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The three-volume set LNCS 10918, 10919, and 10290 constitutes the proceedings of the 7th International Conference on Design, User Experience, and Usability, DUXU 2018, held as part of the 20th International Conference on Human-Computer Interaction, HCII 2018, in Las Vegas, NV, USA in July 2018. The total of 1171 papers presented at the HCII 2018 conferences were carefully reviewed and selected from 4346 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of applications areas.
The total of 165 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 50 papers included in this volume are organized in topical sections on design, education and creativity, GUI, visualization and image design, multimodal DUXU, and mobile DUXU.



Design, Education and Creativity


Expanding Design Thinking with Methods from Futures Studies. Reflections on a Workshop with Chinese User Experience Students

Design thinking can be seen as a fundamental premise to approach solving a problem in an innovative way [1]. It is especially valuable at situations in which challenges are complex and ambiguous. Design thinking includes two distinct approaches: diverging and converging. It requires both a flexible way of understanding, to come with various ideas, and know-how to make informed decisions. These opposing activities are poured into an explanatory model. However, a rigorous design thinking process might be considered as a limitation on creative thinking. Also, the promise of a straightforward all-in-one solution for complex problems seems rather unrealistic [1]. Futures studies exceed design thinking on the aspect of the acceptance of plausible options by freeing the apparent certainties [2]. This is primarily useful at the early phase of a design thinking practice when the problem should be explored. Whether a focus on the future context of a designed product could be recognized as added value, must still be inquired. This is a reflective paper on a two-day workshop developed for User Experience students in China that applied techniques from futures studies combined with design thinking and narrative techniques. In particular, the participants were design thinking newbies used to operate in an educational context with focus on traditional lecture-based pedagogy [3].

Ellen De Vos, Xin Xin, Marina Emmanouil

Exploring the Referral and Usage of Science Fiction in HCI Literature

Research on science fiction (sci-fi) in scientific publications has indicated the usage of sci-fi stories, movies or shows to inspire novel Human-Computer Interaction (HCI) research. Yet no studies have analysed sci-fi in a top-ranked computer science conference at present. For that reason, we examine the CHI main track for the presence and nature of sci-fi referrals in relationship to HCI research. We search for six sci-fi terms in a dataset of 5812 CHI main proceedings and code the context of 175 sci-fi referrals in 83 papers indexed in the CHI main track. In our results, we categorize these papers into five contemporary HCI research themes wherein sci-fi and HCI interconnect: (1) Theoretical Design Research; (2) New Interactions; (3) Human-Body Modification or Extension; (4) Human-Robot Interaction and Artificial Intelligence; and (5) Visions of Computing and HCI. In conclusion, we discuss results and implications located in the promising arena of sci-fi and HCI research.

Philipp Jordan, Omar Mubin, Mohammad Obaid, Paula Alexandra Silva

Pedagogy of Programming Education for Higher Education Using Block Based Programming Environment

As the modern society utilizes various devices based on the Information, Communication Technology (ICT), the importance of the computer program has been increased. As the needs of the education of engineering increases, many researchers studied the pedagogy of the engineering education and the learning contents development. In general, the education of the programming language accompanies with the syntax learning and logic developments. The block-based programming language helps to build the logic of the students. Therefore, Block-based programming languages are used in the entry course to the engineering departments. However, the block-based learning languages are limited to develop conventional applications. The application of the block-based programming language requires the particular middleware to execute, and usually, the application cannot utilize the functionalities of the hardware. Therefore, students should learn the high-level programming language regardless of the block-based programming language to develop the ICT services. Unlike other pedagogy, this paper introduces the education contents and programming environment with high-level programming. Notably, this paper proposes the hybrid approaches to help students to build their programming logic and programming syntax.

Daehoon Kim, Jaewoong Choi, In-Ho Jung, Changbeom Choi

A Design Provocation for Humble Designers and Empowered Users

Designs are ultimately imbued with the values and judgments of the designers who made them. This means that there is an inherent power imbalance between designers and users. Some design philosophies embrace the position of designer as empowered architect (libertarian paternalism), while others try to shift power to users by integrating them into the design process (participatory design). In this paper we present a third approach called “use-time nudge,” which maintains the authority of designer at design-time, yet grants the users more power at use-time. Use-time nudge challenges designers to question the values they imbue into their work at design-time and respond by deliberately deferring those judgments to the user to be made at use-time.

Joon Suk Lee, Margaret Dickey-Kurdziolek, Stacy Branham

Internet AI Technology and Its Impact on China’s High Education

This paper discussed the probable influence and changes of China’s high education under the background of era of Internet artificial intelligence (AI). There are two trends of the future high education development influenced by the internet AI technology: firstly, the new internet based education products and services based on the AI technology will strongly affect the learning process and interaction between students and teachers. Secondly, AI technology will change the future talent cultivation methods and further replace some traditional job opportunities through creating the new working positions for the future graduates. The authors identified the opportunities and challenges faced by China’s universities, and explored the new teaching methodologies within the context of AI era.

Chao Liu, Chao Zhao, Wentao Wang

Virtual Reality as a Tool for Teaching Architecture

Every year many technologies are developed and implemented in such a way that fundamentally alters how we create, develop and interact with the environment. Virtual Reality has been broadly spread on architecture by allowing users to immerse on a digital universe or in an unbuilt project simulation. On engineering and architecture, project solutions and proposal visualization are essential for the diverse steps understanding and new project solutions development. Such tools help on speeding up processes, iterate and explore digital models faster and create the best solutions. The insertion of contents that support the student formation related to new technologies is an important step towards the qualification of future architects to new design tendencies. This paper aims to evaluate the further training methods on graphic representation and architectural design aid tools at the Juiz de Fora Federal University (UFJF). For this purpose, the use and evaluation of a VR experience used to show several architectural projects designed by the architecture students from the Federal University of Juiz de Fora presentations. The work starts from the premise that the technology applied to mobile devices such as cellphones or virtual reality goggles are reasonably cheap to acquire and become familiar to the student if presented on the first stages of learning, achieving a deep and complex status as the alumni progresses towards graduation. To conclude, it is perceived that after an initial adaptation period there was a perceivable acceptation and architectonic design comprehension by students.

