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2020 | Buch

HCI International 2020 - Posters

22nd International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part III

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Über dieses Buch

The three-volume set CCIS 1224, CCIS 1225, and CCIS 1226 contains the extended abstracts of the posters presented during the 21st International Conference on Human-Computer Interaction, HCII 2020, which took place in Copenhagen, Denmark, in July 2020.*

HCII 2020 received a total of 6326 submissions, of which 1439 papers and 238 posters were accepted for publication in the pre-conference proceedings after a careful reviewing process.

The 238 papers presented in these three volumes are organized in topical sections as follows: Part I: design and evaluation methods and tools; user characteristics, requirements and preferences; multimodal and natural interaction; recognizing human psychological states; user experience studies; human perception and cognition. -AI in HCI. Part II: virtual, augmented and mixed reality; virtual humans and motion modelling and tracking; learning technology. Part III: universal access, accessibility and design for the elderly; smartphones, social media and human behavior; interacting with cultural heritage; human-vehicle interaction; transport, safety and crisis management; security, privacy and trust; product and service design.

*The conference was held virtually due to the COVID-19 pandemic.

Inhaltsverzeichnis

Frontmatter

Universal Access, Accessibility and Design for the Elderly

Frontmatter
Brain-Computer Interaction and Silent Speech Recognition on Decentralized Messaging Applications

Peer-to-peer communication has increasingly gained prevalence in people’s daily lives, with its widespread adoption being catalysed by technological advances. Although there have been strides for the inclusion of disabled individuals to ease communication between peers, people who suffer hand/arm impairments have scarce support in regular mainstream applications to efficiently communicate privately with other individuals. Additionally, as centralized systems have come into scrutiny regarding privacy and security, development of alternative, decentralized solutions has increased, a movement pioneered by Bitcoin that culminated on the blockchain technology and its variants.Within the inclusivity paradigm, this paper aims to showcase an alternative on human-computer interaction with support for the aforementioned individuals, through the use of an electroencephalography headset and electromyography surface electrodes, for application navigation and text input purposes respectively. Users of the application are inserted in a decentralized system that is designed for secure communication and exchange of data between peers that are both resilient to tampering attacks and central points of failure, with no long-term restrictions regarding scalability prospects. Therefore, being composed of a silent speech and brain-computer interface, users can communicate with other peers, regardless of disability status, with no physical contact with the device. Users utilize a specific user interface design that supports such interaction, doing so securely on a decentralized network that is based on a distributed hash table for better lookup, insert and deletion of data performance. This project is still in early stages of development, having successfully been developed a functional prototype on a closed, testing environment.

Luís Arteiro, Fábio Lourenço, Paula Escudeiro, Carlos Ferreira
TACTILE – A Novel Mixed Reality System for Training and Social Interaction

Elderly people are frequently affected by a decline of mental and physical abilities, which results in anxiety, frailty and reclusiveness. Often, they live alone, spatially separated from their families or friends, unable to meet them on a regular basis. The TACTILE project addresses these challenges and fosters an active lifestyle and well-being of older adults via an enjoyable, innovative, and user-friendly Mixed Reality (MR) solution. The system enables training both the cognitive and physical state using MR technology and maintaining social contacts by connecting seniors with family and friends. Cognitive trainings are provided by conventional and physically available board games - such as Ludo - that are completed with virtual game pieces of a remote partner. Since the system uses real physical game pieces, the user experiences a tactile feedback that enables a more familiar feeling and thus novel way of digital interaction. Physical trainings are provided by a virtual avatar that explains and shows dedicated exercises, adaptable to the individual needs and physical restrictions of the user. Thus, the avatar accompanies the user during the physical training in a more natural way.

Elisabeth Broneder, Christoph Weiß, Monika Puck, Stephanie Puck, Emanuel Sandner, Adam Papp, Gustavo Fernández Domínguez, Miroslav Sili
Affordance Requirements in Product Interface Design for Elderly User

The elderly find they have difficulty interacting with products as their physiological functions deteriorate. In interaction design, affordance, a design concept, provides a direction that guides the intuitive behaviors of users. Affordance is considered differently among design applications, and also plays different roles in designing user interfaces. This research aims to discuss the applications of affordance in designing product interfaces for the elderly through focus group interviews. With rice cooker interfaces as the research tool, we have invited 10 elderly people to express and exchange their subjective opinions on the operation and use of product interfaces. The research results show that: the product interfaces for the elderly should be designed to simplify functional affordance (FA), thus reducing the cognitive load of the elderly; conventional affordance (CA) should be designed based on the previous experience and knowledge of the elderly; and physical affordance (PA) should be presented in a streamlined and consistent manner. The research results can provide a reference for the intuitive design of product interfaces for the elderly, and promote effective interaction between elderly users and product interfaces, thereby improving the living quality of the elderly.

Hui-Qing Cai, Li-Hao Chen
A Resort or A Remote Village? - Using Jobs-To-Be-Done Theory to Understand Elderly’s Thinking Toward Senior Residences in Taiwan

Contrary to westerners’ recognition towards senior residences, Asians have a deep-rooted concept of “Bring up children for the purpose of being looked after in old age”. In Asian society, it is considered a blessing for elderly to live with their family among many generations. Thus, living in a senior residence is considered an indignity, in which the elderly are perceived to have been abandoned by their children. Society in Taiwan does not have a positive attitude toward senior residences. In fact, an effective health and wellness organization that senior residences can provide will help improve the “twilight years” of the elderly, and at the same time, reduce the proportion of the “disability population” of the entire society.This research uses the Progress Making Forces Diagram in Jobs-to-be-Done theory to understand the attitudes of residents in a seniors health and care village and the attitudes of “hesitants” (i.e., those who have doubts about living in senior residences). This research adopts the research method of focus interviews in order to explore the residents’ ideas of the two forces of “push” of the situation and “magnetism” of the new solution as well as those of the hesitants regarding their “habit” of the present and “anxiety” of the new solution.In our research, a total of six focus group interviews were conducted. Three groups of interviewees, which included 22 people in total, were already occupants of a senior home village. The other three groups of interviewees, which also included 22 people in total, focused on hesitants who were living at home with their families. Based on the analysis of grounded theory, we found that safety, health, and learning were most attractive for the residents, who viewed an seniors health and care village as “a free resort”. In contrast, the hesitants were satisfied with living their families and their living environment and did not want to be isolated in “a remote village”. These findings provide preliminary concepts for quasi-elderly on the attitudes of their peers with regard to senior residences. Furthermore, these findings also provide a reference for senior residences that will aid in marketing and promotion.

Miao-Hsien Chuang, Ming-Shien Wen, You-Shan Lin
Design Method of Online Health Education with Service Interaction System for the Elderly

The demand for elderly health education and health counseling is increasing and the quality of health services for the elderly needs to be improved. Therefore, the purpose of this study is to explore the factors that affect the elderly adults’ access to health education, and to establish the design method of related service system to improve the user experience. Research method: In this research a user journey map and an elderly user’s emotional experience map for the current health education service were drawn to find the pain points and the improvement suggestions. The focus group and the co-design workshop were held to get the design elements and suggestions of the aging health education service system.

Binliang Chen, Yongyan Guo, Yinjun Xia, Yiyang Mao, Guanhua Wang
Shaping Social Relationships Digitally: WhatsApp’s Influence on Social Relationships of Older Adults

Ageing societies and digitalisation are prominent topics in industrialised nations. Although research suggests that technology use could positively influence the social contexts of older adults, there is not enough empirical evidence on this topic.In order to bridge this research gap, we conducted a qualitative study on the WhatsApp use of older adults in Switzerland. A qualitative study with 30 older adults (65+) in Switzerland should shed light on motivational aspects of usage and the effects of the instant messaging App on their subjectively perceived quality of social relationships. Data collection was based on two methodological elements: the creation of ego-centered network maps and the implementation of qualitative, semi-structured face-to-face interviews. Data was analysed by qualitative content analysis. Our research shows that adults are willing to participate in digitalisation and accept new technologies if they benefit from them. Upholding and intensifying social relationships, increasing a sense of belonging to groups and the practical aspect of WhatsApp were essential categories we derived from our data. We conclude that older adults’ use of WhatsApp is in line with prominent life-span theories and models (socioemotional selectivity theory, SOC) and that WhatsApp has a positive effect on the social relations of older users. WhatsApp is used consciously to achieve positive ends, allowing older users to select and invest time in meaningful relationships.

Veronika Hämmerle, Rhea Braundwalder, Cora Pauli, Sabina Misoch
Process Automation in the Translation of Standard Language Texts into Easy-to-Read Texts – A Software Requirements Analysis

Many people are denied access to information and communication because they cannot read and understand standard texts. The translation of standard texts into easy-to-read texts can reduce these obstacles and enable barrier-free communication. Due to the lack of computer-supported tools, this is a primarily intellectual process, which is why very little information is available as easy-to-read text. Existing approaches dealing with the automation of the intralingual translation process focus in particular on the sub-process of text simplification. In our study, we look at the entire translation process with the aim of identifying the characteristics of a software system that are required to digitize the entire process as needed. We analyse the intralingual translation process and create a model. In addition, we conduct a software requirements analysis, which we use to systematically analyse and document the demands put to the software architecture. The results of our study form the foundation of the development of a software system that can make the intralingual translation process more efficient and effective.

Claudia Hösel, Christian Roschke, Rico Thomanek, Tony Rolletschke, Benny Platte, Marc Ritter
Development of Behavior-Based Game for Early Screening of Mild Cognitive Impairment: With the Plan for a Feasibility Study

The purpose of this study is to develop serious game content that can test cognitive ability by using digital media such as smartphones and a beam projection. The main idea of the serious game is that the physical movements of the elderly control the game. The different scenarios of the game promote the physical activity of the elderly while at the same time measuring the cognitive characteristics of the elderly through their behavioural reaction to the contents. The contents are aimed at the use of the general healthy adult population to prevent and screen for dementia and cognitive decline in memory loss and temporal-spatial awareness. The content will be designed based on the mini-mental state examination for cognitive domains and on sit to walk gait analysis for a screening of both physical and mental issues. To improve the user’s experience, we plan to measure the user’s behaviors and interaction with the reaction-stimulating serious game content. Though the analysis of the user’s movements, such as reaction times and movement speeds, we plan to measure the state of the cognitive function. The reliability and validity of the content will be checked through a series of clinical pilot tests. The contents will be developed to deal with all the different severity in the stages of dementia from the asymptomatic stage to severe dementia. Through the continuous practice of these whole-body interactive contents, we expect that it will help to slow down the progression and prevention of cognitive and physical decline.

