Skip to main content

2021 | Buch

Design, User Experience, and Usability: Design for Diversity, Well-being, and Social Development

10th International Conference, DUXU 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part II

insite
SUCHEN

Über dieses Buch

This three volume set LNCS 12779, 12780, and 12781 constitutes the refereed proceedings of the 10th International Conference on Design, User Experience, and Usability, DUXU 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually.
The total of 1276 papers and 241 poster papers included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The regular papers of DUXU 2021 are organized in topical sections named: Experience Design across Cultures; Design for Inclusion and Social Development¸ Design for Health and Well-being; DUXU Case Studies.

Inhaltsverzeichnis

Frontmatter

Experience Design across Cultures

Frontmatter
Cultural Usability of E-Government Portals: A Comparative Analysis of Job Seeking Web Portals Between Saudi Arabia and the United States

Saudi Arabia has obtained a very high e-government index value for the first time in 2020. However, there is a need to address the multicultural requirements in the design of the e-government services. In this paper, we investigated the multicultural usability of the Saudi job seeking web portal, “Taqat”, compared to the United States (US) job seeking web portal, “USAJOBS”, from the perspective of Saudi and US citizens. We assessed the compatibility of both portals with the US web design guidelines (USWDS). The Saudi web portal lacks only three out of nineteen US design guidelines. Then, we conducted a user study with 200 participants, 100 Saudi citizens, and 100 US citizens using a web-based survey instrument with twenty close-ended questions measured on five-point Likert scale and Nielsen’s ten heuristic usability principles. The results of the Mann-Whitney U test revealed a significant multicultural gap in the usability of the Saudi web portal design compared to the US web portal. Future efforts and investigations are highly needed to reduce the multicultural differences in the usability and adoption of the Saudi job seeking web portal.

Asma Aldrees, Denis Gračanin
Spatial Analysis and Comfort Optimal Experience Design of Rural Landscape in Water Network Area of Southern China

Under the background of the coordinated development of urban and rural areas, rural rejuvenation is a hot topic. The research focuses is on the spatial form of characteristic landscape. From the perspective of rural experience, it uses the analysis methods of settlement space and landscape space to construct an updated experiential characteristic rural style. Rural landscape is the basic spatial carrier of developing characteristic rural pattern. It is of operational significance to discuss the spatial form of rural “experiential” landscape under the target framework of “characteristic rural landscape”. With the help of the practice of “experience” in traditional rural design, based on the principles and objectives of improving the quality of public space, this paper puts forward some strategies such as shape shaping and functional reorganization, focusing on solving the spatial quality problems such as point, line, area and landscape, among which the shape shaping strategy is mainly aimed at improving the environmental quality of traditional rural space, and functional reorganization promotes the functional demand quality of “comfort” in traditional rural areas, with a view to injecting new vitality into diversified villages.

Yali Chen, Zhenxi Gong, Shuo Wang
Relations on Cultural Behavior and Technology Adoption: A Chilean Perspective

Digital transformation is the change associated with applying digital technologies in all aspects of human society. This need for digital transformation is beginning to be transversal for all industries, but especially in those small and medium-sized. Some initiatives seek to promote these transformation processes through technology adoption models. However, on a few occasions, it has been studied under a particular socio-cultural context. In this document, we begin our research by analyzing Tornatzky’s proposal for technology adoption, but under a socio-cultural vision specific to the Chilean market.

Jaime Díaz, Danay Ahumada, Jorge Hochstetter, Freddy Paz
User Experience Centered Application Design of Multivariate Landscape in Kulangsu, Xiamen

As nominated as World Heritage Site in 2017 by UNESCO, Kulangsu Island in Xiamen, China, is a unique historic international settlement from 19th century. One important feature of Kulangsu is its dual identities of community for local residents and tourist attractions for visitors. Thanks to abundant cultural and natural resources, its famous visual landscape of Amoy Art deco architecture and various foreign-style architecture, together with Kulangsu’s historic-contemporary soundscape, like piano melody sound, wave sound and lost church music once satisfied both local inhabitants and visitors all over the world. Unfortunately, many unique sounds and views in the history has disappeared gradually because of local population decline and rush tourism development. Smart application provides us another perspective and tool for landscape design on a multivariate space like Kulangsu. Although the development of smart phone application is successful in China nowadays, its technology is seldom combined with landscape design methods. There is lack of technical implementation and testing for application in Landscape design field. The aim of this study and application design is to promote user experiences for visitors. The research firstly investigates users’ preferences for Kulangsu’s landscapes and travel behaviors by the means of investigation. Concluded from user interview results, there are three key objectives predefined before the design and development process. Eventually, the application design is proposed to demonstrate how user experience centered design and augmented reality technology can be utilized for virtual revival and digital restoration of Kulangsu’s multivariate landscape in different historic periods.

Fengze Lin, Fengming Chen, Mingjian Zhu
A Study on the Application of Innovative Strategies on Intelligent Mutual-Aid Delivery Services on College Campuses

As China’s e-commerce has entered an “Internet+” era in recent years, the number of express parcels on college campuses has been soaring exponentially. However, delivery service is not allowed on many campuses, leading to a missing “last mile”. Taking Beijing City University as an example, this study studies and analyses the degree of satisfaction of users about picking up and shipping parcels on the campus by means of field survey, questionnaire survey and in-depth interview. The demands on the missing “last-mile” delivery service on the campus are also studied by using the empathy map as one of the service design methods and are then categorized using the Kano model. The contact points of the on-campus delivery service are analysed and a user journey graph is produced on this basis. Then, a campus mutual-aid delivery service is optimally designed, leading to a final service blueprint. A campus intelligent mutual-aid service platform is also planned, featuring the delivery service as its main function so as to address the missing “last-mile” delivery service issue. Students are considered as the basic users of this service. Background data analysis offers suggestions on how to accurately mate students who would like to ship or pick up a parcel, which effectively integrates the resources and needs and sends them to mobile clients, thus integrating users, Internet of Things and the Internet and virtually landing the service design concept.Compared to traditional delivery processes, this intelligent mutual-aid service is more stable, efficient and convenient. It also features high availability and extensibility. The data searching algorithm accurately matches users while making full use of their overlapping time. This service enhances the efficiency of on-campus delivery services and promotes the transition from a traditional digital campus to a mutual-aid intelligent one.The landing of this mutual-aid platform significantly improves the efficiency of delivery services on the campus and makes it standardized, alleviating the chaotic situation to a large extent. In addition, the platform also streamlines the on-campus delivery procedure. In the meantime, it can help develop an initiative in students and enhance their practical ability, therefore promoting the innovative development of this service and formulating a harmonious campus featuring mutual aid.

