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Über dieses Buch

The four-volume set LNCS 11583, 11584, 11585, and 11586 constitutes the proceedings of the 8th International Conference on Design, User Experience, and Usability, DUXU 2019, held as part of the 21st International Conference, HCI International 2019, which took place in Orlando, FL, USA, in July 2019.
The total of 1274 papers and 209 posters included in the 35 HCII 2019 proceedings volumes was carefully reviewed and selected from 5029 submissions.
DUXU 2019 includes a total of 167 regular papers, organized in the following topical sections: design philosophy; design theories, methods, and tools; user requirements, preferences emotions and personality; visual DUXU; DUXU for novel interaction techniques and devices; DUXU and robots; DUXU for AI and AI for DUXU; dialogue, narrative, storytelling; DUXU for automated driving, transport, sustainability and smart cities; DUXU for cultural heritage; DUXU for well-being; DUXU for learning; user experience evaluation methods and tools; DUXU practice; DUXU case studies.

Inhaltsverzeichnis

Frontmatter

Correction to: Design for Teaching Surroundings Based on Human-Computer Interaction Techniques

The book was inadvertently published with an incorrect version of an author’s name in Chapter 39 as “Feng Wei” whereas it should have been “Wei Feng”.

Wei Feng

DUXU for Automated Driving, Transport, Sustainability and Smart Cities

Frontmatter

Designing the Way We Move: From Navigating the Users to Users of Navigation Devices

This article discusses the relationship between information generated by GPS navigation applications and the appropriation and significance of urban spaces by these applications’ users in large urban areas such as the city of São Paulo, Brazil. Although applications such as Waze make life easier for drivers in cities with dense road networks and daily commutes riddled with heavy traffic jams, they also promote a change in the perception and significance of cities’ physical spaces. Hanssen [9] recalls that “what Benjamin teaches us is how sensation gets repeatedly transformed in ways that necessarily tighten the circuit binding human perception with its technical supplementation” [9, p. 63]. In this text, ubiquitous technology is interpreted as what may promote not only a transformation in human perception of territory but also a change of what Milton Santos named as used territory [16].

Carlos Alberto Barbosa

Study on the Usability of Residential Buildings in Traditional Villages in Southern China from the Perspective of Human Settlements

The paper explored the building renewal technology and the wisdom in the constructions of traditional villages in southern China through the quantitative analysis of the statistical data. The eco-environment deterioration has gradually become a serious and inneligible problem in China. The paper explored the ecological energy-saving technology and the wisdom in the constructions of traditional villages in southern China through the quantitative analysis of the statistical data. It revealed that modern technology has been integrated into traditional energy-saving technology for further development and it proposed to strengthen the systematic instruction and management for better development of ecological system and human settlement environment. It provides the usability of residential buildings in traditional villages in southern China from the perspective of human settlements.

Yali Chen, Jiongjiong Yuan, Qi Lu

A Literature Review of the Research on Interaction Mode of Self-driving Cars

With the developing of the technology on self-driving, more and more L3 driverless vehicles are launched in market, people get opportunities to experience the self-driving cars in their daily life. As a result, there is a growing demand for the autopilot experience. Natural and efficient human-computer interaction can not only improve the driving experience, but also accelerate the process of self-driving commercialization. This paper discusses eye-movement interaction, voice interaction and gesture interaction in self-driving car, and analyzes the technology, advantages and disadvantages of the existing interaction modes, and prospect the future development trend of self-driving human-computer interaction.

Zhongshi Hu, Xin Xin, Wanting Xu, Yuwei Sun, Zhenyu Jiang, Xiangyu Wang, Yishan Liu, Siyao Lu, Min Zhao

Research on Design Model of Human-Machine Interface of Automatic Driving Takeover System Based on User Experience

The human-machine interaction interface of the cockpits of autonomous vehicles need to be redesigned to ensure safety and improve the user experience. Aiming at the interaction requirements in the takeover scenarios of the L3 level automatic driving, the human-machine interface design model of automatic-driving takeover system based on the user experience is obtained through the specific study on the human-vehicle-environment relationship of the automatic-driving takeover system, combined with the design knowledge of the human-machine interface of the vehicle. The model provides design guidance for the designer of human-machine interface of the automatic-driving takeover system to optimize the design strategy, and create better driving experience for the users.

Lijun Jiang, Xiu Wang, Zhelin Li, Yu Zhang

A Study of Lingnan Garden’s Adaptability to Hot and Humid Climate

Lingnan garden is one of the three major styles of Chinese classical garden. This paper is intended to analyze the construction methods used in the building of Lingnan gardens to minimize the influences of hot and humid climate, including ventilation, sunshade, heat insulation, temperature reduction, damp proofing, wind proofing and rain proofing, and to discuss its adaptability to climate. To conclude, in the context of ecology, sustainability and green construction, the ‘passive ecology’ strategy stated above has important implications to the building of public modern urban landscape and green spaces.

