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2019 | Book

Design, User Experience, and Usability. Design Philosophy and Theory

8th International Conference, DUXU 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part I

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About this book

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

Table of Contents

Frontmatter

Design Philosophy

Frontmatter
Point of View When Designing Around Behavior

What does it mean to be a creature in space, able to displace oneself? After decades of passive screens in every house and almost in every room, some video games, virtual reality, and other tracking based media have been developed with the dynamic ability to move through virtual spaces with agency. This paper will articulate the philosophical, aesthetic and design implications of this shift that are permeating though the transition to embodied technologies. First the philosophical implications of what a point of view is in terms of subjectivity will be illustrated with examples of daily individual and social experiences. Then the paper will go over the aesthetic implications of different media according to the direct or implied approaches the media may contain regarding subjectivity, and how these implications carry metaphorical assumptions we use to socialize with each other in today’s public discourse. Lastly, the paper will consider notions of virtuality (Noë), simulation (Barret), and participatory sense making (De Jaegher & Di Paolo) that question the notion of subjectivity as a scalable experience which expands from individual to social situations.Shifting from personal to collective behavior in the designed point of view is not trivial. When Nagel described disembodiment (or experience without point of view) as “a view from nowhere” perhaps there was not yet a notion of the absurdity of holding nobody’s experience. To a great extent humankind already shares the common subjective experience of living on planet Earth looking out into space from the Earth’s point of view, and from the umwelt of the human body. We bring that experience to everything we interact with. So the question becomes, what really is subjectivity if not the notion of a point of view in a specific place in time and space? How does that notion alone project itself into the assumptions we make of the world, of each other and of our representations? Because these assumptions become languages and cultures, perhaps we are at a crucial time to traverse these levels of meaning, liberating others from fixed and static assumptions of being, and finally from the individual subjective impositions, disguised as objectivity, we make on others and on the environments we experience.

Julieta Aguilera
Gameotics: A Game Analysis Method Based on Semiotics

The applied research in Games employs numerous instruments to carry out its investigations. The search for scientifically based analysis demands strategies that are in line with expectations regarding the efficiency and effectiveness of their studies. The intrinsic heterogeneity of games also requires that the mode of research be opportunely flexible and straightforward, to cover a greater diversity of elements. Such convergence in diversity can occur through the standard set of playful impulses of language, ritual, and myth; and its relations with the natural signal aspects of the games: interface, mechanics and narrative. Considering these specific characteristics of the games focusing on their experiences provided through the signs created, specific experimental research procedures can be applied as a possibility of research methodology. In this sense, Semiotics, as a study on systems and phenomena of signification, has the appropriate attributes to be used in the scientific research of games endowed with the mentioned aspects. Several kinds of research on Games have already been made through Semiotics, but there is no description of procedures for its application, allowing Semiotics to be adopted in a schematic way of studying these contexts. For this reason, it is proposed a fundamental methodology that enables the use of Semiotics as research structured in Games considering its intrinsic characteristics of signification and experimentation. The definition of the method is based on the correlation between the categories Primeity, Secundity and Terceirity of Semiotics articulated with the interface, mechanics, and narrative of the research object, that is, the Game. In support of the theoretical rationale of the proposal, a summary methodology guide will support researchers in their application. Associating Semiotics with Games in a structured model allows for the logical cohesion of study and analysis activities, generating uniform results, but respecting the specificities of signs and experiences of each Game. To confirm the proposal, it will be applied in Study Cases with analog and digital games, demonstrating its organization, application, and flexibility of adoption.

Daniel Paz de Araujo, Hermes Renato Hildebrand
Art as a Living Interface

Serving a concise characterization of interactive systems in the context of aesthetics-motivated interaction, we suggest a chart containing relevant keywords. We consider the nature of responsive systems providing predictable reactive responses vs. truly interactive systems offering unpredictable but coherent life-like behavior, underpinned by the notion of a living interface. A wider context is developed to appreciate various styles of interaction in contemporary art. Two case studies describe the implementation of the author’s ideas. Initially, the pioneering work of Pask and Ihnatowicz is disclosed as exemplary and utterly significant for today’s practice.

Peter Beyls
New Requirements for User Experience on Non-legacy Contemporary Design of Traditional Handicraft Skills

In this paper, we will study the non-legacy of typical Chinese traditional hand crafts, study the current development of practice, emphasize the user experience and living inheritance, study the relationship between user experience and contemporary design and the impact on contemporary design and cultural heritage. Through various user experience methods, excavating modern people’s cultural psychological appeal and consumer psychology, and putting forward new requirements for the non-legacy contemporary design through user experience research. Therefore, the user experience has a strong research value and practical significance to the new requirements of the modern design of traditional handmade arts. It will have a direct and far-reaching impact on the inheritance and development of the heritage of the culture.

Yu Chen
Cyborg Maintenance: Design, Breakdown, and Inclusion

The lived experiences of common cyborgs are ignored by those who most wish to be cyborg. I push back against the utopic, teleological imaginaries of the Transhumanist movement using a daily concern for actual cyborgs: maintenance. Scholarly work on maintenance is sparse, relatively recent, and generally focused on infrastructure and large technological systems. I merge the work done on these large technological systems with the biopolitical work by disability studies scholars and activists. I show that the common narratives of innovation that insist that technology becomes faster, more efficient, and more durable over time are false, and how upkeep rather than upgrading will be the norm for cyborg bodies. I call for a more deliberate design ethos for producing more accessible maintenance as well. The interfaces between technology and the body are sites of significant breakdown as each degrades the other. Moisture, acidity, and healing processes make it difficult for technological systems to last long within the body, and the intrusion of foreign material into the human body triggers scarification, fibroses, infection, and systemic reactions. Disabled people regularly navigate these concerns, and their description of the sorts of work they do to keep up their techno-bodyminds does not match well with the transhumanist narrative. The concerns of cyborg maintenance need to be considered as technologists continue to produce technological interventions into our bodies, and disabled folks for whom such intervention is already a reality can tell us a lot about how that needs to happen.