Hong Liu, Zhong Siyang, Wan Yixin, Junya Yu, Wei Cao
Product Interventions and User Performance: Implications for Public Design to Achieve Sustainable Practice

This paper explains the practice-oriented approach to design and examines the relationship between people and products. A theoretical framework is proposed after reviewing the literature on product intervention and usability. Taking public facilities as a case study, this paper illustrates the ways in which people use them to make communities more sustainable for their inhabitants. The final conclusion is that public facilities should be designed by applying appropriate product interventions based on the social context and user acceptance.

Ming Jun Luo, Jia Xin Xiao, Wenhua Li
Participatory Design to Create Digital Technologies for Batik Intangible Cultural Heritage
The Case of iWareBatik

Heritage communication is more and more integrating digital media, which help to offer a wider and deeper understanding of heritage and its values. In particular, intangible cultural heritage (ICH) can find in information and communication technologies a powerful ally to share its facets and different dimensions, through multimedia technologies (especially videos), storytelling, and several other applications like mixed realities and artificial intelligence.Such media can help not only to provide access to information and knowledge, but also to enrich the experience of people exposed to such heritage, and to promote a deep connection between the heritage itself and interested persons.This paper presents the process through which goals and needs to communicate and promote Indonesian Batik textile heritage, which has been inscribed by UNESCO among the Intangible Cultural Heritage list in 2009, have been collected and transformed into the design of digital communication outlets, namely a website and a mobile app. Such process has encompassed an extensive analysis of the presence itself of Batik in digital media through benchmarking, as well as the elicitation of needs and requirements of relevant stakeholders and target audiences, through in-depth interviews and surveys. The design has been done ensuring at every step that it was considering and integrating, as much as possible, the results of the previous analyses. While presenting the iWareBatik case, which has been successfully implemented and launched, with the support of the highest Indonesian cultural-related institutions, the paper describes in detail the used methodology, hence providing an itinerary, which can be adopted by other similar projects.

Puspita Ayu Permatasari, Lorenzo Cantoni
Methods for Multiple Roles to Build Brands of Service System–A Case Study of Guangzhou Baiyun International Airport

With service economy booming, service brand has drawn attention of scholars and practitioners worldwide. Service brand building involves multiple roles of enterprises, employees and customers, which complicates the service system. Therefore, this paper puts forward methods for different stakeholders to realize the brand value unity and reconcile the contradiction between brand integrity and personalization in the aim for cognitive unity of the brand system within the enterprise. With Guangzhou Baiyun Airport as the case of building service brand, this paper exploits methods of building complex service brand system with multiple stakeholders. Firstly, in regard to the service suppliers, it is necessary to define the brand, build a framework, position the role so as to present the services as a brand. The process of building the airport service system is hereby divided into two phases. We shall first establish a consistent service brand, which refers to a total brand with extracted values and connotations out of prominent brand features. The second is to build a service system, based on the core concepts of the total brand, with clear-cut levels and explicit roles within, and set up sub-brands. The innovation of this paper lies in exploring with systematic thinking the methods for building complex service brand system in which the total brand value serves as the core. Meanwhile, the sub-brands showcase both personality and diversity while maintaining integrity. The three roles of leaders, employees and customers mainly constitute the analytical model. When the former two participants build service brand together, the value and cognition of the brand can achieve integrity within the companies.

Qixuan Su, Yi Liu
Analysis and Design of Household Intelligent Planting Products Based on Hall Three-Dimensional Structure

In this paper, Hall three-dimensional structure model has been applied in the design of household intelligent planting products. There are some shortcomings in the current household intelligent planting products, which can not well meet the needs of users, and the user experience needs to be improved. Therefore, in order to establish a complete design process of household intelligent planting products, optimize the design steps and improve the design efficiency, Hall three-dimensional structure theory is used as a guide in this study, and a design model of household intelligent planting products is proposed, which is composed of three dimensions: knowledge, time and logic. In general, this study is based on the guidance of Hall three-dimensional structure theory, and takes improving user interaction experience as the core, and Kano model and AHP as tools to carry out the design practice of household intelligent planting products. Finally, an intelligent planting product and matching software were proposed, which can help improve user experience and satisfaction in the planting process.

Wei Xiong, Zhengli Zhang, Yi Liu, Zhen Liu
Lacquer Jewelry Design of Shanghai Style Based on User Perception Preference

Shanghai style lacquer art (A kind of Chinese traditional lacquer art integrated with the regional cultural characteristics of Shanghai) is used to make daily furniture and commodity, but as a living art, it can also be extended to the fashion jewelry design field. At present, Shanghai style Lacquer ware is facing the dilemma of the disconnection between product design and contemporary aesthetics, and It is difficult to integrate into modern life. For the Shanghai style lacquer jewelry design should match contemporary aesthetic and emotional needs, the paper uses EEG Muse technology and eye movement technology to obtain the signal data of user preference evaluation, combined with questionnaire survey, the user’s perception preference for lacquer jewelry modeling is objectively obtained from both physiological and psychological perspectives, position the jewelry design form that meets the user’s preference, and then assist the subsequent jewelry design practice. The final design evaluation verifies that this method can effectively improve user satisfaction in shanghai lacquer jewelry design, providing methods for the application of Shanghai style lacquer art in modern product design.

Yalan Yu, RongRong Fu
Innovation in Teaching Model Based on University Museum Resources
Taking the Course of Study on Chinese Ethnic Costume Decoration as an Example

In recent years, many domestic schools of fashion design have enhanced their efforts in teaching study of ethnic costume culture as more and more novel ideas and scientific teaching methods are applied. Digging, sorting out, transforming, and applying the national costume culture in the school teaching of fashion design is a main way to inherit and develop the national costume culture. As a knowledge transfer space in universities, museums pass knowledge to students via exhibitions and teaching activities, seek for answers across the space and time by exploratory learning as a practice since ancient times. Ethnic costume museums are important premises to study and inherit national costume culture and natural teaching resources. Taking the Study on Chinese National Costume Decoration opened by the Museum of Ethnic Costumes, Beijing Institute of Fashion Technology as an example, this paper analyzes the teaching resources, content, methods, and results, etc. of courses to reflect on the university museums related to ethnic costume culture and its course teaching. It also discusses the potential advantages of university museums in teaching to combine with national costume culture innovation and inheritance courses for innovation in teaching model as a reference.