Guilherme Valle Loures Brandão, Wilian Daniel Henriques do Amaral, Caio Augusto Rabite de Almeida, Jose Alberto Barroso Castañon

The Research on the Practice of Traditional Handicraft Entering into College Quality Education Class

This thesis summarizes a suitable practice teaching mode of traditional handicraft course for colleges and universities. It is based on the practical class of college quality education. It conforms to the relationship between traditional handicraft and college quality education, as well as the goals, practice content and features of college quality education. Traditional handicraft practice course can fully mobilize students’ eyes, ears, hands and brains to make students get fully practiced in visual sense, auditory sense, tactile sense, and perception. Then, students can form a study method of learning widely, thinking smartly, acting flexibly, and comprehending ingeniously. This is a sublimation process that people learn something from the physiological visual sense to a new stage of mental perception, in line with the general rule that human beings know the world. Through the practice teaching of traditional handicraft, the students can achieve the harmony between hand and heart, the harmony of skill and art, and the harmony between man and thing. This whole teaching process shows the features of teaching through lively activities, learning to appreciate in lively activities, learning the virtue in the lively activities, and learning to be wise in the lively activities. Traditional handicraft enters into college in a brand new form and brings vitality and energy for quality education.

Qianhe Man

Elementary Introduction to Traditional Chinese Plant Dyeing Art and Its Inheritance in Modern Times

In the modern era of internet knowledge-based economy, cultural exchange is a global scale, and the distinctive culture of different nationalities is more and more valued by people. Traditional Chinese dyeing and fabric dyeing process has not only encountered unprecedented difficulties but ushered in numerous development opportunities. This paper briefly describes the development process and characteristics of traditional Chinese plant dyeing, analyzes the importance of traditional dyeing technology in modern society, and how modern craftsmen and designers can make constant innovation on the traditional dyeing to adapt to modern market demands and endow it with new vitality.

Fang Tang

Fables – Exploring Natural Ways of Expressing Behavior to Create Digital Simulations

We are interested in simplifying digital game design and programming for primary school teachers and their pupils. A central problem in this area is how to express knowledge about interactive digital systems in a simple yet powerful enough way, so that new digital games or interactive simulations can be generated automatically by teachers and pupils descriptions. We propose a novel approach that builds on Simon [4] and Schön [5] and the concepts of simulation and repertoire of exemplars. Instead of looking at programming concepts like conditionals and loops, we draw inspiration from soft methods like rich pictures, and formalisms like concept maps and mobile ambients. In this paper, we define the concept of fables, where a simple fable represents an exemplar and it can be interacted with digitally, as a simulation. A web-based prototype tool is under development, and we are conducting a series of workshops (last semester of 2017 and first semester of 2018) to discuss, co-develop and test our incremental prototype of the fable editor/player. Early tests and interviews indicate that fables are a viable concept with potential applicability in various domains, and that the current prototype is usable enough for further participatory development.

Andrea Valente, Emanuela Marchetti

An Exploration of Interaction Design Methodologies for Education: Comparing Professional vs. Educational Approaches, and Investigating the Role of Local Design Cultures

The connected objects, also named as smart devices, are now very popular and influential in our lives; their design is a hot issue for education in universities around the world, notably, in China, where some universities are updating their programs, and are evolving from traditional Industrial Design to Interaction (IxD) and User Experience Design (UX Design). To this respect, we observed a gap between the IxD and UX Design methods as they are presented in most academic literatures, and the design processes employed in the professional activities; we found this gap as evidence not only in China but also in Western countries. In this context, this research aims to study how to effectively include IxD and UX Design methodologies in the programs of Industrial Design academic courses of an art backgrounded university, so to raise the ability of students to design connected objects, while maintaining the skills that are characteristics of the traditional Chinese design schools. In this research, we use China Academy of Art as the experimental environment as it is a typical art backgrounded university, and due to the cooperation with the authors. Our main focus is on the Chinese design system, and we aim at defining education programs for university courses, so to make them coherent with the professional requirements of the IxD related industry. The results produced in our research have a more general interest since some conclusions we achieved can offer hints for a critical thinking and a theoretical contribution about IxD tools and methods.

Yichen Wu, Margherita Pillan

Reflecting on Industrial Partnered and Project Based Master Course of ‘UX Foundation’

This paper describes the reflection from project based course: ‘UX Foundation’. A real project from Philips Lighting was integrated in and played a very aggressive role. This is the first time, students teamed up and do a real project from top company in the world. Series reflections have been listed in this paper, such as students got difficulty in defining target user; got unclear logic relationship between methods; lack of research experience and skills; not thorough understanding stakeholder’s requirements; got challenge on briefing the presentation. The purpose of reflecting is to make project based course better in near future.

Xin Xin, Wei Liu, Menghan Wu

The Collaboration Learning in the Interdisciplinary Workshop Based on Design Thinking: A Learning Outcome Perspective

Design thinking has been indicated as an approach to improve innovation abilities by focusing on collaborative learning and working. In the past five years, innovation workshops which combined design thinking and interdisciplinary sprung up in China’s colleges. In order to explore an effective teaching strategy and improve the teaching effectiveness in these workshops, researchers made learning outcomes based on the five main parts of design thinking, and performed the collaborative task for students. In past teaching practice, the researchers found that students tended to do what they can; few of them were willing to learn what they can’t. In this paper, I focus on proposing four learning outcomes to promote students in the multidisciplinary workshop to learn from each other in performing the task together. The four learning outcomes are: a poster of user research, a storyboard, 3 prototypes and a road show. The paper also answers two questions, (1) How to make learning outcomes to deal with cognitive divergences among interdisciplinary students? (2) How to promote collaboration learning effectiveness in interdisciplinary workshops?This paper introduces a project in which thirty college students, who came from four programs, performed a smart product design task in interdisciplinary groups. The research has two objectives: to experiment the advantages and disadvantages of four learning outcomes in collaborate learning for four specialties students, to reveal the significance of four learning outcomes at interdisciplinary collaborative learning.In the interdisciplinary workshop, thirty college students came from design, electronic, machinery and software programs. The students were put into five groups based on different disciplines and performed four learning outcomes, which were a poster of user research, a storyboard, three prototypes and a road show. It took eight days to finish the whole task. At the end of the workshop, the students filled in the questionnaire. The data showed that more than the half students thought the four learning outcomes enhanced their learning interest, and promoted their collaborative learning.The results obtained in this research summarized the advantages and disadvantages of the four learning outcomes and proposed the significance of these at interdisciplinary workshop. The advantages are these outcomes reduced learning difficulties and divergences as well as shorten the collaboration time. The disadvantages demonstrated can’t improve the professional abilities and interdisciplinary collaboration in deeper level. Next the two significances outcomes were, a. it improved interdisciplinary student collaborative abilities by using 4 learning outcomes, b. it provided a visualization method to reduce the difficulties in collaboration learning and provided a model to make self-reflections.