Mingjie Liang, Li Li

Extracting Contour Shape of Passenger Car Form in Front View Based on Form Similarity Judgement by Young Chinese Consumers

It explores how a reduced contour shape is extracted to reveal the underlying vital parts of passenger car form in front view based on young Chinese consumers’ form similarity judgement. Young Chinese consumers as subjects are invited to estimate the similarity of 130 form samples of triple-compartment passenger car form in front view from main brands in Chinese auto market, and 76 form samples are selected as representative ones by cluster analysis. By defining 20 character lines of form in front view and segmenting points on each character line, coordinate value data on all points are recorded and slope values of all 76 segments are calculated. Furthermore, factor analysis is completed and 15 common factors is extracted. The result shows that (1) the passenger car form in front view can be extracted and presented as a reduced but recognizable contour shape with about forty-one percent loss of information on the form in front view; and (2) the contour shape is mainly consisted of character lines defining such basic design parts as side windows, side doors, the upper boundary and the transitional edges of engine hood, the upper and the lower boundaries across Y0 section of grille, almost entire contour of fog light, most of the upper contour of headlight, and the entire contour of intake and almost entire skirt line of front bumper.

Chunrong Liu, Qing Xu

Based on Usability Experience-Enhanced Potential Community Transportation Design Study in China: A Case of Kindergarten Bus Stop Design

With the development of China’s economy and the improvement of urban living standards, the design and study of urban bus stations has become an emerging topic in recent years. The current study on the design of urban bus stops in China is distributed in the following six areas: aesthetics and culture, informatization, built, way of use, place of use, and user experience design. With the advent of the service design and experience economy era, study on bus stations with user experience design as the core has become a hot topic in recent years, which includes interaction and service system, integrated application, platform design, and experience of waiting for the bus. The design of community transportation bus stops based on university campuses, has gradually received attention. However, little attention has been paid to the experience and design of bus stop associated with school transfers close to kindergartens, which is the most important issue to the community transportation. Hence, this emphasizes the need for exploring potential user experience design factors for community transportation design in a case of bus stop design to kindergarten in China, which is this paper aimed at. Based on the result of the study, a bus stop design potential framework for children is proposed in terms of experience design, where the nine factors need to be considered when designing bus stop to help with safety and comfort for children in line with problems and factors: the four problems when waiting for the bus with children at the bus stop, the three inappropriate factors of the current bus stop, and the six inappropriate factors for protection of children safety in the current bus stop design.

Zhen Liu, Wang Kin Ng

Transition to Automated: The Interaction of Activating the In-vehicle Automated Driving System

Automated driving system (ADS) becomes more popularized in recent years, and the level 2 and level 3 ADS have already been equipped on several production car models in the market. The activating interaction of the ADS is very important since it is the very first step for users to manipulate and understand the system. However, most existing studies are focusing on the process of transition to manual—drivers taking over of the vehicles. We collected 21 different activating interactions that have already been equipped or proposed in production or concept cars, and explored their usability in a simulated driving environment with 30 recruited participants via a subjective evaluation. An experimenter measurement of the steering wheel turning angle was also included in order to compare the driving safety level between different activating interactions. With the ANOVAs of the usability score and steering wheel turning angle done, the result shows that six interactions “press the button on the right part of the steering wheel”, “press the button on the left part of the steering wheel”, “press the button on the center console”, “pull the paddle behind the steering wheel on the right once”, “pull the left and right paddles behind the steering wheel together once” and “keep pulling the left and right paddles behind the steering wheel for 1 s” are recommended for the ADS in terms of offering great usability and ensuring basic driving safety.

Weiyi Ning, Xuning Wang, Yingzhu Qian

Usability Experiment of Waste Materials in Pulp Design

Pulp is a fibrous material made from plant fiber and processed by different processing methods. It is widely used in various fields such as paper making, chemical industry, building materials, household and daily use. Pulp also favored by artists in recent years, as a new art materials, in the two aspects of theory and form the recognition of academia, since artists use the waste paper and other fibrous materials that are relatively easy to get started when creating pulp works, the pulp art has great environmental and regeneration features from its birth. This paper mainly explores the usability experience of art design with waste paper and waste clothes after the fiber decomposition, through the experimental cases of paper clothes, paper lampshade and paper engraving.

Yan Wang, Xuanxuan Zhou, Zhenan Li, Feiran Zhu

A Method to Automatic Measuring Riding Comfort of Autonomous Vehicles: Based on Passenger Subjective Rating and Vehicle Parameters

As a milestone product of the AI era, the autonomous vehicle has attracted tremendous attention from the whole society. When autonomous vehicles (AV) provide transportation services as passenger vehicles in the future, a comfortable riding experience will be the fundamental element of usability. In such a case, it is necessary to establish an objective and sound evaluation system to evaluate the comfort level of autonomous vehicles. We hereby develop the comfort level model of autonomous vehicles with the following three steps: (a) Explore subjective evaluation indicators: Invite passengers to test autonomous vehicles and collect their ratings of the comfort level; (b) Establish the subjective comfort evaluation model: classify the evaluation indicators, continuously collect the evaluation data of the comfort level from the passengers during the testing process, and then use the structural modelling method to form a subjective evaluation model of the comfort level; (c) Develop the automatic scoring tool: collect subjective and objective data through data collection apps, form a calculation function with machine learning algorithm that fits the subjective and objective data, and develop an automatic scoring tool based on it. This precisely developed evaluation system and the empirical data-based scoring tool can be used to guide technological development, optimize algorithms, and improve strategies within the AV corporate. On the other hand, it can help to unify evaluation standard for AV industry, improving the experience of autonomous vehicle rides.