Joshua Earle
Application Research of Chinese Traditional Medicine Health Concept in Indoor Environment Design

The indoor environment is an important environment in people’s lives. The quality of this environment directly affects people’s healthy life. With the development of human civilization and the improvement of living standards, how to create a comfortable life and healthy health indoors. The environment is particularly important. The natural concept of TCM Chinese medicine is extremely suitable for this indoor environment requirement. The introduction of TCM concept makes the indoor environment arrangement be adjusted according to the overall view and the natural view, so that people’s health starts from prevention and achieves the purpose of healthy living.

Ming He
Human-Computer Interaction Design in Animation Industry

Motion capture is an important technology in the development of the animation industry combined with human-computer interaction technology. Many problems existing in the field of VR games and somatosensory games in human-computer interaction are derived from the limitations of technological development. At the heart of the somatosensory game is the user experience. Improving the existing technology enables the user have a better experience, while also taking into account the designer’s structured modifications. Based on the overall environment of the animation industry, combined with the principle of human-computer interaction technology and user experience supremacy, this paper proposes a scheme to improve the existing motion capture technology, expounds the advantages and disadvantages of this design, the specific design method and its Meaning and specific benefits.

Xueying Niu
Exploring the Dynamic Aesthetics of Interaction Design

In interactive, electronic communication, where information continually changes and users physically interact with objects, there are numerous elements that define the aesthetic experience. Audiovisual design, dynamic semantic relationships, cross-modal perception, physical interaction and movement, cognition, and memory impact the aesthetics of the design. Static information hierarchies give way to audiovisual patterns that present information in parallel, synchronous formats, as well as linear sequences. Diverse sensory stimuli, interaction in hybrid environments that integrate physical and virtual spaces, and social networking lead to the formation of discursive semantic relationships and dynamic perceptual and cognitive networks that also define the design aesthetics of the work.

Patricia Search
User Experience and Social Influence: A New Perspective for UX Theory

Research on User experience (UX) is mainly focused on the individual user’s technological experience. To extend the UX framework and to obtain a better understanding of the psychological processes involved, this research investigates the influence of the social environment (peer students and teachers) on user experience. This UX study is based on the Component of User Experience model developed by Thüring and Mahlke [1]. A survey was carried out in a Belgian and a French university to study students’ tablet user experience. Results indicate that peer students influence Perceived usefulness, Perceived ease of use, the Aesthetic aspects and the Motivational aspects while teachers only influence the Aesthetic aspects and Symbolic aspects. Globally, peer students influence instrumental and non-instrumental factors and teachers influence only non-instrumental factors. The results may be explained through the Group influence processes theory. In conclusion, this study offers a new perspective for research on UX. The theoretical framework should extend its scope to the social environment impact.

Jan Van Der Linden, Franck Amadieu, Emilie Vayre, Cécile Van De Leemput
Anticipating Ethical Issues When Designing Services that Employ Personal Data

Advancements in technology enable cross-device interactions and the creation of complex ecosystems of Internet of Things (IoT). Networked systems support the creation of services for multiple purposes such as smart transportation, health care, wellbeing. The spreading of services based on personal data is shaping current socio-technical systems; it induces innovations that are changing everyday scenarios and behaviors, posing ethical issues that should be taken into account since the very first phases of the design process. As designers, we need to understand the user experience with respect to the usual requirements of usability, acceptability and desirability of the new solutions, and manage delicate issues related to the impacts of these solutions on individuals and communities. This requires knowledge and dedicated design tools enabling designers to make conscious design choices during the design process. In this paper, we present an anticipation method aimed to support awareness of designers about critical issues related to the use of personal data in the project of complex technology-based systems and services. The paper reports the main features of the methods and of the research activity that generated our approach. Furthermore, we illustrate the results obtained applying the anticipation method on a case study, the MEMoSa project. The case study refers to an innovative service offering tailored services for safer driving; this research involved several partners, including a telecommunication company, and insurance offerings services for safer driving. The case study supports the validation of the anticipation method and the discussion of its potentials.

Laura Varisco, Milica Pavlovic, Margherita Pillan
Research on Application of Interaction Design in Landscape Design

With the development of computer science and technology and the application of virtual reality and augmented reality technology, human-computer interaction technology has been widely concerned and applied in many fields. At present, the application of human-computer interaction technology to design and practice urban landscapes has many challenges and new requirements put forward by the trend of the times. First of all, the basic means of human-computer interaction technology include multimedia, augmented reality technology, virtual reality technology, etc., transforming the traditional urban landscape design carrier into the virtual world, and its expression form is more convenient. In addition, the important features of human-computer interaction technology are digitalization and virtualization. By creating design content with strong sense of experience and strong interaction, it brings users a variety of vivid experiences. Therefore, applying it to urban landscape design will bring unprecedented deepening and reform to the field. By applying human-computer interaction technology to the theory, design and application of urban virtual landscape, the future development of this field is studied and explored.

Yanlin Liu

Design Theories, Methods and Tools

Frontmatter
Sketch Notes, a Non-traditional Way for User Researchers to Take Notes

The User Experience (UX) research team at Liberty Mutual Insurance has implemented a new method of taking notes and sharing notes with the team, Sketch notes. The purpose of Sketch notes is to accurately convey meaning at a glance and facilitate visual memory during collaborative analysis and insight-driven workshop activities. Sketch notes are a condensed visual map of what recruited participants share with the product team in an interview session or a usability test. In the first section, we explain why note-taking is an important part of the work of user researchers. Next, we review the note-taking methods that we use at Liberty Mutual and their advantages and drawbacks. In the third section, we introduce Sketch notes and explain how both the literature and its successful deployment at Liberty Mutual Insurance support this approach.

