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2023 | Buch

Design, User Experience, and Usability

12th International Conference, DUXU 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II

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Über dieses Buch

This 5-volume HCII-DUXU 2023 book set constitutes the refereed proceedings of the 12th International Conference on Design, User Experience, and Usability, DUXU 2023, held as part of the 24th International Conference, HCI International 2023, which took place in Copenhagen, Denmark, in July 2023.

A total of 1578 papers and 396 posters have been accepted for publication in the HCII 2023 proceedings from a total of 7472 submissions.

The papers included in this volume set were organized in topical sections as follows:

Part I: Design methods, tools and practices; emotional and persuasive design;

Part II: Design case studies; and creativity and design education;

Part III: Evaluation methods and techniques; and usability, user experience and technology acceptance studies;

Part IV: Designing learning experiences; and chatbots, conversational agents and robots: design and user experience;

Part V: DUXU for cultural heritage; and DUXU for health and wellbeing.

Inhaltsverzeichnis

Frontmatter

Design Case Studies

Frontmatter
Design Specifications for Bidirectional Feedback on Indoor Environmental Quality

Recent scientific research and the COVID-19 pandemic have underscored the impact that indoor environmental quality (IEQ) has on human health. Technological developments have made low-cost air quality sensors widely available, and that has given rise to many products that aim to monitor and report IEQ. A wide range of environmental conditions impact occupant health and comfort, leaving product developers with critical decisions about what information to collect and report, as well as how to display it. This paper reviews the user interfaces of 19 IEQ products by examining the parameter, data, spatial, and temporal granularity of information presented, an approach informed by the Eco-feedback Design Behavior (EFDB) framework. Common tendencies and patterns are identified. The findings and the EFDB framework are used to identify best practices for IEQ user interfaces, explaining how and when to utilize high and low granularity data to provide salient, meaningful and motivating information to both building occupants and building managers.

Eli Alston-Stepnitz, Angela Sanguinetti, Sarah Outcault
Digital Fabrication in the Industrial Sector in Middle East, General Overview

Digital fabrication is a technology that is being applied in various sectors of the industry in the middle east. The application in laboratories is done with the aim to contribute to the modelling of buildings and structure in the field of Architectural Engineering, Mechanics, Biotechnology and more. Companies apply this technology to projects of different complexity.The methodology to be followed in this study is as per the below steps:1. Literature review on current application of Digital Fabrication in the Industrial Sector in Middle East2. Current application of digital fabrication in UAE3. Digital fabrication of complex structures, material overview4. Findings and resultsThe aim is to analyze the current application of digital fabrication in academic environment such as UAE for a particular project of complex structures. Based of the literature review baselines are drawn. The analysis of the current application of the digital fabrication in UAEU creates the base for the focus of this research: 3D printing of Complex structures. The findings of this research can be of great use to the industrial sector but also to the Academic of Engineering College in UAEU.

Lindita Bande, Jose Berengueres, Anwar Ahmad, Entesar Alawthali, Hala Ajiba
Colour Accuracy in Fashion E-tail

Clothing possesses characteristics that are considered non-digital in the sense that they are difficult to be communicated over the Internet. Consumers feel the need for multisensorial contact with these products before purchasing them to carry out a thorough inspection. Attributes such as fabric texture and fit, are poorly communicated through text or photos as are the colours of objects. This paper aims to raise some issues related to the colours of clothing products when viewed on e-commerce websites, frequently, photographs do not represent accurately the colour of clothing items. The existing literature mostly addresses the use of colour psychology and the colour of web design elements, there is little work discussing the importance of colour accuracy in product representation in e-commerce. Through a narrative literature review and a preliminary systematic literature review, we will discuss the importance of colour accuracy to the user experience when buying clothes online. To conclude, we consider that the lighting; the texture of the materials; the skin colour of the models, and the backgrounds used to photograph products should be selected carefully so that consumers have a more reliable perception of the colours.

Carolina Bozzi, Marco Neves, Claudia Mont’Alvão, João Nuno Pernão
Ux in Immersive Reality: The Power of the Users

Repeated exposure to a sign can generate habits with it and, consequently, less attention to it. In order to prevent this, it is possible to make use of new accessories that make the signage more dynamic. On the other hand, the individual's behavior tends to change when he/she is in a dangerous situation, which makes the same individual behave differently in terms of a warning when there is a stressor load or not. For this purpose, an immersive virtual environment was generated, in which different warning variables can be set, as well as different types of hazard presence to evaluate the user's actions. This paper presents the evaluation of the users of the immersive environment. The results show that most users have different feedback to the signage depending on the degree of risk exposure. This study is of great importance for the prevention of occupational hazards, as well as for the creators and developers of games and extended realities.

Janaina Ferreira Cavalcanti
Applying Service Design Thinking to UX Research: A Case of Smart Campus Dance Experience Design

Smart Campus is an important part of smart city construction, running through the chain of campus education and life services. At present, digital campus services are facing a new challenge that needs to develop from the original B-End business for schools to operation and value-added services for C-End student consumers. However, the current digital solutions ignore the role of user experience (UX) research techniques and tools, lack holistic thinking in the stages of exploration, the definition of user needs, function transformation and service output, and cannot provide a compelling end-user experience. The study proposed a new user experience research process for methodologically integrating service design (SD) thinking into the exploration of users’ psychological aspirations through a smart campus design project, as a complement to the existing usability and human-centered design (HCD) paradigms. The study focuses on improving students’ dance experience, taking the dance studio of the South China University of Technology as an example. Research has shown that taking and sharing dance videos stimulates generative activity in student dancers and makes them feel happy later. Therefore, the project designed a system combining an app and smart mirror and offered a scenario-based solution for the user group. The design process improved and applied in this study explores best practices in service design thinking and UX research and should be of value to practitioners wishing to design positive user experiences.

Lingdi Chen, Minxin Huang, Zhen Liu, Yushu Jiang, Tong Wu
Beyond Car Human-Machine Interface (HMI): Mapping Six Intelligent Modes into Future Cockpit Scenarios

As an effective means of transportation, automobiles are always considered a necessity in daily life. With the development of electronic devices, information technology is widely engaged in the cockpit human-machine interface (HMI) design. Reflecting on the literature and user studies, this paper narrates a project-based learning (PBL) practice, including six novel contexts, personas, and user experience (UX) design solutions for car HMI design in future cockpit scenarios. The results demonstrate the intelligent modes in a human-centered design (HCD) process.