Hyungsook Kim, David O’Sullivan, Yonghyun Park
Robot Use for Older Adults – Attitudes, Wishes and Concerns. First Results from Switzerland

Due to demographic change, the increasing shortage of skilled professionals in the care sector, and the desire of older adults to stay independent as long as possible, it is predicted that robots will be used more often in the future to support older adults. To achieve accepted solutions, the opinions and concerns of the population need to be considered. Studies so far have shown different results, focus on a specific type of robot, and there is little knowledge about the attitudes and concerns of the population regarding the general use of robots for older adults. Based on established models of technology and robot acceptance, a questionnaire was compiled. To gain nationwide representative data, the survey includes questions on different factors of robot acceptance, preferred appearance, preferred functions and field of application, as well as ethical considerations. Here, data for Switzerland is published for the first time and evaluated descriptively. So far, 189 participants answered the survey, 57.6% of them women. Most participants had a positive attitude towards robots and would personally use a robot. But some functions are judged to be more conceivable than others. The main ethical concerns were a lack of interpersonal contact or problems with data security. The data collection will continue to achieve representativeness and to provide an overview of the attitudes and concerns about the implementation of robots for older adults in Switzerland and will be the basis for later in-depth analyses.

Stephanie Lehmann, Esther Ruf, Sabina Misoch
Evaluation of Musical Playing Ability of Children with Intellectual Disabilities by Using Keyboard-Playing-Software with the Figurenotes System

Figurenotes is an intuitive music notation system developed for people who have difficulty reading musical score such as people with intellectual disabilities and it is a simple system to uses color and shape to convey all the information of traditional music notation. The aim of this study is to clarify the effectiveness of application software to learn musical performance using the Figurenotes system and to identify the causes of stumbling in musical instrument performance in people with intellectual disabilities. In this research, we created a keyboard-playing application software of the tablet terminal with a learning support function using the Figurenotes system. 9 subjects aged 7 to 16 with intellectual disabilities used the application software for one month. Then, the number of correctly played sounds and the number of taps of the keyboard were obtained from the usage history. As a result of the analysis, the mistake factors of the musical performance of children with intellectual disabilities were 1) tapping according to the rhythm, 2) matching of the symbol for a musical score and 3) quickness of the eye and hand cooperative operation. Furthermore, from the questionnaire of the music behavior, the children who could tap and match the symbol according to the rhythm had a high degree of development of the musical aspect. Thus, it was found that two factors, playing in accordance with the rhythm and symbol matching, particularly affected the development of musical learning.

Kazuyuki Mito, Chiharu Watanabe, Rui Sotome, Aya Shirai, Tota Mizuno, Naoaki Itakura, Manami Matsuda
Constructing a Highly Accurate Japanese Sign Language Motion Database Including Dialogue

Sign language is a visual language. Research into Sign language, including in related areas such as linguistics and engineering is lagging behind spoken language. One reason for this is the absence of a common database available to researchers from different areas.This paper defines how to words are selected for inclusion in the sign language database, how to select informants, what format the data are included in and how to record the data. Also, the database includes three-dimensional behavioral data based on dialogue. The following explains the results.

Yuji Nagashima, Keiko Watanabe, Daisuke Hara, Yasuo Horiuchi, Shinji Sako, Akira Ichikawa
A User-Centered Approach to Digital Household Risk Management

Internet of Things (IoT) is expected to become as common as electricity (OECD 2016) and there is a high probability for connected homes to become central parts of critical societal. IoT technologies might access, manage and record sensitive data about citizens and, as they become more and more pervasive, unintended data breaches reports increase every week. However, most of the tools designed to protect users’ privacy and personal data on IoT devices fail to contemplate the experience of persons with disabilities, elderly and other vulnerable categories of people. As a consequence, they are forced to rely on the help of family members or other related persons with technical skills, as frequent technical problems turn out to be the rule rather than the exception. With humans traditionally considered to be the “weak link” in technological networks there is the need of a vast educational project to raise awareness on the subject. This ongoing research paper aims to fill the existing gap in research by asking how humans deal with the risk factors linked to connected homes and how to develop a universally designed set of tools for everyday risk management in connected homes.

Cristina Paupini, G. Anthony Giannoumis, Terje Gjøsæter
Making the Home Accessible - Experiments with an Infrared Handheld Gesture-Based Remote Control

A universal remote control for many different technical devices in the living environment - which should be very easy, almost intuitively to use - would be most desirable, especially for elderly and mobility-impaired persons. For this purpose, a flashlight-like handheld infrared gesture-controlled remote we call SmartPointer is being developed and evaluated. Carrying out a mid-air gesture with the SmartPointer moves the irradiated beam of structured IR light across a receiver box near the device, which detects the light pattern’s trajectory and converts the identified gesture into device-specific commands. In our laboratory study, the user experience of the SmartPointer system and its gesture recognition capabilities were examined with a group of 29 elderly volunteers who were asked to repeatedly carry out quasi-intuitive gestures with the SmartPointer to operate four typical home appliances: light switch (on/off), heating device (warmer/colder), blinds (up/down) and door (lock/unlock). Applying adaptive rule-based signal processing and pattern recognition, an overall recognition rate of 94.3% could be achieved so far.

Heinrich Ruser, Susan Vorwerg, Cornelia Eicher
A Proposal of Rehabilitation Application System Using Sliding Block Puzzles for Prevention of Mild Cognitive Impairment (MCI)

Rehabilitation for the most common symptoms such as dementia is brain training, and it is thought that this type of training is highly compatible to digitalization and applications.In this paper, we propose an application using sliding block puzzles for prevention of MCI. This will include an editing function that acquires image data, divides it into 3 * 3 or 4 * 4 and creates questions. The function determines whether the image is portrait or landscape and resizes the image accordingly. It also changes the color and brightness of the image in consideration of the user’s vision.Therefore, this proposed application is operated with intuitive movement using touch and slide operation on a tablet terminal. Intuitive operations such as touch and slide are easily understood by anyone without instruction.As with the conventional sliding block puzzle, the user will slide the panel using the space of one frame to arrange the panel in the desired order. It is thought that the cerebral blood flow is activated by the user performing such an activity. Since the sliding block puzzle requires the memory of a goal, the arrangement of figures and special awareness, we believe that it will suppress the progress of dementia.

Shun Sasaki, Hiroki Takagi, Saburo Yokokura, Meeko Kuwahara
Effectiveness of Color and Shape Matching Learning in Figurenotes System Using Musical Instrument Software

Figurenotes is an intuitive music notation system developed mainly for people with intellectual disabilities. In figurenotes system, notes are represented by a mark with a color and a shape.However, there is a problem that when playing the piano using figurenotes system, it is difficult for people with intellectual disabilities to match a note and a mark on keyboard because of the large number of notes on a music score.The purpose of this study is a development of the musical instrument playing application using figurenotes system with five steps starting from a simple matching of color and shape on the musical note for playing “alphabet song” and the evaluation of learning effect using the application.The verification was conducted to three students with intellectual disabilities who have learned figurenotes system and cannot match a note and a mark on keyboard. We asked them to use the developed application freely for about a week. After that, we examined the step they could reach finally from its usage history.As a result, two subjects could complete matching and rhythm steps, and reach final step. From this, when learning musical instrument performance, it is assumed that a matching a note and a key is important.In conclusion, in this study, the musical instrument playing application using figurenotes system with five steps starting from a simple matching learning was developed and the evaluation of it was conducted. It is assumed that matching a note and a key on musical instrument performance is important.

Rui Sotome, Chiharu Watanabe, Aya Shirai, Manami Matsuda, Tota Mizuno, Naoaki Itakura, Kazuyuki Mito
Simultaneous Speech Subtitling Systems for Multiple Speakers

This research is about the User Interface of subtitle displaying for the situation such as meetings or workshops, that plural speakers talk at the same time. A visual approach such as note-taking, sign language, is commonly used to support hearing-impaired person. Meanwhile, even with that kind of visual assistance, a hearing-impaired person still might not be able to get enough information in the situation plural speakers talk at the same time. To improve that problem, some assistance such as sending materials beforehand, the facilitator controlling the number of speakers, are offered occasionally. However, not all cases have that assistance as it requires human resources. A tool that makes a hearing-impaired person be able to have an equal opportunity to get information visually as a hearing person gets it aurally, is necessary. During this research, a system was developed to assist the hearing-impaired people in the situations plural speakers talk in parallel such as conferences or group workings when hearing-impaired people and hearing people participate together. This system dictates voices talked in that situation and displays dictated texts. The developed system was validated with the corporation of hearing-impaired people and hearing people.

Takuya Suzuki
Voice and Speech Training System for the Hearing-Impaired Children Using Tablet Terminal

Speech is an important human capability, especially as a learning base for expression and communication. However, it is very difficult for children with hearing disorders to obtain this basic ability while they are young.The authors have found the potential of using voice recognition in application systems for portable devices and tablet terminal for use in the speech training of children with hearing disorders since early childhood (pre-school). In this paper, we propose the creation of this application through evaluation and discussion of practicality.The application focuses on the enjoyment of a game and a sense of accomplishment so that children can keep learning with motivation while operating. A tablet is used for this system for easy operation by children. The environment includes OS: Windows 10, Game Engine: Unity, and Voice analysis: Julius. The application has voice recognition, so it can be operated through speech. This voice recognition covers from simple sounds to utterance accuracy: it recognizes whether the child is using their voice and if the utterance is correct. In this way, the application can help children with hearing disorders to acquire speech and reduce disability in the future.

Hiroki Takagi, Shun Sasaki, Megumi Kaneko, Takayuki Itoh, Kazuo Sasaki, Kazuya Ueki, Meeko Kuwahara
Research on Interface Design for the Elderly

The study aims to examine the intuitive use of different types of product interfaces by the elderly. A total of 31 elderly users were invited to participate in the test to use TV remote control interfaces. A test program was designed to present the interfaces on a tablet computer in three ways, which differ in the functional block position, and the size and shape of number buttons. The participants performed specific operations on the interfaces. The test program recorded the response time of each participant in the first operation. According to the research findings, in terms of the position of functional blocks, the participants’ response in intuitive use is the fastest when the channel tuning buttons, volume buttons and number buttons are located in the lower part of the remote control. The key size had little impact on the participants. The intuitive use of the participants is better when the keys have a rectangular or round shape. The research findings also reveal that the elderly users’ intuitive use of product interfaces is related to their use experience.