Maliheh Aghanasiri, Grace Phang
A User-Centered Framework for the Design of Usable ATM Interfaces

Nowadays, the design of usable interfaces is a challenge for every software developer. Little or no consideration of the user-centered design guidelines make systems difficult to use, and the embedded systems in the Automated Teller Machines (ATM) are not an exception to this problem. In order to improve and ensure the usability of the user interfaces of software in this domain, several user-centered design methods and techniques were analyzed and applied to formulate a framework for guiding a design process. The paper provides an analysis of a variety of methods used in the self-service technologies domain and by formal design methodologies; for instance, the standard ISO 13047. In addition, the article describes the process followed to select the most appropriate user-centered design methods that fit the specific ATM domain. This analysis includes surveys and expert judgment, conducted with ATM and usability experts, which show a correct selection of the methods.

Joel Aguirre, Arturo Moquillaza, Freddy Paz
Design Thinking and Scrum in Software Requirements Elicitation: A Case Study

Design Thinking is an innovative human-centered methodology that has gained visibility and importance for its great efficacy and efficiency in generating and testing innovative ideas. The present work seeks the application of this method in software development, more specifically in Software Requirements Elicitation. To this aim, the Design Thinking method was adapted by the team through the concepts of the Scrum framework for application in a case study that was conducted within a Brazilian state university. This study has verified this method to design a system for allocating and reserving resources for this university. Through the results obtained, this model can be considered positive, since it was possible to model a solution with 95% of average completeness and 100% of stakeholders’ satisfaction.

Rafael dos Santos Braz, José Reinaldo Merlin, Daniela Freitas Guilhermino Trindade, Carlos Eduardo Ribeiro, Ederson Marcos Sgarbi, Fabio de Sordi Junior
User Interface Prototyping Toolkit (UIPT)

A design philosophy implementation in the form of a User Interface Prototyping Toolkit (UIPT) constitutes a software application for use by Fleet users, researchers, designers, and developers to aid in rapid engagement with end users in an agile design process. The toolkit allows rapid development of user interfaces (UIs) for collaborative exploration and validation of new concepts of operations (CONOPS) and new technology for decision-making and situational awareness. This improvement in exploration and analysis of software systems applies no matter the production stage. This product allows researchers, designers and developers to quickly develop new or modify existing UIs as designers work alongside Fleet users in a collaborative design effort. The design effort applies to existing or novel missions utilizing tasks and CONOPs as drivers for meaningful requirements and design input. The UIPT toolkit effort is targeted to Command, Control, Communications, Computers, Intelligence, Surveillance and Reconnaissance (C4ISR) and Cyber missions for the U.S. Navy. UIPT enables the Navy to significantly reduce the risks associated with pursuing revolutionary technology such as autonomous vehicles, artificial intelligence and distributed sensing in terms of the design of the user interface. The UIPT toolkit provides the ability to explore, analyze, develop and test systems that maximize human interaction and efficiency via the interface for these new and evolving CONOPs and systems.

Bryan L. Croft, Jeffrey D. Clarkson, Eric VonColln
Effectiveness and Cost-Benefit Ratio of Weekly User Group Sessions

Early user involvement is a central part of a user-centered design process. In a project to create a UX design for an engineering tool for railways, weekly one-hour user group sessions have been used to elicit domain insights and to gather user feedback for proposed design options. This paper explores the effectiveness of such weekly user group sessions, by answering three research questions: RQ1: How much did the participating users effectively influence the UX design? RQ2: What was the impact of the participating users on efficiency improvements? RQ3: What was the return-on-investment (ROI) for the weekly group sessions? During 18 weekly user group sessions, 64 design decisions were made. Out of the 64 decisions, in 24 cases (38%) the participating users have chosen a different design option than the design option, initially selected by the UX team. Out of the 24 decisions, 14 decisions led to low, 10 to medium and 0 to high efficiency improvements. Comparing the hourly effort of preparing and holding such weekly sessions (cost of investment) with the avoided rework (gain of investment), the ROI is 12%. The conclusion is that weekly user group sessions have been a worthwhile approach to make the user supported design choices early in the development process.

Helmut Degen, Gustavo Guillen, Holger Schmidt
A Data-Driven Design Framework for Customer Service Chatbot

User experience in customer service is critical. It is because customer service is what a customer first requests for a service. The service fails to satisfactory response will cause a crucial damage. Albeit business includes a chatbot for better responsiveness, customization is still necessary to fulfill the satisfaction from customer service. For customization, a designer performs qualitative research such as surveys, self-reports, interviews, and user observation to pull out key characteristics and to build personas based on the characteristics. However, a small sample size and cognitive limitation of a researcher demand more data to model persona better. Therefore, in this study, we introduce a data-driven framework for designing customer service chatbot that utilizes the past customer behavior data from clickstreams and a customer service chatbot. We apply this framework to a cartoon streaming service, Laftel. In result, we generate three types of customer service chatbots for three personas such as explorer, soft user, and hard user. In the future, we will validate our result by conducting a field experiment.

Shinhee Hwang, Beomjun Kim, Keeheon Lee
How to Co-design with Citizens for Successful Living Lab?

Service design is famous as an effective approach to determine the value to be delivered to users and to reflect that value in a service. Living Lab is one of the service design methods to offer co-design with citizens in actual environments. The main key to the success of Living Lab is co-design with citizens; it is also important to utilize technologies for effective design and the gathering of data for decision making in the design process. This paper introduces questionnaire responses from citizens on workshop difficulty and discusses utilization of technology tools and evidence data as a framework that ensures a successful Living Lab.