Jun Xu, Gang Liu, Sicong Liu, Raoshan Xu

The Advantage of Implementation of Raku Class in Elective Courses at Comprehensive University in China

This paper is to introduce what is Raku and what is the advantage of implementation of Raku class at comprehensive University under interdisciplinary background in China today.

Bin Zhao

GUI, Visualization and Image Design


Interaction and Animation in Health Infographics: A Study of Graphic Presentation and Content Comprehension

In the digital environment, newspapers widely use animated and interactive infographics to explain relevant topics such as health information. However, technical features like interaction, animation, and sound can affect readers’ comprehension. We address this issue through an analytical and empirical study verifying the effects of animation and interaction on the understanding of health infographics. The procedures are described as follow. A sample of Brazilian newspaper health infographics was analyzed to identify the graphic characteristics of animation, interaction, and presentation of verbal information (written text and audio narration). An infographic representative of the sample was selected to be tested with 50 participants to verify the influence of animation, interaction and verbal presentation of information regarding content understanding, based on the results of the analytical study. The results we found are not conclusive yet, but in this study we identified that the health infographics of the selected sample do not follow the recommendations of prior literature, leading us to question the positive effect of interaction when merged with animation and the negative effect of on-screen text combined with animation or static images.

Rafael de Castro Andrade, Carla Galvão Spinillo

User-Experience-Based Visual Design Study for Carrier Optical Landing-Aid System

The design idea of Improved Carrier Optical Landing-aid System (ICOLS) has an important impact on the research of carrier landing-aid system. At present, the research on ICOLS in China is mainly focused on the working principle of equipment and technology realization. Although the research on optical and laser application and safety protection technology are relatively mature, the practical application field has not clearly defined the guidance of carrier optics yet formed a complete set of guideline for the visual design. This paper is aimed to investigate the ICOLS systems according to the theory of visual ergonomics, and provide optimization recommendations on optical guidance system for the future development of aircraft carrier. The study gives a brief review of development on optical landing-aid. The optical signal cognitive theory and design principles are analyzed and summarized. A questionnaire survey, observation, and user interview methods were taken to explore the needs of the pilots by asking the information needed at the time of carrier landing. Then, design concept of user-experience-based visual design in line with the existing ICOLS system has been developed, which provides three sets of optical signals in different stages of different distances guided by the basic principles of recognition, and gives the physical properties and optical characteristics’ definition. In addition, a simulation software based on PC and flight game consoles has been developed to simulate the optical signal and driving conditions following by a subjective satisfaction survey and a usability test.

Lijun Jiang, Yongjie Yao, Zhelin Li, Zhen Liu, Simin Cao, Zhiyong Xiong

Aesthetic Experimental Study on Information Visualization Design Under the Background of Big Data

Information visualization is a pragmatic and artistic means of expression. It is a visual communication art oriented on effective communication that is based on accurate functional claims. Visualization design should follow the principle of formal beauty and combine the content with the form organically to achieve the purpose of disseminating information while entertaining the users with beauty. This article starts with the principle of formal beauty and experimentally studies the influence mechanism of aesthetics on the readability of visualization methods, the accuracy of information delivery and the user’s reading experience. This article will propose an effective way to enhance the attractiveness of information visualization and communicate performance from the perspective of formal beauty.

Tian Lei, Nan Ni, Qiumeng Zhu, Sijia Zhang

Color Matching Research Based on Octree-LSD Method and Kansei Engineering: A Case Study of Typical Images of the Grain Rain

This paper proposes a method of extracting colors from natural images scientifically and then coordinating them to apply to corresponding situations. By applying this method, a case study of typical images of the Grain Rain, which is one of the 24 solar terms in Chinese traditional calendar was carried out. The method is as follows: looking for the typical images of the Grain Rain through literature review and social investigation, then taking pictures in the field. Using octree combined with least-significant difference method (octree-LSD method) to original colors, after that, several colors were picked of each image and the degree of beauty of them was also calculated according to the M•Spenser’s aesthetic measurement. Only if it comes out that these colors will be qualified on the aspect of aesthetic when combining together, will the next step be carried out which is adopting Munsell Color Harmony Theory to determine the area ratio of each color and gain the color scheme. Last but not the least, using the Semantic Difference method in Kansei engineering to measure the color emotion of each color scheme, then color schemes which will be able to represent the Grain Rain and the application situation of them would be obtained. This method combines scientific calculation methods, western scientific color systems and empirical subjective opinions, which insure that the color schemes obtained by this method can not only be valid but also consistent with people’s cognition.

Meiyu Lv, Hequn Qu

Design of Graphical User Interfaces to Implement New Features in an ATM System of a Financial Bank

Actually, many bank customers would like to be able to perform various banking operations from an ATM in such a way that the entire process of long queues is avoided and the waiting time in the transaction process is reduced, which must guarantee the security of the customer’s data. That is why, as part of the human-computer interaction course of the PUCP of the master in informatics, it was decided with the support of the BBVA Continental to develop the design project of new operations for its ATMs. For the development of this project, three meetings were considered. In a first meeting, information was gathered with the bank’s workers, to be clear about how the operations that are to be designed are being carried out. For our second meeting, the evaluation of the prototypes was carried out in the bank’s facilities, for which usability tests were developed. In the last meeting, the improved prototypes were presented according to the breaks recorded in the usability tests. Ultimately, in order to carry out this project, a framework was developed which guaranteed constant interaction with our users and being able to meet all their needs.