Ya Wang, Qiuyu Zhang, Lizhi Zhang, Yunyan Hu

A Study on the User Interaction Information System Design of a City Park Planning

The concept of landscape design was born in the 19th century. The design criterion has undergone changes for nearly a hundred years, and the form is constantly changing, but there is always a problem that makes people wonder. What kind of design is a good landscape design? Based on the landscape design criterion summarized in the existing literature, this study uses fuzzy Delphi, analytic hierarchy process (AHP) and technology for order preference by similarity to ideal solution (TOPSIS) to evaluate landscape design criterion. Using above methods, we can deal with the contradictions which arising from the disagreement of the design concept are emphasized in the landscape design, and forming a more uniform design evaluation method. First, use Fuzzy Delphi to evaluate the design concept and determine that the selected design criterion is consistent. And then use the AHP plus TOPSIS to determine the primary and secondary relationships of the landscape design principles by the weight values of the criteria. The research results show that using the above method can quickly and effectively determine the primary and secondary relationship of landscape design criterion, and can achieve better results.

Xuchao Wu, Qing Fang

A Literature Review of the Research on Take-Over Situation in Autonomous Driving

In order to understand driver’s response time from automatic driving to manual driving and driving behavior after taking over in the complex traffic environment, and influencing factors of driver’s driving switching process, this paper systematically combs the common experimental situations in the research of the take-over situation in autonomous driving, and analyzes the characteristics of the take-over situation, driver’s behavior characteristic, take-over time and driving performance. We hope in the future, autonomous driving take-over procedure could balance safety and experience for drivers.

Xin Xin, Min Zhao, Moli Zhou, Siyao Lu, Yishan Liu, Daisong Guan, Qianyi Wang, Yuezhou Zhang

Research on Interactive Strategy for Boosting Novice Drivers’ Confidence Based on Internet of Vehicles

With the economic growth and the realization of technology, the development of Internet of Vehicles (IoV) further facilitates People’s Daily traffic. But numerous problems in driving are also gradually emerging, especially for novice drivers. In the IOV system composed of people, vehicles and the environment, people are one of the factors causing system instability as a core of controlling and balancing the whole interaction process. The driver of different human-car interaction stages has different behavioral characteristics. Interactive strategies connect novices and experienced drivers in an effective way. Experienced drivers can be purposeful and effective in guiding novices. It also provides intelligent guidance for novice drivers to drive independently. At the evaluation stage, three experts were invited to give comments and suggestions on the interactive strategies. This purpose of this paper is to explore the driving style, pain points and requirements of novices, and propose interactive strategies specifically, to help novice drivers improve interactive experience, improve driving confidence, and effectively practice driving.

Yan-cong Zhu, Di Zhu

DUXU for Cultural Heritage

Frontmatter

From the Museum-Temple to the Museum-Interface: A Case Study of the Virtual Museum Paço Das Artes

The debate about the relationship between museum, exhibition and technology, as well as about the changes in the museum’s operation, aiming a more effective engagement of the visiting public, is not recent. The Crystal Palace, a gigantic construction of iron and glass built in London, England, to host the Grand Exhibition of 1851, could be a starting point to the debates related to the modifications caused by the technology in the museum scope. It is interesting to approach the role of the museum from the closed and neutral space image contained in the expression “White Cube”. On his essay “Inside the White Cube”, published in the magazine Artforum in 1976, the artist Brian O’Doherty makes a strong critic to the modernist exhibition space, as it was instated for the Museum of Modern Art of New York, in the first half of the 20th century. Introspective and self-referential, the white cube is a space-temple, a sacred, aseptic and timeless place, remote from the reality of the world. It is exactly this asepsis and introspection that will be discussed by the contemporary museums that seek – using different strategies – to make the public experience increasingly attractive with the museum equipment. Digital museums, virtual museums, augmented reality, as well as social media, are some of the strategies that can be found nowadays. Finally, the project Virtual Museum Paço das Artes will be presented, a project being developed in the city of São Paulo, Brazil, product from a partnership among Paço das Artes, equipment from Estate’s Secretary of Culture of São Paulo and the University Anhembi Morumbi.

Priscila Arantes

Gamified Participatory Museum Experience for Future Museums

Museums are cultural and educational institutions that collect, preserve, display and study their collections, and whose purpose is to represent nature and human beings, and provide knowledge and education to the public. Based on the participation and education of museums, this paper demonstrates how to enhance museum participatory and educational experience for visitors by means of gamified participatory experience. It systematically explains the concept of museum participatory experience for visitors. By trying to apply the new concept and method, we designed the “SPORTSWEAR EXHIBITION - Dress to Win” at Design Exchange Museum, Toronto, Canada. We studied the impact of gamified participatory experience and analyzed the effectiveness of using new technologies. Finally, we understand the importance of participatory experience in future museums.

Hao He, Ziyang Li, Xiandong Cheng, Jianjun Wu

Design and Research of Museum Matching Digital Applicationlication Based on Exhibition Content and User Demand

Achieving good communication between the theme of the exhibition and the psychology of the visitors is the value of digital technology in museum exhibitions. The purpose of this study is to make digital technology better serve museums and audiences. The innovation is to incorporate user needs into the design of museum digital applicationlications. This paper summarizes a museum digital applicationlication design process specification. Then develops a set of digital applicationLICATION to test it, which will help the perfect applicationlication of digital technology in the museum.