Chi Zhang, Xiaomei Hu, Minghong Shi
Research on Intelligent Classified Trash Can and Smart Application Design—Achieving Green Smart Home Living in China

Garbage classification has been implemented abroad for a long time, but for China, it is still in the initial stage of consciousness germination. This paper is aiming to build an intelligent garbage classified system to solve the problem of garbage sorting for Chinese users and improve the user experience. According to user research and market research, we found that due to the lack of correct classification knowledge guidance, the process of garbage sorting made users feel troubled. The trash cans in current market generally do not have the intelligent function of garbage classification. In order to simplify the process of garbage disposal and popularize the classification knowledge, we put forward the concept of intelligent classified trash can with deep learning-based image recognition and speech recognition classification system and a supporting smart application to help users achieve green smart home life. Finally, we invited 16 users to carries out the usability test and optimized the prototype of intelligent trash can hoping to bring users a better experience of garbage classification.

Nan Zhang, Yanlin Wu, Yingao Kong, Jinsong Lv
Research on Design Collaboration Strategy for the Transformation of Historical and Cultural Blocks in Beijing

Transformation of historical and cultural block has become an important research topic nowadays. This paper taking the research perspective of human geography, investigates the transformation of historical and cultural blocks in Beijing, looking into their real situations and social cooperative environment through the reconstruction. In the specific course of study, examining Dashilar, The White Pagoda, Shichahai and other typical blocks’ reconstruction cases, to explore the synergy and cooperation strategies between the government and the forces of all sectors of society. In the analysis of specific cases, this paper discusses the methods and paths of urban block renovation and reconstruction from two aspects of cultural space and cultural ecology. Cultural memory is an important cultural basis in the construction of Beijing’s historical and cultural blocks, which hides the city’s cultural genes and is also the historical background of the reconstruction of city’s cultural space. Cultural ecology, which performs as the environment and soil for the existence and development of culture, is the state of cultural development that adapts to the social form. The presence and participation of people, as well as the positive interaction between people and the environment, are the important basis for investigating the cultural ecology of urban blocks. In the case study, we survey the role of cross-boundary integration of architectural culture, art, commercial design and other fields is considered and analyzed, mainly with participants of different identities.

Fumei Zhang, Tian Cao, Ran Huo

Design for Inclusion and Social Development

Frontmatter
GA-Based Research on Suitability of Recreational Space in Gardens to the Elderly—With Yangzhou Geyuan Garden as an Example

This study focuses on the relationship between the outdoor recreational space for the elderly and the landscaping design of gardens, and centers around gardens of the Southern Yangtze Delta where the elderly gathers spontaneously. With the Four-season Artificial Hills in Geyuan Garden, Yangzhou City, Jiangsu Province as an example, genetic algorithm (GA) is used to locate the optimal recreational point for the elderly, which situates close to “Yiyu Pavilion” according to the results. Analysis shows that this point is characterized by a large angle of perception, multiple layers of scenery and diversified attractions, which inspires the suitability design of today’s urban public spaces for the elderly and puts forward related suggestions on modification.

Tian Cao, Fumei Zhang
Accessibility Evaluation of E-Government Web Applications: A Systematic Review

For this study a systematic literature review was conducted in order to establish how accessibility evaluations of E-Government Web applications are performed. The search was carried out in two of the most relevant databases in the Software Engineering field, obtaining 421 results. Once the previously defined inclusion and exclusion criteria were applied, 36 articles were selected as relevant. Likewise, the Pontifical Catholic University of Peru (PUCP) thesis digital repository was reviewed in order to find evaluations within the Peruvian context. In this way, it was possible to determine that: (1) most of the studies which include an accessibility evaluation are carried out in countries within the Americas region, (2) the most widely used Web accessibility guidelines are the Web 2.0 Content Accessibility Guidelines, (3) the most frequently used evaluation method is automated evaluation, (4) the most used tool is AChecker, and (5) accessibility studies generically address disabilities. Concerning the research found in the PUCP digital thesis repository, even if it did not specifically deal with a government entity, it provided an idea on the execution of Web accessibility evaluations in Peru.

Daniela Cisneros, Fernando Huamán Monzón, Freddy Paz
Emergence of Polarization and Marginalization in Online Education System of Bangladesh Due to COVID-19: Challenges and Policies to Ensure Inclusive Education

Before COVID-19, online learning was almost non-existent in the educational institutions of Bangladesh. Unavailability of Internet and proper devices among the students, lack of training, and the unwillingness of the institutions in integrating a new way of providing education were the main reasons behind the less prevalence of online education in Bangladesh. Due to their lack of experience, design policies, and infrastructural incapacity, educational institutions struggled enormously to make the transition to online learning from face-to-face teaching during this ongoing pandemic. Primary and secondary educational institutions are the major victims of this hasty transformation. Although universities in Bangladesh are trying to continue their regular academic curriculum, the real scenario is far from perfect. To understand the problems of the online education system of Bangladeshi universities, we conducted a survey among 184 students. The user responses were analyzed in two different ways: unsupervised clustering that revealed socio-economic polarization among the students; and feature specific statistical analysis that identified the emerging marginal student groups. Our analysis shows that the factors behind the polarization and marginalization of students include locality, living conditions, primary device for attending class, Internet connectivity etc. Based on these factors, we lay out an inclusive design policy with three action plans that would reduce the polarization and marginalization of university students in online education.

Md Montaser Hamid, Tanvir Alam, Md Forhad Rabbi, Khalad Hasan, Anastasia Kuzminykh, Mohammad Ruhul Amin
Performing a Disembodied Mind: Neurotechnology Between Empowerment and Normalization

Given that a brain-computer interface (BCI) operates by circumventing the peripheral nervous system, i.e. functions in virtue of one’s mind only, does it exemplify the acting of a disembodied mind? Illustrating BCI use by means of a qualitative interview with a user shows that performing a disembodied mind can bring about the experience of empowerment. Taking into account the social context of technology use, the practice and discourse of neurosciences, and the role of technology among marginalized communities, the risk of a continued normalization arises. Neurotechnology such as the BCI may thus bring about beneficial as well as detrimental consequences for disabled users. How the respective future will look like may also depend on our understanding and the social attribution of agency.