Ruo-Qiao Zhao, Li-Hao Chen

Smartphones, Social Media and Human Behaviour

Frontmatter
Effect of Online Weight Loss Advertising in Young Women with Body Dissatisfaction: An Experimental Protocol Using Eye-Tracking and Facial Electromyography

The weight loss industry is projected to reach USD$ 278.95 billion worldwide by 2023. Weight loss companies devote a large part of their budget for advertising their products. Unfortunately, as revealed by the Federal Trade Commission (FTC), there are many deceptive ads. The effect of weight loss advertising on consumer’s diet and eating behavior is so large that it has been proposed a causal relationship between advertising and diet. Adolescents, women with appearance concerns, and obese people, are the most vulnerable consumers for this kind of advertising. Within the Internet, most weight loss products are advertised under algorithmic rules. This algorithmic regulation refers to the online advertising being established by a series of rules (i.e., algorithms). These algorithms collect information about our online identity and behavior (e.g., sociodemographic characteristics, online searches we do, online content we download, “liked” content, etc.), to personalize the content displayed while we browse the Internet. Because of it, this algorithmic regulation has been described as a “filter bubble”, because most content we see on the Internet is reflecting our idiosyncratic interests, desires, and needs. Following this paradigm, this study presents a research protocol to experimentally examine the effect of online weight loss advertising in the attention (using eye-tracking) and physiological response (using facial electromyography) of women with different levels of body dissatisfaction. The protocol describes the methodology for: participants’ recruitment; collecting weight loss ads; and the experimental study, which includes the stimuli (ads) and the responses (eye fixations and facial muscles activity).

Carlos A. Almenara, Annie Aimé, Christophe Maïano
Examining Independent Podcasts in Portuguese iTunes

The purpose of this paper is to compare and analyse a sample of podcasts, using the most popular podcasts of iTunes (Top 200 podcasts - Portugal). The data was collected in two different dates (October 1st 2018 and October 15th 2019), using a Portuguese Apple ID. Results show that in October 2018 few Portuguese independent podcasts were presented among the top 200 podcasts in iTunes (22 podcasts). The authors/producers were mostly male persons. The podcasts were mainly dedicated to entertainment (comedy), and the contents were characterized by a freedom of expression impossible to include into any commercial or public media. In October 2019 the top 200 podcasts in iTunes (Portugal) presents a higher number of Portuguese independent podcasts (35 podcasts). The podcasts were included in a greater diversity of categories (e.g. entertainment, society, health & well-being, and politics). There is an increasing integration of podcasting with other services and social networks, including website/blogs, Instagram, YouTube, and Facebook. Among the most popular contents it was noticed a greater parity between authors/producers (men versus women).

Maria João Antunes, Ramón Salaverría
An Analysis of Trends and Connections in Google, Twitter, and Wikipedia

In this paper, we propose a system for extracting, storing, and analyzing the data provided by three well-known and widespread services available online. More specifically, the system can automatically collect a real-world dataset for a selected language and/or geographical region and match similar trends expressed through different keywords. Unlike previous studies in the same area, we avoided to focus on a specific aspect and explored which resonance different topics may have between one source and another, and how quickly each source generally reacts to external events.

Gianluca Conti, Giuseppe Sansonetti, Alessandro Micarelli
University Online Counseling: Recommended Model Using iOS and Android

The growing impact over smart phone increases the development of mobile application for educational counseling. The main idea of this paper is to recommend a mobile application model that is used for Guidance and Counselling services. The application is designed specifically for the university and university students, and as a case study it uses University of Tetova. The proposed model is an effort of helping learners develop educational and academic results, personal life, social life, learning activities, as well as planning their career development. It also helps overcome the obstacles and problems faced by learners.The educational guidance for the students helps them gain good results, the drawbacks that they suffer with the university get recognized and the student needs within the educational system are satisfied and fulfilled. It also helps them discover and develop self-confidence, independency, responsibleness, have self-concept, accept and appreciate the unique characteristics and abilities. We have tried to focus on two main components while proposing the model and developing the app: To give the students the easiest and most convenient user experience & to make it easy for the institution to keep the students informed about school activities.

Krenar Huseini, Neshat Ajruli, Agon Memeti
Does Social Media Close the Political Efficacy Gap to Participate in Politics?

This study examined the effects of social media use on the intention to participate in politics. This study used Korean Youth and Children Integrated Survey published by the National Youth Policy Institute in South Korea. The effects of social media dependency and interest in socio-political issues on the intention to participate in politics were verified using a general linear model. Social media dependency, socio-political interest, and political efficacy all had significant main effects on the intent to participate in politics; the interaction effect of ‘social media dependency × political efficacy’ was significant. The result showed that young people who have greater political efficacy have much more intention to participate in politics when they more depend on social media for the purpose of acquiring social and political issues. Social media dependency has a moderating effect that closes the political efficacy gap.

Hyesun Hwang
An Analysis on Digital Note-Taking Using Social Media in Japan

The present study is related to the use of social media among young people in Japan. The main focus herein is digital note-taking, i.e., taking notes by using social media. A previous study reported that many young Japanese people tend to use social media, particularly Twitter, for note-taking. Hence, this study reconfirms the note-taking tendency and analyzes its background.

Toshikazu Iitaka
A Study to Understand Behavioral Influencers Related to Carpooling in India

Shared mobility is increasingly being considered by travelers in last few years due to increase in traffic, economic advantages, reduced travel time, concern for the environment and more. Carpooling which is one of the more popular variants of shared mobility is projected to exponentially grow at a CAGR of 19.87% from 2018 to 2025, to reach a market size of USD 218.0 billion by 2025 from USD 61.3 billion in 2018. While carpooling is increasingly becoming popular its adoption is varied across the geographies and dependent on a multitude of expectations and considerations of the traveler. Furthermore, divergences in infrastructure and policies implemented by the government as well as the social strata and ethnographic constraints play an important part in the adoption of carpooling. For instance, working professionals make up over significant chunk of the carpooling market in India leading to major ride sharing companies to offer carpooling services while newer enterprises aim to capitalize on carpooling as a venture. In this study, we have attempted to understand the current state of carpooling in India and identified key factors impacting the adoption of carpooling. For this study we conducted an online survey with 850+ working professional participants. Post the survey, personal interviews and inferential analysis has been done to draw meaningful insights. The study identifies key influencers such as safety, convenience, flexibility, reliability, economics, personal space and time consumption etc. The study provides a view of travelers’ behavioral considerations in choosing carpooling and aims to present key findings that influence carpooling.

Abhishek Jain, Sundar Krishnamurthy
A Study on Self-awareness Development by Logging and Gamification of Daily Emotions

Lifelogging records personal data generated from one’s own physical and emotional activities in daily life. It is widely used to discover sleep, exercise, or socializing patterns. In recent years, wearable devices and mobile applications have been used to automatically log daily activities, expanding the capabilities of lifelogging applications for a variety of purposes. One such application is the development of self-awareness, comprehensive knowledge about the self with which one may discover their inclinations and set clear goals to enhance future performance. This study proposes an approach for improving self-awareness that allows users to precisely review personal standards and levels of happiness and stress using a smartwatch and mobile application. Related work is investigated to understand the various types of methods and purposes involved, and a survey is conducted to gain insights on daily activities that induce specific emotional states. The findings support dividing one’s daily activities into seven categories, which are socialization, leisure, eating, sleeping, working, studying, and other, and an effective mobile application is thus designed. The potential for behavioral changes and the positive effects of the gamification of data visualization to be deployed in the mobile application are also discussed.

Jungyun Kim, Toshiki Takeuchi, Tomohiro Tanikawa, Takuji Narumi, Hideaki Kuzuoka, Michitaka Hirose
How Much Should I Pay? An Empirical Analysis on Monetary Prize in TopCoder

It is reported that task monetary prize is one of the most important motivating factors to attract crowd workers. While using expert-based methods to price Crowdsourcing tasks is a common practice, the challenge of validating the associated prices across different tasks is a constant issue. To address this issue, three different classifications of multiple linear regression, logistic regression, and K-nearest neighbor were compared to find the most accurate predicted price, using a dataset from TopCoder website. The result of comparing chosen algorithms showed that the logistics regression model will provide the highest accuracy of 90% to predict the associated price to tasks and KNN ranked the second with an accuracy of 64% for K = 7. Also, applying PCA wouldn’t lead to any better prediction accuracy as data components are not correlated.

Mostaan Lotfalian Saremi, Razieh Saremi, Denisse Martinez-Mejorado
Time to Log Off
An Analysis of Factors Influencing the Willingness to Participate in a Long-Term ‘Digital Detox’ with the Smartphone

Studies showed that habitualization of smartphone use may result in a compulsive usage. Resolutions to reduce overuse also known as a ‘digital detox’ are an emerging trend. Previous studies analyzing the effects of a short voluntary smartphone separation focused on anxiety and ‘Fear of Missing Out’ (FoMO) and revealed positive correlations between the separation of the smartphone and these factors. First studies have started to widen the perspective and analyze three weeks of separation. A considerably long-term ‘smartphone detox’ has not been studied, yet. To close the gap, our study aimed to analyze a list of factors, which were shown to be associated with problematic smartphone usage (frequency of usage, age, FoMO, Nomophobia), regarding their impact on participants’ (N = 120) willingness to limit one’s smartphone usage for the six-week-period of the Christian Lent. Results showed a significant relation between frequency of smartphone usage, FoMO, Nomophobia and the willingness to abstain from one’s smartphone for six weeks. Overall, this study serves as an initial research on the underlying psychological effects of smartphone usage and a long-term ‘digital detox’.