Dai Luo, Xiangcheng Wei, Le Chang

Design of a Contextual Digital Wayfinding Environment

The user experience presented here illustrates how a digital wayfinding experience was developed for a museum website, using both natural and historical context engagement. A general web site tour is supported for visitors to the museum website. In addition to this standard experience, a botanical and historical tour can be taken. For the botanical and historical layers depicted, the layered maps support differentiated experiences in a digital wayfinding environment, which is particularly important for users not able to be physically present at the site. The botanical layer of the website provides botanical information specific to the property. Using primary historical artifacts, a historical context is provided. Historical documents supporting the grounds layout, such as documents regarding the original plant orders, are presented alongside the landscape at that time. Both the physical and virtual experience of the site is enhanced, depending on the pathway selected by the user through the digital material presented. This digital wayfinding integrates user experience with historical fact, landscape architecture, and physical site information.Contributions of this research include a methodology for digital wayfinding design at other physical locations and lessons learned regarding best practices in developing discrete information layers for traversal by differentiated user communities. Users reported increased interest in the differentiated general, botanical, and historical content when it was presented in context. Overall, interest in visiting the actual museum increased by fifteen percent after users completed the digital wayfinding experience.

Isabel Morais, Manuel Condado, Ryan Quinn, Sahil Patel, Patricia Morreale, Ed Johnston, Elizabeth Hyde

Gamification in Local Intangible Cultural Heritage Museums for Children: A Case Design

Nowadays, local intangible cultural heritage is in danger of disappearing. The museum is a good way to protect it but the current problem is that visitors are less willing to visit boring museums. Gamification in museums is a great solution, that includes the theory of museum information dissemination and the theory of gamification. The theory of museum information dissemination points out the change of design concept of interaction and the update of equipment and technology today. And the theory of gamification shifts the problem of intangible cultural heritage of museums to a motivation, including external rewards of BPL and internal motivation of parents’ participation. Based on the theory and analysis above, this paper designed a museum exhibit for Fotiaoqiang (a kind of traditional Chinese dish), and an experimental test. This design aims to improve the effectiveness of information dissemination of Fotiaoqiang and children’s absorption when visiting the museums, in order to reserve local intangible cultural heritage from generation to generation. The result of the experimental test indicated that the gamification in this design was positive, but the motivation was still controversial.

Yuchen Weng, Tao Shen, Sihuang Chen, Bing Xiao

Investigation on the Current Status of Qingdao’s Li House and Countermeasures for the Reconstruction of Li House Area for Service Design

Starting from the architectural history, the architectural form and the architectural composition of Li House, through a year-long field research, the paper will thoroughly study the current situation of the existing Li House, explore the cultural connotation and characteristics of the Li House, combine the results of reconstruction of existing Li House, domestic similar cases and service design theory and finally try to propose a number of reconstruction measures in the Li House area. The paper is aimed at integrating the relevant resources of Qingdao Li House, coordinating the research results in various fields and permeating these into the reconstruction of Li House, cultural communication, developing tourism resources and other aspects by the form of service design, and then meet the needs of the cultural inheritance and development of Li House.

Wei Xiong, Yun Yang, Xiaoqing Yu

Reflection on Museum Service Design Based on a UX Foundation Course

This is a reflection paper, based on empirical experience that articulates a new attitude towards the use of methods to stimulate creativity in first year UX master students. It describes reflections from UX Foundation, a project-based course of UX master program. A real project to enhance user experience of the Beijing Natural and History Museum. It was the first-time students teamed up and did a service design project. Based on previous two iterations of the course, teaching team carefully designed the curriculum, methodological logic and supplementary materials. This paper clustered series reflections which learned from a particular practical experience and feedback collected from teaching team and students. Benefits and improvements can help teaching team to improve the next iteration of the course.

Di Zhu, Wei Liu, Yaru Lv

DUXU for Well-Being

Frontmatter

Research on the Furniture Design Criteria for Children’s Psychological Development in Home Environment

The growth of birth rate and consumption upgrading have brought opportunities to China’s children’s furniture industry. However, Chinese children furniture design still remains at the level of meeting children’s physiological needs, mainly focusing on the size, safety and health issues, and neglecting their needs of psychological development. This paper aims to examine the correlations between parenting styles and children’s furniture preferences in regard to children’s psychological development and mental health by studying a group of middle and high income families in Shanghai. The research used the ethnographic method to collect data of family daily life, hypothesis was formed following an in-depth analysis and verified through a questionnaire survey. The psychological factors of children’s furniture design were extracted. Based on such psychological factors and the different types of family environment extracted, this paper proposes a differentiation model to understand children’s furniture design as a medium favoring the development of children’s psychological health.

Linong Dai, Boming Xu

“Thanks for Writing, But I’m Not Interested”: A Qualitative Analysis of Men’s Experiences of Online Dating

Research investigating the personal experiences of online daters is currently limited. Moreover, evidence implies that men are likely to experience online dating rather differently to their female counterparts and that this discrepancy warrants further investigation. Eight heterosexual adult males aged 18–60 were interviewed about their experiences of and attitudes to using online dating sites and apps. Data were analysed qualitatively using thematic analysis. A number of themes were identified from the data, including “necessary but effective online dating”, reflecting the perceived utility of dating sites and their ability to enhance certainty and reduce rejection salience. “Negative impact on self” was revealed through participants’ experiences of online interactions, with participants demonstrating various protective strategies to maintain self-integrity. “Clouded judgements”, insofar as the intentions of other daters were often more difficult to judge accurately, and “frustration”, relating to negative experiences with online dating platforms and the gendered norms within them, were also noted. The last theme was one of “resiliency” which was demonstrated throughout descriptions of participant experiences. Findings provide a rich narrative of the lived experiences of male online daters and the strategies they employ to reap rewards as well as the barriers to success that they incur.