Roy Meléndez, Freddy Paz

Research on the Influence of Multidimensional Display for Users’ Concerns

The purpose of the Display Design is to present more information about a product which can help users to understand more about the product, so that get more and more feedback from users to improve the products to meet users’ needs.With the development of multimedia technology, the presentation dimension of modern exhibition design is becoming increasingly diverse. This article bases on the analysis of users’ visual attention of different information point under the different dimensions display, to explore the influence of different dimension product shows for user’s visual attention. Thus we can provide more accurate and specific application methods for product Display Design, to guide users to know the relevant information of products efficiently. First of all, this article classifies display’s dimensional modes of existing Display Design by research. Then, we use smart home coffee machine as the subjects, use 25 to 35 years people as the subjects crowd to carry out this control variable experiment of user’s understanding level of the information in different dimensions display. Then, we use the method of mathematical statistics to analyze our experimental data to conclude the effect of user’s visual attention for different product information in different dimensions display. We hope It could provide the basis for the targeted application of product Display Design, so that we can use different dimension to give the visitors a better display experience in the future, to improve the effect of Display Design’s information delivery.

Yingying Miao, Weiying Pan, Bin Jiang

Three Column Website Layout vs. Grid Website Layout: An Eye Tracking Study

Research studies have suggested that web viewers scan websites following the F-shaped pattern starting from the top left hand side and moving towards the bottom part of the website. However, this claim is yet to be investigated carefully. The current paper reports on an eye tracking experiment conducted to compare the influence of two popular website layouts, i.e. the three column layout and the grid layout, on information search behavior, user attention and perceived usability. Sixteen participants were recruited and instructed to complete two information search tasks of varying complexity on each layout. The eye tracking metrics showed that the participants did not strictly follow the F-shaped scanning pattern. The column layout exhibited an extensive reading pattern and larger fixation densities than the grid layout. The search tasks seem to inhibit the effects of saliency and visual objects, including pictures and banner adverts, on visual attention. Moreover, participants found the search targets faster in the column layout and favored the column layout over the grid layout. Organizing content within column based web layouts expedites online reading and creates a positive user experience.

Abdallah Namoun

Designing a Generative Pictographic Language

The ability to express our thoughts is a very powerful tool in our society. Being able to write is more difficult than being able to read, and this is especially for the Alphabetical languages/scripts. From personal experience, being able to write in Latin/Arabic/Chinese is a lot more difficult than just being able to read them and requires a greater understanding of the language.We now have machines that can help us accurately classify images and read handwritten characters. However, for machines to gain a deeper understanding of the content they are processing, they will also need to be able to generate such content. The next natural step is to have machines draw simple pictures of what they are thinking about, and develop an ability to express themselves. Seeing how machines produce drawings may also provide us with some insights into their learning process.In this project/paper, a machine will be trained to learn pictographic scripts by exposing it to a database of selected ancient and modern pictographic scripts. The machine learns by trying to form invariant patterns of the shapes and strokes that it sees, rather than recording exactly what it sees into memory, a simulation of how our brains operate. Afterwards, using its neural connections, the machine attempts to write/construct something out, stroke-by-stroke. A technique that could be applied and used on different platforms, opening the door for a language or means of communication for the future.

Haytham Nawar

Study on Optimal Parameter Setting of Word Size and Word Spacing in Chinese Text of Desktop-Computer Touch Screen

The basic text attribute in design of the Chinese human-computer interaction digital interface in the desktop-computer touch screen was subject to quantitative test and analysis by virtue of records of the visual focus, the reaction time, the operation accuracy and other data. This paper firstly pointed out that text is one of the basic elements of the human-computer interaction digital interface, and parameter setting of the basic text attribute is closely associated with the customer cognitive efficiency about the interface. Besides, there are few researches on the relationship between the text attribute of the Chinese interface and the reading performance based on the desktop-computer touch screen. Secondly, this paper presented the testing method of the relationship between setting of the basic text attribute and its influence to the cognitive efficiency. Finally, based on the change of the word size and the word spacing in the text attribute, a test plan was designed to collect, sort and analyze tested data, such as the visual focus, the reaction time and the operation accuracy, and further to study the influence of the text attribute to the cognitive efficiency in the typical operating environment. The test result shows that when the sight distance is about 40 cm, the optimal configuration of the word size and the word spacing of the 27-in. (resolution: 2560px*1440px) desktop-computer touch screen is (16px, 2px). The test method and result can provide reference for related design of the digital interface of the desktop-computer touch screen.

Yue Qiu, Qian Gong, Xiaodong Gong

An Improved Model for GUI Design of mHealth Context-Aware Applications

One of the main challenges of mobile health is using the smaller screens of mobile devices efficiently to show information supporting the health decision-making process. This research proposes a model that can be used to design and evaluate GUIs of mHealth context-aware applications with the aim of ensuring a proper distribution of key information among the screens. The proposed model is then evaluated based on the Health-ITUEM usability parameters description. The results of this evaluation show the attributes related to usability that have been enhanced.

Mario Quinde, Nawaz Khan

Crack-Free Isosurface of Volumetric Scattered Data

Isosurface extraction is the method of visualizing multivariate data in three-dimensional space. It is an important process to observe geometrical distribution of iso-value by isosurface extraction. Data obtained by PIC (Particle In Cell) simulation have a characteristic of irregularly distributed volumetric scattered data. Unlike curved surfaces of implicit function, PIC simulation data cannot be represented by continuous function, and each points have no relationship. In such case, isosurface extraction algorithms do not guarantee crack-free surfaces on their results. This paper describes how we get smooth approximation of volumetric scattered data by using a natural neighbor interpolation, and extract a crack-free isosurface on interpolated data.

Han Sol Shin, Jee Ho Song, Tae Jun Yu, Kun Lee

Generating an Album with the Best Media Using Computer Vision

Due to the increase in smartphone usage, it became easier to register memorable moments with a more accessible camera. To ensure a nice capture was made, users often take multiple shots from a scene, later filtering them based on some quality criteria. However, sometimes this may be unfeasible to do manually. To address this issue, this work initially defines relevant characteristics present in a good personal picture or video. We then show how to automatically search for these aspects using computer vision algorithms, successfully assessing personal media based on these aspects. Moreover, we show that it was possible to use this proposed solution in a real-world application, improving the generation of a personal album containing the best pictures and videos.

