millions of products that are made out of plastic and unsustainably sourced materials. Is there a practical and effective way to teach industrial design students to design products that can help to restore our environment? This paper unpacks a case study in which industrial design students learned that it is possible to divert pollution from reaching our lands and oceans and save energy and valuable non-renewable resources by upcycling “trash” into “treasure” through the power of design.

George K. Chow
What if…? Strategies to Teaching Communication, Empathy and Teamworking for Design Students by Design Students

Soft skills are competencies that have emerged as essential for 21st-century professionals. There are still few studies on promoting or enhancing these skills in higher education in the Design field. In this paper, we focus on three soft skills that are important for Design: Empathy, Communication, and Teamworking. This research aimed to involve students in identifying and creating teaching strategies that make them learn these skills. It is, therefore, participatory research that took place through a co-creation workshop. For this qualitative research, we used thematic analysis as an approach for coding and interpreting the results. As a result, we identified nine strategies to nurture the learning of these skills in Design education.

Ana Paula Nazaré de Freitas, Rita Assoreira Almendra
Predicting Inclusive Futures: Wearables, Automation, and Design Speculation

For the past 15 years wearable technology, Artificial Intelligence (A.I.), and the Internet of Things (IoT) have been gaining in popularity adoption in our everyday lives and in industrial design courses. In years past, there was an excitement around the seemingly limitless potential of these advances in technology to change lives and to usher humanity into the future. As many things ahead of their time, there have been a few bumps in the road, and it has taken use several decades to see where these innovations have landed in the marketplace. A.I. and machine learning are understood for their success in targeted advertising and route optimization as well as their inherent biases and lack of inclusion. IoT has paved the way for digital realities of paperless ticketing and smart toasters. Wearable technology, once so poised to push society into the world science reality, has not moved far beyond the wristwatch or earbuds, and seems to be advancing fastest in the gaming and health industries. In our everyday lives “wearables” has become synonymous with fitness trackers, health monitors, and VR headsets. Why has the creative promise of wearable technology seemed to slow down? In this paper, the authors will discuss university community-based and speculative project case studies that place wearable technology in critical contexts that center new and diverse voices, societal and embodied complexities, and raise ethical critiques on the role wearables might play in shaping a more inclusive society.

Raja Schaar, Clint Zeagler

Design Education Strategy

Frontmatter
Studio-Based Learning Strategies Inspire Thoughtful and Purposeful Designers

Two University design studios worked within the theme of Social Justice, specifically using a curriculum called Racism Untaught. This special theme aimed to help students navigate issues surrounding racism, especially as it relates to graphic and industrial design. As design students graduate to become design professionals, the ability to recognize and deter racism is important as their work will influence society. Graphic design and industrial design students started their work by participating in a workshop entitled “Creating Monumental Change.” The learning experience was designed to prepare students to discover innovative solutions and sustainable pathways to creating social change. Learning methods included exercises, assignments, and studio projects that further heightened student awareness of racism and created opportunities to explore solutions. Presentation of student work and multiple surveys show marked improvement in student understanding and attitudes at the intersection of design and social justice.

Joyce Thomas, David Smith, Doris Wells-Papanek
Three Cube Rules

A traditional pedagogical approach to perspective drawing often begins utilizing the same technical drawing tools that are used in drafting. Students measure and plot vanishing points. These are used as guides to establish foreshortening through convergence. This approach can be quite useful as students develop a foundational understanding of perspective drawing theory. Naturally, students transition away from drafting tools and the act of plotting actual points. This transition often proves challenging, as students must now visualize vanishing points that may or may not exist on the media on which they are working. This paper presents an approach to establishing a 2-point perspective viewpoint by following three rules based upon the object’s horizontal position relative to two imagined vanishing points. The three rules focus on angle of convergence, rate of convergence, and proportional width.

Jerrod Windham
Development of a Simplified Insulin Pump Interface for Improved User Interaction

Type 1 Diabetics must constantly monitor blood glucose levels and carbohydrate intake to maintain health and avoid adverse health consequences.Insulin pump technology has advanced rapidly with the introduction of closed loop systems that match pumps with Continuous Glucose Monitors (CGM), creating networks that simulate the pancreas. The goal of this project was to develop an interface that improves usability when it is not possible to interact directly with the Pump. Survey respondents described a variety of factors that limit this interaction, outlining the opportunity for an improved user interface.Our developmental methodology consisted of; (1) Online survey; (2) Interviews; (3) Participatory Design Workshops, (4) Design of an Improved Insulin Pump and Interface; (5) Validation of this proposed design through Usability Testing.This paper will provide an overview of the research and development process and demonstrate how the proposed concept for an improved interface simplifies user interaction with one’s GCM.

Andy Harper, Wendell Wilson, Young Mi Choi
Learning Design Thinking Through a Collaborative Focus on Social Justice

A cross-University group of undergraduate and graduate students who are (mostly) new to product development participated in a semester long course meant to help them understand innovation focusing on projects in the area of social justice. This course comprised students from different disciplines: engineering, architecture and psychology, plus environmental, graphic, and industrial design. From these different perspectives students inspired each other through cooperation using design thinking and empathic methods. Students practiced how to observe and research the area of focus; develop a deep and more holistic understanding of possible target audiences; identify questions, problems and opportunities; and come up with innovative solutions.The aim of the semester long course is intended to allow students the opportunity to apply information gained to the process of solving problems in their own professional fields by using methodologies of design thinking that include cultivating systematic design abilities that support problem identifying, solving and subsequent solutions that have deep meaning for potential users and audiences.

Joyce Thomas, XinAn Chen, Ian Lee, Jialiang Wang, YuehTzu Yang, Megan Strickfaden
Behavioral Barriers to Adoption of the Safer Illinois App: A Human-Centered Approach

COVID apps are being quickly rolled out worldwide by governments and private institutions to mitigate the pandemic. This research aimed to understand the behavioral and attitudinal barriers to the widespread adoption of the Safer in Illinois app among community stakeholders at a Big Ten public university in the Midwest. Using a Human Centered Design (HCD) approach, 25 campus members were interviewed to explore (1) issues around privacy and security of data, (2) institutional trust, and (3) community norms. Interviews were conducted during Summer 2020 and were analyzed to develop recommendations for the app development team and key university administrators. Such recommendations included (1) effective and trauma-informed communication by the university about Fall 2020 reopening and the data management and privacy features of the app, (2) incorporating mental health features and an anti-racist training on the app, and (3) address technological inequities and racial health disparities around COVID-19 as an institutional policy.

Karla Sanabria-Véaz, Simrun Sethi, Vidya Haran, Rachel Switzky
Digital Ethnography for Social Design: Challenges and Opportunities in the Pandemic

The restrictions on mobility and several social distancing rules during the Pandemic have ruled out the possibility of carrying out traditional ethnographic research. This paper discusses various opportunities that the digital medium has to offer in terms of redefining and constructing a social space within an ethnographic field, establishing a connection and trust with the participants and the ethical considerations. This paper also seeks to discuss the challenges faced and highlights the limitations of the digital medium while conducting ethnographic research with socially marginalised group of women during Covid-19 Pandemic. The paper is based on the analysis of the experiences of conducting ethnographic research with marginalized communities and on the expertise of other digital anthropologists to understand and highlight the changing role of ethnographic research in the time of a Pandemic.

Krity Gera, Peter Hasdell
De-sign a Greater Reality

A sign is communication. A sign is something that represents something. Are products signs? Signs are objects or events whose presence or occurrence indicates the probable presence or occurrence of something else. Do products communicate? If our designs do not communicate then they may not be adequate solutions. In product design, if there is no ‘sign’ then has the designer failed? A designed object or system needs to express purpose. We are all familiar with exit signs in buildings that directs us to a door. The exit sign is real, but the exit sign points to a greater reality, which is the doorway where one exits the building. This paper will explore the reality of user experience in product design as a greater reality.

Randall Neal Bartlett

Designing for Inclusion: Methodologies and Future Trends

Frontmatter
Design for Inclusion. Different Approaches for a Shared Goal

The theme of inclusion falls within the global contemporary framework of political, social and economic strategies. In Europe, the European Commission frames it in the broader framework of the Green Deal (COM2019, 640 final - A New European Bauhaus, 2020 - European Pillar of Social Rights, 2017), in relation to researches and experimentations of innovative solutions for the sustainable development and inclusive growth, and, in particular, for the enhancement of local resources and the improvement for all of the opportunities for accessibility to products, services and the built environment. Actually, the wider theme of accessibility already has a history of its own, which has developed over the last few decades, and which has seen the development of different approaches which, starting from even different assumptions, cultural contexts and philosophical principles, they focus on the goal of increasing the accessibility of environments, products and systems for as many individuals as possible. This contribution aims to investigate the different concepts used to define accessibility, also through a historical excursus, to highlight points of contact and differences between the different approaches of design for inclusion.

Giuseppe Di Bucchianico
Designing an Inclusive Theatre Environment: Co-creating a Relaxed Performance Within the Segal Centre for Performing Arts in Montreal

This study focusses on the co-creation of a ‘relaxed performance’ in a performing arts center in Canada, through an approach that provides strategies for an inclusive theater environment, with stakeholder participation both during the research and from within the theatre itself. The research study is guided by a participatory action research approach with four phases. With the involvement of all partners over the different phases, emergent results include suggestions for this center for the performing arts, such as the adaptation of the physical environment, safety considerations, the development of appropriate technological tools and the integration of linguistical accessible supports to ensure the inclusion of citizens of all ages, regardless of ability/disability. This study highlights the importance of adapting and designing a theater environment based on the specific needs of people with disabilities, and to enhance participation of the entire audience in theatre performances.

Zakia Hammouni, Tiiu Poldma, Eva Kehayia, Ingrid Verduyckt, Natalina Martiniello, Emilie Hervieux, Walter Wittich
How Co-design Leads Mobility Innovation Towards a More Inclusive and Senior-Friendly Transportation System

In the context of Economy instability, ageing society the automotive sector is characterized by a strong innovation due to new driving models, electrification, car digitalization, and the technology of autonomous driving. While this innovation comes with many interesting opportunities it also increases the chance of exclusion for fragile category like elderly people. The Design Research with the Human Centered Design and Co-design approaches is trying to innovate this sector not only with services that meet the elderly mobility needs but it is also playing a leading role in transforming the current mobility contest into a more equitable and inclusive transport system. Three significant case study are here presented with a special focus on the methodology used and common features are evaluated. Finally, it is presented the current and forecasted trajectory of the Human design research methodology with Co-design tool as leading factor for a design by people.

Filippo Petrocchi, Giuseppe Mincolelli, Silvia Imbesi
Smart and Connected Systems for the Non-typical User: Design Methodology to Observe the Outliers

We are aware already that the world is facing a milestone. The transitions to the millennium’s second decade are forcing transformative agents to embrace new perspectives. Spotting that design is a powerful change agent, design practitioners search for different-novel approaches to learn from humankind’s missteps. Some of those “mistakes” are systematically ignored or discriminated against, affecting a large world’s population sectors. A visible consequence is a technological gap in people with disabilities, the elderly population, and indigenous communities. An observation on the potential non-typical smart products and service systems’ users promotes evolution in design processes during this research. This potential might reduce the technological gap for some users’ types, often considered as an outlier.

Inés Alvarez-Icaza Longoria, Arturo Molina, Rogelio Bustamante-Bello
Transformation of Users’ Technical Knowledge into Design-With an Example from Bra Assistive Device

When women have limited upper limb function, it is difficult for women to wear bras independently, and they need the help of assistive devices, but the number of related products is currently small. Some people discovered the “life tips” of wearing a bra with one hand and shared them on the Internet. This research refers to “life tips” as “users’ technical knowledge”. Its use is limited. However, there is currently a lack of design theory research to expand its versatility. Therefore, this research takes user technical knowledge as the main research object, analyzes and identifies user technical knowledge through typical examples, and establishes the process of transforming user technical knowledge into designer technical knowledge. Construct a design method from “usable” to “easy to use”, and verify it with the design of bra accessories. This method can help designers systematically transform users’ technical knowledge and improve the convenience of users’ lives.

Xiao-Hua Lv, Ding-Bang Luh, Yu-Lin Zhao

Design for Inclusion in the Living Environment

Frontmatter
The UDI3-Framework: Unravelling a Design Context in Which Knowledge on Universal Design Can Be Built

When architecture is experienced as very inclusive and comfortable by a diversity of users, one may wonder how the designer managed to build up the necessary Universal Design knowledge, that is, the knowledge needed to successfully translate diverse user needs into one inclusive design result. In this paper, we aim to learn from practitioners who successfully took up this challenge. The design process of three best practices for Universal Design were reconstructed and analyzed in order to examine the ways the architects had set up the design context which allowed them to build knowledge on Universal Design related to a specific design project. Next to an analysis of design materials, twelve semi-structured interviews were conducted with key stakeholders, including the design team, client and end-users. Findings indicate three different levels that can directly affect the design context in which knowledge on Universal Design can be built throughout the design process: the (1) individual, (2) interactive and (3) integrative level. This resulted in the development of an overarching framework, which we named the UDI3-framework, to provide more insight into architects’ complex process when building knowledge on Universal design. As such, it can also facilitate practitioners when adopting a Universal Design strategy.