Shuyi Cui, Donghan Hou, Jiayue Li, Yuwei Liu, Zi Wang, Jiayu Zheng, Xueshi Dou, Zhanyao Feng, Yuxuan Gu, Minglan Li, Songbo Ni, Ziwei Ran, Bojuan Ren, Jingyi Sun, Shenmin Wang, Xinyan Xiong, Guanzhuo Zhang, Wangjun Li, Jingpeng Jia, Xin Xin
Research on Lacquer Display Design in Digital Age

The history of lacquer art can be traced back to 8,000 years ago. The complex production process of lacquer art limited its mass production, and in ancient times it existed mostly in the form of exquisite handicrafts. Since modern times, lacquer art has developed in many directions, gradually moving from arts and crafts to art. However, the public still has a vague understanding of lacquer art, so popularizing and promoting lacquer art culture can make more people understand this niche culture. In the era of digital information, the digital display of artworks has become a trend, presenting a diversified state. As we enter the virtual age of digital information, what would happen if traditional lacquer art were to collide with digital technology? This paper presents this hypothesis, discusses the necessity of digital display of lacquer art products in today’s era, and explores the development and application of lacquer art in digital conservation. This paper explores the feasibility of digital display of lacquer art and proposes a feasible solution, combining the change of technological concepts in the context of the digital age, and analyzes the digital conservation of lacquer art, the exploration of the feasibility of virtual and realistic technology of lacquer art, and the digital dissemination of lacquer art culture, in an attempt to expand the diversity of lacquer art cultural heritage, to expand its economic value, and to realize a variety of ways of digital display of diversified lacquer art. In order to promote and publicize lacquer art culture, a new opportunity is established between traditional culture and digital industry culture making lacquer art products rejuvenated in the trend of digital cultural industry development. We discuss the possibility of integrating digital media technology, human-computer interaction technology, and artificial intelligence into the art of lacquer, and propose the possibility of combining digital media with the culture of lacquer to break through the constraints and establish a new mode of displaying lacquer art and pursue a more multifaceted display design experience. Through the digital interactive display, the art of lacquer is inherited and protected.

Lin Cui
Pedestrian Presence Detection in Areas of Interest Using Multiple Cameras

Monitoring pedestrians in security scenarios are problems that cover different environments of society. Seeking solutions to this problem, the techniques of detection and tracking of pedestrians can meet the need for constant surveillance. In addition, many solutions involve long training and require much effort, increasing costs. To understand and find techniques that enable the detection of pedestrians in areas of interest, aiming at monitoring the safety of pedestrians, we carried out a comparative evaluation between a pedestrian detection technique and a pedestrian tracking technique, in addition to inserting the validation of pedestrian crossing in areas of interest in the image. We established complementary scenarios that seek a relationship between the pedestrian identification techniques in each scenario, obtaining average results regarding pedestrian detection inside the areas of interest. For the detection technique, we obtained an accuracy of 0.952 and an f-score of 0.970, and for the tracking technique an accuracy of 0.948 and an f-score of 0.967, with a precision of 0.977 and 0.984 for the detection and tracking techniques, respectively. For the number of frames with pedestrian presence in the areas of interest, we obtained the following average results for the pedestrian detection technique: accuracy and f-score of 0.985 and precision of 0.997. For the tracking technique, the accuracy was 0.973, and the f-score was 0.970, and this technique managed to obtain a precision of 1.000.

Kenedy Felipe dos Santos da Silva, João Paulo Silva do Monte Lima, Veronica Teichrieb
Research on Retail Media Advertisements and Consumer Requirements - Taking E-Commerce Listing Pages as an Example

In the “Cookieless” era, user-oriented privacy awareness highlights the advantages of e-commerce in directly obtaining user information. The era of emphasis on consumer experience has accelerated the development of retail media advertising. Therefore, the goal of this research is to promote the balance between e-commerce, retailers and consumer experience, and to improve digital advertising marketing efficiency and user experience. First of all, this study summarizes the 3 most common page types and 8 types of advertisements for retail advertisements through case studies. Then, a consumer questionnaire survey was conducted through a simulated sample, and the influence of different consumer motivations and search types on the usage status of different pages was also explored. This study found that the list page is the best exposure position for retail media advertisements, and “Top Row ads” is the type of advertisement that attracts the most attention and favor from consumers. On the contrary, it is the type of “Sponsorship Advertising” that is currently the most widely used. It highlights how little e-commerce currently understands about the consumer experience. Finally, 10 key consumer requirements and 8 key design elements are sorted out through focus groups through QFD method.

Shu-Ching Li, Tseng-Ping Chiu
Research on the Ageing-Friendly Design of Smart Entertainment Products Based on the Perceived Affordances Perspective

“During the 13th Five-Year Plan period, China’s ageing will continue to deepen, with 254 million people aged 60 and above at the end of 2019 [2]. The continued growth of the ageing population has put enormous pressure on the social security and elderly services sectors. The Party Central Committee, with Comrade Xi Jinping at its core, has taken a holistic approach, insisting on combining the response to population ageing with the promotion of economic and social development, and promoting the concerted development of the elderly care industry. It is developing a silver-haired economy, developing age-appropriate technologies and products, solving the difficulties of the elderly in using smart technologies, and fostering a new business model for smart ageing. Smart health, smart ageing and smart entertainment are created through the collaboration of intelligent technologies such as big data, cloud computing, internet and internet of things. Through intelligent, digital services, the traditional elderly care model is deepened. It provides an opportunity for the management of health and mind in old age.Entertainment is an essential activity in our lives [1], and it is not only for young people, but should also be used throughout the later years of the elderly. Entertainment products are the direction of choice for older people for leisure, but there are very few products designed for older people in the existing market. The size of the product, the layout of the interface and the guidance system can all have an impact on the use of entertainment products by older people, and if they are not designed properly, there are many hidden dangers that can make older people fearful of the product and the development of modern technology. This not only increases the burden on the elderly themselves, but also on the family’s children and society [3, 4].This study first takes into account the physiological, psychological and cognitive characteristics of the elderly group, and constructs the design of elderly entertainment products under the perspective of perceptual schemability. How to truly make the intelligent entertainment system centred on elderly users and provide humane and friendly products and services through the theory of perceptual schemability is the focus of this study. The project will combine questionnaires, interviews, observations and other user research tools and methods to conduct in-depth user research, and carry out user group segmentation, build different types of user role models, and explore the needs of older people for wisdom products and systems in their cognitive environment. In user experience design, perceived schemability is a very important theoretical perspective. When designing products, we should abandon some subjective assumptions and pay full attention to the five dimensions of users’ perceived physical performance, perceived cognitive performance, perceived control performance, perceived emotional performance and perceived service performance to build an age-appropriate design framework for smart entertainment in the elderly group. The design of intelligent entertainment is not a single intelligent toy design, but the integration of entertainment behaviour through the synergy of technology, art and technology. It is necessary to classify, summarise, analyse and reorganise information from user research data and the results of stakeholder participation in the design process in a step-by-step manner to complete a theoretical framework for the design of smart entertainment for ageing and its service model from the perspective of perceptual schemability.It will focus on five key areas, the basic design of wisdom entertainment to enhance the awareness of wisdom entertainment among elderly groups; the optimisation of the application platform of wisdom entertainment linked to home to enhance the cognitive ability of elderly users; the expansion of wisdom entertainment user experience and health services to enhance the confidence satisfaction of elderly users; the enrichment of the beneficial and interesting functions of wisdom entertainment to promote the emotional needs of elderly users; and the upgrading of the all-round service of wisdom entertainment linked to home to promote the harmony of information communication between elderly users and society.Finally, combining the Kano model, the needs and quality functions of elderly entertainment products are deconstructed using questionnaire survey methods, and the needs of elderly entertainment products in terms of form, function, interaction and other functional quality are qualitatively proposed to derive the charming attribute factors of the products. On the basis of the preliminary analysis, model statistics and interaction design models are established, and the results of the data derived from the analysis are applied to practice to propose a system design scheme suitable for the interaction design elements of intelligent entertainment products for the elderly. It is possible to make the entertainment products for the special group of elderly people well represented in the modern and technological era.