Catharina Muench, Lena Feulner, Ricardo Muench, Astrid Carolus
Me Without My Smartphone? Never! Predictors of Willingness for Smartphone Separation and Nomophobia

The smartphone as a ubiquitous mobile computer can be regarded as a ‘digital companion’, being with us 24/7 and supporting us in every aspect of modern life. This companionship might lead to a psychological attachment to the device comparable to the attachment to social (human) partners, and ultimately even compulsive usage. Here, a relevant construct is the fear of missing out (short: FoMO) leading to a constant checking of one’s phone. Furthermore, users can develop a fear called ‘nomophobia’ (no-mobile-phone phobia). Despite this fear, resolutions to reduce overuse also known as a ‘digital detox’ is an emerging trend. Our research aims at revealing predictors of nomophobia and the willingness to limit one’s smartphone usage, and which sub-factors of nomophobia are dominating. N = 220 participants filled out an online survey including factors like compulsive usage, FoMO, nomophobia, frequency of smartphone usage and willingness to separate from one’s smartphone. Multiple regression analyses revealed potential predictors for nomophobia and willingness for smartphone separation.

Ricardo Muench, Catharina Muench
User Attitudes Towards Facebook: Perception and Reassurance of Trust (Estonian Case Study)

Privacy and security breaches have gained more attention and people’s trust in different platforms has been affected negatively. In light of the rise of data and security breaches, trust has become important to both experts and users. We are generating more data than ever before but how this data is being used or handled is unclear. The goal of this research is to understand Estonian Facebook users’ usage behavior and perception of trust in Facebook. Knowing how users perceive trust and its effect on their usage behavior, designers can create platforms that are trustworthy and thereby, user friendly.

Triin Oper, Sonia Sousa
Problematic Use of the Internet - Using Machine Learning in a Prevention Programme

The aim of the study is to use machine learning methods in building a prevention program for Problematic Use of the Internet. On the basis of the collected database, a multi-stage analysis was performed to construct a model for selecting the users of the prevention program in order to best match the content that will be included in it. The results were based on three decision tree models. The use of such a matching mechanism in a prevention programme is likely to increase its effectiveness and reach a wider audience. Additionally, the problematic use of the Internet itself is a heterogeneous phenomenon and proper identification of the most addictive elements and work on them has a chance to increase the effectiveness of prevention.

Eryka Probierz, Adam Gałuszka
Influence of Ad Congruence and Social Cues on the Probability of Choosing a Restaurant

Information processing of digital content includes conscious and unconscious processes, memory, attitudes, and emotions and moods. Build up into the Heuristic‐Systematic Model, that states that persuasion can occur through a systematic or heuristic way, this research explores the effect of social media (SM) ratings and the ad content embedded in the SM website. Online ratings (part of the user-generated content (UGC) in SM platforms) are often heuristics cues. Subtle forms of congruence, such as the matching category between a restaurant advertiser and the third-party ad, as well as UGC, could have an impact on consumers’ attitudes towards the former. However, research on how SM platforms and advertising embedded on them are processed is scarce. This study investigates whether congruence between the advertiser and the ad and the UGC have an impact on the probability of going to the restaurant. We conducted a within-subjects 2 × 2 design online study with 295 participants manipulating ad congruence (congruent × incongruent) and valence of the ratings (positive × negative) to measure the probability of going to the restaurant. Each participant was exposed to four restaurants in a TripAdvisor layout with UGC. The results show that ad congruence had no statistically significant effect; however, the valence of the UGC had a main effect, in which a positive valence led to an average of 72% probability of going to the restaurant and negative valence to 42%. We concluded that the UGC is strong enough to overcome any effect of ad congruence in this study.

Aline Simonetti, Shobhit Kakaria, Enrique Bigné
The Framing Effect of Questions in Community Question-Answering Sites

In Community Question-Answering (CQA) sites, the question is often the starting point for information exchange, eliciting a series of responses that result in a response network (RN) whose nodes are the postings, while edges represent the responses between postings. This argument is supported by framing theory which posits that different message forms, their “frames”, lead to different user responses.This research investigated how question frames influenced their resulting RNs. Question frames were operationalized as conversational and informational frames. Social network analysis was conducted to explore the RNs of different question frames for both Science, Technology, Engineering and Mathematics (STEM) and non-STEM topics.Interestingly, most STEM conversational questions had postings that directly responded to the question, whereas informational questions attracted more comments on response postings. However, no significant differences were found in the non-STEM topics. Our research suggests that users should appropriately frame questions to generate desired responses from the community.

Qian Wu, Dion Hoe-Lian Goh, Chei Sian Lee
Latent Profile Analysis of Generation Z and Millennials by Their Smartphone Usage Pattern

This study aims to classify Generation Z and Millennials according to their smartphone usage patterns and provide insights into the digital generation. We developed a scale to measure the patterns of smartphone usage following an extensive literature review and classified the smartphone usage pattern of Generation Z and Millennials using a latent profile analysis. Differences among groups according to socio-economic characteristics and smartphone related issues were analyzed. The indicators of the pattern of smartphone usage composed of the degree of involvement in actively producing information, passive searching of information, bonding and linking social connections, enjoying entertainment, and playing digital skills. Latent profile analysis produced five distinctive groups according to the degree of involvement in these activities. From this study, it is evident that the digital generations differ in their pattern of smartphone usage. This study provides practical implications for smartphone industry professionals and those interested in the younger generation’s digital transformation.

Yeon Ji Yang, Hyesun Hwang, Muzi Xiang, Kee Ok Kim

Interacting with Cultural Heritage

Frontmatter
Magical Pond: Exploring How Ambient and Tangible Art Can Promote Social Interaction at Work

Social interactions between employees are beneficial for employees’ well-being and a company’s productivity. We are interested in how interactive technology can be designed to create a more enjoyable work environment and support social interactions at work. Using a four-step design process (research, ideate, prototype and test) and rapid prototyping, we created a prototype implementing elements of both ambient and tangible user interfaces to engage employees during coffee breaks. We created a concept of a magical pond to increase the ludic design and playfulness of the prototype. Glass crystals, ambient lighting and fairy wings cause an anticipated contrast to the normal work environment. Here, we present our design process and prototype to inspire future work in the field.

Araceli Patricia Alcarraz Gomez, Ann-Charlott Beatrice Karlsen, Bjørn Arild Lunde, Susanne Koch Stigberg
Quantifying Museum Visitor Attention Using Bluetooth Proximity Beacons

This paper shows initial work on utilizing Bluetooth Low-Energy (BLE) beacons to uncover patterns in visitor paths and to determine the concentration of visitor attention within the Ateneo Art Gallery (AAG), the Philippines’ first museum of modern art. Participants carried phones instrumented with an application that logged distance estimates from BLE beacons deployed around the museum. The logs were then analyzed to produce scarf plots that visually represent paths taken. The results show the potential of BLE beacons for indoor location tracking. Aggregated visualization of similar scarf plots showed four notable patterns that provide insights on the museum areas that draw attention. The assumed usual route (pattern1: Start at 1st floor, go to 2nd floor then visit 3rd floor) was confirmed and an uncommon visiting pattern was discovered (pattern 2: Start at 3rd floor, go to 2nd floor, then visit 1st floor). It was also found that some visitors do not get to explore the entire museum (pattern 3: Some visitors only went to the 1st and 2nd floors. Pattern 4: Some visitors only went to the 2nd and 3rd floors). These insights can be used to make decisions regarding exhibit arrangement or museum layout design.

Jonathan D. L. Casano, Jenilyn L. Agapito, Abigail Moreno, Ma. Mercedes T. Rodrigo
The Museum Guidance System in Gamification Design

Gamification is the application of game-oriented design approaches or game-inspired mechanics to otherwise non-game contexts. Mobile guiding system is the design process of information interactions. It is the integration of information design, interaction design, and sensorial design. The e-learning system of mobile guide is able to be loaded gamification concepts and let mobile learning interestingly, diversely, and validly. The problem of the research was if a guided system is combined the concept of gamification design into museum guide services for non-commercial purposes, it also provided the same benefits to the promotion of museum learning and knowledge, integrating mobile devices as navigation media. It would improve more users to participate in a museum and use the guide system actively, and then arise their interest and achievement. The research method was adopted prototyping implementation and user test. The result was to establish a preliminary model for developing a museum mobile guide system of gamification design.

Zi-Ru Chen
Explore the Usability of the Cultural Museum Website – An Example of Pazeh Cultural Museum

The aim of this research is to Construct the Pazeh Cultural museum website and explore the usability of the Pazeh Cultural museum website. The method of this research is explained as following. 1) Field investigation and data collection. 2) Construction of information structure of Pazeh Cultural Mobile Museum website. 3) Transform the information structure into an interface prototype. 4) Recruit users for testing. 5) Apply the system usability scale (SUS) and open questionnaire to evaluate usability. 6) Statistics and Analysis the system usability scale (SUS) Finally, according to the research results, suggestions are proposed for the future design and development of Pazeh cultural museum website.

Hsiu Ching Laura Hsieh
Embodied Interaction for the Exploration of Image Collections in Mixed Reality (MR) for Museums and Other Exhibition Spaces

Although museums and archives dispose of extensive cultural heritage data, suitable interfaces for exploration of these collections are lacking. We describe an applied research based on an archive of historic photographs. Our main objective is to engage the general audience in the exploration of this data and thus facilitate discovery and insight. Embodied interaction [1] promises much potential for this endeavour and is highly suitable for museums and exhibition spaces when implemented with vision based technology as no contact with hardware is required. In addition, MR output is attractive for surrounding audiences. To test this assertion, an immersive interactive MR exploration space was developed applying embodied concepts, where the user’s position and movement in the interaction space combined with in-air gestures are used for application control of the super-positioned collection data space. A user study was conducted to measure differences in user engagement, exploration behaviour and discovery between this embodied interaction concept and traditional WIMP interaction. With embodied interaction, a significantly higher degree of exploration of the collection space was measured and users discovered slightly more novelties and connections. Additionally, a higher sense of immersion, fresh perspective on the contents and increased interest in the collection were reported. Hedonic qualities (e.g. stimulation, aesthetic appeal, reward factor) scored significantly higher while pragmatic qualities such as perceived usability were lower.

Kathrin Koebel, Doris Agotai
Participatory Management for Cultural Heritage: Social Media and Chinese Urban Landscape

Community participation plays a core role in sustainable urban development and inclusive cultural heritage management [1, 2]. Despite the broad attention on the World Heritage Property management in China, little research has been done on systematically reviewing the practices of community participation within Chinese cultural heritage, nor defining the role of social media played in it. To fill this research gap, this paper aims to explore how social media can contribute to community engagement and further influence sustainable cultural heritage management by providing a systematic literature review. Based on the evolving definition of community participation from the Historic Urban Landscape approach, this work starts with a review on the conceptualization of community participation. This article continues with a discussion on the role of the community played in participatory management. Following that, the argument is mainly concerning that social media is one of the vital tools to engage a wider range of audiences in conservation practices. To conclude, online urban heritage practices offer a platform for local citizens, especially grassroots, to collaborate with heritage institutions and professionals. Social media practices, such as mapping, may have a wider resonance when they combine broader communication and collaboration methods.