Elke Ielegems, Jasmien Herssens, Jan Vanrie
Accessibility and Usability Standards on Built Environment Design: Struggle Toward Agreement in the Global Context

Differences in accessibility requirements on the built environment have existed between countries for years. Proposal of their international standardization started in 2001 within ISO, which resulted in publishing the first version in 2011. However, some of the issues were left undone due to time limit. After five years of their use, working group discussion on the revision started for improvement, with several changes and additions proposed to be introduced. How far are we successful in attaining the goal during the revision stage? This paper will discuss the challenges and opportunities we have been faced with.

Satoshi Kose
The Museum Listens: A Collaborative Project on Torino Archaeology Collections

Accessibility and inclusion in the frame of an archaeological museum are a critical issue, which deals with a wide range of barriers: not only those related to the sensory or motor disabilities, but also more generally the cognitive, cultural, economic and social ones. The work presented here has been built in synergy with the curators and staff of the Royal Museums of Torino, and in particular as part of the project Antichità Reali (Royal Antiquities), regarding the ongoing renovation of the Archaeological Halls. Starting from the assumption that being inclusive means listening to the needs, difficulties and expectations of the public, this work aims to create a knowledge base about the future users of the exhibition (not just visitors, but also scholars and technical staff in charge of its management), and to establish a common table with the Museum’s designers in order to develop general strategies and specific solutions.

Michela Benente, Valeria Minucciani, Filippo Masino
Ergonomic Consideration for the Design of Tactile Guide Paths for New Urban Changes and Needs

Tactile guild paths (TGP) have got changes in designs and constructions all the times. In the recent years, meaning and function of the urban area have got changes too. Hong Kong is a densely populated city. Taking Hong Kong as a case study, this paper presents a comprehensive review on the design, construction and using of TGP in the city. It further identifies some key ergonomic considerations for the design of TGP for new urban changes and needs, i.e., not only for the visually impaired but also inclusively for other users. The paper also discusses what and how TGP should be more designed with the consideration of new technologies.

Kin Wai Michael Siu, Chi Hang Lo
Cultural Perception of Accessibility and the Role of Heritage: The Havelis in Shahjahanabad (Old Delhi)

In the Western context accessibility is a quality achieved through several steps, where the physical dimension is usually the first one, addressing people with disabilities. Changing the perspective, in a context such as the historic city of old Delhi, the removal of architectural barriers might not be the first concern, also referring to the diverse socio-economic situation and different cultural perception about disabilities. This paper reverses priorities, foregrounding the cultural accessibility, followed then by all the other dimensions. The case study of Shahjahanabad, one of the most significant historic areas of New Delhi, is analysed according to several aspects and dimensions of accessibility, with specific reference to the hundreds of havelis, the typical courtyard dwellings built during the Mughal era. Recognizing the heritage as a carrier of an identity value will allow us to enlarge the view and then pursue the other forms of inclusion.

Michela Benente, Anuradha Chaturvedi, Gianluca D’Agostino, Valeria Minucciani
Inclusive Design for Open Spaces in Dense Older Districts: A Comparative Study of Hong Kong and Guangzhou

In recent years, researchers, urban planners and local authorities have more actively made tremendous efforts to improve the quality of open spaces. Policy strategies for inclusive and barrier-free environments have been promulgated, however, most of the inclusive open space policies and standards are catered for the newly built constructions. The inclusive design for renovated open spaces are seldom discussed. Using open spaces in Hong Kong and Guangzhou as case studies, this paper identifies barriers to and opportunities for the creation of inclusive open spaces in dense older districts. The paper proposes a framework with six key elements, namely accessibility, reliability, responsibility, flexibility, legibility and resonance, based on analysis of six categories of design and services. The results show that public participation is required during the different stages of planning, decision-making and evaluation. Finally, the paper provides some suggestions for researchers, urban planners as well as policymakers to consider how to improve the quality of open spaces in densely older districts.

Jia Xin Xiao, Kin Wai Michael Siu, Ming Jun Luo

Design for Inclusion in Learning Experiences

Frontmatter
Designing Designers Through Inclusion. A Design Experience of Career Choice Orientation

The issues of social inclusion and participation are also the basis of the design approaches for inclusion. Among them, Design for All, defined as the “design of diversity, equality and social inclusion” (EIDD_Stockholm Declaration, 2004), considers diversity between individuals as a resource rather than as a limit or constraint for the project, and the equality between individuals, communities and peoples as a strategic and indispensable argument for the sustainable development of contemporary society. The development of inclusive products represents a formidable opportunity for cultural and professional growth for young designers, as long as they are motivated by a specific ability to listen and to participate and consciously involve all the players in the value chain of the project. This contribution describes a design experience conducted by a heterogeneous group of young designers as part of an ideas contest. The goal was to develop products that had their greatest value in the ability to enhance both problematic environmental contexts and human diversity, in all its aspects of complexity (physical, cognitive, social and cultural).

Stefania Camplone, Giuseppe Di Bucchianico, Emidio Antonio Villani
Applied Arts and Communication Design for Inclusion

Communication design is aimed to solve real problems, it is an applied art, and designers use specific technical skills based on a broad context of knowledge and on a common language to several applied arts. In different communication design process access to (interfaces, places, information) can be supported by using the basic tools of the laboratory of the cartoonist, the illustrator, the videogame developer and other specific functional arts. We can observe a website in which illustration is the key to an inclusive visual design. In other cases the user experience design for all is guaranteed by information architecture. In order to develop skills in a job we can use a serious game or have a without words understanding experience using virtual reality. In the following text I’m going to describe selected case studies and a workflow to manage design processes and make different skills collaborate for a more inclusive communication design.

Raffaella Massacesi
Intelligent Environment to Support Fine Motor Learning in Children with and Without Motor Disorder

Fine motor skills are one of the important skills in the development and preparation of children before writing since it is an activity that consists of precision and a high level of coordination based on tasks where the eye, hands and fingers are used. simultaneously. performing actions such as grip, precision and blows. A tool (board) is proposed to support the performance of fine motor activities in children with motor disorders. The tool seeks to meet the requirements set through interviews with experts and surveys conducted with teachers and children, as well as provide certain requests for communication and data collection that allow their analysis. A planned board of five activities called tweezers, precision and three types of stroke is designed, built and implemented, each of these seeks to help children to have better eye-hand coordination, as well as better coordination in fine and precise movements. Participants have a close familiarity with the tool, which allows them to gather information about their perception of both the design it offers and its use. The board is of interest to both experts and children as it allows versatility when interacting with the activities, giving the option of combining striking elements or figures for the users by adding the different visual and auditory stimuli that appear in the tool once finished. any of the activities. There is the possibility of proposing in the future an intelligent system based on neural networks, capable of taking the data and proposing the activities and the number of times they should be carried out to optimize the sessions given by the professionals, making them more efficient and effective, undoubtedly improving the fine motor skills of children who have had access to the tool.

Luis Serpa-Andrade, Isaac Ojeda-Zamalloa, Angel Perez-Muñoz, Vladimir Robles-Bykbaev, Adriana Leon-Pesantez
Comparison Analysis of Accessible Features Built into Operating Systems

More than 1 billion people are considered to have disabilities. And to help them, software companies are delivering products and services that allow people to have equal access to information technology. Nowadays accessibility features are built-in in every operating system and almost every device and software companies race to make them more useful and flexible. In most cases, accessibility is companies core consideration from the earliest stages of product design through release. The aim of the article is to present a comparative analysis of accessible features built into operating systems and the services of three leading software producers Apple, Microsoft, and Google. Assistive features were categorized into vision (1), hearing (2), motion (3), and cognitive (4).

Anna Szopa
Athetosis Speech and Language Learning Assistant: Case Study

The greatest learning disadvantage that children with motor difficulties present are sustained by the limitations they have to access information, the motor deficit or motor disorder is directly associated with motor difficulties, these are frequently accompanied by alterations in sensitivity, cognition, communication, perception, behavior, which does not allow starting with the regular learning process, the work proposal is to carry out an intervention in the case of a girl with motor disability, athetosic quadriplegia at the level of curricular competencies in correlation with software and hardware applying adaptations and digital ramps in search of implementing an improvement plan through the corresponding evaluation. First, a study of the state of the art is carried out in terms of the therapies used for the inclusion of children in the classrooms, then the guide of therapies that are associated is reviewed in a specific case of the girl to help with this inclusion, it is reviewed inclusive access platforms, support tools, diagnostic and intervention software and the proposal is to generate this interface for access to reading and writing, language learning, and electronic learning as a means that facilitates training, communication and interaction. It is implemented through methodological strategies to acquire the aforementioned skills through the analysis of tools to be used with the customization of hardware and software, a diagnosis is made through the competencies that have been acquired up to this phase of school preparation, a intervention plan so that the tools are coupled to the classroom and the therapies, with a view to using it at home for the assigned tasks, then an analysis of the proposal is carried out and promising advances are presented without the need for a permanence of the tool to its progress motor graph.

Luis Serpa-Andrade, Roberto Garcia-Velez, Vladimir Robles-Bykbaev, Marlene Zuñiga

Social Inclusion Through Products and Services

Frontmatter
Børge Morgensen’s J39 Re-designed: Learning Inclusion Through a Dialogue Between the Past and the Future

This paper presents a framework within which inclusion is taught at the Royal Danish Academy – Architecture, Design and Conservation. During the ten-day course, students from the master’s degree program Furniture and Object were asked to re-design a chair, Børge Mogensen’s J39, in response to demographic shifts and the changing expectations of tomorrow’s older generations. The paper describes a novel approach that combines people-centered methods with the study of the chair’s tectonics and typological characteristics as a means by which to improve the quality of chair design, not only for an aging population, but for all people. The findings from the study highlight the effectiveness of this creative practice based on a critical dialogue between the past and the future as a way to explore the potential of design for improving the future of ourselves.

Masashi Kajita, Nicolai de Gier
Project PLEINAIR: Discovering User Needs Exploring a Non-conventional Human-Centered Approach

PLEINAIR (Free and Inclusive Parks in Networks for Recreational and Physical Intergenerational Activity), is a two-years research project financed by the POR FESR 2014–2020 program regulated by Emilia Romagna Region in Italy. PLEINAIR is a multidisciplinary project and it involves many partners located on the regional territory. The PLEINAIR’s main areas of concern are outdoor parks and recreational areas and it expects to design multigenerational and inclusive contexts to promote virtuosos socio-recreational interactions among generations and the adoption of active lifestyles for all and at any stage of age. All PLEINAIR’s design process is based on a Human-Centered Design approach in order to identify and satisfy the real needs of people through participative Co-Design techniques. This contribution reports the results obtained so far within the PLEINAIR project, specifically describing two ongoing activities which have the peculiarity to be conducted during the health emergency caused by Coronavirus.

Giuseppe Mincolelli, Gian Andrea Giacobone, Michele Marchi
Framing Design for Inclusion Strategies for Service Design

This paper focuses on strategies for adopting design for services with a design for inclusion perspective according to categories about the relationship between service design and inclusive design. This paper reports a research through design work that the authors have undertaken to understand the reframe of the categories’ taxonomy and to explore how designers can take advantage of the framework based on those categories. The main results are two strategies that focus on approaches to design processes that adopt the categories and facilitate the application of design for services from an inclusive perspective. Finally, the design of these two strategies were compared and implications on design for inclusion, service and policy design and service innovation were discussed.

Daniele Busciantella-Ricci, Carlos Aceves-Gonzalez
Design of Bathroom Floor Drain Cover Based on Universal Design Concepts

This article is based on the concept of universal design, with family life as the background, through observation and simulation experiments, and using video shooting to record and decompose the process of different people using the existing floor drain cover. After the participants cleaned the floor drain cover, let them score based on the seven principles of universal design. After that, generate personas was set up, and user behavior trajectories were drawn in detail based on the video to analyze the pain points of different people in the family environment using floor drain covers, and put forward the improved design scheme. Finally, the improved scheme was modeled and verified.

Yuchen Xi, Xue Chen, Xinxiong Liu

Design for Inclusion in Everyday Life and Behaviors

Frontmatter
Designing from the Inside Out

Knowing yourself as a person or an organization is the start of a meaningful human-centered design process: designing from the inside out. This provides the ability to design and test design that more fully expresses human existence and moves us beyond design of experience to designing presence where two-way communication and co-creation with customers and other stakeholders is possible.