Chris Fullwood, Emma Boultwood, Darren Chadwick

Gamification of a Stress Management App: Results of a User Study

The use of gamification in the context of mHealth has been suggested to positively influence both usage behavior and user experience. Nonetheless, the integration of gamification in the context of stress management is a critically discussed topic. So far, little is known about the users’ perceived quality of gamified stress management apps. This study therefore, investigated the quality of the gamified stress management app “Stress-Mentor” in a user study. For this purpose 19 participants tested Stress-Mentor’s full version for a period of 4 weeks. Afterwards participants rated the app’s quality, in a semi-structured interview, using uMARS. The results were then compared to those of a previous study investigating the quality of the app’s first version (minimal viable product, MVP). This aimed at determining improvements of the app as a result of its iterative development process. The results revealed a trend of improvement for Stress-Mentor’s full version compared to the MVP. In fact, the app’s ratings increased in the categories engagement, aesthetics, information, and perceived engagement. Functionality scores remained at a high level. The users made positive comments regarding the app’s concept. They also found Stress-Mentor to be fun and engaging. As a reason for this they mentioned gamification. This demonstrates that the combination of stress management methods with gamification was well received by the users. The results therefore, support the importance of including gamification in stress management apps. Furthermore, this study shows that the iterative development involving the user can lead to an increase of a mHealth product’s overall quality.

Alexandra Hoffmann, Corinna A. Faust-Christmann, Gregor Zolynski, Gabriele Bleser

A Prototype System for Saving and Representing Personal Moments

This study is the first stage of the ongoing research called Moments which is divided into three stages: Reproduction, Enhancement and Evolution. The first stage Reproduction is designed to create a way for user to save a special moment and to experience that moment in a user-friendly way in the future. Firstly, a multi-sensor equipment is designed to collect environment data in user’s daily life. Secondly, the data integration system can collect relevant information based on user data from open data platform. At last, an immersive virtual reality environment is provided for user to explore his/her past experiences.

Fei Jiang

The Potential Role of Digital Nudging in the Digital Transformation of the Healthcare Industry

New information technology has led to an ongoing transformation of the healthcare industry, supporting caregivers and caretakers. In some cases, such technologies may not be used in practice as intended by those who designed or implemented them. In other cases, the full potential of such technologies in terms of guiding user behavior has not been exhausted to the fullest. This is where “digital nudging” can help to overcome according issues. Nudging was invented in behavioral economics and aims at eliciting behavior that is beneficial for the individual, at the same time respecting the individual’s own preferences and freedom of choice. Digital nudging can therefore help to guide user behavior in information systems. In this work, we investigate the potentials of this concept in hospitals. We come to the conclusion that digital nudging in hospitals can positively influence the use of technology, new value creation, the change of structures and consequently financial dimensions of digital transformation, supporting not only caregivers but also caretakers.

Christian Meske, Ireti Amojo, Akira-Sebastian Poncette, Felix Balzer

Development and Usability Evaluation of a Nutrition and Lifestyle Guidance Application for People Living with and Beyond Cancer

There is a need to provide accessible information for health care professionals and for people living beyond treatment. Mobile and digital health technologies provide an ideal platform to access diet and nutrition guidance that is both trusted and evidence-based and so that people know how to alter and monitor eating patterns and behaviours to improve the quality of life. Participatory design and usability evaluation approaches have been utilised to develop a nutrition and lifestyle guidance smartphone application for both people living with and beyond cancer, and for health care professionals involved in advising such patients. The challenges centred on the design, development and evaluation of the first version of a new mobile application named ‘Life Beyond’ are presented. This proof of concept application aims to centralise evidence-based nutrition and lifestyle guidance for those living beyond cancer. It enables users to obtain guidance and information, create and track nutrition and activity related goals and track their progress in the completion of these goals. Consistent feedback from participatory design and usability evaluations drove this research and helped to create an initial solution that met the user expectations. The System Usability Scale (SUS) score of 67.69 denotes an ‘average’ usability and hence further development. More research of extensive end user engagement is needed before an optimal solution is disseminated.

Gareth Veale, Huseyin Dogan, Jane Murphy

An Interaction Design Approach of Fitness APP

At present, the number of App users in China is soaring, but it still faces the problem of low user stickiness. The interactive design approach of fitness App is proposed to improve the App and motive users to form the habit of permanent use of fitness App, and ultimately achieve the goal of increasing the fitness App’s stickiness. The ideal fitness App lifecycle can be divided into three stages: the initial trial stage, the habit-forming stage, and the habit-keeping stage. It is proposed that fitness App should improve user experience in three stages of the ideal lifecycle by improving interaction design at the three levels of “instinct level, behavior level and reflective level”. The specific interaction design approach at the instinct level, behavior level and reflective level are also put forward.

Jun-Qi Wang, Jing-chen Cong, Zhi-yuan Zheng, Yang Meng, Chao Liu

Design of an Anti-domestic Violence Product Based on Emotion Regulation

Domestic violence, as an act of serious violation of human rights, has indeed the very potential to render familial harmony as well as social stability in peril. Taking the current situation of domestic violence against women into consideration, this paper offers not only a comprehensive study on the users from the perspectives of their characteristics, requirements and relevant usage scenarios, but also a comparison of the existing products against domestic violence. On such basis, this paper attempts to put forward a design of anti-domestic violence product through the means of regulating emotions. Secondly, based on the detailed research of environmental psychology and the related theories of emotion regulation, three cost-effective emotion influencing elements are applied to the very design of a mood-soothing lamp which functions to prevent domestic violence from the perspective of the perpetrators.