Masayuki Ihara, Mizue Hayashi, Fumiya Akasaka, Atsunobu Kimura, Hiroshi Watanabe
Methods for Designing Systems with Benefits of Inconvenience

This paper introduces the concept of “benefits of inconvenience (BI)” and proposes ideation methods for designing human-machine interaction (HMI) involving BI. HMI is the superset of HCI. Based on the assumption that convenience means saving time and reducing effort, efficiency, and high functionality provide convenience to users. On the other hand, for discussing HCI, interaction is essential that requires humans’ time and efforts. In other words, inconvenience in the sense of above-mentioned assumption is essential for human-machine interactions. In this case, machines do not substitute humans but interact with humans, and inconvenience will be beneficial. This paper categorizes methods for designing systems with benefits of inconvenience into three classes.

Hiroshi Kawakami, Toshihiro Hiraoka
Design Research for Disability: A Case of Airport Service Design

1980s, North Carolina State University developed the concept of universal design under the auspices of the federal government of the United States. It has passed through nearly half a century of development. After the concept of barrier-free has come into the field of sociology, it has gained wider social recognition and entered the field of public social policy formulation. Barrier-free design has become the foremost choice of public policy. There are two meanings of barrier-free research in the sociological field: it is the social model of barriers; the second is the birth and research of the universalism of barrier experience; for this reason, the analysis will be carried out from three perspectives: the study of social discrimination against disabilities and the development of barrier-free design research. In today’s digital society, digital means and services have covered all aspects of our lives. It covers from public government services to the general social needs of the individual. However, digital products and systems in these fields are designed on the basis of “robust constants”. It does not take into account how disabled people integrate into the digital society. Concepts such as universal design and barrier-free design only focus on the relationship between people and objects in physical space. And the interaction between human and physical interface in the process. They have not put forward rational solutions and design ideas for the disabled with digital interfaces and products. Taking the airport service design as an example, this paper tries to put forward new solutions for the disabled on the airport digital travel. From the point of view of system thinking and service, combined with the design method of Internet product experience, the general design based on physical space in the past is moving towards the direction of digitalization and service systematization.

Yi Liu, Ya Lei Li
Interface Design Aesthetics of Interaction Design

Esslinger believed that the 1950s was the era of production, the 1960s was the era of research and development, the 1970s was the era of marketing, the 1980s was the era of finance, and the 1990s was the era of integration, today is the era of intelligence. With the development of science and technology, human–computer interaction become an indispensable dynamic in life. How to strengthen human–computer interaction to make the product design more humanity is very important, so we need to think and research from the user’s perspective. Design plays an important role in artificial intelligence – every step from imagination to product cannot be separated from design. It is also very important for interface design in human–computer interaction design. No matter what kind of product it is, the first thing it will show people is the visual experience, and then it will produce interaction and deep experience. Therefore, design can be said to be the explorer, which must be ahead of the public thinking. In other words, design is the visual present one and design is the practitioner of imagination. Only in this way can we design works that satisfy the public. In intelligent interaction, what the design embodies is to allow users to have more in-depth experience and abandon the external form of design. Designers begin to think more deeply about what design means to people, cities and life. What does design shape the user experience? Esslinger once said, “the purpose of design is to create a more human environment. My goal has always been to design mainstream products as art.” According to the functions and characteristics of multi-sensory human–computer interaction interface, the design principles of simplicity and aesthetics, unity and diversity, ease of use and interactivity, static and dynamic, and rationality and sensibility are put forward.

Yan Liu, Qiong Zhang
Design Thinking Versus Design Sprint: A Comparative Study

Design Thinking methodology is being increasingly used by the software industry in an attempt to reduce the problems with requirements elicitation. In the literature it is possible to find several papers addressing the use of this methodology in the analysis and specification of software requirements. In order to help reduce existing problems that have not yet been fully resolved through the use of Design Thinking, Google has launched Design Sprint with the goal of eliciting requirements quickly and efficiently. There are very few academic papers reporting on the use of this technique and what its advantages and disadvantages are. This paper describes a comparative study of the two methodologies used to minimize the problems faced by companies in eliciting the requirements of their software, presenting their phases and how they can be used.

Carlos Magno Mendonça de Sá Araújo, Ivon Miranda Santos, Edna Dias Canedo, Aleteia Patricia Favacho de Araújo
Game Design Model for Educational History Videogames

The objective of this study is to apply and validate a game design model for educational video games. For this purpose, a theoretical review has been carried out on the relevant factors that must be considered when designing an interactive educational experience such as video games. Then a model, previously used in the educational context, was applied to design and develop an educational video game about the independence of Perú. To validate this model, a population of 7 university students between 17 and 19 years played for 45 min the designed video game. Immediately, in-depth interviews were conducted with the validation participants to finally analyze the results and contrast them with the process that was used in the design of the game and the didactics of the story. Additionally, a user evaluation was applied to verify the usability level of the game in order to know if the game is pleasant for people.

Ricardo Navarro Fernandez, Sergio Martinez Palomino, Vanessa Vega Velarde, Claudia Zapata Del Rio, Victor Chiroque Landayeta
Interaction Design of the Family Agent Based on the CMR-FBS Model

The paper explores the function and contents design ontology for the interaction design of the family agent through design prototypes and models. Except for the FBS (Function + Behavior + Structure) Design Model for the agent product function design, the paper proposes the CMR (Contents + Mental/Interaction Model + Relationship/Requirements) Design Model for the intelligent agent and users Human-Robot Interaction contents design. For the Baidu Brand smart speakers case study, interaction design for agents’ wake-up word modes combines FBS and CMR Design Models and also analyzes the transformation relationship between the function task and the description contents. The results show that the combination of FBS and CMR supports high agile live intelligent agent product design and data service interaction design, CMR is the key factors for providing high satisfaction user experience. Finding function and task requirements and construct HRI interaction relationship with the User Generated Contents creation is the new interaction design method for the intelligent products interaction design.