Kevin Clark, Stacey Baer, Todd Hoskins, James Kwolyk, Kazuhiko Yamazaki
Interaction Design for Experience and Inclusion in Cultural Heritage

One of the current challenges is improving the design of cultural heritage experiences, through the development of innovative services that foster inclusion and intercultural dialogue. The key mission of the cultural heritage sector today is to provide inclusive access to all groups of users, considering aspects connected to multiculture. For offering a satisfying experience to visitors, museums have to transmit further meanings than the explanation of the exhibited artworks. Exhibitions and dissemination of cultural heritage are enjoying considerable benefits thanks to ICT. Museums are attracting the interest of researchers in the field of Interaction Design, for improving the so-called design of cultural experience to promote intercultural exchange and knowledge. The paper presents an overview of the state of art of Interaction Design for museum experiential visits and innovative design scenarios as results of the research conducted by University of Florence with the support of Opera del Duomo Museum in Florence.

Alessandra Rinaldi, Alessia Brischetto
#HBLTable: A Cost-Effective Study-From-Home Furniture Solution for Low-Income Families Impacted by COVID-19

The COVID-19 pandemic has abruptly forced schools worldwide to implement Home Based Learning (HBL) due to countries going into lockdown and quarantine. Chemistry Team thus developed the #HBLTable, a height adjustable cardboard table meant for underprivileged families that struggle with space and the necessary furnishing to facilitate conducive learning for their children at home. The conducted research indicated that the prevalent challenges surrounding HBL were: (1) posture and ergonomics for a child and (2) children quickly outgrowing furniture built for their height. The #HBLTable was thus designed to cater for two heights - allowing users to adjust between the heights by simply flipping and rotating the table. The table comes equipped with a tablet and laptop stand to reduce poor posture as well. Beyond uncovering the context and motivations, this paper details the research and design process behind the construction of the #HBLTable.

Christian Sng, Kiahsheng Teo, John Chan, Bassam Jabry, Karin Aue, Jeffrey Koh
A New Model to Motivate Older Adults to Participate in Physical Activities

Physical activity (PA) is one of the many factors impacting on ageing. Maintaining a reasonable level of PA weekly can improve both physical and mental health. This study is part of a research project that aims to discover what motivates and prevents older adults to be active, enabling the design of feasible solutions addressing a set of scenarios. This article utilises the literature reviewed to form a theoretic model of PA which will be used as the basis to classify older adults and to create new scenarios to motivate them to be more active in daily lives. The results of this study will guide intervention in product design, service design, and product-service systems.

Jiayin Guan, Emilene Zitkus, Cees de Bont, Hua Dong
Experimental Method of Assessment of Ergonomics and Accessibility of Public Facilities

This article presents an original method of assessment of a building space in view of its ergonomics and accessibility. The method draws upon the universal, inclusive and empathic design concepts. Research to define new methods of space assessment is significant in view of the world population aging, which phenomenon entails the revision of the users’ spatial needs. The research is carried out for different types of users, defined as research personas, assigned with specific characteristics, such as age, fitness, physical performance, etc. The researcher, engaging in the role play, acts as the building user. The scenarios of users’ behaviour in the space of a given building are developed based on the ethnographic methods, customer journey maps, interviews and statistical analyses. In order to evaluate the users’ spatial experience, the techniques, including but not limited to, path tracing, user experience mapping, emotional maps and questionnaires are used.

Magda Matuszewska, Agata Gawlak
Play Time: Collaborative Design at the Service of Inclusive Leisure

This paper presents the use of collaborative design in two research processes (done by two master students and supervised by the author) both dedicated to including disabled people in leisure activities. The focus is not on the developed solutions – building blocks to blind children in one case and a gaming mouse for people with disabilities in the upper limbs in the second one – but instead on the methodologies used to design an inclusive, rich, meaningful and effective research process and results in which collaboration is a key aspect.

Rita Assoreira Almendra
All Play Together: Design Concepts of a Sensory Play Equipment Aimed to an Inclusive Play Experience

Active, meaningful, independent play is crucial for the development of health, emotional and social well-being of all children, at any age and with different abilities. Nowadays, in the field of outdoor play equipment there is a growing attention to the needs of an increasingly wide range of users with various abilities. However, the current solutions do not meet fully inclusive requirements due to physical and social barriers limiting access, participation and play experience. Thus, interaction and socialization for children with disability remain goals still far from being achieved. This article presents a line of outdoor sensory play equipment to investigate how sensorial and emotional aspects of the play, which present a fertile ground for inclusion, can be translated in design solutions by adopting Human-Centred Design approaches, such as, field observations, semi-structured interviews and focus groups together with a deep analysis concerning market worldwide.

Kiana Kianfar, Alessia Brischetto
Assessment of Adaptive Behavior in the Design of Serious Games for People with Disabilities

This article shows the Integral Foundation users' review for the Special Child (FINE), to the findings of an initial characterization and a derived statistic for applying psychotechnical instruments, specifically from the Adaptive Behavior Evaluation System. It shows important data regarding adaptive behavior and the users' executive functions before designing serious games to improve their socio-cognitive abilities. Among the most relevant results, it was determined that the study population shows limitations in the adaptive abilities obtaining the following scores: the rating of social domain 64 points, conceptual index 55.7, and the practical index 60, by which the general level of adaptive behavior stands at the one percentile, considering it at the lowest operating rank.

Carlos Corrales Gaitero, Verónica-Gabriela Maldonado-Garcés, Nelly-Yolanda Ortiz-Carranco, Jorge-Luis Pérez-Medina, Ligia-Pilar Samaniego-Santillán, Mayra Carrión-Toro, Marco Santórum, Patricia Acosta-Vargas
Inexpensive Pill Dispenser for the Elderly Suffering from Non-communicable Diseases

Currently, a large part of the world population suffers from diseases such as: diabetes, hypertension, cholesterol, epilepsy, heart problems, among others, which require a continuous supply of drugs at specific times, to improve the quality of life Of the people with these health problems, professionals in the medical area are consulted, who are the ones who deliver a prescription and the indications of the supply of medicines, diets and general indications. Patients generally tend to lose the prescription, forget to take the medications at the exact times, because most of these people live alone or in the forgetfulness of their relatives. The technology that is available today, such as mechanical dispensers, electronic dispensers, becomes a very helpful tool for patients, since it allows them to remember the time when they should ingest the medical formula, avoiding the inefficiency of the suggested treatment and even major complications such as death from forgetting to supply the medicine. The proposal consists of the construction of a low-cost medicine dispenser that allows the autonomy of an elderly person, through a medical assistance team, an analysis of the operation was carried out, which had very good results, comparable with high-cost equipment and equivalent operation

Luis Serpa-Andrade, Kleber Villacres-Miranda, Xavier Moscoso-Nugra
From Traditional Styling to Lifestyle: Design Thinking Perspective of Cultural Collection

There are paradigms of traditional culture investigation that have been studied for many years. However, the purpose of thinking about traditional culture standing in the context of modern life is to excavate the past life situations and the relationship between people and things that support traditional culture, and then place them in the context of present and future technological life to re-design and rethink them. In this paper, we try to use mind mapping and Mapping to reorganize the relationship between people and things behind traditional culture in our course practice, and use the tools of Product Design Vision ViP to reinterpret and recreate traditional culture.

Bo Ouyang, Yun He
The Contribution of Ergonomics as Social Inclusion and the Development of Products for Bodies in Transformation

Demographic revolution is manifesting itself in the world through the expansion of old age on an accelerated scale. This reality must be considered by the entire global society, focusing on issues related to inclusion, accessibility and health, among others, in order to provide better quality of life to those reaching the condition of elderly. The main objective of this study is to disseminate and instigate research on the contribution of ergonomics as a social inclusion tool for the development of products designed to bodies in process of transformation. Previous literature review regarding the contribution of ergonomics, showed an extensive ongoing research in several areas and segments, being however neglected the clothing product. In Brazil, more specific studies show some interest in this area although shyly emerging. The contribution of ergonomics to the design of clothing product must employ selected methods and use of appropriate techniques for its development, considering in user’s satisfaction and its inclusion in society (This study has its starting point in a doctoral thesis research concluded in 2017, whose theme was about the suitability of clothing for elderly dependent women. For this purpose, in addition to the anthropometric study, it was relevant to emphasize the aspects of comfort, with a focus on the ergonomic comfort of clothing. This study exposed the need of further developments in this area, as well as by the perception of the lack of research on the contribution of ergonomics, specifically, regarding to user-centered clothing.).

Artemisia Caldas, Miguel A. Carvalho, Fernando N. Ferreira, Monique Caldas
Inclusive Design in the Context of Smart Community

This study combines two specific projects of Xilingjiazhai Road urban micro-regeneration in Shanghai to explore the advantages and problems of community residents outdoor life and to find out design strategies of urban street space and the relationship between people’s behavior and smart cities. We imply that the synergy of the five senses (especially the design of vision, touch, hearing, etc.) and the five senses (especially the sense of security, comfort, pleasure, etc.) are significant in street space design. In addition, besides the consideration for physical ability, culture and languages, inclusive design concept should include more possibilities, including enriching type of activities, expanding ranges of user groups, increasing flexibility of space usage, and extending duration of public spaces.

Dadi An, Xinhe Lu, Ge Song, Yongqi Wang, Yunchen Pu, Yuqin Chen

Design for Inclusion in Healthcare

Frontmatter
Design of Home Medical Devices for the Elderly Using Familiarity Design and Analytical Hierarchy Process

Recent triumphs in medical advances, including access to early detection and better treatments, have enhanced the quality of living in old age. As urban populations age with more elderly living alone, there is an urgent need to deliver healthcare through telemedicine, enabled by home medical devices. Incorporating a degree of familiarity in these devices’ designs can encourage end-user adoption and lower the barrier of accessibility, allowing the elderly to understand how to interact with a novel device based on their prior experiences, existing knowledge, and physical capabilities. In this paper, we proposed a design methodology using the principles of Familiarity Design (symbolic and actionable familiarity) and the Analytical Hierarchy Process. A case study of the design of a tele-ophthalmic device for the elderly was studied. This proposed design methodology for home medical devices brings about the potential of new experiences and increased accessibility to telemedicine for the growing elderly population.

Xue Ting Song, Jo-Yu Kuo, Chun-Hsien Chen
Manual Wheelchair Design to Improve User Safety, Comfort and Aesthetics for the Aging Population

In the future, a quarter of the U.S. population will be comprised of people over the age of 65. The goal of this research was to design a manual wheelchair concept to help users live a more mobile and independent life with safety, comfort and modern aesthetics. Three design phases explored these attributes through sketching and 3D CAD iteration. The final design included a hub-less wheel system with integrated, grooved push-rims to reduce the risk of fingers getting caught in spokes and enable ease of motion. The chair also integrated a self-balancing gyroscopic sensor so the front caster wheels could be fully eliminated, to reduce the risk of tripping, while improving turn radius and mobility. The intent of this work was to start a conversation regarding ways industrial designers can improve manual wheelchairs for the growing aging demographic.

Susan L. Sokolowski, Ezra Ende, Mark Fretz
Accessibility to Ambulatory and Emergency Services for Deaf People in the Context of a University Hospital: A Macroergonomic Approach

Health is a fundamental right guaranteed by the State to all people. However, the deaf and hard of hearing population face communicational and attitudinal barriers in all processes within the health system. Communication barriers can lead to serious consequences, such as not receiving health information, lack of disease prevention, errors in diagnosis and subsequent treatment of the patient. The objective of this research is to identify the main issues and their causes related to accessibility for the Deaf/HH population to outpatient and emergency services in the reception stage at a University Hospital (HU) located in Brazil. For this purpose, the first two phases of The Systems Analysis Tool (SAT) were applied. It was found that the HU is not prepared to assist the deaf person. Accessibility policies, assistive technologies and staff training are lacking are some of the problems encountered. The SAT was essential to identify and plan improvement actions.

Monica Holdorf Lopez, Lizandra Garcia Lupi Vergara
Development of a Mobile Planter Structure to Enable Ease of Use and Enjoyment for the Aging Gardener

The physical activity of gardening promotes positive benefits to the aging body through exercise and mobility, provides opportunities to be inspired through social interactions and improves the quality of life through nurturing. This research focused on designing a mobile planter system for aging users that promoted ease of use and enjoyment, to prevent the physical and mental challenges faced from prolonged inactivity. A multi-phased design approach was used that explored form, materials, functionality and aesthetic, all to develop a structure that allowed for up-right gardening, as opposed bending, kneeling on ground or squatting for the aging user.

Susan L. Sokolowski, Daniel Calabrese, Mark Fretz
A Strategic Design Analysis to Facilitate the Transition for All to the New Patient-Centered Healthcare Model in China

The China healthcare system is strongly relying on large hospitals, managing many thousands of patients every day. The limited number of doctors, the limited data interoperability even in the same city or province, and the patients' limited access to their own medical data challenge this model, reducing efficiency (unnecessary duplication of procedures) and patient satisfaction. Although standardization of the “one size fits all” model is an essential part of providing safe and cost-effective care, especially in a vast country like China with a relatively low patient-doctor ratio, effective healthcare requires participation from both healthcare providers, patients and caregivers, establishing new relationships to empower and involve them. Through co-creation-driven design for All in healthcare, it is possible to identify patient and operators Abilities, Necessities and Aspirations and design systems and services comfortable for diverse people. A co-created app may facilitate the transition to a patient-centred system without requiring a structural change of the current organizational model. In this way, it is also possible to test user and experience-centred technological solutions in pilot form, respecting the established hierarchy and facilitating policymaking.