Tancredo Souza, João Paulo Lima, Veronica Teichrieb, Carla Nascimento, Fabio Q. B. da Silva, Andre L. M. Santos, Helder Pinho

Study of Chinese City “Portrait” Based on Data Visualization: Take City Dashboard for Example

The purpose of this study is to consider the case study summarizes the characteristics of urban dashboard, and with the help of literature research to analyze the necessity and difficulties of urban dashboard design in China at this stage. In the second part of this paper, we give a brief overview of smart city and urban dashboard, summarize the importance of data visualization in the construction of smart city, and emphasize the outstanding performance of using urban dashboard in this data to better serve the public contribution. Then the third part of this article based on the previous study of the city dashboard, summed up the six characteristics of the dashboard. And through six typical urban dashboard cases to explain these six characteristics in detail. In the fourth part of this article, we propose the possibility and difficulty of designing the urban dashboard of China considering the national conditions of Chinese characteristics. In the fifth part of this article, we summarize and prospect the research work done so far.

Xueting Tong, Zhanwei Wu

Metacity: Design, Data e Urbanity

The Technologies of information and communication in all instances of our daily life change the way we live and think. Urban, ubiquitous, locative, multimedia and interconnected computing generates a large amount of data, resulting in an abundance of information about almost everything in our world. In order to redesign our urban life, it is considered the development of more accessible interfaces made in locative applications (geoapps), optimizing queries to society and making participation more accessible and more direct in the project. The research is based on the study of information and media experience in the urban environment. This article composes the body of studies of the UrbeLab group in the research program of the Centro Universitário Senac in São Paulo. The research aims to extend design process in the cities and to collaborate with the practice of creative and collaborative project involving communities. It presents UrbeLab research, through case studies, urban explorations and interviews, where we can observe our present contemporary condition. The city updated in real time is an urban informational ecosystem of new and infinite possibilities of interfaces and interactions.

Nelson J. Urssi

Smart Systems in Emergency Wayfinding: A Literature Review

Wayfinding difficulties may lead people to avoid places; it also can make them late for important occurrences such as business meetings or flights, which may cause loss of opportunity and money. Additionally, as settings grow in dimension and complexity, emergency evacuation emerges as a key problem, and wayfinding becomes a matter of life and death. Thus, a large concentration of people, with different degrees of familiarity with the building, motivations, and anxieties, should be able to satisfy their needs in a network of paths leading to different destinations, even when, during an emergency, they face doubtful situations created by the incongruence between the architecture and the signage system. In this context, the present paper is focused on a theoretical review on emergency evacuation process and signage systems in order to explore new paradigms on emergency wayfinding into complex building. Considering the evolution of technology in terms of availability, cost and ease of use, this paper discusses the use of traditional and new wayfinding system considering some established theories such as the “cry wolf” and the “learned irrelevance” theories.

Elisângela Vilar, Francisco Rebelo, Paulo Noriega

Interactive Visualization of People’s Daily

As the number of documents grows larger and larger, it becomes more and more difficult for people to make sense of it all. People’s Daily is the official newspaper of Chinese Communist Party Central Committee, which has a decisive guiding role for the Chinese mainland politics in different periods. In this paper, we develop an interactive visual analytic system to represent 1,365,802 documents of People’s Daily from 1946 to 2003, in order to help analysts examine them more quickly and dig out potential information more efficiently. It is an easy-to-use system, which provides four distinct views of document visualization, including document view, calendar view, storyline view and query view. Besides, abundant human-centered interactions and text visualization techniques are adopted to improve user experiences. Experiments verify the usability of the system. Some discoveries about the change and development in Chinese society are found by using the system.

Xiaohui Wang, Jingyan Qin, Dawei Li

Multimodal DUXU


Scanner for Visually Impaired People

This project involves a multidisciplinary professional team from different areas of expertise such as Physics, Mathematics, Electronic Engineering, Computing, and Design. It aims to develop a desktop scanner that besides scanning a book or a document can also read texts aloud. The scanner will operate without being connected to any devices. This work is based on the Inclusive Design and User-Centered Design approaches. The Inclusive Design Toolkit was designed by a group of researchers from The Cambridge University Engineering Design Centre. The key design issues were solved through successive cycles of exploring needs, creating concepts, and evaluating options, guided by the project management, analyzed by the qualitative methodology of the study case. The diversity of users encompasses a range of capabilities, needs, and aspirations. The developed product allows the user to handle the scanner sitting on a chair, since the equipment will be placed on a desk, facilitating the performance of the task. As a result, the usability evaluation was presented in the software and product interface development. It is intended to present the development phases of the product to users who are visually impaired. Based on the studies presented in this article, the product is aimed to develop a simple, intuitive interface that allows blind and low vision users to easily access all the necessary resources needed to use the desk scanner.

Juan Felipe Almada, Regina De Oliveira Heidrich, Ana Paula Steigleder

The Role of Dialogue User Data in the Information Interaction Design of Conversational Systems

Designers face several challenges when designing information for conversational systems. In this paper, we discuss those challenges in the context of Information Interaction Design and the role of conversational data to address them. Using an actual study performed prior to the development of a financial chatbots adviser, we identified a set of common issues which led to 18 design recommendations. We categorize those recommendations according to the disciplines they are related (Information Design, Interaction Design, and Sensorial Design). The guidelines were employed by the actual developers of the system, simplifying considerably the development, and show the importance of actual user conversational data in the design process of conversational systems.

Heloisa Candello, Claudio Pinhanez

User Interaction for Guided Learning Supporting Object Recognition in Service Robots

Under current technical conditions, robots often have difficulties or make errors in object recognition due to the complexity of the scene or the particularity of the object to be recognized. It is necessary for users to provide input or guided training for the robot during the recognition process. However, most of the input methods commonly used by researchers, is limited to using mouse and keyboard to mark outer and inner edges of the object on the screen. We introduce in this paper a survey of possible actions and input methods for designing human robot interactions supporting guided learning in object recognition. Specifically, we analyzed key factors and procedures in analyzing typical object recognition and proposed human robot interaction methods appropriate for each type of obstacle.