Johannes Kögel
Studying the Phenomenon of Verbal Bullying in High School Students for Video Experience Design: A Case of an International School in Guangzhou, China

Bullying is always a serious problem in schools. An occurrence of a bullying can cause a series of consequences, which consume money, time, and deteriorate interpersonal relationships between people. With the development of different technologies, more kinds of bullying emerged, and instead of physically, those bullying tend to be done on verbal ways. Different than physical bullying, verbal bullying is easier to be ignored by the community, including schools, parents, peers, even the victims themselves, due to its characteristics. In this way, raising the public awareness of verbal bullying is absolutely urgency. This paper aims to explore the phenomenon of verbal bullying in high school students with the consideration of their backgrounds, particularly in China, and to find out the unique parts of the phenomenon in the target region. The research method of this paper is divided into four steps. An online Questionnaire is adopted in the first step, which gathers the opinions about verbal bullying from high school students of an international school in Guangzhou, China. Following on is a video experience design for anti-verbal bullying in high school, which reflects the problems described and pointed out in the questionnaire. Then the first draft of the video will be presented to the students who were once experienced in the process of verbal bullying. The last step is to optimize the video according to the suggestions from the students who participate in the reflection process, and publish the video to the public. The result of this research shows several unusual points: firstly, countering on the problem that if students will laugh at people right in front of them, different gender shows a significant gap; secondly, particularly in the target region, the uncommonness of the victims’ interests caused students to bully them. Other than these, physical appearance and personality can also be the reason for students to bully others, and bullying was done both on the internet and in real world.

Zhen Liu, Yue Cai
A Study of Teaching Aids Design for Autistic Children with Focus on Hand-Eye Coordination

To improve the usability of teaching aids for children with autism, this paper study the key features of designing teaching aids aiming for training hand-eye coordination of children with autism. The corresponding design strategy is derived base on the principle of inclusive design and two design proposals are proposed. And following the rationality and effectiveness evaluation of those design schemes, which including the comparison to existing teaching aids. The analysis results show that the design scheme with newer training methods、sensory stimulation and gamification design gave a better performance.

Zaixing Liu, Lijun Jiang, Xiu Wang, Zhelin Li
A Video Experience Design for Emotional Bullying in Public High School in Guangzhou, China

In Guangzhou, a region boasts advanced economy and education, campus bullying still exist. One hidden form of campus bullying is emotional bullying, which is difficult to identify and take precaution against. First, both the victims and the victimizers may not be aware of the occurrence of bullying. Second, the hazard of emotional bullying tends to be underestimated, which is responsible for the overall absence of care and protection for the victims. To address these issues, this paper adopts video experience to educate students, teachers, and parents on the existence and hazards of emotional bullying is necessitated. The design process of the video includes the following steps. First, questionnaires were designed to investigate emotional bullying in high school class within Guangzhou, and volunteers who participated the questionnaire were selected to share experience. Second, interviews with the volunteers were conducted to acquire information and story of emotional bullying on campus, which was used to develop video content. Third, based on information obtained from the interviews, a video was created about high school campus bullying. The results show that 1) there are no significant gender difference in emotional bullying; 2) the most common forms of emotional bullying are rumor and isolation; and 3) the most people are not sure whether they should seek help in the face of emotional bullying.

Zhen Liu, Zihao Zhuang
Adapting Participatory Design Activities for Autistic Adults: A Review

This paper presents a literature review investigating the suitability of participatory design when conducted with autistic adults. Six relevant papers were discovered, with key information extracted prior to analysis. A thematic analysis revealed six core themes of adaptations and considerations to be made when working with autistic adults: (1) appropriate approaches and methodology, (2) individual differences, (3) flexibility, (4) communication, (5) environment and sensory issues and (6) challenge assumptions. Overall, it was found that participatory design is a suitable method for use with autistic adults, providing careful adjustments are made to some or all of the design activities to ensure their accessibility and effectiveness. It is important that researchers and practitioners have sufficient autism understanding to make these adjustments, and that they invest time to get to know the autistic people involved in their study.

Rachael Maun, Marc Fabri, Pip Trevorrow
A Case Study of Augmented Physical Interface by Foot Access with 3D Printed Attachment

We propose an attachment creation framework that allows foot access to existing physical interfaces designed to use hands such as doorknobs. The levers, knobs, and switches of furniture and electronic devices are designed for the human hand. These interfaces may not be accessible for hygienic and physical reasons. Due to the high cost of parts and initial installation, sensing or automation is not preferable. Therefore, there is a need for a low-cost way to access physical interfaces without hands. We have enabled foot access by extending the hand-accessible interface with 3D-printed attachments. Finally, we proposed a mechanism (component set) that transmits movement from a foot-accessed pedal to an interface with attachments. And we attached it to the doorknob, water faucet, and lighting switch interface. A case study was conducted to verify the system’s effectiveness, which consisted of 3D-printed attachments and pedals.

Tatsuya Minagawa, Yoichi Ochiai
Towards a Conceptual Model for Consideration of Adverse Effects of Immersive Virtual Reality for Individuals with Autism

Interest in the use of virtual reality (VR) technologies for individuals with autism has been increasing for over two decades. Recently, research interest has been growing in the area of immersive virtual reality (IVR) technologies thanks to increased availability and affordability. Affordances and theorized benefits of IVR for individuals with autism are quite promising, with the majority of research reports overwhelmingly presenting positive outcomes. Notably absent in the dominant research discourse, however, are considerations of how leveraging the affordances of IVR might lead to unintentional, unexpected, and perhaps deleterious outcomes. This is a particular concern in light of documented adverse effects associated with IVR, such as cybersickness, increased anxiety, and sensory disturbances. Given known characteristics of autism, the impact of adverse effects potentially could be even more pronounced for people with autism than for the general population. In the current paper, we present a conceptual process model for minimizing potential adverse effects of IVR for individuals with autism. Specifically, we highlight the notion of gradual acclimation and detail how gradual acclimation unfolds in a stage-wise manner across implementation contexts and technologies. When working with vulnerable populations, researchers have a special ethical obligation and greater responsibility to actively take precautions to help minimize real or potential risks. Correspondingly, we assert that application of the implementation procedures detailed in the current paper can contribute to researchers minimizing and controlling for potential adverse effects of IVR for individuals with autism.