Avril Accolla, Federico De Luca
Modernizing the Walking Cane to Integrate Ergonomics and Wayfinding Technology to Improve Aesthetics and Functionality For <55-Year-Old Users

By 2025, the global market for walking aids is forecasted to be worth $3.3 billion. Although one may think these products are for aging users, there is an underserved demographic of younger users (<55 years) that rely on devices for assistance while healing from injuries due to sport, automobile accidents, and other health-related conditions. This research sought to design a functional walking cane that has a modern aesthetic and breaks the preexisting social connotations of the cane form. A multi-phased design approach was used, where form, functionality and aesthetics were explored for a pre-defined person.

Susan L. Sokolowski, Adam Clausen, Mark Fretz
Cognitive Behavioral Therapy as a Learning Tool

Cognitive-behavioral therapy-CBT is a broad set of techniques, heterogeneous psychological procedures that allow intervention in a great diversity of problems that can affect a person, especially children in the social field, mainly at school, developing their skills, helping them to integrate and improve their lifestyle. Cognitive-behavioral therapy is based on the principles of learning, that is, it observes, analyzes, adapts, evaluates, modifies, and progresses in such a way that it was previously applied unconsciously for what is now considered a new science. This treatment plan is similar to scientific research, the miscellaneous factors that determine behavior and the various causes of human behavior can be processed through programs, algorithms, or models that systematize the information collected or variables tabulating to a clinical picture or formulation about every one of the patients to give rise to an effective intervention through technology, be it a computer, robot or therapeutic toy that quantitatively, continuously and progressively evaluates each child. This therapeutic tool will have measurement parameters and will objectively apply the clinical formulation according to the deficiency of each child to strengthen her aptitudes by weakening her anomaly or different disorders that they may suffer; For this reason, we allow ourselves to suggest applying cognitive behavioral therapy as a learning tool in the first years of life, in education, that is, to school children, since it facilitates the incorporation of every child whether or not he suffers from any deficiency, anomaly or disorder, spontaneously to any habitat without distinction, in a playful way because this therapy, treatment plan or learning tool allows the design of programs to be standardized for interventions at a social level with games, stories or teaching based on quantitative observable parameters for artificial intelligence.

Luis Serpa-Andrade, Roberto García Vélez, Graciela Serpa-Andrade, Irene Serpa-Andrade
FonAPP: An Interactive Application for the Therapeutic Intervention of Children with Dyslalia from Embedded Devices and Robotic Assistants

According to various studies conducted in Cuenca, Ecuador, most school children with speech disorders have dyslalia pathologies. However, in Ecuador, most special education/rehabilitation centers continue to use traditional materials to carry out therapy sessions for children with dyslalia. This situation is due to the few existing tools commonly are developed in other countries (such as Spain) and not address the patient's needs (context, idiosyncrasy, and local vocabulary). For these reasons, we present an educational application that can be used by speech-language therapists during the therapy sessions (face-to-face or online). This tool is designed to be executed in both, desktop computers and embedded devices that control educational robots (such as Raspberry PI or similar boards). Currently, the application contains several exercises and activities related to the 27 phonemes of the Spanish language. In the same way, the application includes an Automatic Speech Recognition (ASR) module that can work with online/offline servers. To evaluate the accuracy and app features, we conducted an experiment with a team of experts in the speech-language therapy area.

Óscar Tenesaca-Tenezaca, Adriana León-Pesántez, Verónica Velásquez-Angamarca, Vladimir Robles-Bykbaev
Analysis of the Use of Digital Tools as Support in Fine Motor Stimulation Therapy

This article presents a review of work related to therapies and tools used in fine motor stimulation in order to establish the parameters and characteristics necessary to define the creation of an interactive board with 5 different activities as an alternative therapy proposal. This board is implemented as a tool that serves as a support for therapists in sessions of fine motor stimulation in order to innovate in traditional therapies. This is possible since it is known that the use of technology allows us to create attractive and fun tools for children, who show more attention and dedication when interacting with a tool as if it were a toy. This tool is created with the intention of transforming stimulation therapies into fun gaming sessions in order to get children to carry out activities that help strengthen and stimulate the muscles necessary for correct development in their daily and school activities, which involve a digital grip, tri-digital grip, strength in the fingers and hands, hand-eye coordination, assimilation of request for activities by audios and finally motivational feedback in case children fail and positive feedback in the case of finishing the activity correctly. For therapists these tools are the fundamental basis of the sessions; that is why innovation plays a key role since the more interactive and attractive sessions, the greater openness to the experience, which originates better results.

Luis Serpa-Andrade, Sandro González-González, Vladimir Espartaco Robles-Bykbaev, Adriana León-Pesántez, Paul Mata-Quevedo

Apparel Design for Ergonomics, Engineering and Performance

Frontmatter
Fibers Leading Designs. How the Typical Features of Woolen Yarn Can Drive the Design of a Collection of Knitwear Product in a Real Industry Application

Could the specific properties of a material influence the thinking and the making of a design product? this paper illustrates the results of an applied research activity made at the School of Design of Politecnico di Milano, with Lanecardate, a spinner company in Biella that, being entirely dedicated to woollen yarns, is a leader in the production of this specific material.Woollen yarns are made of short wool fibres, and for this reason they are commonly –and mistakenly– considered to have a lower quality than the longer, worsted yarns. Indeed, they appear softer, fuzzier, heavier, better insulating and crease resistant: all these qualities must be valued and become better and better through the washing process.The finishing is therefore the most important phase to be considered while designing with woollen yarns: once washed with specific treatments, this material will improve its qualities but, at the same time, it will change in volume and structure. This has been precisely the starting point, and the in-depth investigation area, in which the research was concentrated: with an experimental didactic activity, the purpose was to deepen and study, together with the company, how to increase, and exalt, the qualities of this unique product and how to transfer this knowledge from the typical clothing sector to hypotheses of use in other areas. The paper thus describes the phases of research, development and experimentation highlighting the aspects of incremental innovation achieved and transferred on the realized prototypes.In the contemporary scenario of the fashion design discipline, the scientific research on knit design is quite recent and deals with a very wide industrial sector where the companies that process and make yarns are among the excellences on the world stage. Here, however, the industrial development in the production of yarns is still linked to traditional operating methods. Consequently, the research presented in this paper had the aim of stimulating the company to research, by innovating both from the operational point of view of the use of the yarn, from the application point of view, and from the one of mixing it with other fibres, to demonstrate how the productive and technological constraints can be an opportunity for multidimensional innovation both on the process, on the product and, consequently, on the market.

Giovanni Maria Conti, Martina Motta, Chiara Bianchi Maiocchi
The Personal Wardrobe During COVID-19 Pandemic

The COVID-19 pandemic has changed the world; people are living differently in all aspects: the ways they are socializing, buying, or even thinking before doing something, have led to dramatic transformations in different types of business. Some companies are thriving while others are struggling to stay alive, restructuring their products management and services. Many workers fear for their livelihoods and still working even not being paid. Consumers, in general, tend to retract non-essential purchases but on the other hand they have learned to adapt quickly to overcome the constraints imposed by governments. They also started working from home at the same time their younger children started taking online classes. Suddenly our home became our world, the place where we study, build, eat, do sports, and share our fears and our hopes. So, if we all stay there longer, what does your wardrobe look like?The purpose of this paper is to gather as much information as possible to understand how the enclosure experiences have transformed people’s ways of dressing.

Carla Morais, Gianni Montagna, Ana Marques
A Cultural Mediation of Meanings Between Consumer-Goods, Trends and the Culturally Constituted World

Cultural mediation is a process of conveying meanings in society and consumer-goods are their carrying vehicles. This essay addresses the movement of meanings between the culturally constituted world and cultural artefacts. It clarifies this process through the analysis of brands’ roles in conveying messages. Our methodological perspective approaches a semiotic reading, a trend analysis and a hermeneutical interpretation of a case study in light of the Movement of Meaning Model. The developed conceptual framework contributes to the understanding of the flow of meanings in culture from consumer goods to the culturally constituted world; the role of consumer goods as mediators; and to correlate consumer-goods with socio-cultural trends. The process shows relevant results for understanding cultural mediation; how meanings are articulated within society; and the role of brands when transporting meanings.

Theresa Lobo, William Afonso Cantú, Nelson Pinheiro Gomes
Individual Motivation to Create Can Boost the Apparel and Textile Company’s Culture and Climate for Innovation: A Case Study

Several Companies have highlighted Innovation amongst the fundamental pillars towards sustainability and endurance in a worldwide competitive – and sometimes uncertain – market. Research has stressed that innovation is the outcome of a successful implementation of new and useful (thus creative) ideas. This support is linked with the companies’ climate and culture for innovation. Studying the individual and organizational creativity, scholars have pointed out the fundamental role of one’s motivation as part of the framework towards the creative output. When analyzing the organizational structure, it is clear that the employee is the smallest element in the entire mechanism. In 2019, a snowball sample of 114 fashion designers (n = 114) working in Portugal was part of this research work. Results have proven that there is a statistical significant (p < 0,05), positive and very strong correlation (RS = 0,801) between the Portuguese fashion designers’ motivation and the organizational climate and culture. As practical and useful output of the present research, a list of good practices is presented, focusing the Portuguese textile and apparel Industries, based on the collected empirical data, aiming the improvement of the (ever-changing) organizational climate and culture towards one’s Innovation rates.

João Barata, Rui Miguel
Constructed Images and the Inner Self: Reading Identities in “The Queen’s Gambit”

At a time flooded with an immensity of identity possibilities, it is still possible nonetheless to infer information about people’s social status and group. To do so one must not only take into consideration the prevailing visual and behavioral culture of the society they are inserted in, but also confront it with the person’s idiosyncrasies. By doing that, one will realize that someone’s image is constructed around the level of conformity of their personality to societal expectations. The physical representation of said conformity is the projection of the self (persona) achieved through their clothing, props, accessories, and behavior.The aim of this study is to analyze Beth’s self-image and gauge its individuality in “The Queen’s Gambit”, by following the evolution of her projected image throughout the key moments of her journey. To do so, it will be taken into consideration the visual narrative and representation along the plot.

Carlos Manuel Figueiredo, Ana Rafaela Diogo
Design of Fashionable and Functional Tri-Laminated Wool Fabrics for Leisurewear Considering Comfort

Regarding current trends of textiles and clothing, it is possible to see the social change on a healthier lifestyle required by consumers as a growing demand. The product valorization combines properties as aesthetics, innovation, comfort and multifunctionality, which are a differentiating factor, considering fashionable and functional wool fabrics. To analyze this, comfort tests were made in tri-laminated fabrics with functional membranes, evaluating properties such as water penetration resistance, air permeability, heat and water vapor resistance and peel resistance, to achieve the optimum design of the tri-laminated fabrics considering the best comfort performance. The results obtained demonstrate a very positive evaluation for the consumer's needs, regarding the effect of functional membranes on tri-laminated fabrics with the application of wool fabrics. However, they differ from membrane to membrane. These results will be significant for the textile industry in the wool sector for the development of new products and new niche markets.

Benilde Reis, Rui Miguel, José Lucas, Madalena Pereira, Cláudia Pinheiro, João Carvalho, Gilda Santos, Fernando Moreira da Silva, Manuel Santos Silva

Technologies for Textiles and Fashion

Frontmatter
Designing the Future of Smart Fencing Garments

In this work, we present a study on the possible future of fencing clothing, based on a self-report inquiry-based research methodology asking about the needs, expectations and requirements of the users. It focuses on three issues: (i) identifying the importance of user requirements regarding functionality; (ii) identifying the importance of user design requirements; (iii) identify elements of future preference of the user. This research aims to identify and collect a set of information about features possible to improve in the design process, through a method divided into three parts: sample, script and analysis. Results revealed the lack of knowledge at the various age ranges about what smart clothes are. In addition, it was possible to highlight five technologies that may be interesting for the development of smart fencing clothing.

Bernardo Providência, Daniel Vieira, Helder Carvalho
Adaptive Textile Mold System for Double Curvature

Free form architecture with complex geometry are one of the most striking trends in contemporary Architecture and design, enriching the spatial and expressive diversity of Architecture. These shapes are also one of the major challenges for architects, engineers and the building industry, creating new challenges for manufacturer of building components, because of the difficulty of manufacturing double curvature shapes at reasonable prices and quality.CAM manufacturing processes have limitations, their stage of development is not the same of geometric manipulation, made through CAD tools, that constitutes a research field with high potential.The proposed technique is based on the manipulation of elastic textile membranes by arduino motors, the points of the surface are transferred to the textile membranes using the CAD 3D data.The precast components are assembled using the Brick Warp System which is an post-stressed constructing process, the combination of these systems produces a solid solution, that allows materialize structural morphogenesis principals.