Yinxiao Yan, Xuyang Liu

The Potential Impact of Depression User Spatial Experience on Emotional Management: A Case of High School in Greater Bay Area, China

Depression is the most common mental illness in the world. People shape architecture, and architecture also develops people. There is a few studies look into the phenomenon between spatial/architectural experience and emotional management, such as depression. Hence, this paper mainly studies the potential impact of spatial user experience on emotion within two international high schools, in Shenzhen and Guangzhou of Greater Bay Area, China, and discusses how to optimize contemporary feelings of the high school students by improving the existing space environment. Questionnaire and follow-up interview were employed for this study. The results reveal that architecture does affect the psychological and emotional management of users. The deemed areas of the schools have the most negative impact on students emotion are the teaching area and living area. Girls are more likely to have psychological and emotional management problems than boys, because girls are more delicate than boys and have more intimate activities and more emotional thinking. Students with psychological and emotional management problems are mostly between 16 and 18 years old. This may be related to the pressure of adulthood and academic strength. The psychological problems of domestic high school students have indeed become an urgent problem, and its seriousness needs the attention of all sectors of society.

Chang Yang, Zhen Liu

Intelligent Service System Design of Food Therapy Experience into Chronic Disease

Chronic disease is a global health problem. According to the WHO, 71% of the world’s deaths are caused by chronic non-communicable diseases and it is recognized as the world’s biggest killer. In 2017, the sub-healthy Chinese population reached 75% of the total population. The top five chronic diseases were: hypertension, fatty liver, dyslipidemia, diabetes, and chronic gastritis or gastric ulcer. According to the theory of Chinese medicine, the disease comes from the mouth. In fact, many problems are caused by eating. In this context, the main goal of this study was to develop an intelligent feedback interaction system based on food therapy as a way to combat chronic disease. Based on the strategic combination of service design and artificial intelligence, this study proposes a new model. Our goal is to create a new food therapy experience service system to meet the demands of our customers. In this paper, a new food therapy service system based on chronic disease is proposed in order to improve food therapy experience and to mine innovative points of people with chronic diseases.

Yan Zhang, Jun Wu, Chen Xu, Ming Zhou

DUXU for Learning

Frontmatter

Improving Mobile News Reading Experience for Chinese Users: An User Interview and Eye Tracking Study

In recent years, mobile news apps, featuring personalized recommendation based on AI algorithm, have been widely popular among Chinese netizens. Study on the reading experience of news detail pages is the key to optimize the using experience of mobile news apps. Study I focused on critical factors that affect users’ reading experience in news detail pages, in which we invited 54 users to participate in the interview. The results show that the body text and headlines typesetting and information in the description section are the critical factors affecting users’ preference. The demands of users include a comfortable and clear body text typesetting, an eye-catching and bold headline typesetting, as well as abundant and authentic information in the description section. Based on Study I’s result, Study II, with the 4 (font size) × 5(line spacing) between-subject design, explored effects of body text typesetting on the reading experience of news detail pages, including reading fatigue, reading efficiency, along with subjective satisfaction, through eye tracking methodology together with users’ rating. Sixty participants were invited in the experiment to be grouped by font size. The TOBII X60 eye tracker was used to record the eye movements when participants were reading five articles with different line spacing. The results show that: (1) font size has a marginally significant effect on Saccade amplitude and Saccade amplitude in font 57px was significantly less than that in 51px; (2) line spacing has a significant effect on subjective overall satisfaction indicating that larger line spacing had higher overall satisfaction.

Chenyi He, Nan Chen, Minjuan Zhou, Hui Li, Kecheng Chen, Daisong Guan

Research on Chinese Traditional Handicraft Education Expansion Model Based on STEAM

Nowadays China has some problems with the application of STEAM education. STEAM education in China have its limitations: A(Art) is always detached from STEAM, falling into a secondary position, which does certainly adverse to the exploration of creativity and the improvement of comprehensive ability. Besides, since Chinese traditional handicrafts have profound humanistic heritage and cultural connotations, they could be used as high-quality teaching resources, but lack the educational forms and teaching contents that meet the demands of the era and are easily accepted by the public. Especially for traditional handicraft teaching, due to the one-sidedness of teaching content, the passive nature of teaching methods and the conventional non-cooperative teaching form, participants can only experience the production process in a short period, but lack awareness of the history and diversity of traditional crafts. We put forward the research and practice of the STEAM class extended curriculum with the theme of traditional handicrafts based on the STEAM education framework. From the four dimensions of knowledge, ability, thinking and innovation, the participants’ ability to innovate and apply traditional handicrafts are significantly enhanced, thereby we could gradually improve the participants’ individualized perception of traditional handicrafts. provide time-oriented and cultural teaching contents for STEAM extended curriculum in China, new development ideas, and models for current traditional handicraft teaching. This paper takes Cantonese Porcelain as an example to explore the STEAM extended curriculum. We designed and organized the intelligent handicraft innovation workshop, and systematically discussed how to design the teaching content and education practice based on the multi-level extended education model of STEAM education framework.