Matthew Schmidt, Nigel Newbutt
Usability of a Digital Elder Mistreatment Screening Tool for Older Adults with Visual and Hearing Disabilities

Elder mistreatment (EM) is a public health problem that affects 10% of Americans aged 60 or older. As the number of older adults increases due to national demographics, instances of elder mistreatment are also likely to increase without services in place to prevent it. The goal of our study was to evaluate the usability and feasibility of the VOICES tablet-based elder mistreatment screening tool with older adults who have visual and hearing disabilities. VOICES is a tablet-based self-administrated digital health tool that screens, educates, and motivates older adults to self-report elder mistreatment. Study participants included older adults who were blind, had low vision, were deaf, or were hard of hearing. Findings from this study will inform geriatricians, user interface designers, digital health professionals, and the general public on the specific needs of older adults with disabilities and universal design considerations for digital health applications intended to be used by older adults with visual or hearing disabilities.

Sarah J. Swierenga, Jennifer Ismirle, Chelsea Edwards, Fuad Abujarad
Ergonomic and Usability Analysis of Platform for Communication of People with Limited Talk

The educational applications developed for smartphones inaugurate a new form of interaction, since the experience of use happens with the touch of the fingers on the screen, allowing a greater control on the interface. However, because it is a recent equipment, it still needs studies that lead to the adequate development of these applications, especially when these involve the internalization of knowledge beyond the operational level. Therefore, they involve conducting usability tests and analyzing the results.Previously, projects were carried out for certain segments of the population today, designers should think about the wide variety of existing consumers and their limitations. Thus, a design project must contain features that can encompass as many users as possible; what we call universal design. These types of concerns aim to improve the usability of the product and facilitate its use for the largest number of people, including left-handed people, elderly people, people with disabilities and/or people with special needs, always observing their daily lives.In this context, this research aimed to study the most appropriate way to present educational content on smartphones, starting from the methodological analyzes of Leventhal and Barnes (1998), regarding three applications: LetMeTalk, Aboard and Jade Autism. This work will not only focus on the ergonomic and usability analysis of platforms for alternative communication, but above all on the learning efficiency and skills of people with speech limitations, such as autistic individuals.

Caroline Torres, Marcelo M. Soares
Design Your Life: User-Initiated Design of Technology to Support Independent Living of Young Autistic Adults

This paper describes the development of and first experiences with ‘Design Your Life’: a novel method aimed at user-initiated design of technologies supporting young autistic adults in independent living. A conceptual, phenomenological background resulting in four core principles is described. Taking a practice-oriented Research-through-Design approach, three co-design case studies were conducted, in which promising methods from the co-design literature with the lived experiences and practical contexts of autistic young adults and their caregivers is contrasted. This explorative inquiry provided some first insights into several design directions of the Design Your Life-process. In a series of new case studies that shall follow, the Design Your Life-method will be iteratively developed, refined and ultimately validated in practice.

Thijs Waardenburg, Niels van Huizen, Jelle van Dijk, Maurice Magnée, Wouter Staal, Jan-Pieter Teunisse, Mascha van der Voort

Design for Health and Well-Being

Frontmatter
Building a Digital Health Risk Calculator for Older Women with Early-Stage Breast Cancer

Thousands of older women diagnosed with early-stage breast cancer receive adjuvant radiation treatment therapy that can be safely omitted. The decision to undergo radiation treatment therapy is based upon several factors unique to the individual. Understanding the patient-specific relative risk and benefit of radiation therapy—and making the right decision for the patient’s health—is a complex process that often fails to follow the shared-decision model between patient and clinician. The use of digital health tools to support and navigate complex and personalized healthcare focused decisions have been shown to increase patient comprehension and reduce decision-based conflict. In this paper we describe how we designed, developed, and tested an electronic, tablet-based decision aid tool to provide patient-specific, risk-benefit information with the goal of helping older women determine whether to receive radiation therapy. Our decision aid tool, Radiation for Older Women (ROW), utilizes user-centered design principles to facilitate evidence-based treatment decisions.

Fuad Abujarad, Shi-Yi Wang, Davis Ulrich, Sarah S. Mougalian, Brigid K. Killelea, Liana Fraenkel, Cary P. Gross, Suzanne B. Evans
Design of Form and Motion of a Robot Aimed to Provide Emotional Support for Pediatric Walking Rehabilitation

In Japan, increasing number of elderly who need care and shrinking workforce has driven the introduction of robotic technology for medical and nursing-care tasks. Despite the emergence of robots that provide physiological and mental care, in the walking rehabilitation field, this research could not find a robot that offers emotional support to patients, who usually experience stress, worry and anxiety during therapy due to pain and tiredness. In this paper, we present the design of a robot aimed to provide emotional support to children attending walking rehabilitation, essentially by “cheering” them during therapy. We first assessed walking rehabilitation procedures and summarized a general outline of a typical rehabilitation therapy. Then, we investigated the positive and negative emotions that children experience during each step of the rehabilitation therapy outline, and proposed roles that the robot must fulfill to deal with those emotions. Based on the established emotional roles, the robot morphology, design and motion were concurrently defined. The central design intention is to create a robot with a simple morphology and abstract form (less anthropomorphic or biomorphic) that is soft, gentle and characterized by not having face features. Two prototypes were built and prelaminar evaluations were performed with adult respondents, including healthcare professionals. The overall impressions of the robot design, motion and effectiveness was favorably evaluated, and validation with pediatric patients will be implemented as a next step.

Jaime Alvarez, Eriko Hara, Toshihiko Koyama, Koji Adachi, Yoshihito Kagawa
Exploring the Factors Aiding Speech-to-Text Emotional Restoration

In recent years, with the development of artificial intelligence technology, speech recognition technology can perform high-precision interpretation and transcription on voices in various complex environments, improving typing efficiency. However, the text obtained by speech translation is only composed of text and simple punctuation, which hinders the real emotion expression of users. The pale translated text hinders the formation of context, affects the emotional transmission of semantics, and lead to a poor user experience when users communicate with others. Based on user experience and emotion, this article discusses the factors that assist the speech-to-text emotional restoration. Through the qualitative and quantitative study, this research compares four emotional effects of information texts composed by different elements: emoticon, punctuation, interjections, and speech-to-text function of WeChat, and further studies the factors that assist speech-to-text emotion restoration. The research results reveal that emoticon and punctuation have a positive effect on the speech-to-text emotional restoration. The addition of the above two factors can restore the emotional effect of speech in text mode with lower loss, fully improve the user experience in mobile communication, and make the online communication smoother.