Jingyan Qin, Wenhao Zhang, Zhibo Chen, Daisong Guan, Moli Zhou, Shiyan Li
Mind Maps in Requirements Engineering: A Systematic Mapping

Many of the mistakes that can be found in software products have their origin in the requirements definition and preliminary design stages; likewise, the correction of these demands a greater effort than those generated in the following stages. The lack of effective and transparent communication between those involved in the process (users, experts in the business domain, analysts, developers, etc.) is one of the main causes for the introduction of these errors, which is why a well-defined method and information exchange are necessary. In this way, a validation and early correction of the requirements could be done with the help of those involved, so that the functionalities implemented can be verified in later instance. Through the process of systematic mapping of the literature, fifteen research studies that consider the use of mind maps as facilitators in the exchange of communications of ideas developed in the requirements engineering processes were selected. Concluding that, the inclusion of the development of mental maps is evidenced more frequently in the processes of elicitation, analysis and validation of the requirements, this as a result of the activities developed in these processes involve a constant interaction and communication between expert users of the business domain and the analysts.

Eder Quispe Vilchez, José A. Pow-Sang Portillo
Research on the Design Principles for Intelligent Products

With the rapid development of technology, more and more intelligent products have emerged. They perceive the external environment and internal state, automatically analyze and make decisions based on real-time data to provide people with a more convenient way of life. Compared with traditional products, the main difference is that intelligent products can be combined with technology such as the Internet and artificial intelligence to form a software and hardware service system not just hardware functions or virtual network space. Intelligent products have become one of the focus issues discussed at present. This research explains the definition and classification of intelligent products and discusses their current status and trends from the technical, commercial and user perspectives through quantitative text analysis and literature review. Then expound the current status and trends of intelligence products from the perspective of design. Based on the work above, this research identifies the design principles for intelligent products, which academics can do further investigate on this topic and practitioners may find something helpful in the process of design work. It is foreseeable that the wave of intelligent products is no longer limited to the deepening, generalization or internalization of the mobile Internet, but the terminal form of the service output and information perception in the age of artificial intelligence.

Jiarui Wang, Yan Yan, Liqun Zhang
Research on the Development of Contemporary Design Intelligence Driven by Neural Network Technology

In the innovative age of synergy between design and technology, neural network has been popular in the research community, and has become a huge wave of technology trend for design intelligence, its unique characteristics of knowledge production for the design of intelligent areas to bring more possibilities. This paper provides a comprehensive survey and analysis, focusing on domestic and international research on neural network and design intelligence at present. Method Based on the extensive literature research, this paper analyzes the research progress of contemporary design intelligence driven by neural network. Result on the basis of current literatures related, this paper sums up the intelligent process of design based on neural network technology, three types of design intelligence and their typical application cases. It also briefly describes the intelligent design tool based on neural network technology. Moreover, it reviews in detail industrial application of neural network in intelligent design. Finally, this study highlights the existing problems and challenges in the field of design intelligence and discusses future development prospects. Hope to help design researchers and design workers in the future better apply neural network technology to enhance the design intelligence.

Yan Yan, Jiarui Wang, Chen Tang, Liqun Zhang
Creating Enhanced User Experience Through Persona and Interactive Design: A Case of Designing a Motion Sensing Game

Motion sensing games are operated with body movements that are captured dynamically by somatosensory devices so that more authentic experiences can be gained for users compared with the traditional operations with keyboards or joysticks. The motion sensing game design involving interactive design, user cognition, information layout of product, interface, influences nearly every important aspect of user experience. To our knowledge, the main problems exist in the motion sensing game design are as follows: (1) motion sensing games, as new type of video games, lack guiding theories and methods for reference. (2) To enhance user experiences for players, it is necessary to increase the research on user perception of user l behaviors in early stages of the design. Therefore, inefficiency of game design arises due to lack of effective research methods. In addition, (3) it takes a very long time to develop the project and it also costs a lot. Only by determine users’ needs in early stages can these problems be resolved. Inspired by current user research methods within human-computer interaction, product design, and architecture, this paper argue that a persona that is created as a design tool can be used in the process of motion sensing game design. This paper ground the persona method through a design project, Ball Game, based on Kinect. This approach opens new avenues for the analysis and practice of user-centered interaction design of motion sensing games and improves the game experience significantly.

Gui Zhang

User Requirements, Preferences Emotions and Personality

Frontmatter
Extending the Concept of User Satisfaction from Customer Experience

Current trends in the development of applications bring new challenges that re-quire both a rapprochement and an understanding of the elements implicit in the interaction of this type of system and the users who use them. One of the most relevant aspects in this interaction is user satisfaction; as a result, it is necessary to establish a broader and more precise definition of user satisfaction in interactive systems from customer experience (CX), at the same time giving thought to the different constructs that characterize the software. This article presents a proposal that extends the concept of the user satisfaction to establish the characteristics that derive from the CX, along with traditional approaches that support user satisfaction. From this characterization, it is intended to propose a construct through which the different factors that influence user satisfaction are understood, how these factors condition it and how they converge to impact it.