Xiaoxu Liang
Discussion on Aesthetic Design in Chinese Painting Based on Cross-Cultural Design

This article was based on the study of traditional Chinese painting aesthetics and Western cultural active factors. The author deconstructs and extracts cultural elements and features in order to explore and innovate the methods of modern cross-cultural design. The author aiming at the current situation of traditional aesthetics in Chinese paintings which has vague identification and weak influence in modern international cultural exchanges. Therefore, this study combines qualitative analysis, literature research method and flow charts method to analyze the value of traditional Chinese painting elements, and summarizes the methodology of modern cross-cultural design based on traditional Chinese painting aesthetics. Standing on the universal view, the author views the modern design innovation of traditional art from the perspective of history and culture. At the same time, according to the process of cross-cultural design, the flow chart of modern cross-cultural product design that based on traditional Chinese painting value system is simulated.

Yuting Pan, Wei Yu
Towards the User Interface of Augmented Reality-Based Public Art

Many people would agree that the rapid development of digital technology has brought about significant changes in human life as a whole. These changes are meant to promote many new and exciting aspects of life, to benefit society. In this respect, the changes seen in the venue of public art is no exception. It has been shown that various types of public art using digital media have recently appeared, which are considered an exciting new form of media and art expression. Recently, there have been many attempts to create Mural Art utilizing augmented reality technology. Augmented reality technology provides a sense of coexistence between the physical and virtual worlds, attracting the attention of the public and the author. In this study, the interface of an AR Mural Art was defined as a visual image that mediates between real and virtual art forms, and through this, the interactivity and user experience of AR Mural Art were examined through an actual case production. As a result of experiments through actual production cases in Seosan City in Korea. We classify three key elements of interface design for identifying the user experience and interactivity of AR Mural Art. First, the light intensity is identified according to the place and location as it is used in the art. Second, the art form is analyzed as a material feature of public art. Third, the physical distance and location of viewers and the actual public art itself are identified and reviewed.

Heehyeon Park, Gapyuel Seo
Displaying Art in Virtual Environments
Helping Artists Achieve Their Vision

In this paper, we explore the possibilities posed by the use of the Crytek game engine to display art in interactive virtual environments. Enabling artists, among others, to enhance their creative process by viewing virtual models of unfinished art pieces and allowing to create and experience a virtual presentation of the art pieces. Furthermore, we will present our approach during the phases of our project and the results of a showcase event with artists in which we presented our prototype.

Tobias Piechota, Marcel Schmittchen, Christopher Lentzsch
Experience Communication Design of Intangible Cultural Heritage Shanghai Style Lacquerware Brand Based on H5 Game

The lacquer craft of Shanghai Style Lacquerware has been listed as the intangible cultural heritage of Shanghai since 2013. However, Shanghai Style Lacquerware falls into a solid storage protection barrier at the present stage. As the influential non-material culture, it wins certain market recognition but lacks a perpetual attraction to the young audience. Based on this problem, this paper conducts propagation and promotion for Shanghai Style Lacquerware in the form of H5 game, and carries out design and research from the angle of experience communication. It is expected that this study could further expand the core user group and promote the appeal of the brand, as well as provide a fundamental design paradigm and effective reference for the transmission of intangible cultural heritage.

Siqi Wang, Rongrong Fu

Human-Vehicle Interaction

Frontmatter
Prevalence of Driving Schedule Habits and Fatigue Among Occupational Heavy Truck Drivers

During the cab design phase, a thorough understanding of the driver’s driving habits is a necessary foundation for the cab’s human-machine interface design and a guarantee of a good driving experience. However, in the domestic heavy truck cab design currently, the driver’s driving habits are not considered enough, which leads to poor cab design, worse user experience and road safety risk. This study investigated the prevalence of driving schedule habits, fatigue and the associated truck cab design factors influencing fatigue of occupational heavy truck drivers. The results show that 66% of the drivers usually drove more than 4 h without taking a break. About 19% of the drivers felt obvious fatigue before the single driving completed. The single driving duration in the night was significantly longer than in the daytime. A feature of “abler people do more work” was generalized, which meant the later the fatigue appeared, the longer the driving went. The primary reasons for cab design that influencing driving fatigue was seat belt and seat. The findings suggest that working conditions created significant features to occupational heavy truck driver group. The driver’s fatigue management and driving time interval management require targeted optimization. Policymakers to set up policy guidelines to match driving features and enforce compliance with heavy truck driving and rest time, and for cab designers to improve the cab ergonomics to make compliance with drivers’ anthropometry characteristics.

Junmin Du, Weiyu Sun, Xin Zhang, Huimin Hu, Yang Liu, Haoshu Gu
Facing Driver Frustration: Towards Real-Time In-Vehicle Frustration Estimation Based on Video Streams of the Face

Drivers frequently experience frustration when facing traffic jams, red lights or badly designed in-vehicle interfaces. Frustration can lead to aggressive behaviors and negative influences on user experience. Affect-aware vehicles that recognize the driver’s degree of frustration and, based on this, offer assistance to reduce the frustration or mitigate its negative effects promise remedy. As a prerequisite, this needs a real-time estimation of current degree of frustration. Consequently, here we describe the development of a classifier that can recognize whether a frustrated facial expression was shown based on video streams of the face. For demonstration of its real-time capabilities, a demonstrator of a frustration-aware vehicle including the classifier, the Frust-O-Meter, is presented. The system is integrated into a driving simulator and consists of (1) a webcam, (2) a preprocessing unit, (3) a user model, (4) an adaptation unit and (5) a user interface. In the current version, a happy song is played once a high degree of frustration is detected. The Frust-O-Meter can form the basis for the development of frustration-aware vehicles and is foreseen to be extended to more modalities as well as more user need-oriented adaption strategies in the near future.

Oliver Franz, Uwe Drewitz, Klas Ihme
One of by Map - Two if by See: Implications of Dissonant Affordance Structures in Human-Computer Interaction with especial Reference to the Case of Driver-Automated Vehicle Relationships

While disparate forms of human-computer interaction clearly present a heterogeneous landscape of possibilities, there are some commonalities across contexts, especially as they pertain to contemporary complex systems. Here, we examine the manner in which pattern-predicated, artificial intelligence (AI) is enacted in the transportation world, and how these emerging technologies are expressed in human-dominated operational worlds. We also explore how patterns and principles distilled extend beyond the world of transportation to the full gamut of human-computer interaction.

P. A. Hancock, G. M. Hancock
Investigating User Needs for Trip Planning with Limited Availability of Automated Driving Functions

The possibility to engage in so-called non-driving related activities (NDRAs) is an important benefit of automated driving. However, in the beginning, automated driving functions will be limited to certain sections of a drive, e.g., to highways or less complex city infrastructure. In order to efficiently engage in NDRAs, planning of a trip with regard to the availability of automated driving will become important. Yet, there are no approaches to incorporate the user in the trip planning process. Thus, we have performed scenario-based design approach and a participatory design workshop to derive user requirements for a trip planning human-machine interface (HMI). Amongst others, participants required having the ability to configure general travel profiles, e.g., on-time arrival or maximization of uninterrupted automated driving time. Moreover, the system should provide the user with a comparison of key data on various route options, such as an overview of available levels of driving automation and arrival times. Within this work, a low-fidelity prototype for such an HMI was developed based on derived requirements. For future development, this prototype needs further improvement and evaluation.

Tobias Hecht, Maximilian Sievers, Klaus Bengler
Calculation and Validation of Driver’s Readiness for Regaining Control from Autonomous Driving

In level 3 automated driving, if the vehicle fails to drive automatically or the operational design domain (ODD) ends, the human driver must control the vehicle i.e., be a fallback-ready user. So far, human drivers have had little experience of taking over vehicle control during driving and there is a lack of research on how they react in this situation. Consequently, there has been a research need to know how much the driver is ready to take-over the control authority, in order to predict and compensate the risk of the transition to manual driving from the out of the control loop. In this paper, we propose the concept of the driver’s readiness (DR). To calculate the DR, we propose to use various human factors, such as workload, situation awareness, attention, activeness and so on. In order to validate our proposed algorithm, the heuristic experiments have been performed. We have drawn our real-time DR calculation algorithm and validated with subjective observations from 30 participants. The results of regression analysis show that the subjective observations and DR calculations have linear relationships.

Woojin Kim, Hyun Suk Kim, Seung-Jun Lee, Daesub Yoon
Requirements for an Autonomous Taxi and a Resulting Interior Concept

Due to a variety of possible activities, which passengers are able to follow in a self-driving vehicle, we are convinced that the flexibility of mobility as a service allows offering different theme-taxis. Within the project UNICARagil (founded by the Federal Ministry of Education and Research of Germany), we develop a concept for theme taxis. Since the aspired vehicle concept regarded in the project opts for an optimal interior-space, a taxi for work purpose is suggested.In this paper, we present the requirements for the fully automated driverless taxi and a resulting interior concept. The focus of the requirement specification are the fundamental needs of the passengers to safely enter and leave the vehicle and the possibilities to use time during a ride efficiently. Another main aspect of the requirements is the well-being of the passengers during their entire stay in the vehicle.

Manuel Kipp, Ingrid Bubb, Johannes Schwiebacher, Ferdinand Schockenhoff, Adrian Koenig, Klaus Bengler
Impact of Visual Embodiment on Trust for a Self-driving Car Virtual Agent: A Survey Study and Design Recommendations

Designing trust-based in-car interfaces is critical for the adoption of self-driving cars. Indeed, latest studies revealed that a vast majority of drivers are not willing to trust this technology.Although previous research showed that visually embodying a robot can have a positive impact on the interaction with a user, the influence of this visual representation on user trust is less understood.In this study, we assessed the trustworthiness of different models of visual embodiment such as abstract, human, animal, mechanical, etc., using a survey and a trust scale. For those reasons, we considered a virtual assistant designed to support trust in automated driving and particularly in critical situations. This assistant role is to take full control of the driving task whenever the driver activates the self-driving mode, and provide a trustworthy experience.We first selected a range of visual embodiment models based on a design space for robot visual embodiment and visual representations for each of these models. Then we used a card sorting procedure (19 selected participants) in order to select the most significant visual representations for each model. Finally, we conducted a survey (146 participants) to evaluate the impact of the selected models of visual embodiment on user trust and user preferences.With our results, we attempt to provide an answer for the question of the best visual embodiment to instill trust in a virtual agent capacity to handle critical driving situations. We present possible guidelines for real-world implementation and we discuss further directions for a more ecological evaluation.