Wenrui Li
Digital Technology and Interactive Experience: Children’s Product Design Based on Zhuang Brocade Cultural Elements

Purpose: The design and dissemination of national cultural products have undergone significant changes with the advent of new technologies such as the Internet of Things, artificial intelligence, and hardware technology. Despite the limitations of traditional design forms in terms of design innovation and cultural heritage, this study explores the redesign of national products by integrating technical means, cultural appeals, and design practice, to bring digital technology and interactive experiences into practical use. Methods: This study takes the Zhuang brocade pattern as its design subject and children’s products as the design carrier. The research adopts both qualitative and quantitative methods, including a questionnaire survey and user interviews. By analyzing and summarizing children’s learning objectives, environment, cognitive behavior, and needs, the study extracts feasible design opportunities. Results: By using child-oriented products as the design carrier, children can complete the learning of national cultural knowledge in an interesting, interactive, and intellectual manner. The integration of digital technology and rich interactive experiences make the product more innovative, user-friendly, interactive, and culturally significant compared to traditional products. Conclusion: The combination of design means, technological innovation, and cultural intervention will contribute to the innovation of national cultural products. In product design practice, integrating interactive technology, expressing localized culture, and presenting structural design provides new ideas and opportunities for the design, preservation, and dissemination of national culture.

Yun Liang, Junyi Mo, Yi Lu, Xing Yuan
Exploring the Potential Causes of Dormitory Relationship in University Students in Terms of Experiences and Behaviors

In today’s social climate, due to the Covid-19 epidemic, most universities have decided to close their schools. Students are forced to be confined to school, and the harmony of interpersonal relationships in dormitories becomes extremely important. Student relationships in college dormitories have a great impact on learning and health. Dormitory relationships are the cornerstone of learning and health, and the cornerstone is stable to make better results. Therefore, it is important to innovate in dormitory relationships and find a new experience in a new context that can affect socialization and personal characteristics as well as academics. Current research on college dormitory relationships have explored some subjective perceptions, emotions and personalities, which are without examining the causes of the universal phenomenon. In addition, the condition of the causes by the phenomenon is missing. For example, the cause of social disorder is a reflection of personal ability; mental problems are a kind of self-deficiency; and school bullying is a way to vent anger or a provocation. Most importantly, there is a lack of a design thinking approach to explore to find the reasons behind the behavior. Therefore, this research is to discover what people are lacking inside through the dormitory problem. A co-design approach was used to obtain information from college students. The main steps included the following: 1) finding an article for each of the 6 students to read; 2) dividing the 6 students into two groups; 3) making each student read the article to get a general idea of the content, underlining the main points, and using personal experience to provide examples for analysis; and4) Discuss how the relationship in their own dorm is, what the specific situation is, and preferably share their own insights about what is good and bad about dorm group life and what to do about the bad ones. The results show that some strange behaviors are to get others’ attention, lack of attention and approval, and some aggressive behaviors are to heal their scars and not to be hurt again, which contributes to reveal the underlying etiology of interpersonal behaviors and experiences in college dormitories, which can be used for future experience and service design.

Qingyi Liang
Research on User Experience Design Strategy of Digital Aquarium Based on UTAUT2 Model

Design comes from the process of solving problems. Under the background of normalization of the epidemic and rapid development of technology, based on the study of the influencing factors of user experience, this paper discusses the suggested strategies for integrating logarithmic intelligent design exhibition into Qingdao Marine Museum. The behavior, experience and service needs of users in Qingdao Underwater World were analyzed. Combined with UTAUT2 model theory, the data research design was carried out, and the user acceptance influencing factor model of Qingdao Underwater World was constructed and described and analyzed. According to the survey, it is found that there are many practical problems, such as dense personnel, weak museum carrying capacity, difficult to link Marine culture and physical display, and weak willingness to develop intelligent museum numbers. In the model architecture, the dependent variable is designed and adjusted, so that the value price is integrated into the promotion factor, and the control variable “education level” is added. The results show that the dependent variables performance expectation, effort expectation, social influence factors, promotion factors, hedonic motivation and control variables all have significant positive effects on users. The control variables age, gender and education level have moderating effects on user behavior and experience. Qingdao Underwater World generates the needs of digital intelligence integration, and puts forward the design strategies of scene model diversification, immersive experience, Marine information visualization, emotional marketing, and online construction of cultural and creative industry.