A. Basto Diogo, António Morais
Effect of Leg Support on Body Fat Reduction: A Pilot Study on an Older Woman Undertaking Aerobic Exercise

Physical exercise limits fat mass and prevents obesity, and aerobic exercise promotes lipid consumption. We studied a woman aged 62 years who did not exercise regularly. She wore four types of experimental support pants of different leg lengths and undertook 30 min of aerobic exercise at between 10 and 60 W, in sequential 6-min bursts. Her respiratory metabolism and heart rate were measured using a bicycle ergometer. Respiratory metabolism in a sitting position was measured while wearing each type of support for 6 min. Tights and pants reduced body fat during aerobic exercise at light loads and leggings increased the rate of reduction at light and heavy loads. We conclude that support wear aids the loss of body fat while sedentary and during light exercise and that leggings help reduce body fat during light and heavy exercise.

Tamaki Mitsuno, Akio Yoshida, Shinich Watanabe
Textiles in Architecture: Floors and Wall Coverings

The use of innovative materials can aesthetically enrich the project, being applied as a merely differentiating or decorative factor, but more than that they can improve the comfort of the homes and achieve significant energy savings. In a first phase we will make a survey of the functions of textiles used in architecture. This is followed by a study on color. In an architectural project it has no influence on the price, but it can be an economic way to improve the quality of the user's daily life.

Cristina Carvalho, Marlene Couceiro, Gianni Montagna, Carla Morais, Rui Mendonça
Development of Smart Fencing Garments

This study describes the design process for the development of a concept for a smart mid-layer for fencing apparel, through the integration of flexible textile printed piezoresistive pressure sensors for tracking the performance of blade touch. Pressure sensors based on a 3-layer structure comprising electrodes and a piezoresistive layer were produced and tested. The sensor is connected a data acquisition board (DAQ), which converts the analogue output voltage to a digital signal. Performance tests were done using software developed in LabVIEW. Compared to the standard electric gilet, this approach allows for a thinner and lighter design. Unlike the normal use of the vest, integrating this solution in a flat pattern piece inside the fencing jacket does not compromise its design and aesthetics. It allows eliminating a layer of clothing, developing a more ergonomic jacket and enables the future integration of wireless technology. A concept of the garment is presented.

Daniel Vieira, Bernardo Providência, Fernando Ferreira, Helder Carvalho
Industrial Hemp and Apparel Design - An Introduction to Challenges and Opportunities of Sustainability and Evolutionary Resilience

This paper aims to debate forms of action for systemic changes within textile and clothing industries considering the resilience reference, particularly regarding development at these industries and their productive structures. For this purpose, we selected Hemp fiber as a case study, to discuss its potential for evolutionary resilience in relation to the textile and clothing fashion systems.

Elsa Lima, Gianni Montagna
Design of Fashionable and Functional Tri-laminated Wool Fabrics for Leisurewear Considering Drape and Touch

Regarding textiles and clothing, current fashion trends are focused on increasing the technicality of the products, with more alert and demanding consumers, looking for functional products such as workwear, sportswear, or day-life clothing, which combine aesthetics and innovation, design, protection, comfort, multifunctionality, fashion, and competitive price. Considering the multidisciplinary project of “New fabrics for high-performance applications based on natural fibers”, this work highlights the application of wool fabrics for leisurewear. Tests were performed in KES-F System to analyze the mechanical properties, under low forces, of tri-laminated wool fabrics with functional membranes, to evaluate parameters such as extensibility, compressibility, shear rigidity, bending rigidity and surface characteristics, to achieve the optimum design of the tri-laminated fabrics considering the best drape and touch. The results of the laboratory tests evaluate four tri-laminates fabrics to identify the best performing membrane and the technical construction of wool fabrics best suited to the tri-laminating process.

Benilde Reis, Rui Miguel, José Lucas, Madalena Pereira, Cláudia Pinheiro, João Carvalho, Rosário Grazina, Fernando Moreira da Silva, Manuel Santos Silva

Human Factors for Textile and Society

Frontmatter
The Knitting of an (Im)material Presence

Knitted products are, from the beginning, a democratic way of producing garments and of communicating the elements that are intrinsic to them. If, on the one hand, they need little technology to be developed, its technical elements can reveal a productive geography that can identify peoples and cultures. It is a constant journey between the material and immaterial elements of different communities and the refining of a silent but powerful communicative capacity that has left its mark over the ages.The purpose of this paper is to draw a cultural and technical link in knitting, in order to identify the construction of the places and objects through the knitting techniques.The use and organization of bibliographic sources will be the main methods used to collect information on this topic, focusing on the relationship between places and traditions that allowed the creation of specific identities in different cultures.

Gianni Montagna, Maria João Delgado, Carla Morais
Weaving as Traditional and Innovative Human-Centred Activity

It is a question of how physical and theoretical knowledge are deeply connected and how the learning of elementary gestures is the necessary basis for the development of highly refined artistic and artisan skills. The textile processes express single passages that many of us fortunately learn at a young age and that allow the development not only of manual skills but also of the control of thought and actions. The study is verified through a survey of a population sample on the skills of textile processing that do not produce income and that are not a job but which are part of our life also for the mere fact that everyone comes into daily physical contact with their clothes, your second skin.

Eleonora Trivellin, Martina Biagi
Materials Matters in Textile and Fashion Design Education

This paper intends to reflect on the importance of the choice of materials during the concept phase of fashion and textiles products and its relation between design and the academia for the sustainability of the future. The methodology will be carried out through a review of literature which intends to review fundamental concepts and develop strategies to raise awareness about sustainability and circular economy, allowing to understand its importance for the learning of future students. With the evolution of the textile and clothing industry and the needs of the user, it is expected to be able to identify major thematic areas, which are indispensable to design and education. In addition, a reflection on the importance of the theme in the current and future economy will also be proposed.

Sónia Seixas, Gianni Montagna, Maria João Félix
New Pathways for Design Teaching

Since its creation that the design discipline has been expanding its space and therefore encompassing issues of a crescent complexity. That growth has an impact in the way designers work and will profoundly affect design education. There is a new set of challenges which designers are facing today in their professional practice, challenges that require new skills, new ways of thought and new approaches. It is then essential to prepare the new generation of designers for these constant changes enabling them to work with emergent business models, new design markets, and new ways of working.To assess these issues, a review of the most relevant literature was carried out, which enabled us to contextualize the socio-cultural evolutions in design and thus comprehend the ways of learning that are best adapted to contemporary times.This research intends to help define some guidelines that can identify ways for a design education that must keep up with the rapid changes in the world.This paper is part of a PhD research on the use of the digital tools and virtual environments in fashion design teaching. The virtual environments induce a drastic change in the way research, concept development and project communication are made, changing forever the practice of design.

Luís Ricardo Santos, Gianni Montagna, Maria João Pereira Neto
An Ideal Triangulation in Fashion and Textile: Industry, Academia and Users

This study aims to reflect on the relationship between industry, academia and users envisaging a shift in consumers’ fashion and textile consumption in order to raise environmental awareness focused on a circular economy strategy. The textile and clothing industry is one of the main environmental problems in landfilling. Facing this issue requires re-shaping the relational dynamics through a triangular model that connects the academia, the industry and the users’ spheres. The methodology will be carried out through a review of current literature, with a critical, constructive and real analysis on circular economy awareness strategies. It is expected to contribute to a reflection on the importance of decision-making of each of the actors in the process of the fashion chain – industry, academia and users – in the adoption of a more conscious and sustainable attitude in the current paradigm and in a future vision, deepening and generating knowledge.

Maria Antonietta Sbordone, Barbara Pizzicato, Gianni Montagna, Sónia Seixas
The Boro Style and the Sashiko Technique

Coming from a “don’t waste” style, boro is certainly a style, not just of fashion and style, but a lifestyle. There are the subtle colors and ragged textures, the abstract art effect of the patches and the enduring warmth that turned in a unique handmade textile.Imminent from Japan the boro technique can be used to creating new items or even to repair clothing parts.We talk the trajectory of this technique that were born in a necessity and nowadays follow a contemporary way. In this paper we also named the boro style and the use of Sashiko technique through the eyes of new artists. Specialists in this craft, consider the inspiration for many people who want to learn and do clothes themselves.Is important to highlight the slow fashion and the significant of this style in the life living.

Isabel Bieger

Sensory Engineering and Emotion

Frontmatter
Movement-Mediated Communication Between Human and Machine

This paper proposes Mahalanobis Distance – Pattern approach for human machine teamworking. IoT insists that humans and machines work together on the same team. But to realize this, humans and machines need to communicate. Up to now, machines move based on human instructions and their worlds are separate. But if it comes to human-machine teaming, what we share with machines is movement. Therefore, we developed Mahalanobis Distance-Pattern approach by utilizing ordinal scale Mahalanobis Distance and temporal variation of dynamic movement data. This is Non-Euclidean approach. So, it works very good for making strategic decisions how to achieve better movements.

Shuichi Fukuda
Examinations of Color Emotions for Average Faces

Emotional responses to color stimuli are referred to as color emotions, and relationships between color attributes and them have been discussed in past studies. In the current study, we reveal relationships between color rendering properties and color emotions pertain to face colors by using of a light system controlling color rendering property. The system we developed in the previous study has four color (red, green, blue, and yellow) LEDs to enrich color rendering property. This study provides a comprehensive discussion of color rendering properties and color preference to average face by summarizing past two studies. The first study examined color emotions against skin color under various color rendering properties. As a result, we confirmed that the color rendering property certainly affects color emotions, and we obtained regression models to represent color emotions by color rendering properties. The second study assessed relationships between color emotions against averaged face irradiated by various illuminants with different color rendering properties. As a result, we confirmed that the color rendering property certainly affects color preference, and we obtained regression models to represent color emotions by color rendering properties. Based on the model of the relationship between color emotions and color rendering properties obtained through these two studies, a comparison of skin color itself and color emotions as a face color is discussed. Specifically, the results suggest that color shifts in the red and green directions have different effects on the impressions of single colors and average faces.

Keiichi Muramatsu, Yoshimasa Tawatsuji, Kazunori Kaede, Keiichi Watanuki
Research on Trust Oriented Interface Design Method of Logistics Robots in the Post Epidemic Era

In this paper, we consider how to help people build reasonable trust in logistics robots through human-machine interface design in the post-epidemic era, achieving the goal of increasing logistics robots’ utilization rate. Based on people’s demand for logistics robots in the epidemic and the analysis from three aspects: logistics vehicles, trust issues, and Acute Stress Symptoms (ASSs), and then analyzed the design method to get the man-machine interface design strategy: a design for positive emotions while highlighting the system’s transparency. This research provides designers and researchers with design strategies and guidance by obtaining a design strategy for a specific logistics robots design case.

Yutian Lei, Zhengyu Tan, Weihong Su
The Validity of Street View Service Applied to Ambiance Perception of Street: A Comparison of Assessment in Real Site and Baidu Street View

The street view service, like Google Street View and Baidu Street View, has emerged as a research tool to capture the visual perception data of observers. This research explores the validity of Street View service tool using in visual perception assessment on historical block—can Street View service provide perceptual results consistent with reality. We conducted a survey based on the real environment and Baidu Street View pictures on two typical historical streets in Harbin, China. User’s subjective perception of the quality of streets and ambiance were compared. The findings show Street View has good validity on the subjective perception part of street quality, but on the ambiance perception, there is a significant difference between Street View and real site audit. Meanwhile, the validity of Street View on the ambiance differs for different types of streets.

Guanqing Feng, Guangtian Zou, Barbara E. A. Piga, Haihui Hu
Immediate Effect of Thumb-to-Ground Distance Training by a Target Multivariate Gait Data Generation Method Considering Physical Differences

Herein, we developed a machine-learning-based multivariate gait feedback training system to address the recent increase in the number of people requiring nursing care. Our system considers the physical differences of trainees in order to provide effective gait training and to reduce the burden on caregivers and physical therapists. We focused on “stumbling” as a target of training and examined the immediate effects of this training system and evaluated the effects of one training session in terms of the thumb-to-ground distance, joint angle, and floor reaction force. As a result of the experiment, participants’ thumb-to-ground distance increased significantly, indicating the effect of training on stumbling. In addition, the results showed that each part of the body and the timing of the trainee’s gait can be adjusted to satisfy the important criteria that determine the ideal thumb-to-ground distance and that each individual has freedom of flexibility in other areas.

Yusuke Osawa, Keiichi Watanuki, Kazunori Kaede
Spatial Perception Under Visual Restriction by Moving a Sound Source Using 3D Audio

Recently, a path navigation system for visually impaired persons was developed that provides direction using three-dimensional (3D) audio. However, the path navigation system only provides the directions to a destination—the person cannot perceive either the shape of the room or the obstacles. Therefore, we investigated the effectiveness of 3D audio in spatial perception under visual restrictions. We conducted a spatial perception experiment and a walking experiment to confirm how accurately people can perceive spatial information by moving a sound source using 3D audio. In these experiments, we developed a mixed-reality application to provide spatial information in a virtual environment. A noise sound was presented and moved along the shape of the virtual room. The experimental results suggest that people can perceive spatial information and walk around the room by moving a sound source along the shape of the room.