Jan Dornig, Yunjing Zhao, Xiaohua Sun

Designing Behaviors to Interactively Interlace Natural Language Processing, Text to Speech Procedures and Algorithmic Images

This article presents the artwork Interlace and its related application, #ELIZA_Interlacements, as a case study. Both are works in progress aiming to develop and explore an interface with ELIZA, a natural language processing software using text to speech – TTS – procedures interweaving them with algorithmic images. ELIZA was modeled as a pseudo Rogerian ‘psychotherapist’ and was created between 1964 and 1966 at the MIT Artificial Intelligence Laboratory by Joseph Weizenbaum. ELIZA is a very simple program but it is still quite entertaining and thought provoking. The new application created using ELIZA aims to design behaviors that interactively interlace natural language processing, with text to speech procedures, entwining algorithmically generated images with dialogues of ELIZA and the public. By interweaving images with onscreen dialogues obtained with ‘talks’ to ELIZA it is possible to experiment the visual poetic potential of such explorations and their immanent relations. These visual poetic results point to a potential symbiotic relationship between man and machine. This experimental artwork shows different aspects of the poetic, aesthetic and technical characteristics of the explored object for art and design aims. The application’s interface is being developed using the IDE Processing. Autonomous bots, represented as images processed in real time are presented interactively with the dialogs in a graphic interface that will be shown in big projected screens in site specific installations and performances.

Tania Fraga

Speech Communication Through the Skin: Design of Learning Protocols and Initial Findings

Evidence for successful communication through the sense of touch is provided by the natural methods of tactual communication that have been used for many years by persons with profound auditory and visual impairments. However, there are still currently no wearable devices that can support speech communication effectively without extensive learning. The present study reports the design and testing of learning protocols with a system that translates English phonemes to haptic stimulation patterns (haptic symbols). In one pilot study and two experiments, six participants went through the learning and testing of phonemes and words that involved different vocabulary sizes and learning protocols. We found that with a distinctive set of haptic symbols, it was possible for the participants to learn phonemes and words in small chunks of time. Further, our results provided evidence of the memory consolidation theory in that recognition performance improved after a period of inactivity on the part of a participant. Our findings pave the way for future work on improving the haptic symbols and on protocols that support the learning of a tactile speech communication system in hours as opposed to the much longer periods of time that are required to learn a new language.

Jaehong Jung, Yang Jiao, Frederico M. Severgnini, Hong Z. Tan, Charlotte M. Reed, Ali Israr, Frances Lau, Freddy Abnousi

Evaluating Tangible and Embodied Interactions for Intercontinental Educators, Researchers, and Designers

This study presents evaluations conducted with a working prototype in a lab setting. The goal of these evaluations was to both evaluate the prototype and to find out what effect a new interactive work tool can have on the cross-geographical designers’ interaction behavior. By evaluating the tangible and embodied interactions we also evaluate what was found before in theory and practice. Through the evaluations, we found that the prototype supports users in experiencing designerly type of interactions and in enhancing computer supported cooperative work activities. The overall evaluation was positive with some valuable suggestions to its user interactions and features.

Wei Liu

Research on Conversational User Interface in Financial Scenario

This paper describes the usage of conversation user interface in financial scenario. In 2017, intelligent voice interaction has attracted a lot of attention from researchers. Intelligent voice provides a natural means of interaction. In financial scenario, users have to input and click in order to interact with the graphic interface when they use mobile banking applications. Conversational user interface based on intelligent voice technology provide feasibility to simplify the interaction between user and the application. The paper lists “transfer accounts” as a research case to show the process how the conversation interface should be used in this scenario. The research is aimed to explore richer possibilities in the future.

Lei Wang, Song Liu

Research on Interaction Design of Somatosensory Games Based on User Experience - A Case Study of Cervical Spine Health Somatosensory Games

Internet medical is a new application of Internet technology in the medical field. With the human-computer interaction technology-oriented, people-centered experience design more reflected in the Internet medical industry. More traditional medical devices, more now is to promote the use of new science and technology as relying on the combination of user-centered service design concept to solve the patient’s physical illness. Therefore, based on the experience of somatosensory game, this article will focus on the service design and practice of cervical spondylosis medical services, and makes bold prediction on the intelligent closed-loop feedback-based health management information exchange system of internet medical data. In the traditional rehabilitation medical treatment, there still exist many problems such as asymmetric information between doctors and patients, unbalanced supply and demand between rehabilitation physicians and patients, and the status quo. Based on the innovation of man-machine interaction mode, the amusement and sports of somatosensory game medical treatment are continuously improved, and the interaction between somatosensory and user interaction is also more and more. Driven by this, somatosensory games provide more choices and support for medical rehabilitation. By using somatosensory devices instead of traditional rehabilitation exercises, Internet medical services can provide huge benefits in terms of medical costs and alleviating the imbalance between supply and demand help. At the same time relying on somatosensory game as a media point of contact to better reflect the user in the course of easy to learn, friendly and entertaining, patients experience through somatosensory gaming experience have contributed to the medical service system design forward.

Zhi Wang, Yangshuo Zheng

Research on Application of Gesture Recognition Technology in Traditional Puppet Show

This article uses gesture recognition technology to study the culture, structure and performing form of traditional Chinese puppet show. It aims at annotating traditional culture by using new media art language. Taking “Puppet” as an example, this article summarizes the characteristics of controlling the marionette under gesture recognition technology as well as the binding point design in both traditional way and new technology by analyzing the characters. Through communication and interviews with the inheritors of the intangible cultural heritage, this paper discusses the new and old performing form and controlling features. This research lowers the threshold of learning puppet show, and puppet show fans only need to use simple operations to perform complicated movements. The cost of learning the puppet show decreases because of HCI. This article annotates the traditional meaning of gesture control under new technology background by comparing the new and old controlling form.