Maocong Lin, Yue Huang
Research on the Strategy of Digital Services in the Adoption Scene of Pet Shelters

Shelters are mainly established out of love in the name of individuals or a few people. Due to the limited time, energy, and money of the managers themselves, they cannot effectively maintain the status quo for a long time. In terms of supplies, pets, adoption, etc. The information management experience is not good; on the other hand, most adopters still hold a negative attitude towards the adoption method for reasons such as private security, channel credibility, and pet health. The intervention of digital services can effectively solve their problems in information management, resource allocation, trust building, etc., and improve pet adoption's success rate, indirectly alleviating stray pets' social problems. Therefore, based on the current development dilemma of shelters and the social background of pet adoption, this paper adopts a mixed quantitative and qualitative research method and summarizes the core pain points of pet adoption in the shelter scene at the current stage through relevant tools of service design, and puts forward a discussion on digitalization. The design strategy and principles of the service in the shelter scenario are of great significance to the digital transformation of the shelter.

Jianan Liu, Yichen Wu
A Study on the Service Design of Leisure Campsites in Shanghai Based on Kansei Engineering

As the economy and technology continue to evolve, the era of user-orientation has arrived and designers optimize design outputs by gaining insight into the emotional needs and experiential feelings of users. While Kansei engineering is a science-based approach to user-oriented product development that can be used to model the interaction between emotions and product or service attributes, sustainable service design introduces a new design thinking. Based on an improved Kansei engineering framework, this study assesses satisfaction with existing leisure campsite services, conducts a needs analysis of service design through the Kano model, identifies Kano properties of service attributes and identifies service attributes that need improvement. Finally, an empirical study is conducted in leisure campsite services to test the model and propose sustainable service optimization solutions based on TRIZ theory.

Yiyang Mao, Meiyu Zhou
Cognitive Mapping for AI-Augmented Interactive Print

Interaction design has evolved in recent decades, being improved by artificial intelligence, ubiquitous computing, internet of things and tangible materials. While some research regards combining print media with interaction as an opportunity for development, the quantity of relevant publications is underwhelming, as it can be regarded as a difficult and risky approach. We noted a lack of scientific focus on interactive print probably due to dispersed knowledge of areas that contribute to understanding this phenomenon. To fill this deficit, we propose a first combination of main concepts and their respective connections, to draw a more enlightening framework of understanding and which will aid future research. We intend to know what are the relations between print media, interaction, understood by its materiality and tangibility, HCI and the challenges of AI and ML. How has each wave of HCI affected this set of concepts? How can research regarding interactive print enhanced by AI and ML move forward? Taking on the challenge of articulating concepts and definitions, we produced a cognitive map to better understand interactive print. Our cognitive map reveals the need to deepen research between all areas that surround interaction design and print media that still have social, cultural and educational relevance. The map contributes with a possible network of connections to elaborate theoretical frameworks at the intersection of these areas and opens a space of opportunities for designers to act.

Marco Neves, João Abrunhosa, Cristina Pires dos Santos
Listening Through Technology: An Interactive Sound Walk for a Suburb in Shenzhen

“Take A Step” is a sound walk that consists of a web-based user interface that the audience opens up on their phone, and with which they control the sound design that they hear on their headphones as they walk through and around the historic “Dawan Shiju” site in the Pingshan suburb of Shenzhen. The sound walk was made by four undergraduate students from the SUSTech School of Design (Shenzhen) in close collaboration with the instructor and co-instructor and was publicly presented at the UABB Biennale in Shenzhen in 2022. With this paper, the authors, who are also the project leaders, analyze specific modalities of interaction with a socio-cultural site through the designing of a digital media experience. They describe this modality as listening through technology and show how it can raise the user’s awareness of the social, cultural, and mediatic specifics of the thematized site – not only on this given site, but in any other listening situation in the everyday as users may potentially carry the gained knowledge elsewhere. This paper puts forward the notion of technological listening as a complex modality happening in between reality and fiction, and in between the actual and the virtual. Listening to an environment through technology, the authors argue, is a method that accounts for the always multidimensional social, cultural, as well as sonic characteristics of a given site.

Marcel Zaes Sagesser, Binghuang Xu
Designing a Robot for Enhancing Attention of Office Workers with the Heavily Use of Screen

In the context of the epidemic and the Internet era, the computer screen has become a necessary device for people in the workplace. According to statistics, office workers face the computer for eight hours a day on average. Prolonged gaze at the screen has been shown to be one of the causes of reduced productivity, in addition to workplace loneliness, distraction, lack of motivation, and lack of work planning are the current state of low productivity. Existing work has shown that companion robotics has achieved remarkable success in helping humans and improving human well-being. In this paper, we design a work companion robot to improve worker productivity in the work office in three dimensions: mental, physical, and mental health. To support our study, we conducted a survey of daily computer office workers to understand where the problems lie and to gather information about the possible use of robots to support workers. Then, we proposed the concept of a companion robot to alert workers and suggest next actions by monitoring their pupil status, sight tracking, and blink frequency to determine their concentration and fatigue. To convert between pupil state and concentration level, we collected attention-related eye movement data under task state from a group of computer workers based on the Stroop paradigm and classified and quantified the concentration status using a random forest regression model. Finally, we designed the appearance of the robot, its internal structure, and its interaction. Future work will focus on experimentally verifying the effectiveness of this robot in improving workers’ attention and work isolation, and refining more features.

Zhiya Tan, Zhen Liu, Zixin Guo, Shiqi Gong
The Strategy of Sustainable Concepts in the Design of Digital Services for Broken Screen Insurance

The trend of the digital society leads to an increase in the number of digital services that users experience in their daily lives, and this poses new challenges for digital interaction design. The appearance of screen insurance services attached to mobile phones has raised the demand for digital insurance services, transcending geographical restrictions and integrating multiple services. However, the massive amount of electronic waste generated by users is not receiving enough attention, and it is necessary to introduce the concept of e-waste to more people and promote its importance in environmental remediation to reduce resource waste and environmental pollution. This article explores the strategies for sustainable design in digital service design, using screen insurance as a case study. It discusses how to convey the sustainable concept of e-waste recycling and environmental protection to users in screen insurance digital service design. The research shows that digital service design should be social, easy to understand, and have high retention rates while also increasing public attention to sustainable concepts, which can deepen users’ environmental awareness.