Yi Ji, Yutong Liu, Xiaohong Sun, Peng Tan, Tieming Fu, Kaiping Feng

Application Experience of Human-Computer Interaction in Educational Management at Colleges and Universities

After more than half a century of development, human-computer interaction has become a very important composition of computer science research. Global diversification has pushed the gradual filtration of human-computer interaction into all fields of society; yet its great progress has been made along with the rapid development of science and technology. This technology has undergone three stages of development: command-line interface, graphical user interface, and natural human-computer interaction. As an achievement of social progress, human-computer interaction launched the era of intelligence: its emergence and development have improved greatly work-life balance, i.e. it liberates people from clutter for a much more relaxing life. In our age of intelligence, human-computer interaction applies in all aspects of life, from cloud computer to smart phones, from planes in the sky to vehicles on the ground, from spaceships and detectors in space to daily drones for entertainment… The more increasing material and cultural needs people require, the more dependent they remain upon intelligent machines, which are expected, in place of manpower, to complete tasks efficiently and accurately in accordance with human’s instructions, based on further implementing and expanding permissions via human-computer interaction. Therefore, the relation between mankind and computer becomes increasingly close and inseparable. In the educational field, human-computer interaction has unique predominance compared with old educational models: the wide application has improved educational quality as well as teaching effects. Especially it plays an extremely important role in educational management: instead of former management models, it improves a better balance between manpower and technology not only to liberate staff from heavy workload but to increase workplace productivity as well as managing effectiveness, which has gained massive positive responses from educational management professionals. Considering educational management practices, the paper focuses on the application of human-computer interaction in the educational management at colleges and universities, in compliance with its working patterns and features, to analyze advantages and challenges, on the basis of which, the research continues upon basic principles and experience improvement as well as application prospects human-computer interaction in educational management at colleges and universities.

Tongtong Li

The Application of Student Participation in the Design of Virtual Reality Educational Products

With the development of computer hardware and human interface devices, Virtual Reality (VR) has become a commonly adopted educational tool. In recent years, changes have taken place in technological innovation, with principles of user-centered design and human-computer interaction behavior receiving more attention. This paper presents the application of student participation in the design of VR educational products. By analyzing the data on students who use VR educational products, this paper investigates the relationship between educational objectives and the audiovisual experience, usability, exploratory nature, direction and feedback, and enjoyability. A method for involving students in the design of VR educational products is proposed and subsequently adopted in the development of VR teaching on Beijing Subway maintenance. Hence, the significance of VR educational products is demonstrated.

Ziyang Li, Xiandong Cheng, Limin Wang, Hao He, Bin Liang

Design and Application of University Intelligent Learning Environment Centered on Improving User Experience

With the emergence of new technologies, such as the Internet of things (IoT), big data, cloud computing and mobile communication, smart education has gradually become a new driving force for national education development. China’s Ministry of Education called for the in-depth promotion of “Internet + higher education”, breaking the time-space boundaries and school walls of traditional education. Currently, China’s reconstruction of the intelligent learning environment is mainly focused on the design of smart learning spaces. The difference between the stage of wisdom education and other stages of informationization development is to emphasize the cultivation of learners’ creativity. This directly becomes the main starting point for the design of a new generation of learning spaces. Therefore, the intelligent learning environment will combine the combination of creativity and digital as the key to innovation. However, there is currently a lack of innovation in the improvement of the user experience in an intelligent learning environment. Therefore, this paper focuses on the analysis of the main problems of the current Chinese university learning environment, such as teaching-centered classroom setting unsuitable for classroom interaction, public learning space with low user experience, and lack of teaching decisions supported by big data analysis and learning behavior analysis, and then achieves the best student learning effect through the reconstruction of the smart learning environment centered on improving the use experience, including physical and virtual environments. The use experience-centered smart learning environment ultimately has been evaluated in a case study, which indicates that the environment can effectively improve students’ self-learning and problem-solving abilities.

Guang Liu, Zejiang Liu, Fang Lu, Qinmei Ye, Zhen Liu

Universal Quadrant Model (UQM): Enhancing Usability of a Collaborative Cloud Tool for Sharing Best Practices Among Novice Users

This paper proposes and simulates an innovative approach to hierarchical group management model, the Universal Quadrant Model (UQM); a recursive, nondeterministic and backtracking generic algorithm. The model is as a result of For Youth For Life (FYFL) cloud tool research that was tasked to identify a unique solution to a problem of identifying an easy to use, scalable, cost effective, and fault tolerant collaborative system or tool for members of communities of practice to share best practices in line with Computer Supportive Collaborative Work (CSCW) field. The research was conducted in 4 phases; Phase I dealt with requirements gathering, Phase II was prototyping the system, Phase III was testing and comprehensive evaluation and Phase IV was to solve the Group Management Problem. Phase I - III problems were deciphered following the software engineering principles solutions, however, we could not find a proper documented method for managing groups spread across a spatial locality i.e. 4-H members (study group) which then necessitated the design of UQM. We consider UQM a computational framework that manages self-purporting and emerging groups and provides a mechanism that limits fictitious accounts within an online community. It estimates the number of quadrants to represent spatial locality of groups relying on population density as its main input factor. UQM is designed to cope with issues of adaptability, scalability, effectiveness, and efficiency in managing groups within a community of practice and is used for moderating users, navigation, locating and distribution of resources within an online system. The model provides a user friendly and efficient method for moderating a high number of users within groups by automating group formation. It also addresses the membership anonymity problem, and perpetuates self-purporting and sustaining groups within a spatial locality i.e. (a community of practice group). In terms of performance compared to the initial non-recursive method of group creation and management, UQM is recursive, segmenting and self-managing with a O(nlog4n) run time. Therefore, implementing UQM presents highly significant run time theoretical gain compared to the initial solution’s O(n) performance.