Clarisse Lawson-Guidigbe, Nicolas Louveton, Kahina Amokrane-Ferka, Benoît LeBlanc, Jean-Marc Andre
Improving the Detection of User Uncertainty in Automated Overtaking Maneuvers by Combining Contextual, Physiological and Individualized User Data

Highly automated driving will be a novel experience for many users and may cause uncertainty and discomfort for them [1]. An efficient real-time detection of user uncertainty during automated driving may trigger adaptation strategies, which could enhance the driving experience and subsequently the acceptance of highly automated driving [2]. In this study, we compared three different models to classify a user’s uncertainty regarding an automated vehicle’s capabilities and traffic safety during overtaking maneuvers based on experimental data from a driving-simulator study. By combining physiological, contextual and user-specific data, we trained three different deep neural networks to classify user uncertainty during overtaking maneuvers on different sets of input features. We evaluated the models based on metrics like the classification accuracy and F1 Scores. For a purely context-based model, we used features such as the Time-Headway and Time-To-Collision of cars on the opposing lane. We demonstrate how the addition of user heart rate and related physiological features can improve the classification accuracy compared to a purely context-based uncertainty model. The third model included user-specific features to account for inter-user differences regarding uncertainty in highly automated vehicles. We argue that a combination of physiological, contextual and user-specific information is important for an effectual uncertainty detection that accounts for inter-user differences.

Alexander Trende, Franziska Hartwich, Cornelia Schmidt, Martin Fränzle
Theorization Human-Computer Interaction in the All-Digital Car: Mediatized Driver Experiences

It is a common behavior to enrich the automotive driving experience with various media services and applications. However, the effects of this habit are examined mostly from a safety perspective; there is a lack of scientific tools and methods to examine the joint media and driving experience. Therefore, to address Human-Computer Interaction (HCI) while driving from an experience perspective, the model of Mediatized Driver Experiences (MDX) is introduced. It offers a new framework to classify driving and media experiences. In focus are not (only) negative conjunctions (such as distractions), it is rather a holistic approach to the joint experience of the driving and media situation. Therefore, findings from both vehicle safety and communication science were incorporated to develop the MDX model. The model addresses the formation of subjective experiences through influencing factors including the driver as well as the driving, media and social situation. Enjoyment, agency and perceived safety form the subjective experience, hence, the MDX core. Each dimension underlies processes of self-regulation, cognitive processes and affective effects of the driver. The measured core dimensions are then used to classify and aggregate the individual experiences on a higher level.

Sarah Viktoria Christiane von Hören
“Light On”: A Voice Controlled Vehicle-Light System Based on Translating Drives’ Voice into Computer Commands to Reduce Operation Workload of Drivers

Driving, including manual controlling and decision making, asks a huge operation workload for drivers. Even a small distribution can lead to serious traffic accidents. The wrong use of vehicle lights and the misunderstanding of vehicle lights are some of the causes of traffic accidents. Therefore, this study tries to promote a voice controlled vehicle-light system which could translate people’s voice into computer commands and reduce the operation workload of people. To be specific, this study presents an interface - “Light On”, a semi-autonomous vehicle-light system based on Voice User Interface (VUI) and the screen in the vehicle to reduce traffic accidents caused by the incorrect use of vehicle lights. The vehicle lights can be switched on and off automatically based on GPS. Voice is used to give etiquette vehicle-light commands and cancel the wrong commands detected by system. Graphical User Interface (GUI) on screen and VUI will provide feedback of vehicle-light using condition. The study also involves a small-scale prototype-evaluation experiment to evaluate the feasibility of the system. The results are promising as they revealed that “Light On” has the potential to be accepted by drivers and put forward some future semi-autonomous vehicle-light-design suggestions. Furthermore, the results can offer preliminary support in what might be a bigger in the program of work. Also, the VUI can transfer information among vehicles. This may be a potential new communication way for drivers besides vehicle light and gesture.

Yuan Yin
Design and Evaluation of an In-Vehicle Communication System

In this research, we proposed the in-vehicle communication system with the help of augmenting reality. A driving simulation environment was built to support the testing. The participants engaged in two tasks parallelly: one driving task (primary task) and one spoken task (secondary task). The participants should take the primary task with high priority and finish the secondary task using the spare effect. The primary task was a common car following task. The scenario was set at high-way and the speed was 75 km/h on a two lanes straight road. The participant should follow the leading vehicle with an appropriate distance. To evaluate their driving performance, the average speed, the average departure from the road, and the average acceleration were chosen and compared between two conditions. There was no significant difference between two conditions.

Xin Zhou

Transport, Safety and Crisis Management

Frontmatter
The Evolution of “GOJEK” as an Indonesian Urban Mobile Ride Hailing Model Study Case: Public and Government Regulatory Responses on Urban Mobile Ride Hailing

The emergence of mobile-based transportation and transaction is rapidly gaining popularity, particularly among urbanized areas. Thus, paper sought to illustration the evolution of GoJek as a form of public transportation through the lens of statutory law, government policies, and other public documents that are related to what GoJek has become today. Other relevant topics related to the emergence of GoJek such as transportation, MSME and economic matters are also discussed. The setting/context for this study will be Indonesian policies and the characters such as ride-hailing companies and the public. Law and regulations from January 2010 until December of 2019 were gathered using text mining. Collected data were then analysed with the help of a qualitative data analysis software called NVivo. Finding shows that GoJek has become the most prominent ride-haling in Indonesia, and the positive sympathy from the public helped in pressing the government for its legalisation. It was also found out that GoJek has also helped MSME and in boosting the national economy. In 2018, GoJek, thorough its GoFood service, has recorded an unprecedented 500 million orders. Also, GoJek has been emphasizing on the importance of self-regulation among professional services and co-regulation among industries. Compared to a direct regulation, a co-regulatory approach is more effective and flexible and offers better chances of protecting the welfare of the consumers as it employs a dialogue process between stakeholders where the results deviate from the common state command-and-control regulation.

Ajree D. Malawani, Salahudin Salahudin, Zuly Qodir, Mohammad Jafar Loilatu, Achmad Nurmandi
Aid Demand Aggregation Using Technology During Disaster Relief

The humanitarian aid industry’s supply chain is fragmented into a variety of segments which link individuals, companies, intergovernmental organizations, local government agencies, and aid workers. In this multifaceted network, the contributions meant ultimately for impacted people may not reach their intended destination or worse, the contributions may not be useful in the crisis zone. We believe an opportunity exists to enable transparency in the humanitarian aid supply chain. Our solution ensures equipping the on-the-ground relief agencies with technology that helps them understand and forecast the demand of impacted people in their region and link the heads of these agencies to an integrated supply network.

Charmie Kapoor, Divyanka Kapoor, Nishu Lahoti, Trevor Cobb Storm
Flow-Based ROS2 Programming Environment for Control Drone

This study describes a flow-based programming environment for drone programming. With the increasing demand for drones in recent years, end- users have also had the opportunities to program the operation of the drones. However, it is difficult for the end-user to read and program the source code, so the traditional text-based programming is inefficient. On the other hand, a framework for controlling drones such as Robot Operating System 2 (ROS2) has appeared, and libraries have been enriched. However, the API is complicated, and the programming cost still high.In contrast, this system provides end-users with a flow-based programming interface using node-red. In the flow-based programming interface, functions abstracted by nodes, and programs can be created by connecting them with a line. This user interface allows the end-user to quickly create a program while visually confirming what he is doing. In drone programming, it is necessary to be able to easily switch between an actual drone and a simulator for an execution test. It was using a simulation environment that can operate the drone controlled on ROS2.

Kay Okada, Eiichi Hayakawa
Research on Safety Risk Management Programme, Procedures and Standards in Aircraft Design and Manufacture Organizations Based on Multi-management Systems Integration

This paper studies the theoretical background and methods of SMS and other management systems of aircraft design and manufacturing organizations, analyzes the similarities and differences between SMS, DAS, QS and CAS. And the SRM programme is developed based on multi-system integration and the requirements of ICAO Annex 19. This paper also constructs the document system of SRM based on the programme, including procedures of system and work analysis, hazards identification, risk assessment and control, and safety risk assessment standards. This study is of great practice value for construction and implementation of SRM in aircraft design and manufacturing organizations, and will promote the integration of multiple management systems in these organizations.

Mei Rong, Ying Liu, Weihua Jiang
Using Block-Based Programming and Sunburst Branching to Plan and Generate Crisis Training Simulations

Simulation-based exercises for crisis response are difficult to plan. We suggest an intuitive planning interface where exercise managers can use block-based programming to create machine-readable training vignettes. An answer set programming module interprets these vignettes and generates all possible actions and causal relations, which are then visualised for the exercise manager in a sunburst diagram. This allows exercise managers to create training vignettes using visual techniques and to see the possible results and causal relations of the trainees’ actions. This facilitates using exercise results to adjust further vignette design.

Dashley K. Rouwendal van Schijndel, Audun Stolpe, Jo E. Hannay
Development of Simple and Inexpensive Pedestrian Simulator in General Traffic Conditions

This research proposed the simple and relatively inexpensive pedestrian simulator that consisted of three large monitors, a self-propelled treadmill, and the three-dimensional simulator application and that could investigate the pedestrian behavior under general traffic conditions.In order to confirm the validity of the proposed simulator, the accuracy of the participants’ senses of distances and speeds on the simulator was compared with in the real world through experiments. The participants were required to reproduce the distances and the speeds through walking respectively on the simulator and in the real world.The results of the experiments revealed that the senses of distances on the simulator was the same as the senses in the real world, and that the sense of 80% slower speed than usual walking speed on the simulator was also the same. The results, however, revealed that the senses of usual walking speed and 130% faster speed on the simulator were slightly slower than the senses in the real world though the participants on the proposed simulator could correspond to the change of the walking speed more precisely than in the real world. These suggested that the proposed simulator was valid practically for investigating pedestrian behavior.