Koki Murakami, Keiichi Watanuki, Kazunori Kaede
Interaction Between Negative Emotion Regulation Strategy, Voice Emotion and Gender

In order to improve the user experience of negative emotion regulation of intelligent voice interaction products, this paper discusses the cognitive reappraisal and expression suppression strategy and Acceptance and Commitment Therapy (ACT). These three negative emotion regulation methods, sound positive and negative emotion rhythm, the interaction between voice gender and participant gender and the regulation effect on participant negative emotion are discussed. A four factor mixed experimental design was adopted. The participants were asked to fill in the experience emotion scale before and after watching the emotional arousal video to determine whether the negative emotions of the participants were awakened. Then the participants were asked to listen to two emotion regulation audio. After listening to each audio, they were required to fill in the experience emotion scale. The interaction between the four factors was obtained by statistical analysis of the experimental data. In the face of positive emotion rhythm, the negative emotion regulation effect of women is better than that of men. On the contrary, in the face of negative emotion rhythm, the negative emotion regulation effect of men is better than that of women. Compared with male voice, female voice can regulate people’s negative emotions more effectively. At the level of positive emotion rhythm, the effect of expression suppression on negative emotion regulation is better than that of cognitive reappraisal, and the effect of ACT is the worst. At the level of negative emotion rhythm, the effect of cognitive reappraisal and ACT is almost the same and better than that of expression suppression. In the face of fear and sadness, there is interaction among gender, regulation mode and voice emotion rhythm. In the face of negative emotion of male participants, the combination of positive emotion rhythm and expression suppression has the best regulation effect.

Cuidi Wu, Yonghong Liu, Jiahe Zhang
Emotional Experience Design of Medical Working Space Based on Color Semantics

With the continuous improvement of living standards, the development of modern medical system, the transformation of people’s medical philosophy and the strengthening of medical experience, medical space is in urgent need of improvement, and more and more medical institutions are beginning to pay attention to the humanistic design of human-centeredness in medical space. Research has shown that color in medical space has the role of creating atmosphere, conveying information and aiding treatment. Different colors have different emotional properties, and a good color space experience will have a positive impact on people’s emotions and behavior. Different colors can also have a special effect on certain tissues and organs in the human body as well as on the psyche. The current medical space can be divided into communal space, transitional space and private space. However, in the past, some cases of medical space still have too single tone, too traditional and cold colors, often ignoring different scenes, different users are in different experience needs of space color and other problems. Based on the theoretical knowledge of color semantic symbolic language and color psychological perception, this study will identify the direct psychological effect and indirect psychological effect of color elements on people through literature research method. With reference to the color language image cross-coordinate scale, the matching color scheme will be refined by combining the physiological and psychological needs of different users, as well as the key words of emotion required in the current spatial environment. Through the survey method, different existing medical space cases are selected for generalization, and the color samples of different spaces are extracted by combining with Raul’s color system, which are proportionally assigned and grouped according to the base color, auxiliary color and accent color, and a color sample database is established for grouping. Compare the color scheme habits of each medical institution, and consider the advantages and many considerations of the existing environmental color scheme. Analyze the future trends of medical color schemes and the shortcomings of existing medical color schemes. The color scheme of medical space will be expressed symbolically, associatively, psychologically and metaphorically, and the psychological characteristics will be conveyed in terms of hearing, touch, skin, muscle, smell and taste. This study will take the hospital environment as a carrier, combine the experience needs of each user in different spaces, and produce reasonable color schemes for simulation application, provide medical institutions and designers with a customized color library and color matching tools for medical space based on situational experience, provide inspiration and decision-making suggestions for medical space color design, participate in the design process, and save communication costs. The purpose of this study is to enable the medical industry to scientifically select appropriate colors based on color semantics and color psychology when designing spaces. This paper tries to embody the people-oriented color design in medical space, and to a certain extent, use color factors to improve the user’s perception experience in medical space.

Ren Long, Xinyi Shang, Huai Cao, Jun Li
Evaluation of Entrainment of Heart Rate and Brain Activation Depending on the Listener’s Nodding Response and the Conversation Situation

In recent years, conversations over the screen with the face visible have become useful for meetings and lectures. If the listener does not seem to respond, the speaker’s ease of speaking may change depending on the presence or absence of entrainment. We also confirmed entrainment depending on the presence or absence of the listener’s reaction. While the speaker was speaking, we obtained fingertip plethysmographs and cerebral blood flow for each of the listeners and speakers. From the results of this experiment, synchronization of brain activation was observed at specific sites depending on the response of the listener and the type of conversation. Many entrainments were observed in the heart rate variability during face-to-face conversation and the nodding response. From the above results, it can be concluded that the occurrence of entrainment depends on the type of conversation and the response of the listener.

Tomofumi Sakata, Keiichi Watanuki, Kazunori Kaede, Tomio Watanabe
Evaluation of Effect of Look Aside Driving on Avoidance Behaviors of Cyclists

In recent years, as bicycle delivery services and shared bicycles have become popular, an increase in the simultaneous use of bicycles and smartphones has been observed. Thus, collisions of pedestrians and cars have increased, becoming a social problem. The cause of this problem is considered to be the reduced attention span caused by gazing at a smartphone, which requires the development of a safe driving support system to prevent accidents. In this study, as a preliminary step toward the development of a system, we first examined the effects of looking at a smartphone on the attention span of bicyclists. The results indicated that looking at a smartphone reduced subjective attention, but there was no correlation between the distance between the appearance of a pedestrian and the collision.

Yuki Akimoto, Keiichi Watanuki, Kazunori Kaede

Perception, Cognition and Emotion

Frontmatter
Are Brand Affiliation Tasks and Similarity Evaluations Comparable? An Examination Using the Example of the Vehicle Front

By having a similar appearance, products can be grouped together. This is used by brands to generate a common product origin. This paper investigates to what extent the ratings of similarity (high dissimilarity - high similarity) and more precisely brand affiliation (different brands - one brand) of product pairs differ. For this purpose, an online survey was conducted using the example of vehicle fronts. These were specifically designed with regard to different shapes and product perceptions (object-oriented impression of the product). The results of the ratings differ significantly for some product pairs concerning similarity and brand affiliation. In addition, the response behavior of the participants in the evaluation of brand affiliation is better attributed to the shape and product perception.

Matthias Sebastian Fischer, Daniel Holder, Thomas Maier
Emotional Features of Musical Pieces with Seamless Transitions in a Video Game

In recent years, game music has a strict limitation to achieve seamless scene changes or situation changes. NieR:Automata provides six different versions for each musical piece. In the present study, the results of a perceptual experiment showed that the six different versions evoke different emotions, in spite of the limitation. Moreover, the results of the continuous measurements of the emotional features showed that the vocal part was effective to fluctuate the emotions in a musical piece.

Akinori Taniguchi, Masashi Yamada
Mondrian’s Tartan Style Application Pleasant Perception Based on the Aesthetic Evaluation and Reliability Analysis

Based on the aesthetic evaluation measures and reliability analysis, Mondrian's Tartan style application is pleasant:Mondrian's Tartan style has a certain influence in modern product design. This article mainly combines actual design cases to evaluates the aesthetics of the structure and colour block layout of the different “Tartan style” designs, obtain the most aesthetically valuable and pleasing design scheme. First, it puts forward the meaning of this article and the main types of evaluation; secondly, the design structure layout is evaluated and analysed using the interface aesthetic evaluation factor measure; next, the colour proportions are calculated using image quantification method to calculate the aesthetic evaluation and select the solution with the highest aesthetic value; finally, compared with the subjective evaluation, it is verified that the objective calculation results have a certain reliability, and can select the scheme with better aesthetic value and pleasant mood.

Yingjing Li, Chengqi Xue, Wenyu Wu
Young Consumers’ Perception of the Matching Relationship Between Product Form and Color: A Case Study of Passenger Car in Side View

The matching relationship between passenger car form in side view and body color is probed from young Chinese consumers’ perspective. By means of similarity judgement investigations and cluster analysis method, ten representative passenger car form in side view in monochrome pictures are selected out of 130 main passenger car models by main manufacturer in Chinese mainland, and ten representative body colors are selected with a balance between body colors from production models and from color wheel. 100 form samples are then produced by combining representative forms and representative body colors. The semantic evaluation experiments on ten representative samples and 100 synthesized ones are carried out from the point of the image word pair ‘Dislikeable-Likeable’ with a 7-degree Likert scale. The difference between two evaluations on the same form is calculated to act as dependent variable while C, M, Y and K in body colors as independent variables in multiple regression analysis. The result shows that passenger car form in side view in white body color are highly favorited, implying that being colorful in car body does not contribute to young Chinese consumers’ favor of passenger car form in side view.

Chunrong Liu, Kuikui Jin
Relationship Between Eye and Hair Colors and the Impressions of Characters

In the present study, 14 different colors were prepared to paint the hair and eyes of girl and boy characters, and 392 characters were constructed as stimuli. Fifteen university students rated the impressions of the characters with semantic differential scales. They also rated the degrees of Moe and preference for the girl characters, and the degrees of coolness and preference for the boy characters. Factor analyses were performed for rated scores. The results of the analysis extracted three factors, activity, potency, and naturalness, in both cases of the girl and boy characters. Then, ANOVAs were performed. The results showed that the impressions of the characters were largely affected by the hair color, but not by the eye color. Moreover, configuration of the hair color on the activity-potency plane corresponded to the hue circle.

Megumi Tanaguchi, Masashi Yamada
Using Kansei Semantic Differential Method and Grey Relational Analysis in the Exploration of Product Form Image Cognition Representation

The social and living style in our society has greatly changed that makes customer requirements complicated and difficult to grasp. This situation causes designers to devote their efforts on considering consumer emotions or preferences in the engineering aspects of design. Since Kansei engineering is a method for translating customer feelings and impressions into product parameters, it can effectively analyze the human emotion and reflect it on product characteristics. The objective of this study is to integrate properties of emotion and rationality into the generation of product forms. The development procedure includes four stages: (1) data collection, (2) identification of semantic differential adjective vocabulary, (3) imagery analysis of vocabulary, and (4) grey relational analysis for imagery Preference evaluation. The results expected to reduce the differential cognition between customers and designers and link customer requirements with product form elements to help improve design quality.

Guo-Peng Qiu, Jia-Li Yuan, Jing Chen, Ming-Chyuan Lin

Emotional Design

Frontmatter
Gamification of Movement Exercises in Rehabilitation and Prevention: A Framework for Smart Training in AI-Based Exergames

Activities for rehabilitation and prevention are often lengthy and associated with pain and frustration. Their playful enrichment (hereafter: gamification) can counteract this, resulting in so-called “exergames”. However, in contrast to games designed solely for entertainment, the increased motivation and immersion in gamified training can lead to a reduced perception of pain and thus to health deterioration. Therefore, it is necessary to monitor activities continuously. However, only an AI-based system able to generate autonomous interventions could vacate the therapists' costly time and allow better training at home. An automated adjustment of the movement training's difficulty as well as individualized goal setting and control are essential to achieve such autonomy. This article’s contribution is two-fold: (1) We portray the potentials of gamification in the health area. (2) We present a framework for smart rehabilitation and prevention training allowing autonomous, dynamic, and gamified interactions.

Steffen Willwacher, Oliver Korn
Do We Perceive People as More Attractive During a Pandemic?

During the COVID-19 pandemic, citizens all over the world are largely adopting the use of face masks in public places to reduce potential transmission of the virus. The present study was conducted to investigate the effect of a mask on the perception of facial attractiveness. Through an online survey, 102 young respondents assessed the attractiveness of thirteen different faces, each time with one of the following mask conditions: (a) a regular face mask covering the mouth and nose, (b) a mask with a transparent window and (c) no mask. The results showed that faces wearing a regular mask were perceived as more attractive than faces without a mask. However, faces wearing a transparent mask were considered less attractive than faces without a mask. Masks with a transparent window, intended to improve our ability to communicate, could therefore make us appear less attractive compared to a regular mask.

Muriel De Boeck, Kristof Vaes
Ergonomic Design for Assembly Manufacturing Workstation Based on Universal Design Principles

Apart from job satisfaction, well-designed ergonomic work environment provides physical safety as well as enhance productivity of workers. In manufacturing facilities, workers’ activities during work involve heavy workloads, such as lifting, exerting excessive force, etc. These contributes ergonomic issues and effective countermeasure to improve this is strongly required. This project aims to verify the ergonomic risk of workers and propose an ergonomic design for the manufacturing workstation. Nordic musculoskeletal questionnaire (NMQ) and principle of universal design was used in the existing workstation of partner company. Its simulation model was implemented using (CATIA V5) and digital manufacturing simulation software (DELMIA V5). As a result, computed analysis of Rapid Upper Limb Assessment (RULA) and energy consumption in the workstation were obtained. Results showed that RULA and energy consumption of the proposed design were better than the existing design. Feasibility of the proposed design will be discussed using the results of simulation (177).