Xin Chen, Qingxin Deng
Reprojecting a Fitness App Regarding Retention and Usability Using Nielsen’s Heuristics

The increasing use of wearable devices, associated with sports practices, served as a motivation for the researchers of this work analyzed the app called Fitness, developed for iOS platform. The choice for iOS was due to the fact that Apple Watch is considered the best selling smartwatch in the world. Besides that, during their physical activities Apple watch users have the possibility to have their data captured by the biosensors in the watch. Such data can be transferred to the iPhone, processed and the result presented to the user to a structured report. However, it was identified serious problems of design in the generated report, probably because it disregards the user’s context. Thus, the objective of this research is to identify the existing limitations in Fitness using the evaluation heuristic, in addition to proposing solutions to the referred problems identified through the restructuring of the application interface based on Nielsen’s heuristics. To the identification of the limitations and the consequent restructuring of the interface, the research used qualitative and quantitative methods. The results showed a great improvement in usability, with more than 20 points on the SUS scale. In addition, it was noted that heuristics minimize user memory loads, shortcuts and speak the user’s language were those that most brought benefits to the interface.

Renata Faria Gomes, Maria de Fátima Costa de Souza
Lessons Learned in Developing a Patient-Centered Website to Support Stroke Patients and Caregivers During Transitions of Care

Stroke is one of the leading causes of adult disability in the United States, affecting almost 800,000 United States citizens annually. Inadequate care during the transition back to home can lead to poor outcomes and delayed recovery. Although the transitional care period is often complex and multifaceted, providing patients and caregivers with timely, relevant education and informational resources remains an important foundation to any transitional care service. Utilizing technology to enhance post-stroke transitional care services and provide unlimited access to information may increase survivors’ understanding and ability to manage their stroke recovery during the transition period.The Michigan Stroke Transitions Trial (MISTT) was a two-phased clinical trial study that engaged stakeholders in developing and refining two patient-centered post-stroke transitional care interventions intended to improve 90-day stroke survivor and caregiver outcomes. This case study describes the Patient-Centered Design approach used to develop the MISTT website intervention, which is a curated, patient-oriented website containing information and resources relevant to lived, post-stroke transitional care experiences.Lessons Learned: Substantial time, support, and funding is required for a multi-stage approach to creating and building a patient-centered website. Stakeholder engagement was crucial to the final content, design, and functionality of the MISTT website. Stakeholders were instrumental for determining how to apply best practice universal design guidelines to meet needs and preferences for stroke survivors and their caregivers.

Michele C. Fritz, Sarah J. Swierenga, Paul P. Freddolino, Constantinos K. Coursaris, Amanda T. Woodward, Matthew J. Reeves
Usability Evaluation of Music Applications for Stress Reduction

People use music applications to provide comfort and to help keep their minds relaxed and stress-free . During times of reduced social activity, with corresponding increases in social distancing for health and public safety, many people face high levels of anxiety, loneliness, depression, and stress. Music applications can relive these concerns, by providing access to personal music libraries. However, many users make mistakes while using music applications. These mistakes include not noticing an element, taking a long time to complete a specific task, or failing to complete a task altogether. This can make the product difficult to use and challenging to learn, while failing to provide a pleasant, enjoyable experience. In this research, a comparative analysis was conducted with 20 users between 18–24 years old to investigate the interface design and functionality of the Spotify and Apple Music using human computer interaction methods and tools. The findings indicate the differences and similarities between the two user interfaces, indicating which music application platform provides a better user experience, particularly for users seeking stress reduction.

Moushume Hai, Ariana Lacue, Yuwei Zhou, Yogesh Patel, Asturias Roncal, Patricia Morreale
The Art Therapy Experience Based on Online Education System for Higher Education During the COVID-19 Pandemic: A Case Study of Communication Method

During the epidemic period, students’ mental health needs more attention. Art therapy based on school can help students deal with psychological problems. However, with the implementation of online education, traditional art therapy needs to make changes to adapt to the current situation. Therefore, the purpose of this paper is to explore the way of integrating art therapy communication into university online education system under the background of the pandemic, to clarify the significance and value of art therapy to defend the novel coronavirus pneumonia and to explore the problem and improvement of a kind of online group art therapy for higher education. This paper conducted an exploratory case study, which carried out an online group art therapy communication project on an English course provided by the school of design, the South China University of Technology for first-year postgraduates. 15 Chinese students participated in the project and they were interviewed after the project. The results show that this kind of online group art therapy project can help students to get a more positive emotional experience. Communication is the key to the success of this kind of art therapy, and network technology is the main challenge. In the future, it is necessary to establish an art therapy framework in the online education system and to explore more therapy programs and methods.

Zhen Liu, Lingfeng Ren, Ke Zhang
Spatial Interaction Design for Children’s Magnetic Resonance Imaging Examination Based on Embodied Cognition

To explore the spatial interaction design method for children’s MRI examination based on embodied cognition theory, and to construct a design model suitable for the spatial interaction by combining the concepts of image schema and environmental affordance. This study adopted literature analysis and visual analysis tools to analyze research on embodied cognition at home and abroad, and explore the correlation between embodied cognition and spatial interaction design from the perspective of designing. Through observation and in-depth interview, this paper analyzed a series of problems encountered by children in MRI examination, and studied the applicability and feasibility of applying embodied cognition theory to spatial interaction design of children’s MRI examination. At the same time, through field survey, users’ journey map was drawn to probe into the hidden needs; finally, the feasibility of the theoretical model was verified by combining the design workshop and the design scheme, and the design thinking of children’s MRI spatial interaction was put forward. When children undergo MRI examination, they have special psychological characteristics and behavioral needs and show high sensitivity to the space environment. By combining embodied cognition theory with spatial interaction design, four elements of interactive design for children’s MRI examination space were obtained. The four elements are the matching degree of embodied cognition, the recognition degree of image schema, the operational degree of environmental affordance and the immersion degree of interactive experience. The design elements were verified by practical practice in workshops, which provides design thinking cases for the interactive design of children’s MRI examination space.