Xiaotong Tian, Yichen Wu
POLARISCOPE – A Platform for the Co-creation and Visualization of Collective Memories

POLARISCOPE is an R&D project supported by Digital Humanities and Participatory Media to develop an online platform to collect and share memories. The project aims to evaluate if a mobile-based technological solution, that eases multimedia data collection and generates correlated visualizations from resources shared by users, can enhance the experience and collective memory of events. Namely, aiming the social enrichment of documental archives and events that contribute to memory safeguarding and giving visibility to the cultural diversity of territories. To this end, the digital platform aims to facilitate the collection, cataloguing and sharing of multimedia records (images, videos, sounds, oral testimonials, etc.) and their integration into an aggregation system, which presents correlated visualizations of content shared by several participants. Focused on pilot trials on the territory of Aveiro (Portugal), the platform will document the natural landscape and the tangible heritage and urban fabric and also the social and intangible cultural practices of different communities that mingle in the region. As a tool for collecting and correlating multimedia records in mobility, it also aims to facilitate research field activities with communities, particularly to collect oral testimonies from the elderly with lower digital literacy. In summary, the POLARISCOPE project explores mixed methods to approach digital heritage and digital memories for generations to come, having as a differentiating value the potential of correlated visualizations to provide meaningful insights and trigger the discovery and storytelling possibilities through collective content remix and co-creation.

Ana Velhinho, Pedro Almeida
Applying UX Design Process for a Web-Documentary Development: A Project Development

This paper aims to present the application of a User Experience (UX) design process in developing a web documentary based on promoting empathy among social groups, with the broader concern of contributing to the fight against prejudice and discrimination against immigrants in European countries. The Human-Centred Design methodology was used as the foundation for web-documentary development, comprising four main phases: discovering, defining, developing, and testing. This paper will explain the developing phase of this case study, and the final prototype will be presented. In the end, the results of this phase will be discussed, considering UX design. Usability tests were made, and the main results were applied to improve the solution. In this sense, this paper presents a case study of a web-documentary creation, from tools development and application to user testing.

Elisângela Vilar, Milena Monteiro, Sónia Rafael, Francisco Rebelo, Paulo Noriega
IPlay: Towards Social Media for Community-Design Design

Online social networks are now common place in day-to-day lives. They are also increasingly used to drive social action initiatives, either led by government or communities themselves. However, such initiatives are mainly used for crowd sourcing community views or coordinating activities. In this paper we present the iPlay platform that combines social media with toy sharing concepts to empower communities to discuss and realize community resource sharing. We designed the systems to assist people in communities to share locally relevant information. It mainly includes idle toys, public facilities, public spaces, children's activities, etc. It involves mobile app, to record, store and share media, and users can transfer media by their cell-phones. This system talks about the positive significance of social media in community design. By community design and information sharing widen information access, the approach drives a shift towards large-scale engagement of community stakeholders for community Involvement.

Min Wang, DanDan Yu, Xin Li, LiMin Wang
Research on the Application of Clothing Elements of Ming Dynasty in Confucian Mansion Collection in Home Textile Design

China is known as “the state of etiquette” and “the kingdom of clothing”. The costumes of the Ming Dynasty in the old collection of the Confucian Mansion are the earliest surviving costumes handed down from generation to generation. These costumes are important cultural relics for the study of politics, economy, culture, etiquette, art and other aspects of the Ming Dynasty. They have unique aesthetic characteristics and high aesthetic value. This paper analyzes the styles, patterns, colors, techniques and fabrics of the Ming Dynasty costumes in the Confucian Mansion, and excavates the artistic features of the Ming Dynasty costumes in the Confucian Mansion. Then combined with modern aesthetic needs, it is directly or indirectly integrated into modern home textile design to create home textile design works that not only have national story heritage but also have modern technological civilization innovation. Demonstrate the important value of the clothing elements of the Ming Dynasty collected by the Confucian Mansion in modern home textile design, and promote the innovative development of home textile design.

Wei Wu, Beile Su, Lili Zhang
Visual Design for Predictive Display in Spatial Time-Delay Environments Considering Workload

Time delay is an inherent technical feature that cannot be eliminated during space robot teleoperation and can significantly impact operator workload. In this paper, based on predictive display technology, we investigate the change of operator workload during teleoperation by image prediction graphical interface and virtual reality prediction graphical interface. By constructing a virtual simulation experiment platform for a remote operation system, 20 participants were tested and analyzed in a fetch-place experiment; TAM, NASA-TLX, and AB-directed questionnaires were distributed for subjective measurements to understand the personal perceptions and visual preferences of the participants on their workloads, and to investigate the applicability of the predictive display technology to reduce the operator’s cognitive load. The results showed that the subjective and objective performance of the virtual reality predictive graphical interface (VR-PGI) was higher than that of the image predictive graphical interface (I-PGI) in the fetch-place operation scenario. It was found that the operator’s workload did not change significantly with the increase of spatial time delay in the predictive graphical interface, which proved the practicality of applying the predictive graphical interface to the spatial teleoperation scenario.

Jiadai Yan, Jiahao Sun, TianLe Tang, Zhuohao Chen
Exploration of the Interactive Design of Interior Space Under the New Retail Mode – Based on the Case of “Cultural and Creative Space” in the Traditional Dong Villages

With the constant improvement of people’s living standards and the continuous development of social transformation, the concept of interactive design is increasingly valued in the new retail space. The interactive information in various spaces can more directly and effectively reflect the purchase behavior and psychology of consumers. Leveraging the information, interaction design can better realize the interaction between people, people and objects, and people and space, and can promote the consumption and dissemination of local cultural and creative products while serving consumers and meeting their needs. Through researching and analyzing online and offline data collection, relying on the application of artificial intelligence, augmented reality, big data and other technologies in space, following the ethics of behavioral science, social psychology, ergonomics and other ethics, and analyzing the type of interactive space in new rural retail stores, the article puts forward the concept of new retail and spatial interaction, presents the design schemes of spatial innovation, interactive innovation, product innovation and retail mode innovation, and provides a basis for the future design of traditional village retail store space.

Guanyi Yu, Fang Jiang, Baoyu Ling
Cooking Experience Design for Generation Z in the Digital Age

Generation Z who live alone face the problems of poor cooking ability, dining alone and weak emotional connection with others. This study analyzes the behavioral characteristics of eating and socializing among Generation Z. By combining quantitative and qualitative methods to analyze the behavior and experience of target users, and with the help of the Fogg behavior model and the PCI model of life experience composition, summarized the strategy of sharing-based kitchen product and experience design. Under the guidance of this strategy, the design of sharing-oriented kitchen products is carried out from three aspects: enhancing user motivation, improving user ability, and adding trigger factors, so as to bring users the new meaning of cooking that is more convenient, efficient and interesting.