Ruzy Haryati Hambali, Effendi Mohamad, Teruaki Ito
Hedonic and Utilitarian Motivations in Predicting the Buy Intention of Technological Products: A Study in Developing and Emerging Countries

An area of great interest for business is establishing the factors that determine consumer intentions to purchase new technological products. The present study seeks to contribute to this field of research by establishing how the consumer’s hedonic and utilitarian motivations help explain their purchase intentions. The present study consisted of a survey completed by 725 people in Ecuador (a developing country) and 376 in Russia (an emerging country). The data obtained were analyzed with a multiple regression, with the purchase intentions of five technological products being the variable to be predicted and the two motivations for the use of technologies as the predictor variables. Various demographic variables were introduced as control variables. The results obtained point to a secondary role for demographic variables. On the other hand, and in a consistent manner, hedonic and utilitarian motivations were significant predictors positively associated with purchase intentions in both countries.

Jorge Cruz-Cárdenas, Ekaterina Zabelina, Olga Deyneka, Carlos Ramos-Galarza
Understanding the Role of Emotions in the Evaluation Process of Baby Strollers by Expectant Mothers

The aim of this study is to determine the emotional effects of contemporary stroller designs. Today a wide spectrum of baby stroller designs with a high degree of multi-functionality is available in the market to respond complicated needs of expectant mothers. During the product selection process, primary users, are able to analyze the multi-functional nature of various baby stroller designs without the ability of a real trial because of serious health risks for the baby. The appearance of the product can be the primary hidden factor in the final selection decision. Therefore, this study aims to find which design features affect the emotions of expectant mothers, whom are the primary users of these products, and which product features may affect the purchasing decision. By examining the relationship between emotions and product features; it was aimed to make guiding determinations that can be used in the design, production and marketing stages.

Begüm Türeyengil, E. Cem Alppay
A Gesture Elicitation Study to Generate Interaction Design Insights for Self-reporting of Mental and Body States Using a Portable Device

Self-report of mental or body states through Ecological Momentary Assessment is recommended over asynchronous methods, however, in contexts where users lack time for self-reporting, as with factory operators, this is a challenge. Furthermore, interaction designers lack references and guidelines to design these interactions. We designed a speculative prototype of a portable device that could recognise gestures corresponding to certain mental and body states and we conducted a gesture elicitation study with the prototype with eight participants. The gesture data were analysed and represented graphically to guide and inspire interaction designers. These visualisations were discussed and iterated on through two focus groups with a group of three interaction and communication designers. The study allowed to elicit visual gesture representations which may be useful to inspire and inform interaction designers and suggests that, if representations are aesthetically appealing to designers, they will be encouraged to spend time understanding complex data.

Ana Correia de Barros, Catarina Dantas, Fernando Ricaldoni
Tactile Texture Experience on Ceramic 3D-Printed Surfaces Based on PAD Emotion Model

Nowadays, the technology of additive manufacturing has been widely recognized. Ceramic regarding as a new material is coming into the view of engineers and designers. The research is to find out the connection between ceramic 3D-printed surfaces and user's tactile experience. The experiment presents 18 samples with different physical properties. PAD emotion model is applied to evaluate tactile emotion of subjects reacting to samples. The result explained the positive correlation between physical properties and tactile emotion. And the contributing factors on tactile experience were quantitative analyzed by regression equation. This paper provides a reference for designers to obtain the tactile experience information of ceramic 3D-printed product.

Qingxia Chen, Yonghong Liu, Yiming Song
Design Method of Subway Station Wall Decoration Based on Emotional Design Theory——Take the Exhibition Center Station of Suzhou Line 7 as an Example

As the “propaganda window” of urban culture, the wall design of subway station of rail transit plays a role not only in beautifying the environment of underground space and improving the aesthetics of urban culture (visceral level), but also in guiding people's route (behavior level). As a kind of social public resources, it also needs to show the cultural connotation and spiritual concept resonated by the whole society and the public (reflection level). This paper attempts to use the emotional design concept, from the three levels of visceral, behavior, reflection, combined with the analytic hierarchy process (AHP) to build the functional hierarchy model of subway station wall decoration design, to solve the problem that the subway station wall design failed to systematically consider the emotional needs of citizens.

Lifeng Wu, Xuechun Cui
Ergonomics and Lifestyle: The Future Roles of Television Sets in the Chinese Family

With the gradual popularity of television (TV) sets in China in the 1980s. TV sets have become the entertainment center in almost every Chinese family. However, as time changed, intelligent electronics such as smartphones, tablets, laptops provide people with more flexible interaction because of the difference in ergonomics. People are spending more leisure time on these new devices instead of TV sets. For exploring this phenomenon, the paper applied a mixed method. Firstly, a literature review was conducted to understand the development history of the TV set and Chinese family’s lifestyle changes over time. Secondly, the questionnaire survey was conducted to collect data about Chinese people’s motivations to buy TV sets nowadays. The results aim to define television sets’ future roles in the Chinese family and offer reference to TV design based on the ergonomics theory.

Pengyu Du, Kin Wai Michael Siu, Yi-Teng Shih
Emotions as an Inspiration for Design

Emotions are fundamental in people’s lives. Both positive and negative emotions are important because they create complex and rich experiences. Several strategies for designing with emotions have been explored from designing for meaning, to designing for pleasure or for rich experiences. While there has been a great focus on tangible products in emotional design, our increasingly digital lives make engaging users in these contexts essential. Rich emotional experiences are relevant for digital contexts because they help create more immersive and realistic experiences. Design that considers emotions is a design that becomes more relevant, and this relevance is fundamental for better human-product/human-computer relationships that result in longer-lasting designs with which people want to engage. In this paper, we define emotion and offer a panorama on the work that has been developed in the design field surrounding this concept.

Mafalda Casais
Analysis Support for Communication Information in Information Equipment by Clustering of Multivariate Time Series Data and Word Embedding

In this study, we propose a method to support a part of analysis of communication information between subsystems in information equipment. In the proposed method, we used clustering with the signal waveforms of components in information equipment and word embedding of communication information to support estimates of the contents of unknown communication information from known communication information. As a result, we confirmed the relevance and similarity between known communication information using the proposed method and indicated the possibility of supporting communication information analysis for unknown communication information.

Ryusei Homma, Hayata Sato, Keiichi Watanuki, Kenji Fujinami

Kansei Engineering Applications

Frontmatter
State of the Art Analysis of Emotional Design Methodologies and Their Demonstrated Results

Today, there are many different options for the same product on the market. Users are becoming more and more demanding in their purchases and not only pay attention to the level of satisfaction provided and the functional quality, but there is also an emotional perception that is permeating the customer’s decisions. As a result, designers and manufacturers are increasingly concerned about the perceived qualities of their products. Kansei engineering and emotional design are responsible for translating the emotions that a product or service is intended to elicit in the user into product parameters, thus improving quality and customer satisfaction. This systematic literature review (SLR) analyzes different methodologies based on emotional design and to which products they have been successfully applied. Subsequently, it identifies the differential characteristics of each one, the advantages and disadvantages, and which methodology is the best for a specific type of product.

Óscar López, Clara Murillo, Alfonso Gónzalez
Remote Virtual Counseling and Effects of Embodied Cues: Toward Casual On-Line Counseling Under COVID-19 Situation

Some embodied cognition literature has shown that some environmental factors contribute to reducing client protective attitude. We have applied this aspect to counseling in VR. The aims of this paper are (1) to confirm VR environmental factors affect the subject’s sense of openness, (2) explore the relationship between self-disclosure attitudes and environmental factors, and (3) investigating remote and semi-automatic counseling possibilities in this COVID-19 affected stressed world via virtual psychological experiment. We proposed the hypothesis: the large room would promote self-disclosure to a NPC virtual counselor more than the small room. We have made a “VRChat” based counseling rooms with the NPC virtual counselor. On self-disclosure attitude, the results of the Mann-Whitney U test showed that the large room promotes self-disclosure more than in the small room (U = 216, p = .01, d = −.657). These results suggest the potential for a remote and easy-to-participate virtual environment for casual counseling.

Teru Kawakita, Toshifumi Sasaki, Shigekazu Ishihara
Investigation into Pedaling Operation Using Driving Simulator for Preventing Unintended Acceleration

A temporary impairment of cognitive function is considered as one of reason of accidents by unintended acceleration. This study attempts to investigate influences to drivers’ cognition when providing stimulus concerned with driving situation via a presentation system with a multimodal interface. The prototypes of the system are examined by two stages of experiments using a simplified driving simulator and smart sensors in order to develop the interfaces as the software system. The purpose of the first experiment is to find out mechanisms of pedal misapplications and effects of visual and auditory interfaces. The second one is to examine interfaces by visual and auditory presentations in the driving situation. These examinations reveal the driver’s recognition of consistency that the driver percepts behavior of the vehicle following the one’s pedal operation.

Toshio Tsuchiya, Kanon Watanabe, Mizuki Hirano, Hiroyuki Kato
Evaluation and Analysis of How to Remove Ads Based on Ad Avoidance

There are the following three types of ad avoidance in mobile; 1) ‘Immediate avoidance,’ 2) ‘Cognitive avoidance,’ and 3) ‘Prior avoidance.’ ‘Immediate avoidance’ is the most common avoidance type. This study aims to elucidate how a user feels and recognizes the advertised information based on ad avoidance using the following five ways of removing ads; 1) X Button-type, 2) Skip-type, 3) Peel off-type, 4) Swiping-type, and 5) Eraser-type. We also seek ways to change the avoidance level from ‘Immediate Avoidance’ to ‘Cognitive Avoidance.’ we conducted an experiment using these five ways. We analyzed how to remove ad based on the standard of ‘Cognitive test of ad content,’ ‘Usability evaluation,’ ‘Impression evaluation,’ and ‘Ranking evaluation.’ As a result, there is a need for ‘Noticeable clues’ and two factors for the excellent ad; 1) “Innovative originality” and “Usability that makes it hard to feel stress.”

Sadahiro Suzuki, Namgyu Kang
Perceptual Quantitative Evaluation of the Design Appearance of Garbage Can

Garbage can is an essential commodity in our life. It is always easy to be ignored in design. At present, the relevant research on the garbage can focuses on the intelligent and classification design, and there is no special study on the shape design of the garbage can. But the shape of garbage can plays an important role in the sales process of garbage cans. Perceptual engineering can digitize people’s feelings, and we can quantify people’s feelings through relevant scores. Therefore, this paper uses the relevant knowledge of Kansei engineering to connect the shape of garbage can with related perceptual words. The participants scored the perceptual words corresponding to the trash can and reached a conclusion. In this paper, a total of 8 trash cans with different shapes in the market are selected, and six groups of perceptual words are selected for research.

Li Xu, Lin Sheng
Evaluation of the Support System Using the Expression of a Plate Margin Ratio

Food is not just evaluated based on taste alone but is influenced by various complicated factors. For this reason, there are many kinds of research on foods with various perspectives and multiple angles. Our research team proposed the margin support system based on the concept of “Freedom from the need to prepare many plates to fit each various foods.” In this study, we aimed to elucidate the margin support system’s effect on people’s emotions and sensibilities. We conducted Factor analysis to explore latent variables in participants’ impressions of our system’s projected plate ratio size. We extracted the following two factors from Factor analysis: “Assertiveness of art in the food expression” and “Assertiveness as a food.” Furthermore, we clarify a relationship between each factor scores and the percentage of margins to be projected.

Shunsuke Ono, Namgyu Kang
Analysis of Keyboard Layout Elements Based on Aesthetic and Subjective Evaluation

Based on the interface aesthetic evaluation system of David Chek Ling, this paper combines the Linkert scale to evaluate and analyze the aesthetics of the keyboard layout to explore the characteristics of the human-machine interface. This paper starts with selecting four indicators suitable for evaluating laptop keyboard layout from the existing aesthetic indexes: balance, equilibrium, cohesion and density; obtains standardized 12-in., 13-in., 15-in., and 17-in. keyboard layouts’ size parameters and draws color block maps; Finally, using the Linkert scale to evaluate subjective aesthetics in the form of questionnaires. The 13-in. standard color block map obtained the highest score. The experimental results show that cohesion, density and balance have significant effects on laptop keyboard aesthetics, and match the average score of subjective evaluation.

Xinran Chen, Jianrun Zhang
Evaluation of the Layout of Home Game Console Interface Elements Based on Aesthetic Calculation

As one of the branches of the game, the host game has been growing its own team in recent years. With the increasing popularity of the game, the home game console is gradually favored by more and more people. In addition to the excellent game content and good performance of the product, the appearance of the host chassis and user experience are also a part of the design of such products that need to be considered. This experiment takes the aesthetic of the interface layout of the home game console as the research object. On the basis of the algorithm standard verification of the interface aesthetic of Zhou Lei and others, it calculates and evaluates the aesthetic degree of the existing several representative home game console interfaces, makes a reasonable analysis based on the research results, and summarizes and reflects on the whole experimental process, and puts forward the improvement suggestions discussion.