Andrés F. Aguirre, Angela Villareal-Freire, Jaime Diaz, Rosa Gil, César A. Collazos
Evaluating the User Experience: A Study on Children’s Interaction with Socio-enactive Artifacts in a Hospital Context

Digital technologies are currently present in many areas of our lives and are used for various purposes. The omnipresent technology scene through ubiquitous and pervasive technologies has brought new forms of interaction. These interactions have become spontaneous and natural, in the sense of being infiltrated in the physical landscape. Considering the new forms of interaction, we believe that quantitative measures mainly those related to pre-defined tasks are not enough to evaluate the current technological contexts. User eXperience (UX) brings with it new perspectives for evaluation and is now widely recognized as an aspect to be considered and understood in the creation of interactive technologies. In this study, we evaluated the UX of children aged 7 to 12 years old who undergo treatment at the Sobrapar Hospital (Brazilian Society for Research and Assistance for Craniofacial Rehabilitation). Two workshops were carried out with the inclusion of plush animals with ubiquitous and pervasive characteristics in a socio-enactive scenario. The results showed that adapted methods were able to capture essential aspects of children’s experience, such as emotions. In addition, the use of drawings for data collection was also useful, since the drawings represent greater spontaneity on the part of the children, validating the emotional responses given by the children through the Emoti-SAM and the Laddering interview. The triangulation of the data analyzed with the different methods was effective for the evaluation of children’s UX.

Camilla V. L. T. Brennand, Celso A. R. L. Brennand, Vanessa R. M. L. Maike, José Vanderlei da Silva, M. Cecília C. Baranauskas
Elderly Users and Their Main Challenges Usability with Mobile Applications: A Systematic Review

The development of mobile applications has become a means to improve the quality of life of older adults since it is possible to apply to various sectors such as medicine, for example. Also, the population aged 60 or above is growing at a rate of about 3 percent per year. Currently, rapid ageing will occur in different parts of the world as well, so that by 2050 all regions of the world except Africa will have nearly a quarter or more of their populations at ages 60 and above [45]. Likewise, it is known that older people require more time to complete tasks on mobile devices [4] and presents usability problems, so the generic developments of mobile applications do not adapt to their needs and special characteristics. For this reason, this paper addresses which are the main usability challenges that adults face when they interact with de user graphic interface of an application and how they can be made more acceptable to the target population. We summarize the relevant issues in three potential causes: visual, psychomotor and cognitive limitations. In the first category we found problems as the size and sharpness for the visual elements such characters, icons, images, charts and buttons. Also, use hard colors or inappropriate contrast color for the elements represents a significant problem to the seniors. On other hand, we found that the demand for fast and repetitive movements for interaction like moving texts or targets, the maximization in the required number of steps to complete a task and the use of scrollbars represent inconveniences in the second category for the elderly. Finally, in the last category, the most relevant issues are the use of non-significant and irrelevant graphics, or non-meaningful icons with decoration, animation or with no concise text description that goes with it. Besides, use complex texts and navigating through deep, complex and expandable menu hierarchies causes that older persons getting lost within the device menu.

Lesly Elguera Paez, Claudia Zapata Del Río
A New Method of Smartphone Appearance Evaluation Based on Kansei Engineering

As the smartphone market gradually becomes mature, smartphone appearance has become a prime factor in the consumer’s decision-making process when purchasing a smartphone. Based on the methodology of Kansei engineering, this paper aims at constructing a Kansei image rating system to evaluate smartphone appearance. Firstly, an initial Kansei image scale was constructed containing 36 word pairs selected from over 700 emotional ideological words from Chinese literature and interview. Secondly, the semantic difference experiment was conducted over 50 subjects to evaluated six smartphones with different appearances using the initial scale. Thirdly, three statistical analyses were applied to the experimental data to further optimize and weight the Kansei image scale, including project analysis, factor analysis, and AMOS structural equation modeling. Finally, we applied the overall weighed Kansei image rating system to evaluate the performance of the six smartphones on four dimensions: exquisiteness, balance, color and reliability. The results show that our weighted Kansei image rating system can be applied to future smartphone appearance evaluation and marketing prediction.

Wenjun Hou, Zhiyang Jiang, Xiaohong Liao
User Experience Classification Based on Emotional Satisfaction Mechanism

The invention of iPhone was a breakthrough in the mobile phone market, since then the values of user experience began to be widely realized. However, the basic theoretical construction of user experience is still incomprehensive. This has been a constraint on the effective implementation of UX studies and design practice for a long time. Clear classification of user experience is one of the theoretical problems to be solved. This study analyzes the emotional satisfaction mechanism reflected in various cases of purchase to define six experience categories which are utility experience, usability experience, aesthetic experience, novel experience, fashion experience, symbol experience. Their relationships and influence are also discussed. Each of these concepts specifies a range of practice for researchers while ensuring its independence. As a result, a systematic user experience classification system is established, which can assist UX investigators specifying their practice objects to effectively conduct their user study.

Jingpeng Jia, Xueyan Dong
The Role of Gamer Identity on Digital Gaming Outcomes

Social identity theory (SIT) has been widely applied to many contexts as a way of understanding group identity and the associated impacts. However, less research has explored the relevance of SIT to digital gaming. This paper outlines recent studies which have sought to establish a number of psychosocial outcomes associated with gaming identity across a number of gaming domains. Large-scale cross-sectional survey research in this area with varying gamer groups has generally found that positive identity to gaming groups is associated with positive aspects of well-being, such as lower loneliness and enhanced self-esteem and general well-being. Taken together, gamer identity appears to be a positive factor, which can go some way to support players on a psychological level.