Yuting Yuan, Wa An, Jinze Li, Haiyu Tang, Jiamei Lin

Creativity and Design Education

Frontmatter
Industrial Design Education and Immersive Virtual Reality: Perceptions on Utility and Integration

The use of Immersive Virtual Reality (IVR) in collaborative and co-design contexts has proven valuable to product or industrial design specializations, yet integration has been notoriously slow within Higher Education (HE). This work sheds some light on the “why?” based on primary data sourced from two groups of design educators, through a mixed-methods design. The first group confirms the importance of digital and connected technologies in today’s design-centered learning environment and depict current stances regarding the use IVR as a tool for teaching and learning. The second, composed solely of educators operating in an industrial design HE program, add specificity by offering qualitative insight into aspects concerning IVR utility and integration into this particular specialization. Results foresee the technology furthering learning both on-campus and from afar, with richer virtual interactions, digital re-enactment of experiential learning, or using simulation to create new or replicate existing contexts virtually. However, the envisioned benefits appear to hinge on a series of factors, including critics over an already exceeding amount of technology in the learning environment, personal competence, skepticism over the technology merits, and other more concrete such as time, resources, familiarization or lack of technical support. Overall, participants envisage a more virtually interactive educational experience with IVR, though its reputed complexity or lack of a solid and pressing need seems to be keeping integration at bay.

Nuno Bernardo, Emília Duarte
Presenting a Digital Toolkit for Training Hyper-Observant Experience Design Researchers

This article describes Aspects of Experiences for Design (AoE4D), a framework supported by an online toolkit that expands undergraduate and graduate students’ perceptions when conducting observational field research necessary for designing useful, usable, desirable, and memorable experiences. Three examples of the digital toolkit are presented, including two custom-built web applications and an online whiteboard activity that develops early-career designers’ skills for coding and analyzing qualitative data. This piece presents how the framework develops students’ design research skills by guiding them through scaffolded critical thinking—focusing their attention on one or two aspects of an experience at a time to enable thoughtful consideration of how the alignment or misalignment of these aspects affects a user experience. The AoE4D framework’s core principles and theoretical underpinnings that shaped its development are presented, as well as an overview of experience design as an emerging design practice. I propose in this article that observation skills and the ability to make connections between those observations are crucial competencies for designing meaningful, relevant products, services, and systems.

Dennis Cheatham
Embodied Virtuality: A Method on the Exploration of Sound-Based Virtual Jewellery

Over the past few years, jewellery designers have gotten significantly more skilled at employing digital technology as a method of production. Virtual jewellery has steadily become more prominent across a variety of platforms, serving as a hub for fashion and a design harbinger. The paper investigates the possibility of creating a connection between virtual jewellery and physical space on the embodiment by applying existing digital technology, combining with the study on the sound-based design method of interactively virtual jewellery, and proposing the design methodology model on Data Collection, Technology Construction, Sculpture Generation, Interactive Verification, and System Imposition. The paper provides a verification and iteration process based on the three-tier evaluation value of aesthetics, interaction, and sustainability, which confirms the efficacy of the design results. The study establishes the jewellery space co-created by designers and users to investigate the feasibility of designing jewellery in a digital environment, adhering to the design methodology.

Zhilu Cheng, Jing Zhao, Canhe Yang
M-term Architectonic Context and Meditation Practitioners: A Concept to Be Implemented in an Informatic Application to Help Architects

In the cities of industrialized countries, long-term stress with effects on physical and mental health is considered a problem. Meditation shows effective therapeutic benefits to physical, and in some cases, mental health. There is some neuroscientific evidence, and traditional belief, that certain buildings may induce contemplative experiences. The creation of these buildings by architects might be mainly based in cultural, aesthetic and even poetic assumptions. Assumptions that some-times might be in contradiction to the real needs of its users. We verify the necessity of an approach to determine how medium-term meditation practitioners’ behavior could be influenced by the architectural context. Our main objective is to propose the development of a concept for an informatic application that supports architects in planning decisions concerning architectonic contexts for meditation in urban environments. A concept that should allow architects to know which visual, haptic, and other architectonic context features influence medium-term practitioners’ meditation. We will meet with the research team to define the variables to study; we will also use an experts’ survey and finally search in the literature for architectonic contexts prone to be manipulated. This problem will be addressed in three stages: 1. Understanding the interaction context; 2. Defining the architectonic context variables to be manipulated; 3. Defining the body-mind reactions related with meditation of medium-term practitioners; 4. Proposal for the informatic application. To conclude, we will discuss the positive and negative aspects of this decision sup-port tool, the variables selection, the subtleties of meditation and this model acceptance amongst architects.

Mário Bruno Cruz, Francisco Rebelo, Jorge Cruz Pinto
Construction and Practice of “Lean” Teaching Mode
Take Fashion Design Course as an Example

Lean thinking originated from the lean production mode of Toyota Motor Company in Japan. Now, as a concept and thinking mode, lean thinking has been applied to many industries. This paper studies and draws on the concept of “lean”, and puts forward a results-oriented “lean” teaching mode in view of the problems existing in the current teaching mode of fashion design courses, such as the low utilization rate of teaching resources, the inaccurate measurement of learning achievement, the lack of systematic setting of curriculum system, and the difficulty of integrating innovative design with real life. This teaching model is based on the concept of “lean”, takes the curriculum system, curriculum content, teaching form, and curriculum evaluation as the four basic elements of curriculum construction, and reversely designs the curriculum system based on results. The current design curriculum has been systematically planned, integrated and restructured, breaking the traditional curriculum content framework of division and separation, and building a “lean” teaching model with the characteristics of simplified model, high resource utilization, strong relevance, and accurate evaluation. Through the construction and implementation of the “lean” teaching mode of fashion design course, it is verified that the “lean” teaching mode can effectively improve the efficiency of innovative practice teaching. The practice shows that the “lean” teaching mode can meet the needs of talent training of fashion design specialty, improve the setting of professional curriculum system, reduce the waste of teaching resources, improve the degree of achievement of students’ learning, and improve the quality of talent training, with a view to providing theoretical framework, empirical model and paradigm guidance for the reform of undergraduate teaching mode of fashion design specialty in art colleges.