Bao Quan Luo
Persuasive Design of a Mobile Application for Reducing Overcrowding in Saudi Hospital Emergency Departments

Overcrowding in emergency departments (EDs) is a critical issue in health sectors worldwide. In Saudi Arabia, EDs experience this issue because many patients visit EDs seeking treatment even for a non-emergency health condition. Therefore, in this study, we present and test a solution to help reduce ED overcrowding in Saudi Arabia—a mobile application that we developed using persuasive design principles. The main aims of the application are to discourage patients with non-emergency conditions from arriving at EDs and, if they have already arrived, to manage and encourage them to transfer to primary healthcare centers (PHCs) or less-crowded EDs. The application is framed by eight main design principles (social proof, scarcity, authority, modernity, time-saving, empathy, transparency, and awareness). We tested the application based on a set of role-play evaluation scenarios through a user study with 89 participants. The overall result showed that the application successfully encouraged 73.7% of participants to visit PHCs instead of EDs, discouraged 55.3% from visiting overcrowded EDs, and encouraged 68.4% to transfer from overcrowded EDs to other health centers. Design aspects related to the time-saving and empathy principles were the factors that most influenced participants’ decisions. Overall, our application that incorporates design principles can facilitate tackling the ED overcrowding issue, given that it successfully influenced more than half of the participants. Further, this study has implications for both the human–computer interaction and the health informatics communities because it employs a mobile software solution with design principles to tackle a critical universal issue that affects healthcare quality and patients’ satisfaction.

Khalid Majrashi, Hashem Almakramih, Mohammed Gharawi
Eco-activism, Human-Computer Interaction and Fast Fashion

The aim of this paper is to understand the role of social media in organizing environmental protests against the fast fashion industry. The way eco-activist groups talk internally, highlight events, organize protests as well as their networks and platforms is through online communication and, in particular, through social media such as Instagram or Facebook. Using qualitative methodological approaches such as focus groups and qualitative interviews, this paper examines what kind of social platforms activists use in 2021, both for direct communication with fellow activists and in broadcasting their message. How do activists engage with social media and why do they prefer certain platforms to others? What factors play a role in choosing the platforms when analyzing them from a human-computer interaction point-of-view?The main argument of this paper is that the key social media decisions within climate change groups, what platforms to use, how, when and why, are often determined by a wider peer group pressure rather than according to any strategic plan or design. This allows activists to convey their messages in two ways: to inform and educate publics focusing on debunking fake news or when talking about fashion and greenwashing, etc.

Antonio Nucci, Matthew Hibberd
SeatPlus: A Smart Health Chair Supporting Active Sitting Posture Correction

Nowadays, sedentary and poor sitting postures mainly cause lumbar spine-related diseases for office workers. According to the related medical theory of sitting posture correction, this paper presents a smart chair SeatPlus that actively corrects the poor sitting posture. To identify and address the issues in sitting posture correction, we iterated our prototype three times following Lean UX design method. We evaluated SeatPlus in terms of system performance and system usability. The accuracy of the sitting posture recognition is higher than 90%, and the effectiveness of correction exceeds 70%. The overall usability of SeatPlus is good especially in two usability dimensions, impact and perceived Ease of Use. Furthermore, we find that the effectiveness of correction positively influences some usability dimensions, while the frequency of correction negatively influences the perceived ease of use.

Zuyu Shen, Xi Wan, Yucheng Jin, Ge Gao, Qianying Wang, Wei Liu
Potential Usability Design Strategies Based on Mental Models, Behavioral Model and Art Therapy for User Experience in Post-COVID-19 Era

The arrival of the 2019 novel coronavirus (COVID-19) has accelerated the replacement of old lifestyles by new lifestyles. In the post-COVID-19 era, the various behavioral changes, emotional and psychological problems caused by the COVID-19 epidemic may not yet be over, forcing the public to face a variety of experiential changes. Therefore, the purpose of this paper is to summarize the influence of COVID-19 on the psychology, emotion, behavior and experience of the public through literature review, and analyze the causal relationship between them. Then this paper looks for a usability design strategy to solve the user experience from the perspective of design and ‘creation of cure’. Finally, the logical framework of the design strategy is summarized to deal with the realistic needs of the post-COVID-19 era. Based on the analysis of the existing literature, this paper proposes: 1) the potential design strategies of mental models and art therapy for psychological and emotional experience, 2) the potential design strategy of behavioral model and art therapy is proposed for behavioral experience, and 3) user experience models in different fields are proposed for the change of user experience.

Zulan Yang, Zhen Liu, Ke Zhang, Chang Xiao

DUXU Case Studies

Frontmatter
Improving the Withdrawal Functionality on ATM Using a UCD Framework. A Case Study

Nowadays, the use of electronic payment methods has increased due to the COVID-19 pandemic. The use of cash has been limited to reduce interactions; however, in developing countries, there is still a strong necessity for this type of payment. The ATM is the only channel where people can get cash without interacting with someone else. In order to improve the experience of the clients in the ATM channel we designed a set of interfaces that allow clients to select the denomination of the bills they want to get for the intended withdrawal amount. In this case of study, we followed a design framework for ATM to propose a usable design for this new functionality. The framework allowed the team to execute the phases of a complete design process that is specific to ATM. After two iterations, the interfaces were approved. This solution showed promising results despite the fact of the completely virtual context.

Joel Aguirre, Fiorella Falconi, Rodrigo Serrano, Arturo Moquillaza, Freddy Paz
Check-!n Toolkit for Capturing Guests’ Momentary Experiences Without Disturbing Their Traveling

In the experience economy, many companies invest tremendous resources and budgets in understanding customers’ experiences and use the insights to design products or services that can make customers happy and satisfied. However, there is still a lack of further exploration of the details that influence consumers’ experience of the journey, one important challenge is to capture and closely understand guests’ momentary experience in each touch-point of their stay. These momentary experiences are details that cumulatively compose the whole experience of a guest’s stay and imply rich design opportunities to improve the whole service. To tackle this challenge, we developed a low-threshold participatory toolkit ‘Check-!n’ for capturing customers’ momentary experiences at the right moment in the right place based on the user sampling method. We used Airbnb as an example case to investigate this toolkit’s usability and usefulness with six participants in 11 different Airbnb accommodations. The results show that the Check-!n toolkit is easy to use for capturing their momentary experience in the context. Moreover, the participants did not consider the toolkit to be interrupting their Airbnb experience. Conversely, the in-suit deliberations caused by the toolkit helped the participants to mindfully reflect on their underlying feelings at the sampling moments, which would otherwise go unspoken in the guest feedback. We demonstrate how the toolkit triggered the guest’s momentary reflections in the Airbnb homes and their nuanced articulations in interviews. We therefore contribute a concrete case of sensitizing and capturing guests’ experiences of Airbnb shared homes.