Linda K. Kaye
Experience Design for University Students’ Domestic Waste Management Based on Usability Analysis

Managing personal domestic waste is a very important part of people’s daily life behavior, and inappropriate management style will bring multiple negative impacts on people’s life. In the research field of domestic waste management, existing researches mainly focus on material processing, recycling and system, but lack of analysis on users’ life management, behavior analysis and product use, resulting in a single research perspective in this field. This study takes it as the focus of analysis, demonstrating the importance of analyzing users’ life, behavior and product use in the research of domestic waste management. The principle of the experience design is to improve the user’s usability of garbage bags by combining the use of WeChat, so that the users can develop their habit of changing garbage bags every day. It verifies that usability is a special and important perspective to analyze user requirements, which can further improve the design quality. In the design process with user experience as the core, the analysis of users’ product usability can indeed help designers better understand users’ potential needs in life management, behavior and experience. In addition, by changing the user’s product usability, the user’s experience in personal domestic waste management can be changed, providing a theoretical basis for the application of usability in user experience design. This paper involves a variety of innovative design methods in the process of usability analysis, which overcomes the limitation of cost and time of traditional analysis methods. This analysis method has methodological reference significance for the application of user experience design in terms of university students’ domestic waste management.

Qin Luo, Ruiqiu Zhang, Zhen Liu
User-Centered Survey Design: Considering Group Membership Effects on Survey Responses

Attending to diversity is an essential factor in interface design [22]. Today, there is a need for understanding the complex factors shaping the design practice of interfaces, instruments, and research tools, including surveys. With growing use of online surveys for data collection, designing surveys that address user diversity is becoming increasingly important [15]. However, there is also an overall trend of declining survey response rate across all modes [1], disrupting the accuracy of responses. While many studies on social identities exist, such as in-group/out-group status of the researcher compared to the respondent and their effect on face-to-face survey responses (e.g., [8, 13], we know very little about whether participants’ identities (i.e., university affiliation) affect responses to online survey designs. This study attempts to fill this gap by exploring if college students would agree to continue participating in a survey that uses different university affiliations across design conditions. While findings from this study did not show differential responses based on whether participants saw an in-group member of their own university or an out-group member of a rival university, we believe that it is most likely due to participants who did not agree to informed consent not being analyzed. Whether university affiliation affects participants’ willingness to participate in a survey in the first place has yet to be investigated. Practical and methodological implications are discussed in relation to how user-centered survey design could help increase survey response rates and improve diverse representation in samples, advocating for inclusive rather than exclusive participation.

Kelly C. Roth, Dania Bilal
An Approach to Analysis of Physiological Responses to Stimulus
From Electrodermal Activity to Combined Physiological Responses

Recent advances in wearable devices capable of measuring physiological signals such as Electrodermal Activity (EDA) support affective computing and related applications. We present an algorithm that uses EDA signals to detect highlights of a stimulus. To test the accuracy of our method, two different mediums, a scene from a movie, as our ground truth, and a scene from a video game, for testing the algorithm, were selected. We conducted a user study with 20 participants, analyzed the differences between mediums and validated the accuracy of our method for detecting the highlights of the stimulus using only EDA signals. Our approach uses commonalities among users based on their phasic responses for detecting highlights. The result of the study shows a F1 score of 0.93 and 0.89 for movie and video game respectively. We are in a process of conducting a user study with several sensory devices to explore combined physiological responses using IAPS data set as a stimulus.

Reza Tasooji, Nicole Buckingham, Denis Gračanin, R. Benjamin Knapp
Affective Computational Interfaces

The following text describes the development of affective computer interfaces that seek to provoke visual, tactile, gustatory and olfactory interactions, a process by which an external or internal stimulus causes a specific reaction that produce a perception, considering that in the deleuzian and guattarian sense (1992), an idea can thoroughly cross creative activities. For the authors, an idea arises in three distinct forms: (1) at one moment arises; (2) in the philosophical context; (3) in the form of concepts; in another moment, it appears in the artistic production of visual artists, in which artist invents perceptions, and it also occurs with musicians because according to the authors, the musician creates affections. Considering this and artistic and design computational production, we describe below the results of collaborative research that has in common the poetics of interactivity, provided by computational processes and methods that approach different ideas involving affective cartography, body, art, nature and artificial life, wearable computers and emergency.

Suzete Venturelli, Artur Cabral Reis, Gabriela Mutti, Nycacia Delmondes Florindo, Prahlada Hargreaves, Rodolfo Ward, Tainá Luize Martins
EMOINEC: Exploring the Application of the EMOINAD Guide to an E-commerce Context

This article presents an adaptation of the process of construction of the EMOINAD guide to the context of electronic commerce, with which it is expected to obtain a set of guidelines that support interface designers in their work to build pleasant and usable sites that consider the emotions of the clients. To do this, an exploration is made of the studies related to interface design guidelines and user experience guidelines for e-commerce, then the methodology of the EMOINAD guide is presented to finally make the adaptation in the last section. The validation of the resulting EMOINEC guide is left for future work. Through the development of the work presented in this article, it is concluded that the methodology of the EMOINAD guide is versatile and can be applied to different contexts.

Angela Villareal-Freire, Andrés F. Aguirre, Jaime Diaz, César A. Collazos
Research on Production Form Attractiveness Factors Based on Users’ Emotional Needs

The consumer market of products has gradually changed from enterprise-oriented to users-oriented. Research on products from the perspective of users emotional needs is also on the rise. This study extracts the attractive factors of the product through the evaluation grid method (EGM) to improve product form attraction. Then, in order to explore the users’ satisfaction of product appeal factors and users’ feelings and preferences are more complex and changeable, so it is difficult to grasp and extract. The fuzzy Kano model is introduced to capture the emotional factors of the human. This is because the index values under the fuzzy Kano model contain more information above the index value under the traditional Kano model, so that they can accurately capture their emotions and the quality of the users’ key needs, and then judge the quality attributes of each image semantics. Furthermore, the quality attributes of each image semantics are judged, and the image semantics expressed as excitable requirements are selected to improve users satisfaction. Therefore, this research uses the research method of evaluation grid method (EGM) and the fuzzy Kano model to explore the users preference factors of electric bicycle, and then enhance the product’s form attractiveness for electric bicycle, this research provides a new way for the optimal design of electric bicycle. Thus actively guiding the designer to carry out the innovative design of the electric bicycle.