RuiTong Gao
Virtual Reality in the Teaching of History of Architecture and Urbanism: A Literature Review

Virtual reality has become popular recently, and many Colleges now have immersive labs. However, the application of this tool still needs to be widely consolidated, mainly in teaching theoretical subjects related to the field of design, such as the History of Architecture and Urbanism. In addition, only some publications still discuss the advantages of using VR on this theme. The objective of this research is to map the scientific articles published in the last 25 years related to the use of virtual reality in teaching the history of architecture and urbanism. The scientific research sites ScienceDirect.com, CuminCad.org and GoogleScholar.com were chosen to perform data collection. The keywords “history of architecture”, “virtual reality” and “learning” were used in the advanced search of each of the three sites mentioned. Subsequently, a two-stage filtering was carried out, the first related to reading the titles and the second aimed at reading the abstracts. Finally, the works found were all classified according to their own methodology, as well as their main contributions were identified.The main conclusion from this study is that, although VR is not yet consolidated in most architecture courses, especially in history teaching, the studies showed several benefits of applying the tool. However, the ways to do so still require further investigation, especially considering the emergence of new applications that are increasingly easy to use.

Emerson Gomes, Francisco Rebelo, Naylor Vilas Boas, Paulo Noriega, Elisângela Vilar
The Comparison of Slider and Somatosensory Interfaces in Parametric Modeling for Chair Shape Manipulation

This research parametric design programs to create a simple and effective way for products to interact with users, and through the interactions and models generated compared to traditional parametric models, documents and summarizes the models and processes, and then makes recommendations for future interactive customization systems.In experiment phase, chairs were classified into block, column and surface shapes, and based on these three categories, the Swan Chair, The Red and Blue Chair and the Panton Chair were used as reference models. Six participants (two experienced and four novice designers) were invited to modify three chairs and create a shape of their choice for each of the two models, comparing the user experience of body-controlled modelling with that of the traditional parametric programmed, and collecting suggestions and feedback through semi-structured retrospective interview after the experiments.According to the analysis of the results, the novice designers consider the somatosensory system to be new, fast and easy to use, more intuitive and easier to understand than the traditional interface, and through the somatosensory system they could quickly see if the shape was reasonable and comfortable. However, novices also felt that somatosensory was limited by the body’s inability to make too many gestures and that the accuracy of the capture could be improved. Experienced designer felt that the somatosensory system possesses the intuitive nature of body sensing and shape decision can be done quickly, but that it is inconvenient and uncontrollable when it comes to accurately controlling the arbitrary parameters of the model, and that the development of the model is limited by the limitations of the body.

Yu-Hsu Lee, Wen-Jui Tsai
The Feasibility Study Using Geometric Objects Constructed by Grasshopper (GH) as Shape Thinking Stimulation

This study investigates the feasibility of using geometric objects constructed by grasshopper (GH) as shape thinking stimulation. The final sketch was made to create six kinds of animal-shaped speaker, and the final evaluation of the shape was conducted by design experts. In the first stage of the experiment, the experimental participants (5 Master of Design students) were asked to select one of the three GH programs composed of different geometric elements provided by this study to change the shape by adjusting the parameters in order to obtain six different kinds of animal head shapes. The other five design master students, control groups, were asked to search the Internet for images as stylistic stimulation. After that, 10 participants were asked to sketch six kinds of animal-shaped computer speaker cases in the Second stage.The experimental result shows that the experimental group using GH program can adjust the parameters of the program to effectively adjust the details of the animal shape features, such as ears or nose and mouth. They can also adjust six animal models in about 1 h, and could convert the adjusted models into product proposals within 40 min. While the control group was told to search for animal-shape products and to Although the control group had been told to search for animal-shaped products and convert them, it took more time to search and think about drawing six kinds of animals (more than 1 h).

Yu-Hsu Lee, Hsin-Min Hsu
Cultivating Researcher-Sensibility in Novice Designers: Exploring Genre-Specific Heuristics for Game Evaluation in a Design Studio

This paper presents an eight-day design studio that teaches heuristic evaluation of games to third-year bachelor students at the School of Design, Southern University of Science and Technology. Through this course, students gain the first-hand experiences of developing heuristics for games through online survey and using them in idea generation and game evaluation. 13 students (working in groups of two or individually) developed 88 heuristics for 8 game genres by analyzing 349 quotes of game reviews collected from online. The heuristics were further developed into questionnaires and tested with invited 51 game players, followed up by post-interviews. The heuristics were also used as inspirational tools to help the students generate design ideas in an ideation exercise. Results of the students’ work indicate usefulness of the heuristics as evaluative and inspirational tools. In the discussion, we reflected on the challenges encountered by the students over the course and how dealing with these challenges could reveal further directions of teaching research methods in HCI studios.

Xueliang Li, Haian Xue
Optimizing the Design Process of 3D Printing Services for Personal Customization

Based on the demand for service design process optimization in the field of 3D printing technology for private customization, a complete concept and procedure of the service design process of 3D printing technology applied to customized products are proposed to provide a reference for enterprises and designers. First, the literature research method is used in this study to summarize and arrange the associated research in the field of 3D printing technology and service design, and then the general process of 3D printing service design is summarized. Following that, user research and statistical analysis are employed to investigate the service requirements of user groups that favor personalized goods and to construct an integrated service process of “model-process-manufacturing-logistics” with users at the center. Finally, using the customized product client design as an example, the customized product service design system is obtained. The method and procedure of the 3D printing service design process for private customization can meet the public's demand for personalized and diverse product services while also completing the service mode transformation from product to experience, which reflects an important direction of future manufacturing mode evolution.

Miao Liu, Wenjing Yang
The ‘Three Creative’ Talent Characteristics Model

With the development of China economy, talents have become core element of development. Nowadays, the transformation of national industrial technology innovation is imminent. More and more national-level strategies have put emphasis on the training of students from universities. The three-creative talents in colleges and universities specifically refer to innovation, creation, and entrepreneurial talents. From the perspective of experience of technological innovation, innovation and creation is the foundation of entrepreneurship, but few studies have explored the experience relationship between the three creative and student entrepreneurial characteristics. Hence, this paper aims to explore the potential ‘Three Creative’ talent characteristics experience model in relation with entrepreneurial characteristics and experiences of the university students, which investigates potential influence of three creativity experience in university students' characteristics (background, personality, and entrepreneurial traits) regarding innovation, creativity, and entrepreneurship, and entrepreneurial potential, and establishes the relationship between them. This paper sums up the relevant traits that affect the performance of university students in the field of entrepreneurship (abbreviated to entrepreneurial traits), the evaluation index of university students in the field of entrepreneurship, such as entrepreneurial willingness, entrepreneurial potential, and entrepreneurial success rate, and the evaluation mechanism of the relationship between students' traits and the field of entrepreneurship, which is what methods are used to learn from university students. As such, the relationship between the quality of students and the evaluation indexes in the field of entrepreneurship can be established. Subsequently, the paper puts forward the mechanism of association of innovation, which connects the personality and background traits of university students with the entrepreneurial potential.