Justus N. Nyagwencha, Cheryl D. Seals

Interaction Testing on Using an E-Book Authoring Tool: A Case Study of the SaiteBooker (UNA-SUS/UFMA, Brazil)

In Brazil, the use of e-books has grown in the continuing education of health professionals. To facilitate the production of e-books, the Open University of the Unified Health System of the Federal University of Maranhão (UNA-SUS/UFMA) developed the SaiteBooker, a collaborative and open-source authoring tool. An interaction testing was conducted with 39 participants/healthcare professionals in Brazil. The results showed that, in general, the SaiteBooker authoring tool reached satisfactory results on usability and interaction. However, participants had difficulties in performing the task of adding images and videos, coping and pasting content from external links, editing text, and returning to pages. Based upon the results, improvements were made in the SaiteBooker, and recommendations were proposed to the design of graphic interfaces of authoring tools for e-books.

Carla G. Spinillo, Edilson T. S. Reis, Ana Emília F. de Oliveira, Dilson Rabelo Júnior, Camila S. de C. e Lima, Katherine M. de Assis

Digital vs. Hard Copy? A Preliminary Study of Reading Style in Children Using Touch Screen and Paper Books

The use of touch screen storybooks for children allows reading to be transformed into an interactive multimedia experience, in which text is augmented by animations, sound effects, and games. The present study is a follow-up to an earlier study [1] which found that touch screen storybooks negatively affected child readers’ comprehension but resulted in more emotional engagement. Ross et al.’s earlier study used visual observations to determine the level of emotional engagement. The current study extends those findings to examine the acoustic and prosodic indices of speech whilst children are reading. It was hypothesized that if touch screens were more emotionally engaging, this may express itself in greater pitch variability in the read speech. Also, if reading were more task-focused, then this might express in more careful (and hence more disfluent) paper-based material. Very preliminary analysis on a small selection of speech samples from 5 participants aged 6–7 years in the Ross et al. [1] study show greater pitch range variability with paper-based storybooks as compared to touch-screen interactive versions. On the other hand, there appeared to be less variation in speech and articulation rate in the paper-based books compared to touch screen books. This was also coupled by a tendency for greater overall phonation rate and an increased speech and articulation rate in the paper-based condition, which may reflect a more fluid style for paper-based book reading. Discussion of these preliminary findings focuses on the future lines of enquiry and reflections on children’s reading style using different mediums.

Maria Uther, Kirsty Ross, Jordan Randell, Rachel Pye

Design for Teaching Surroundings Based on Human-Computer Interaction Techniques

Wisdom is far away, whereas Human-Computer Interaction (HCI) is very close. The thesis derives from the big vision of a vocational teacher. Education is a great system, and interaction appears here and there all the time, like Human-Human Interaction and Human-Computer Interaction. With the help of techniques like H5 Interactive media courseware, Multi-device cross-screen interaction, 3D sensing human brain recognition technology, Interactive AI teacher and VR immersion teaching VR, students do not need to enter set classrooms. A simulated teaching place will do the job. Teachers will gather all the teaching resources and it helps to break their limitation. It is possible for us to build up harmonious and efficient teaching surroundings by using advanced techniques based on Human-Computer Interaction Technique. One teacher can do little by him/herself, while he/she can expand the way, and share with others so that everyone has a chance to stand on the shoulders of giants and do the job better. HCI Technique is just like the giant who offers his shoulder.

Wei Feng

Research on the Influence of Situational Teaching Mode on Online Learning Experience

With the development of economy and technology, acquiring knowledge through online learning platforms has become the main choice of more and more users. But the popularity of online learning has gradually highlighted the problem of the poor online learning experience. However, many successful teaching models of traditional offline education such as situational teaching provide a reference basis for improving the online learning experience. In this paper, the comparative experiment method is adopted to conclude that the situational teaching model has a positive impact on online learning experience, and the factor analysis method is adopted to analyze the influence of situational teaching model on the factors of the online learning experience.

Yimeng Xu, Linong Dai

Designing an Artificial Intelligence Platform to Assist Undergraduate in Art and Design to Develop a Personal Learning Plans

This paper presents the initiative design research for developing a platform based on artificial intelligence technology. Though the platform, the students can be assisted to develop a personal learning plan and register for the courses they need. Follow the blooming of information technology; Artificial Intelligence begins to intervene deeply into different industries in China. Change people’s life and work in considerable ways. In order to cultivate talents that adapt to the new type of social structure, the university continues to reform and innovative in the cultivation and teaching mode. In this paper, we put the emphasis on the introduction of personalized learning plan development and the learning information service system. The information service model will create new learning mode and opportunities to constructing students’ knowledge structure. We design a learning information service platform for undergraduate. Though the platform, the student can be assisted to develop own learning plan based on own interest and career path. The AI system will recommend courses plan and schedule. In addition, the system can estimate the knowledge points required and time spent by different learning routes. The learning information service platform based on AI system and the new learning mode is showed as examples, and hope to provide a new framework for the further innovation in higher education model.

DanDan Yu, MuRong Ding, WenJing Li, Limin Wang, Bin Liang

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