Taisei Sasaki, Mitsuhiko Karashima
Implementation of a Learning Assistance Framework for Prolonged Evacuation Life in an Era of Massive Natural Disasters

In this research, we have implemented of a learning assistance framework for evacuated students. As natural disasters intensify due to climate change, evacuation timespans are becoming prolonged. This is not an exception for learners like university students. Current e-learning environments assume the existence of a stable Internet connection. However, the Internet may not be sufficiently accessible in evacuation centers for e-learning. In unstable communication environments such as makeshift Wi-Fi networks used in evacuation centers, it is difficult to conduct e-learning. Thus, a mechanism that can allow students to engage in e-learning in evacuation situations is required. In this paper, we describe the detail of implementation the learning assistance framework for evacuated learners and show the results of our experimental use of the framework.

Satoshi Togawa, Akiko Kondo, Kazuhide Kanenishi
System Safety, Risk Management, and Human Performance Improvement

System safety concept is the most important philosophy for improving the safety of the huge complex system. Every engineer knows well and always considers about “The local optimization would make the entire worst of the system”, and therefore understands importance of the system safety concept that well balanced design and operation are required. At present, the existing huge complex systems have been reduced in hardware risk through hardware countermeasures and quality assurance activities based on safety logic, so the remaining risk can be said to be events involving human factors. For this reason, risk reduction activities can be described as human performance improvement activities. Risk informed decision-making can be said a decision-making framework that improves human performance, based on the probabilistic risk assessment results. Furthermore, continuing this activity will eventually lead to the maintenance and improvement of the safety culture. In other words, what we want to emphasize here is that “system safety”, “risk reduction activities”, “human performance improvement activities”, “risk informed decision-making”, and “maintenance and improvement of safety culture” have similar purposes and contents.

Hiroshi Ujita, Naoko Matsuo
Efficient Exploration of Long Data Series: A Data Event-driven HMI Concept

Today’s easy access to data, low cost sensors and data transmission infrastructure leads to an abundance of data about complex systems in many domains like industrial process control, network intrusion detection or maritime surveillance. Analyzing this data can take a lot of effort and often cannot be fully automated. As it is hard to fully automate such analysis tasks, we present an HMI framework that supports an analyst in exploring and navigating through multiple time series of data. It is a semi-automatic approach that uses algorithms for automatically labelling low-level events in the data, but leaves the task of evaluation and interpretation to the human operator. These events are highlighted on specific time bars in the HMI framework. It enables the analyst to 1) summarize the main features of the data series, 2) filter it depending on the analysis objective, 3) identify and prioritize relevant section in the data and 4) directly jump to these sections. We present the theoretical concept of the HMI framework and demonstrate it on a process control application for hybrid energy systems.

Bertram Wortelen, Viviane Herdel, Oliver Pfeiffer, Marie-Christin Harre, Marcel Saager, Mathias Lanezki
Construction of Airlines Safety Subculture Based on Human Factor Analysis

Airlines safety culture is composed of many elements, which can be called subculture or branch of safety culture. The human factors that lead to unsafe incidents in airlines were analyzed, mainly including violations and errors. The types and main contents of violation and error were given in detail. Furthermore, in order to avoid the occurrence of violations and errors in airlines, the construction elements and detailed contents of airlines safety culture were put forward, including compliance culture, competent culture, managers model culture, cooperation culture, safety communication culture. Finally, the construction method of safety culture was given.

Yuan Zhang, Yanqiu Chen, Mingliang Chen

Security, Privacy and Trust

Frontmatter
Blockchain Technology: A Bibliometric Analysis

Blockchain is a decentralized transaction and data management technology. It is a relatively new technology with a wide variety of applications that may in time come to affect the whole economy and be recognized as the latest general-purpose technology. The aim of this study is to explore the literature growth and author productivity of blockchain technology research from 2008 to 2019. 9239 articles were retrieved from Scopus database and analyzed with bibliometrics approach using different perspective views. Blockchain and Blockchain Technology were used as search terms in order to run the query and obtain data. The search was performed on Title, Abstract and Keywords. The search excluded the year 2020 as we are still in the first quarter of the year. Results revealed that first publication with blockchain technology can be tracked back to 2010, and 2019 was the peak time for blockchain research. Moreover, results revealed that Chain and USA are considered to be the most productive countries producing more research, and Chinese organizations were predominant and controlling the research of the new technology. The key author was found by Scopus to be Wang, F.Y with 38 different works.

Duaa Bukhari
Effects of Recipient Information and Urgency Cues on Phishing Detection

Phishing causes significant economic damage and erodes consumer trust in business communication. To better filter phishing emails, researchers have paid a substantial amount of attention to the characteristics of phishing emails. This study focused on the effects of recipient information and urgency cues on phishing detection. A total of 518 participants performed role-playing tasks in which they needed to discriminate legitimate emails and phishing emails. The results showed that the main effects of urgency cues and recipient information were significant. Under the condition of time constraints, the likelihood of replying to the phishing emails increased, and the likelihood of searching for the relevant information decreased. When recipient information was added to the phishing emails, the likelihood of replying to the phishing emails decreased, and the likelihood of deleting the phishing emails and searching the for relevant information increased. Meanwhile, the interaction effect of recipient information and time pressure was also significant. When recipient information was added to the phishing emails, the urgency cues had a significant negative effect on the detection behaviors. Under the condition of time constraints and recipient information addition, the likelihood of replying to the phishing emails increased, and the likelihood of deleting the phishing emails and searching for the relevant information decreased. These findings showed that phishing email characteristics strongly affect phishing susceptibility. A sense of urgency resulted in stress and impulsive behavior, and thus, the participants preferred quickly respond and perform less research. By exploring the mechanism underlying phishing processing, this study deepens the understanding of detecting deception and motivates more effective strategies or assistance systems to protect individuals from online fraud.

Xinyue Cui, Yan Ge, Weina Qu, Kan Zhang
Evaluating Multiple Approaches to Impact Trust Formation: Labeling, Design, and Support Features

Creating trust in wireless solutions and increasing their social acceptance are major challenges to achieve the full potential of the Internet of Things (IoT).In the current study we investigate various methods to increase trust in wireless systems like user feedback, usability, and product labeling. This work is part of the European project SCOTT (Secure COnnected Trustable Things; https://scottproject.eu ) with the goal to develop wireless solutions that are safe, trusted, and acceptable.Participants watched three videos of three use cases and then rated the expected impact of controllability, accountability, user feedback, usability, and product labeling on their trust in the technologies. Also, two labels were evaluated: a uni-dimensional label that reflected the privacy of user data as well as a multi-dimensional label that combined the dimensions privacy, product quality, manufacturing, usability, and cost.The results indicate that trustworthiness aspects of the system like controllability, accountability and usability have the strongest impact on positive trust formation among all the investigated methods. Furthermore, the results indicate that both the uni-dimensional and the multi-dimensional labeling conditions seemed to increase user trust at the maximum trust level and increased the participants indicated willingness to use the product. However, only the uni-dimensional label showed a positive influence on trust formation at the medium quality level.Results of this study highlight that service and product providers have various methods at hand to help increase trust among their customers. Consumers want control over their technologies, as well as accountability of technology vendors. Furthermore, in the long term, the results suggest that customers could benefit from digital competence education that may allow them to learn to use and rely on otherwise relatively complex multi-dimensional labeling systems. Next steps for this research are suggested.

Benjamin Ewerz, Peter Moertl
LINE Based Learning System for IT Security Practices Through Intrinsic Motivation

In this study, we build a learning system on LINE app that is provided by LINE Corporation. The system incorporates three elements of Self-determination theory: autonomy, competence and relatedness in order to keep people intrinsically motivated for long. Recently the increase of phishing mails draws attention to immediate countermeasures for cybersecurity. Accessing such mails could trigger the onset of virus infection and confidential information leakage, which affects not only individuals but also the companies they work for. In reality, eliciting personal information from the recipients is sometimes not hard if they don’t perform security practices as well as the mails are made deceptive and appear to be sent from well-known senders. Thus, it is necessary that people learn security practices on a daily basis and perform those all times. To provide a platform that facilitates learning in this way, we decide to build a learning system on LINE app and incorporate into it the three elements of Self-determination theory.

Yukio Ishihara, Makio Ishihara
Co-occurrence Based Security Event Analysis and Visualization for Cyber Physical Systems

In cyber-physical systems, the control network is generally invaded by using network linkage vulnerability, which results in the malfunction of controllers. Therefore, to implement an effective monitoring system, events from security appliances such as IDS and firewall should be integrated with events from the control devices such as PLC. However, the volume of the integrated events collected on-site is large, making it impossible to monitor personnel for real-time analysis and to respond to attacks. Hence, we propose a method for event analysis and visualization based on the co-occurrence matrix and directional graph. In the analysis step, the co-occurrence between field values is calculated and saved as a matrix. In the visualization step, the field values are represented as nodes, and co-occurrences are represented as edges. In addition, the IP and Port clustering functions are implemented for successful application to complex multi-layer CPS network and long-time event analyses. This reduces graph complexity and analysis time simultaneously up to 94.3% and improves the applicability of the method. We expect that the proposed method will help monitor personnel to effectively identify and quickly respond to security threats from control systems.

HyungKwan Kim, Seungoh Choi, Jeong-Han Yun, Byung-Gil Min, Hyoung Chun Kim
The Right to Privacy in Socio-Technical Smart Home Settings: Privacy Risks in Multi-Stakeholder Environments

The multitude of users within smart home systems can lead to privacy concerns for individuals within a household. Three examples of smart home settings are conceptualized and analyzed with the framework of contextual integrity. Prominent privacy breaches are discovered. To secure the safety of PII within smart home settings we propose to develop transparency measures with manufacturers and communication with all users within a household.

Marina Konrad, Sabine Koch-Sonneborn, Christopher Lentzsch
Imitation-Resistant Passive Authentication Interface for Stroke-Based Touch Screen Devices

Today’s widespread use of stroke-based touchscreen devices creates numerous associated security concerns and requires efficient security measures in response. We propose an imitation-resistant passive authentication interface for stroke-based touch screen devices employing classifiers for each individual stroke, which is evaluated with respect to 26 features. For experimental validation, we collect stroke-based touchscreen data from 23 participants containing target and imitation stroke patterns using a photo-matching game in the form of an iOS application. The equal error rate (EER), depicting the rate at which false rejection and false acceptance of target and imitator strokes are equal, is assumed as an indicator of the classification accuracy. Leave-one-out cross-validation was employed to evaluate the datasets based on the mean EER. For each cross-validation, one out of the two target datasets, an imitator dataset, and the remaining 20 imitator datasets were selected as genuine data, imitator test data, and imitator training data, respectively. Our results confirm stroke imitation as a serious threat. Among the 26 stroke features evaluated in terms of their imitation tolerance, the stroke velocity was identified as the most difficult to imitate. Dividing classifiers based on the stroke direction was found to further contribute to classification accuracy.