Ziyi Xie, Wenyu Wu, Chengqi Xue
The Effect of Optical Weight on Optical Balance in User Interface

Balance is an important part of interface aesthetics. The two main factors of optical balance are optical weight and optical center of gravity. To achieve the effect of optical balance, optical alignment is necessary. This paper aims to find the effect of optical weight on optical balance and the quantitative relationship of optical weight between two icons in User Interface. The method of this paper is a subjective evaluation experiment to figure out the optimal visual balance of different shape groups. This paper proves that some results of optical balance in User Interface design by relevant code. Finally, the fundamental purpose of this article is to develop an automated optical balance adjustment algorithm to automatically match the elements that require optical balance in the user interface.

Kai Ma, Wenyu Wu, Chengqi Xue
Evaluation of the Layout of the Interface Elements of the Posters Designed by the ‘Luban’ AI System and the Designer Based on ‘Meidu’ Calculation

In China, the birth of the “Luban” AI system is inseparable from the Double Eleven shopping festival held by Taobao. During Double Eleven in 2017, “Luban”: The system generated 170 million banners, which is equivalent to 100 designers working for 300 years [1]. However, there are constant disputes about whether the “Luban” system can replace designers. A product poster contains the product itself, colors, text, background elements, decorative elements, logo and layout. In addition to human subjective aesthetics, interface aesthetics can also be evaluated through “Meidu” calculation objectively [2].

Cheng Peng, Xingsong Wang
Aesthetics Evaluation and Usability of Multifunctional Printer Interface

In this paper, among the 13 aesthetic evaluation indexes, 5 indexes including balance, simplicity, sequence, correlation and unity are selected to evaluate the aesthetics of man-machine interface (HCI) for printer. In order to comprehensively evaluate these 5 indexes, this paper uses AHP method to calculate their comprehensive degree, and analyzes the influence of these factors on the comprehensive result. In addition, this study also discusses the relationship between usability and beauty, which provides a certain reference for the design of man-machine interface, so that human-machine interface can achieve a relative balance between aesthetics and usability.

Zhou Shen, Mengqian Tian, Xingsong Wang
Enterprise Product Morphology Based on Kansei Engineering - Taking AGV as an Example

Through the investigation of the concepts, methods and application status of perceptual engineering, as well as the understanding of product image and its constituent elements, the analytic hierarchy process is used to explore the relationship between user perceptual elements and product design elements, guide the reshaping of product image, and make. The form of corporate products can better demonstrate corporate culture and characteristics, and make product modeling more corporate product identification.

Xinxiong Liu, Zining Liu, Juanjuan Feng, Jihao Xu
Appearance Design Method of “New Mandatory Standard” for Electric Bicycle Based on Online Comments

Standardization is the basis of large-scale industrial production. It can ensure the unification and interchangeability of products and simplify the production conditions. Chinese National Standardization Management Committee issued the “Electric Bicycle Safety Technical Specification” (GB 17761–2018) (named “new mandatory standard”) in 2018. This research aims to explore the “new mandatory standard” electric bicycle design method with the help of network evaluation data, Kansei Engineering evaluation methods and Natural Language Processing technology. The main research steps are as follows: Get user evaluation data and product samples. Extract 6 types of design elements, 14 items from electric bicycles. With the help of SD questionnaire and Quantitative Theory Type I. We established the mapping relationship between the perceptual intention vocabulary and the design elements. The mapping model can be optimized and updated in real time with the user's online comments and it can assist the user centered appearance perceptual design.

Miao Liu, Xueqi Ma
Relationship Between Physical Cognitive Elements and Viewers’ Impression Evaluation in Dance Movements

This study aims to develop a ballet choreography concept in which the relationship between physical information about the body parts that compose the ballet movements (cognitive elements) and the viewer's impressions (human cognitive evaluation structure) is clarified using Kansei engineering methods (rough sets and principal component analysis). The results showed that the cognitive structure of the choreography can be evaluated from the viewer’s point of view, i.e., what kind of body poses to take in each of the main dance image groups (expressiveness, figuration, and aesthetics), and, furthermore, the most important features of the cognitive structures that enable the creation of choreography from the viewer’s perspective were revealed.

Kaori Muramatsu, Noriko Hashida, Mitsuo Hirokawa, Katsuo Inoue
Appearance Design Method of Household Beauty Instrument Based on Kansei Engineering

Objective: To explore the application of Kansei Engineering in the appearance design of household beauty instruments. Methods: Through investigation, the appearance samples, design elements and main Kansei words of the product are determined. The semantic difference method was used to quantify the users’ perceptual cognition. According to the scores of each sample, the influence of the appearance and shape characteristics of each element on perceptual cognition in the product design was analyzed. Unity3D was used to establish a Kansei Engineering system for the appearance design. Conclusion: The bending degree, roundness degree, torsion degree, shape symmetry degree and regular degree of product shape contour curve will have a direct influence on the perceptual cognition tendency of users. Using Kansei Engineering method to establish an auxiliary design system of the household beauty instrument appearance can facilitate the designers obtain more suitable shapes for reference according to the expected positioning of product.

Huiyi Yang, Zhengqing Jiang
Modeling Design of Waterjet Machine Tool Based on Kansei Engineering

At present, the modeling design of domestic waterjet machine tools is converging, and the user’s emotional experience is ignored. Based on the Kansei Engineering theory, combined with the fuzzy Kano model, this article explores a design method to enhance the user’s emotional experience. Through the questionnaire survey and KJ method, the image semantic adjectives are selected, and the fuzzy Kano model is applied to determine and classify users’ needs and preferences. The semantic differential method is used to obtain the respondent’s perceptual image evaluation data of the research samples of the waterjet machine tool to find the design form that meets the user’s perceptual needs. The design model is applied to the modeling design of waterjet machine tools, which verifies the feasibility of the design model, and provides method guidance for designers.

Ying Zhu, Wencheng Tang
Aesthetic Image of Traditional Chinese Porcelain Based on Kansei Engineering

Facing the rich and diverse background of Chinese aesthetic culture, the paper used Kansei Engineering method to explore the changing trend and main types of aesthetic styles of traditional Chinese porcelain from the Tang Dynasty to the Qing Dynasty. Firstly, a seven-level semantic differential scale was established between kansei image words and samples of traditional Chinese porcelain by using the semantic differential method to obtain kansei test experimental data. Secondly, descriptive statistics method was used to analyze the experimental data, and the changing trend of aesthetic of traditional Chinese porcelain under six kansei images was obtained. Finally, 20 samples of traditional Chinese porcelain were clustered by cluster analysis, and 4 groups of porcelains were obtained, from which 4 kinds of aesthetic styles of porcelain were summarized.

Qingqing Wang, Yongyan Guo
Product Development and Evolution Innovation Redesign Method Based on Particle Swarm Optimization

In today's fiercely competitive global market, user demand has become an important input factor for companies and manufacturers to develop new products. In order to solve the problem of very little real user information in traditional perceptual design, and the large-scale KE needs to manually set up the questionnaire survey and the data is small and time-consuming. Therefore, This paper proposes a new integrated approach to product evaluation and innovative development method combining natural language and PSO. Firstly, based on the web crawler to obtain the user's evaluation data on the internet to construct the user's real perceptual semantic space; Secondly, use FA and PA to define the dimensions of the user's perceptual requirements initially. Meanwhile, the machine learning is effectively used to quantify the non-linear relationship between product form and intention semantics, and the multi-dimensional predictive model of the perceptual image value of the product is established and verified. Finally, the particle swarm optimization is used to iteratively generate product optimal selection design schemes based on multiple emotional responses. An illustrative study is demonstrated to justify the validity of the proposed framework.

Tianxiong Wang, Meiyu Zhou
Kansei Engineering for the Back Color of Mobile Phone

The purpose of this study is to explore the relationship between color of mobile phones and emotional intentions of consumers by applying Kansei engineering. The design of mobile is now on the convergence, and innovation is focused on materials and colors. In consequence, it is important to make the color of mobile phone better meet the needs of consumers. Based on Kansei engineering and color semantics, and combined with the experimental results, the following conclusions are drawn. Firstly, it is feasible to apply Kansei engineering to the color design on the back of mobile phone. Secondly, the color of the mobile phone is closely related to the consumer's emotional intentions. It is worth mentioning that different image word pairs are also highly relevant, consumers will feel that traditional mobile phones are also cheap.

Pengcheng Bai, Zhisheng Zhang, Zhijie Xia
Appearance Evaluation of Toaster with Kansei Engineering

In order to understand the preference of modern consumers when buying toasters, the emotional image of the appearance of toasters was studied from the perspective of Kansei Engineering. Through data collection methods and consulting experts, 18 toaster samples and 7 pairs of Kansei words were determined. Use the semantic difference method to design questionnaires, obtain consumer perceptual evaluation data, and use SPSS software for data analysis to obtain quantitative data. Finally, it is concluded that the two factors of detail and style are the most important factors for the appearance of the toaster, which will be used in the design and evaluation of the toaster. At the same time, the emotional image space formed by the two - factor dimensions of the typical sample is obtained, and the future design direction is proposed, which has certain reference value for the future development of the toaster.

Yanfei Lu, Yongyan Guo
Clothing Design Methods Based on Kansei Engineering: Example of Suit Design

Taking suit styles as a case study to make clear the orientation of suit design, this paper aims to explore the clothing design methods that is in line with customers’ emotional and functional needs. Based on the theoretical knowledge of Kansei engineering, this paper adopts such quantitative methods as morphological analysis, clustering methodology, factor analysis, method of semantic differential and regression analysis to conduct data processing and analysis with the help of Statistical Product and Service Solutions (SPSS), and analyze the relationship between emotional demand word pairs and design elements, thereby ultimately providing innovative and rational reference for suit design. The research results show that clothing design from the perspective of perceptual experience not only can extract design elements more accurately, effectively and reasonably, but also can provide new ideas for clothing design.

Jiaxin Zhang, Yun Mu
Kansei Evaluation of the Self-service Rice Polisher Design Research Based on Product Semantics Theory

As a new product, self-service rice milling machine can provide consumers with more healthy and convenient service experience. Now, such products are still in the primary stage of development. Due to the lack of accurate grasp of consumer psychology and other factors, the current market share is relatively low, so it is in urgent need to improve the design of such products. Product shape, as the first element of conveying product information, is semantic. Product semantics and Kansei Engineering are introduced to analyze the morphological characteristics and semantic meaning of self-service rice milling machine products. Firstly, product semantics is used to optimize the product design from the shape, color and material of the self-service rice milling machine. Then the morphological features of similar products were collected and evaluated by user intention semantics. Semantic difference method was used to obtain the semantic evaluation results of morphological features and grey correlation analysis was conducted. Finally, according to the method constructed in this paper, through the analysis of Kansei evaluation value and grey correlation coefficient, the influence degree of users' Kansei intention and each part of the product on the product shape intention is obtained. The research results of product semantics theory on the shape, color and material of the self-service rice milling machine are provided with guidance for future design.

Hairong Zhu, Yunfei Chen
Form Design of Household Knee-Joint Products Based on Kansei Engineering

The form design of household knee-joint products has a significant impact on the purchase choice of users. In the past research, most of the medical product design lacks the research on the psychological and emotional factors of users. Kansei Engineering is a technology to quantify the emotional needs of users. Therefore, the application of KE in the design of household knee joint products has certain innovation. Based on KE theory, this paper analyzes the modeling elements of knee-joint products, and analyzes the main influencing factors and modeling by using morphological analysis, semantic difference method and principal component analysis. Finally, the joint analysis method is used to get the optimal sample, so as to get the innovative design of household knee-joint products. The advantage of innovation is to improve the perceptual knowledge of the appearance design of medical products by establishing the research process of household knee-joint product design based on KE.

Wei Ding, Wenqin Fan, Junnan Ye
Design of Mining Dump Trunk Based on Kansei Engineering

In order to meet people's aesthetic needs for construction machinery products, a method based on perceptual image and extracting the key form of products to design Mining Dump Trunks is proposed. Taking the design of Mining Dump Trunk as a research example, the perceptual image vocabulary of Mining Dump Trunk product modeling is obtained, and representative Mining Dump Trunk samples are selected through cluster analysis, and then the idea image factors of Mining Dump Trunk are extracted. Then use the form analysis method to decompose the product into different forms and extract the key form that has the greatest impact on the product image, and encode the different form elements. Finally, the quantitative I theory is introduced to construct a mapping model of product styling elements and user perceptual images, so as to assist designers in more humane styling design, and to provide a feasible methodology for the styling design of products such as Mining Dump Trunks.

Yuxin Tu, Jun Yi
Backmatter
Metadaten
Titel
Advances in Industrial Design
herausgegeben von
Cliff Sungsoo Shin
Dr. Giuseppe Di Bucchianico
Prof. Shuichi Fukuda
Yong-Gyun Ghim
Gianni Montagna
Cristina Carvalho
Copyright-Jahr
2021
Electronic ISBN
978-3-030-80829-7
Print ISBN
978-3-030-80828-0
DOI
https://doi.org/10.1007/978-3-030-80829-7

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