Mu Zhang, Zhanjun Dong

HRI Design Research for Intelligent Household Service Robots: Teler as a Case Study

This paper analyzes the human-robot interaction (HRI) design based on artificial intelligence technology. Combined with the needs of artificial intelligence technology, this paper summed up the new characteristics of human-robot interaction which include high dimension, high tolerance, complex scenario merged with context awareness computing, consciousness awareness computing and emotion awareness computing. Take Teler, a household robot of Robotics Interaction Lab in Intel Labs China as the reference case, the paper analyzes the methods and characteristics of household robotics human-computer interaction. Multi-channel information input portal, parallel interactive framework and multi-sensory collaborative feedback are the new interaction design requirements. The paper summarizes the advantage and disadvantages of robot-human interaction in artificial intelligence field, sorts out information classification and information processing. In this paper, we present three human-robot interactive relationships which include passive feedback, proactive learning and active feedforward, and maps the three relationships with accurate command interaction, semi-opening dialog interaction and opening dialog system interaction. The three types of HRI associate with the different mental model, interaction model, information architecture, interactive behavior logic, information visualization and interface design. The paper presents the new method of interaction design for household robot context-awareness interaction and use the case Teler AI household service robot human-robot interaction design to verify the user experience targets and usability targets.

Shujing Zhang, Jingyan Qin, Sha Cao, Jinhua Dou

Mobile DUXU


Skeuomorph Versus Flat Design: User Experience and Age-Related Preferences

The “right” design of graphical user interfaces (GUI) may help to provide positive user experience and to support users in dealing with the complexity of technological artifacts. We compared two design strategies for GUIs: skeuomorph and flat design. For this purpose, two interface versions of a smart phone operating system (flat and skeuomorph) were created. Since skeuomorph design uses metaphors from the non-digital world, we expected that it is preferred by elderly users (digital immigrants) compared to young users who might choose the modern flat design (digital natives). To test this assumption, we conducted a study (N = 24) with younger and elderly users by combining a standardized usability testing scenario, a user experience questionnaire (meCUE), and a half-standardized interview. Our results indicate that there is a significant difference between the two age groups. Elderly users showed a preference for skeuomorph design whereas the younger generation favored the flat design. Practical consequences and theoretical implications of these findings are discussed on the basis of the CUE model (Components of User Experience).

Nils Backhaus, Anna Katharina Trapp, Manfred Thüring

My Best Shirt with the Right Pants: Improving the Outfits of Visually Impaired People with QR Codes and NFC Tags

In our daily lives, some situations demand a dress code. Those circumstances may cause issues to the visually impaired people (VIP), mainly when they need to select a specific outfit. This study considers the importance of visual references on fashion and presents a solution to help VIP during the process of picking the proper clothing with awareness of their look. We explored technologies from the Internet of Things (IoT), such as Near Field Communication (NFC) combined with Quick Response (QR) Codes, in an assistive context. The project goal is to develop a cloth matching and an audio description system. This way, VIP may recognize the parts of an outfit and also combine such pieces. To give information about the apparel’s data, we attached an NFC tag and a QR code on the clothing tag. Our set up uses an Android application, to scan the QR Codes with the garment data. We also used a prototyping board to read the NFC tags, providing feedback about the clothing combinations. To measure the effectiveness of our solution, we conducted a pilot test with a group of visually impaired users (VIU). The procedure consisted of asking them to pick clothing from a garment rack, with a specific purpose in mind, and then check if they fit the requested dress code. The volunteers were positive about the audio description and the clothing matching system feedback. The participants suggested a few adjustments to the system, and they would recommend our solutions for other VIU.

Sílvio José Vieira Gatis Filho, Jefté de Assumpção Macedo, Marília Moraes Saraiva, Jean Elder Araújo Souza, Felipe Borba Breyer, Judith Kelner

Design of Smartphone 9-Key Keyboard Based on Spelling Rule of Pinyin

Currently, the layout of the smartphone 9-key keyboard is that 26 Latin letters are sequentially distributed on the 1st to the 9th keys according to the alphabetical order, which is irrelevant to the spelling rule of pinyin. This paper, based on the study and conclusion of the spelling rule of pinyin, designs a layout mode of the 9-key keyboard that can meet the Chinese input demand by combining the analysis of usability of different areas of the smartphone interactive interface. Moreover, the new layout mode is compared with the existing keyboard layout by comparing the finger movement distance during Chinese input, and the Chinese input efficiency of the new layout mode is verified. This paper provides new possibility for realizing diversification of the human-computer input interface of the mobile terminal in the future and better meeting the demand of Chinese input users, especially the elderly users.

Xiaodong Gong, Maoqi Liu

The Research of User Experience of Mobile Products in Intelligent Age

Recalling the previous information revolution, big data, cloud computing and the Internet of things has become a phenomenon characterized by obvious features, the bearing of technology has become an important support for economic development in the era of intelligence, mobile products are still the core media for people to access information. This paper studies the design cases and academic theories of today’s classic mobile products through the methods of literature review and case study, and explores the features and corresponding design methods of mobile products in the era of intelligence. Based on the traditional design method, this paper analyzes the new characteristics of the user experience of mobile products in the intelligent era, and proposes the use of artificial intelligence technology to provide users with personalized services, while using the big data thinking to give play to the traditional design thinking to take into account the product’s commercial value and social value theory. So as to realize the harmonious coexistence between man and nature, intelligence and emotion. This is equally the ideal of high growth in the era of information civilization.

Xinwei Guo, Jingyan Qin

Comparative Study on the Usability of Navigation Style in Iteration Process of Mobile Software

Based on the summary analysis of the development rules of mobile App iteration process, this paper selected six popular mobile phone software whose main navigation styles are iterated from drawer navigation to tabbed navigation, conducted a usability test of six old and new version software through the eye movement experiment, and compared the usability differences before and after the change in navigation style to study which navigation style is more suitable for mobile phone software. It carried out a comparative analysis of the usability of six old and new version software based on task completion rate, task loss degree, the completion time of search task (gaze time), the number of fixation points in browsing task, the time of entering ROI for the first time in browsing task and the time of triggering ROI for the first time obtained from the experiment, combining participants’ subjective satisfaction questionnaires and in-depth interview after the experiment. The results showed that the use of tabbed navigation software is better than that of drawer navigation software, and the usability difference caused by this navigation style is not related to the software type. In addition, this paper summed up usability problems in navigation design according to the experimental results, and provided a reference for interface designers and interaction designers to choose the navigation style and design interface.