Jingrui An, Yaliang Chuang, Pengcheng An
Content and Mechanism of Car Experience: A Case Study Based on Interpretive Phenomenological Analysis

Many studies have been carried out the car experience from functional view. Different from these studies, our study aims to find more detailed reason for customers to choose the car of interest from the perspective of the whole car experience. Such experience is that feeling of using a car product to form a comprehensive feeling of the automobile product. The effective study of car experience is necessary for thinking about car product innovation at a strategic level. However, reflection on this issue has not received sufficient involvement in previous studies. Therefore, we use a qualitative research based on phenomenological methods to interview a candidate. By analyzing the interview scripts, 19 kinds of experience elements are extracted in the car experience. We also discovered four main mechanisms of vehicle experience behavior, which provides useful strategic theoretical guidance for the innovative practice of automotive product experience for Generation Z customers. In addition, our study shows that descriptive phenomenon analysis and explanatory phenomenon analysis are effective method tools for carrying out scientific research on the vehicle experience.

Jingpeng Jia, Xueyan Dong
Design of Traditional Brand H5 Game Advertisement Based on EEG and Eye Movement Analysis: Example of MAXAM

The acceptance of traditional brands is gradually decreasing among young people. Aiming at the problem, this research explores the promotion of recognition and acceptance of these brands through the design of H5 game advertisements. This paper takes MAXAM brand as an example to study its present situation. H5 game is designed by taking the Elemental Tetrad model as guidance and also integrating story, mechanism, aesthetics and technology. The design principle comprises of shaping a sense of mission and immersion, optimizing information feedback, and strengthening brand information output. An optimal design scheme is proposed by utilizing AARRR theory. After completing design, the transmission effect is evaluated via EEG combined with eye movement experiment and IPA analysis method. The results indicate that H5 game advertisements can enhance users' brain arousal to the brand, and also can improve somewhat the attention of target users to MAXAM hand cream and a stronger willingness to buy. H5 game advertisements can be used as a method of mobile propagation in the process of MAXAM brand renaissance according to the analysis of IPA effective sample data, and also provides a basic and effective reference for China's time-honored brands, similar to MAXAM, to update positioning and establish brand recognition, familiarity and audience satisfaction.

JunXuan Li, RongRong Fu
Modular Approach to Designing 3D Printed Products: Custom HCI Design and Fabrication of Functional Products

Alongside bringing about new ways to make products, additive manufacturing (commonly referred to as 3d printing) opens up new ways to design them. This article explores a speculative model and vision between HCI and Industrial design, where the use of modular and modifiable ‘CAD’ parts coupled with intelligent systems could be used within lay user/retail settings to enable non-designers to create custom functional objects, with limit prior knowledge. Leading to design outputs that can be fabricated by on-site and on-demand additive manufacturing technologies. This article reports on a design workshop where cycling enthusiasts, supported by industrial designers, utilised, configured and modified a range of ‘CAD parts’ to create custom-made functional objects for additive manufacture. The study findings indicate the practicalities and challenges of implementing an ‘HCI system’ for the production of novel functional objects by novice designers, and signposts further investigation.The article yields value to HCI researchers through design-led opportunities, based on technological review and workshop insights; developing sustainable, resilient and independent manufacture. The combination of digital manufacture, design opportunity and intelligent HCI systems offer; new HCI models, distribution, design file access, standards compliance, unique Intellectual Property and building functioning customised parts. The (current) Covid-19 context, reaffirms the researches study offering new and agile opportunities that HCI principles can support and build from. The article makes recommendations, forming a design-led HCI software ‘blueprint’. Including guidelines on: part design, their interoperability, the design to production process, and embedding expertise and failure limitation within this process.

Robert Phillips, James Tooze, Paul Smith, Sharon Baurley
The Effect of User Interface on Experiential Value for E-Book Platforms Users

The revenue of e-Book market was 14,747 million US$ in 2020 and is projected to reach 17,723 million US$ by 2025. The Experiential Value theory can measure the consumer experience, which includes four factors: consumer return on investment, service excellence, aesthetics, and playfulness. This study tried to explore the impact of the experiential value of the e-Book platforms on users and understand how the interface design affects users’ experiential value through questionnaire surveys and interviews. A total of 325 valid questionnaires were collected. The results showed that users were lowest satisfied with the service excellence in the experiential value, and this factor was positively relevant to the other three factors. The results also showed that the users with purchasing experiences were more satisfied than the users without purchasing experiences. Base on the interview results, the following suggestions for the e-Book platforms: (1) Concise and beautifying e-Book platform interfaces. (2) Adjust the categorization of the e-Books. (3) Add a new service “Accumulate Reading Points,” which can be converted into book-borrowing hours or contribute towards discounts when purchasing e-Books. (4) Make adjustments to the trial reading feature.

Yen-Shan Tsai, Elena Carolina Li, Chih-Liang Yeh
A Designer Embedded Book Space Experiment

The relationship between books and their readers are intimacy and personal. The texts are firsthand resources for readers experience personal journey while reading, and their own unparalleled inspiration. The reflection after reading could be represented in diverse fashions, most of them were written using words as reviews. Visualization of the book experience is another presentation are used as the interpretation by designers that are often belonged to designers’ own collection. With these reflections, a single story allowed widening imaginaries and extended values. Sharing such unique presentation requires a unique setting. How to create and what are such interactive reading spaces, called Muse Space in a co-existing fashion in both physical bookshop and the collective drawing space associated with it is the problem this project wants to explore. Muse Space is comprised of three layers: physical environment, collective drawing space for visualization of book-inspired drawing and association and interactive tools for creating the book-inspired drawing are examined and analyzed in three research steps, namely (1) persona and journey map for contextual inquiry and requirement for physical and virtual spaces; (2) scenario planning for interactive behaviors of user centered installation design; and (3) information visualization for visual cue and feedback of collective drawing. Part of Muse Space’s system had displayed and been test by several kinds of target users, with their feedback we could identify that Muse Space creates opportunities for readers to learn more knowledges from not only books but also other readers feedbacks and how to emphasize independent bookstores’ superiorities with interactive tools.

Tao-Tao Yu, Teng Wen Chang
Backmatter
Metadaten
Titel
Design, User Experience, and Usability: Design for Diversity, Well-being, and Social Development
herausgegeben von
Marcelo M. Soares
Dr. Elizabeth Rosenzweig
Dr. Aaron Marcus
Copyright-Jahr
2021
Electronic ISBN
978-3-030-78224-5
Print ISBN
978-3-030-78223-8
DOI
https://doi.org/10.1007/978-3-030-78224-5

Neuer Inhalt