Tianxiong Wang, Meiyu Zhou
The Application of “Emotion Retrospection” in the Design of Museum Cultural Creative Products

As the Internet evolves from the times of network to the times of internationalization, a latest cultural phenomenon and economic phenomenon, “experience-based cultural assumption”, keeps gaining attention society-wide, with a wide variety of cultural creative products having popped up. Museum is a palace of humanity and spiritual civilization, maintaining encyclopaedical culture resources, and thus, museum may have innate advantages in developing and designing cultural creative products with the philosophy of emotion retrospection. Besides, museum is of great publicity, so it should possess multiple functions, such as to serve and guide the public, to release cultural creativity, to satisfy contemporary individual demands and so on. In the past few years, driven by policy, technology and capital, the development of museum cultural creative products has gradually accelerated, but the design of many products has over focused on a mono-directional aesthetic perspective, which leads to that the functional worth of the products have not yet completely fulfilled. Therefore, a urgently problem currently to be worked out is how to design a popular product with both epochal features and function of carrying forward Chinese traditional culture and regional civilization. The perspective of “Emotion Retrospection” is innovationally introduced in this essay. In terms of the cultural emotion connotation of museum cultural creative products, this essay creatively discusses the worth and application of the philosophy of Emotion Retrospection in design process of museum cultural creative products, so as to supplement the topics of researches on how to design museum cultural creative products and to offer some inspiration of designing.

Liu Yang, Wei Yu, Sijia Jiang, Siyu Jia
Analysis of One-Person Households Who Is Young’s Characteristics in Combination with Social Experience from the Perspectives of Interaction Process in Product Use, Social Situation and Public Space

There is a special group as a product of the times constantly expanding: OPHY. One-person Households who is Young (OPHY), aging between 20 and 35 years old. Combined with the characteristics of the OPHY group, this paper introduces a concept based on multi-dimensional user experience: social experience. This paper will focus on the OPHY, through three methods of design research, with the concept of “social experience”, analyze the deeper characteristics and needs of this group, seeking design directions and concepts that can help these strugglers enhance their interaction with society and improve their social experience. Through research, this paper finds that the living status of OPHY have a great correlation with their salary level, social status, personal mentality and gender. However, no matter what kind of typical participants, the status of living alone would indeed reduce their social interaction, even if they have a strong social tendency. On the one hand, designers should combine the OPHY’s characteristics to make change, through product design and interior design. On the other hand, designers should insist on enhancing the attractiveness of the outside world to help OPHY get out of their house, through service design, architecture design and environmental design. Based on the existing research, this paper has carried out a more detailed subdivision of the OPHY group. At the same time, this paper improves the user research methods in design, and innovatively applies them on sociological problems.

Tongtong Zhao, Zhen Liu
A Study of Emotional Communication of Emoticon Based on Russell’s Circumplex Model of Affect

With the rapid spread of the Internet, there are more and more people being fond of using emoticons to convey emotions on the Internet. However, due to the high abstraction of real things and expressions and the arbitrariness in the production of emoticons, many misunderstandings have happened. At the same time, more and more emoticons emerge in endlessly, people even do not know how to choose and use appropriate emoticons, which seriously affects the efficiency and the experience. This research tried to purpose an approach to verify and optimize the effectiveness of emoticons in emotional communication based on Russell’s Circumplex Model of Affect. This research used emoticons in Wechat, which is the most widely used application in China, as an example to construct a quantitative coordinates of emotional cognition system based on Russell’s Circumplex Model of Affect, through variable control, perceptual map, cluster analysis and statistical data analysis to verify and improve the present emoticons. The results of verification experiment indicated that it is practical and effective for emoticons classify and use. On the basis of these results, then we can tag the emoticons more effectively and apply it to the recommendation system to further improve the experience and efficiency in the process of using the emoticons. It is foreseeable that the theory of this research can be applied to other things related to emotional communication. Meanwhile, the research methods and results not only provide a new way of thinking for the application of Russell’s Circumplex Model of Affect in the Internet era, but also can be applied to psychology, sociology re-search and other specific areas, playing a guiding and testing role.

Ke Zhong, Tianwei Qiao, Liqun Zhang
Research on Design Style of Cartoon Medical Science Interface Based on Kansei Engineering

In this study, we analyzed the relationship between user’s liking for medical science comics and their design elements and design styles based on Kansei Engineering method, and explored what styles were more popular, what style was more relevant to medical treatment and popular science. This study aim to inspire the design of medical science comics. Focus group method was used at the start stage. A survey based on questionnaire was utilized in the research and quantitative analysis was conducted. Results indicate that, (1) in the style of comics, the correlation between the style of exquisite and rough and the degree of user’s affection is the highest; (2) the highest correlation with medical treatment is the style of complex and simple, and the highest correlation with science is the style of simple and gorgeous, complex and simple, and serious and lively; (3) the correlation between medical, popular science, and favorite degree is relatively low. The findings will have a certain reference role in the design of future medical science comics.

Li Zhu, Chunxiao Li, Zhijuan Zhu
Backmatter
Metadata
Title
Design, User Experience, and Usability. Design Philosophy and Theory
Editors
Dr. Aaron Marcus
Wentao Wang
Copyright Year
2019
Electronic ISBN
978-3-030-23570-3
Print ISBN
978-3-030-23569-7
DOI
https://doi.org/10.1007/978-3-030-23570-3