Canqun He, Jiafeng Gu, Zhangyu Ji, Xu Yang

Travel Navigation Design and Innovative Operation Mode

The paper aims to collect requirements and problems in travel navigation through behaviors of users, and to design and test a prototype via contextual inquiry and brainstorming. Nowadays, with the advance of traffic, tourism and the internet, access to tourist information is more convenient, like Google Maps bringing people to the world. Nevertheless, most researches put an emphasis on car and indoor navigation rather than travel navigation. Therefore, the purpose of the study is to provide direction for navigation design by the contextual inquiry, and to propose the innovative travel navigation mode.The study acquires the needs of tourism guide by contextual inquiry. In order to fulfill the function value and operation behavior, gestures design and interface design are well combined with the design. Gestures design can decrease usage time, and with the design, a handy operation mode that can be used in intuition is invented. Then, the study combines the needs of travel navigation and the key points of operation, to plan an innovative tourism guide design by brainstorming. After designing the new mode, the study evaluates the availability, and to investigate the features of every interface and gesture. With the questionnaire based on Likert scale, the paper tests learnability, memorability, easy-to-perform and suitability of each function in the mode. The paper designs the navigation mode in accordance with tourism guide, to let users operate in intuition to get destination, and enjoy the pleasure of exploring. In the future, the new, better navigation mode will be designed for users to travel around the world.

Chia-Chieh Lee, Fong-Gong Wu

A Comparison of QWERTY and Alphabetical Layout on Small Handheld Devices

The QWERTY keyboard layout is originally designed to solve problems occurred in mechanical typewriters rather than the digital devices. The dis-ordered characters are not appearing in the order the user learns the alphabetic order. Hence, novice users need to learn the device until improving the typing performance to the acceptable level. Designing the key arrangement in a keyboard needs to consider balancing the load between the right and left hand and the fingers, distance between the keys, size of the key and frequency of character. However, some of these parameters are not applicable for designing key layout for small handheld devices. Hence, we intend to study the usability effect of QWERTY layout in comparison with alphabetically order layout. We measured the typing speed using QWERTY layout as well as alphabetical layout that we developed in the virtual keyboard for the experiment. Ten expert users have been selected for the evaluation and we run five tests with each test-user. We measured the typing speed in character per second then adjusted against the error. The adjusted character per second for both key layouts was 0.52 acps. This typing speed was improved in the fifth pass to be 0.78 acps and 0.68 acps for the alphabetical and QWERTY layout respectively. Regarding accuracy, during the first run 96.279% for the alphabetical and 97.674% accuracy for the QWERTY layout has been recorded. While the users were more accurate on the QWERTY than the alphabetical layout during the first run, this was changed after the fifth run having 98.837% accuracy for the alphabetical and 98.372% accuracy for the QWERTY layout.

Dagmawi Lemma Gobena, Addis Seifu

SocioCon: A Social Circle for Your Interactive Devices

Our everyday lives with technology are increasingly characterised by the use of multiple interactive devices. We are seeing more and more variety of specialised input and output devices that can connect with other devices to help the user perform a particular task in a more optimal or other beneficial way. When multiple devices are used together within a session, owing to the diversity of native interaction modalities, content representation and capabilities of each device, there are usability issues arising before, after or at the transition of inter-connectivity. In such a device-sharing situation, one device that could temporarily borrow the input or output modalities from other devices must know which devices are available or allowed to offer such connections, and how their combined use should push yet another way of end-user interactivity. In this paper, we envision a few typical usage scenarios where such multi-device interaction is expected or desirable, then from these develop an overarching concept of usability in a multi-device environment. Simple social heuristics in sharing the interactivity and resources amongst devices are employed to shape how the overall usability in these situations could be addressed and framed. We develop two multi-device interaction prototypes that correspond to some of these scenarios, conduct usability testing, report the findings and discuss further insights.

Ngoc Thi Nguyen, Hyowon Lee

The INmobility Project: Modes of Textualities and Unpredictable Visualities of Everyday Life

The text is concerned with the contemporary condition of everyday life transformed by mobile technologies and digital networks. The article discusses new possibilities for behaving and for occupying urban space since mobile phones connected to the Web enable real time informational exchanges – data access, and interpersonal communication processes. In big cities such as São Paulo, pedestrians, drivers, and motorcyclists have diverse modes of choosing their routes and moving because they use mobile technologies, which superimpose the urban landscape with layers of data. By understanding other possible perceptions of urban space, the INmobility project – a digital artwork – makes visible personal experiences, using topological structures of users’ visual perception by the recombination of images of the city. As a result, visual narratives emerge, structured through computational algorithms, and create different perspectives and visual patterns of people’s everyday routine.

Luisa Paraguai

Bridging the Digital Divide: One Smartphone at a Time

Growing use of smartphones among low-literacy/low-income urban populations is increasing access to the internet for this group, a group that has been historically disadvantaged in terms of internet access. This digital divide has had enormous historical importance and many negative practical effects on health, income, civic participation, and education [1–4]. While providing internet access through libraries made the internet available to many people, library-based access to the internet did not guarantee its use (i.e., penetration). Now that the rise of smart phones [5] is finally narrowing the access gap, we need to understand how adults with low literacy/low income are using smart phones. What are their assumptions about the internet? What do they value? What barriers to successful use persist?This is a small-scale exploratory and descriptive study of smartphone use by low literacy/low income urban residents who are smartphone dependent or smartphone dominant. Understanding the information behaviors, attitudes, and goals of this demographic, as well as the barriers and opportunities provided by smartphone-based internet access, is an essential step in making online information and services more broadly available.

Kathryn Summers, Noel Alton, Anna Haraseyko, Rachel Sherard

An Interactive Recommender System for Group Holiday Decision-Making

Various types of applications are available on mobile devices that support the holiday decision-making of individual tourists. However, people often travel in groups and existing applications lack the services to support the decision-making of tourists who travel in a group. In group holiday decision-making, intra-group interaction plays a major role. In this work, we design an system that provides recommendations for tourist groups based on their travel preferecnes. Meanwhile, the system allows each group member to participate in the process of such recommendation through the design of interactive features. The recommendation mechanism is based on an ontology that describes the tourism-related information of a destination. This paper presents the design idea, the development of the system (including the ontology, the aggregation strategy, the recommendation mechanism, and the interactive features), and the preliminary findings of evaluating the user experience. The results show that the system facilitates the group holiday decision-making and provides users with an engaging experience.

Lanyun Zhang, Xu Sun


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