Zhen Liu, Jinze Yang, Yali Chen, Jia Cui
Metadesign Tool for PBL-Based Design Masters Program

This paper examines the application of the metadesign tool Strateegia on the context of the Professional Masters Design Program that follows a Problem-Based Learning (PBL) approach. In this program, students formed three research units called Studios and are invited to take part on challenges provided by real organizations and must deliver a Proof of Concept following the entire design process within six months. This provided challenges for both tutors and students as on how to conduct the studios without compromising the design process or the learning process. As hybrid and asynchronous collaboration tools gained pervasiveness after the pandemic, the opportunity to adopt a more effective approach emerged, thus the Strateegia tool was incorporated in the process.By thoroughly documenting and analyzing the process and evaluating feedbacks from students, faculty members and clients, this case tudy provides findings that will contribute with the improvement of the program and student learning journey.The three Studios utilized the tool for the main process, but also experimented on it by applying different methods and processes to improve their performance and overall designs.

André Neves, Helda Barros, Walter Correia, Marcello Bressan
Connected: How Virtual Experiences Are Redefining Margins by Expanding Opportunities for Students at Historically Black Colleges and Universities

According to the American Council on Education, HBCUs (Historically Black Colleges and Universities) are historically underfunded, and often have lower alumni contributions and endowments when compared to predominantly White institutions. [1] This disparity of funding directly and indirectly impacts institutional budgets for academic units, resulting in many departments of art and design receiving little yearly support for visiting artists, designers, gallery programming, operational supplies, and facility maintenance. In this paper, I consider how art and design students from Tennessee State University–an HBCU in Nashville, TN, USA–benefit from utilizing virtual platforms as a means to facilitate new knowledge and expand their network. This is examined through four cases. The first examines the use of Zoom as a learning tool, where artists and designers share time and connect with students. The second explores virtual reality as digital placemaking. The third case examines how Zoom was used in an industry-to-student exchange as students participated in a global brand scoping project. The fourth case explores how Zoom was used as amplification, allowing student voices to be shared during a national design conference. The essential question that guides this inquiry is “how has virtual programming opened the door for equitable learning?”.

Kaleena Sales
Development of a Co-Creation Toolkit for Designing Smart Product–Service Systems: A Health Device–Related Case Study

Smart product–service systems (PSSs) present massive opportunities for information technology–based enterprises to upgrade or transform their products and develop new revenue streams. The development of smart PSSs poses challenges to designers who must consider multiple criteria to meet the needs of customers. The effective involvement of customers in the design process requires a deliberate design approach that facilitates customer engagement in cocreation activities to generate ideas and determine customer needs and expectations. In this study, which focused on smart health systems, a card-based toolkit, namely SmartKit, was developed, and a workshop technique was used to involve designers and nondesigners in idea generation for smart health products and services. The results of this study indicated that the developed toolkit helped inform and guide idea generation and uncovered the participants’ needs and expectations. According to the developed design concepts, we conducted means-end chain analysis to construct each participant’s value model for smart health systems and analyze their attitudes toward and preference for products and services. The insights obtained in this study provide a basis for developing smart health systems that meet customer requirements.

Fang-Wu Tung, Chueh-Yu Lai
Research on Evaluation Elements of Design Works for Design Education

Design evaluation plays an important role in design education. The existing product design evaluation index system has problems on inconsistent standards and subjective evaluation. In order to establish a clearer evaluation index system of students’ product design, this study uses factor analysis and analytic hierarchy process to establish an evaluation index of students’ product design and the weight of the index. Based on the evaluation index, this study collects a large number of product design pictures and uses deep learning to construct the automatic evaluation model of students’ product design. Product design works can be evaluate intelligently by this model. The research shows that VGG16 can classify and predict product design works well, and the evaluation accuracy reaches 70%. It provides a theoretical basis for product design evaluation in design education. At the same time, this study establishes the prototype of the design evaluation system based on the algorithm, explores the application mode of the evaluation of intelligent design works in the era of mass data, and establishes an automatic evaluation model for students’ product design.

Junyu Yang, Jiayi Jia, Tianjiao Zhao
CTM Design Thinking Tool Stimulates Creative α and β Brain Activities

The Concept Triangulation Map (CTM) was designed to enable the identification of the thinking of individual team members and the convergence of this thinking to produce common and creative concept combinations for innovation. This research examined the effects of the produced word combinations on creative brain activities. In total, 20 Taiwanese university students were recruited for an electroencephalogram (EEG) experiment with a baseline Chinese Word Remote Associates Test (CWRAT). The EEG results were compared by the CWRAT score, higher (scored over 18 points), middle (scored 13–17 points) and lower (scored under 12 points).The α and β brainwaves were stimulated the most by combinations 5–8 (c5–8) from each CTM group and some combinations of common concepts. Participants with low CWRAT scores did not generally exhibit the stimulation α and β brainwaves in response to common combinations, and they seldom exhibited responses to creative combinations. Participants with higher scores generally exhibited sudden brainwave stimulation at high amplitudes. The results provide novel insights into creativity quality assessed using the CTM, in which common concepts are critical to calibrating optimised thinking performance.

Chao Yang Yang, Ding Hau Huang, Chin-Sheng Chou, Yi Chi Fu
Research on R&D Strategy of Cultural Creativity Publishing in Beijing from the Perspective of Cultural Symbiosis

Cultural creativity publishing is an emerging section in the development of cultural creativity industry in recent years. The combination of publishing industry and cultural creativity industry provides an important way for the publishing industry to seek media integration and diversified development, as well as broadens a new idea for the cultural creativity industry to explore cultural resources and creative research and development. This paper carries out a survey on the cultural creativity publishing in Beijing, discusses the transformation and innovation of cultural creativity publishing to cultural resources from the perspective of cultural symbiosis, and builds an interactive system of cultural connotation, cultural creativity and cultural value, so as to improve the research and development strategy of cultural creativity publishing.

Fumei Zhang, Sun Yiran
Backmatter
Metadaten
Titel
Design, User Experience, and Usability
herausgegeben von
Aaron Marcus
Elizabeth Rosenzweig
Marcelo M. Soares
Copyright-Jahr
2023
Electronic ISBN
978-3-031-35696-4
Print ISBN
978-3-031-35695-7
DOI
https://doi.org/10.1007/978-3-031-35696-4

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