Masashi Kudo, Hayato Yamana
Emergence of Human-Centric Information Security – Towards an Integrated Research Framework

In this poster, we first summarize the evolution of information security research as three stages of information security development: technology-centric, economics-centric, and the emerging trend of human-centric. We identify the main contributors and outputs of each stage. Based on this understanding, we present an integrated research framework termed Integrated Model of Human-Centric Information Security (iMOHCIS), which systematically incorporates various factors that influence human brain functions, and illustrates how human brain activities eventually lead to actual information security behaviors. This iMOHCIS framework focuses on human-centric information security at individual agent level. We then extend it to incorporate multi-agent interactions in two significant dimensions: qualitative dimension and quantitative dimension. The iMOHCIS framework and its extension capture the essence of the emerging human-centric information security, provide a comprehensive framework for understanding human elements in information security, and generate a systematic approach to identifying significant research questions related to human-centric information security. This framework also provides a foundation for human-centric information security education curriculum design.

Bin Mai
Neither Do I Want to Accept, nor Decline; Is There an Alternative?

As we spend a considerable amount of time on various user interfaces, it often requires to provide consent for grating privileges. This article addresses the opportunity for providing conditional consent which could potentially aid the user in understanding consequences, making informed decisions, and gaining trust in data sharing. We introduce an indecisive state of mind before consenting to policies, that will enable consumers to evaluate data services before fully committing to their data sharing policies. We discuss usability, regulatory, social, individual and economic aspects for inclusion of partial commitment within the context of an user interface for consent management. Then, we look into the possibilities to integrate it within the permission granting mechanism of Android by introducing an additional button in the interface—Maybe. This article also presents a design for such implementation, demonstrates feasibility by showcasing a prototype built on Android platform, and elaborates on a planned user study to determine feasibility, usability, and user expectation.

Nurul Momen, Sven Bock
Improving the Training Materials of Information Security Based on Cybersecurity Framework

The shortage of human resources related to information security has been a problem in Japan since the last decade. To encourage self-learning, we created training materials revised based on the guidelines of information security published by the Information-technology Promotion Agency, Japan. The materials were partly designed using a text-mining analysis based on the framework core of the cybersecurity framework published by the National Institute of Standards and Technology. In this extended abstract, we consider the accuracy of the text-mining approach and a rough design of the materials.

Satoshi Ozaki
Cyber Trust in the Norwegian Online Flea Market: An Ethnographic Study on Fraud

This work-in-progress paper reports an ethnographic study on how cyber trust could be designed to prevent online fraud. A yearlong ethnographic study was conducted with a group of victims who were scammed in online shopping. I discuss how to re-build cyber trust by linking the various interests of actors, such as sellers, the police, the Consumer Council, the person registers authority, the national collection agency, and the classified advertisements website provider, with an anticipated safety for online shopping. Through the actor-network theory, this paper unpacks the mechanism behinds payment method of classified advertisements website and discusses cyber trust which are unsuccessful in the present case. The reason behind this is that the interests of different actors are likely not translated, which causes vulnerability and provides an opportunity for scammers. I assert that a better understanding of the social aspect of technology use will provide fruitful insights on societal changes in today’s information society for better living.

Yushan Pan
Attention! Designing a Target Group-Oriented Risk Communication Strategy

Online conversations through chat applications have become a universal part of human communication. But how can we be sure that the person we are chatting with is in fact the person they claim to be? This question significantly gains importance from the standpoint of safety and security when considering the chat behavior of children who are allowed access to web-enabled devices at an increasingly younger age. At the same time, the number of reported experiences with online sexual harassment and so-called grooming is unfortunately growing steadily. This paper presents insights from focus groups with school children and a resulting approach to communicating the risk of cyber grooming. The paper explores communication strategies for different stages of risk – before, during and after an incident. The way people interpret information affects the way they interact with it, which is why a user-centered design approach is employed in addition to standard guidelines of design to structure and design a communication strategy. Protecting children from sexual predators who use grooming strategies to bond with their victims is the main goal of this project.

Lara Raffel, Patrick Bours, Sashidharan Komandur
Understanding the Impact of Service Trials on Privacy Disclosure

We have many opportunities to disclose privacy information in exchange for convenient services. In the context of privacy calculus, numerous research studies have been conducted to date on the relation between potential benefits and potential risks of privacy disclosure decisions [1, 2]. However, an unresolved problem in the privacy calculus is that the intention of the privacy disclosure may vary not only between users but also in a single user. Our study hypothesized that each user always makes a decision on privacy disclosure depending on the user experience of the service in use. Therefore, we take a user-centered perspective to investigate the impact of service trials on users’ privacy disclosure decisions. In this study, a task-based study scenario has designed and tested between lab members. Result of investigation, we find if the service makes users have a good impression after service trials, users tend to provide more privacy disclose.

Yayoi Suganuma, Jun Narita, Masakatsu Nishigaki, Tetsushi Ohki
PISA: A Privacy Impact Self-assessment App Using Personas to Relate App Behavior to Risks to Smartphone Users

We present an educative self-assessment app intended to increase awareness of app-related privacy risks. The privacy impact self-assessment (PISA) app is intended to stimulate smartphone user reflection over risks of data sharing and data extraction from their smartphones. An interactive user interface performs an end-user targeted dialogue about apps using personas with a variety of vulnerabilities. The guided dialogue about threats is intended to engage the user’s reflection about own app risk. We describe the underlying model and interaction design, summarize the personas and discuss the user interfaces implemented in the app.

Ludwig Toresson, Maher Shaker, Sebastian Olars, Lothar Fritsch
Human Error in Information Security: Exploring the Role of Interruptions and Multitasking in Action Slips

Breaches of cyber-security often arise unintentionally from the human user such as when switching between subtasks or external interruptions, disrupting the flow of work and leading to action slips in the execution of a task procedure [1, 2]. There has been little research into the perceived effects of task interruption and switching on computer-based tasks when such action slips can potentially compromise information security. Semi-structured interviews were conducted on nine university employees who regularly handle sensitive information, designed to identify which features of information-sensitive computer-based tasks are the most susceptible to disruption. Potential sources of human error in were identified with task interruption judged to be more likely than multitasking as a source of error. The interview findings will serve as the basis of experimental investigations into how disruptions in the flow of a task procedure can cause action slips that may compromise the handling of sensitive data. Well-informed empirical work in the area of Cyberpsychology is critical to understanding the processes involved, and to guiding potential solutions rooted in human-machine interface design and human computer interaction.

Craig Williams, Helen M. Hodgetts, Candice Morey, Bill Macken, Dylan M. Jones, Qiyuan Zhang, Phillip L. Morgan
A Study on Biometric Authentication and Liveness Detection Using Finger Elastic Deformation

One of the most used biometric modalities is known as fingerprint, and has been widely used in daily life. However, it is not sufficiently recognized that there is a vulnerability of spoofing in the fingerprint authentication. There is a possibility of making a forged fingerprint by using residual fingerprint. In order to prevent the spoofing, it is required to add another information for authentication or use a completely different approach.In the current research, we focused on the finger elastic deformation as another information for authentication. In order to get the information of the finger elastic deformation, continuous images of the fingerprint are captured while the finger is pressed onto the device. The device for capturing continuous images and measuring pressing force. For the verification of our proposed method, three forged fingers were made with different blending ratio which allow to login the fingerprint authentication of iPhone 7.

Yu Yoshitani, Nobuyuki Nishiuchi

Product and Service Design

Frontmatter
A Study on Oral Health Care System Designing for the Middle-Aged Based on SAPAD-PCA

Objective: In this paper, we paid attention to the oral health care for the middle-aged, reorganized and consolidated the resource of all related parties, and improved the experience of the oral treatment to the middle-aged. As a result, we could improve the level of their oral health. Methods: We analyzed the mapping of activities, objects and meanings with the theory framework of Semiotics Approach of Product Architecture Design (SAPAD). Then we obtained the meaning clusters through the method of cluster analysis. We introduced the method of Principal Component Analysis (PCA) to analyze the meaning clusters quantitatively and calculate information contribution rates so that we could get the core meaning clusters. Result: We finished the mapping of meanings and objects by analyzing the relationships between them which were behind those core meaning clusters. Then we achieved the user’s key behaviors and found their real needs. With this step, we succeed in the improvement of experience about the oral health care service system for the middle-aged. Conclusion: We studied the treatment process of oral treatment for the middle-aged by combining the SAPAD framework and PCA method, which we researched about users’ behaviors deeply and found their key needs by the quantitative method. So we could think about problems and solve them more objectively and comprehensively. From the aspect of methods, we had perfected the SAPAD framework and had some creation. Finally, we made use of the SAPAD-PCA model to the oral health care service system for the middle-aged and provided a new solution to the improvement of their oral health.

Shanshan Chen, Yajun Li
Consumers’ Digital Capability and Demand for Intelligent Products and Services

This study investigated the effects of consumers’ digital capabilities on demand for intelligent services and products in Korea using data from the 2018 Survey on Digital Divide collected by National Information Society Agency. Digital capabilities consisted of three dimensions, ability to use ICT, confidence, and ability to solve problems in using ICT. Dependent variables were whether consumers need voice assistant, biometric authentication, autonomous vehicles, and smart home. Seemingly unrelated probit analysis was conducted. The major results were as follows. First, ICT has been used mostly for digital shopping and consumption. Korean consumers were relatively confident on using new technology, but not quite confident on protection of information privacy. More than three-fourths of the respondents gained help from social network for problems solving using ICT. More than half of the sample solved problems by oneself. Second, there existed significant demand for intelligent products and services as at least more than half of the sample needed intelligent products and services considered in this study. Third, the effects of the sources of help for solving problems in using ICT were consistent across the different types of intelligent products and services: self-problem solving and having someone to provide help from intimate social network were positively associated with having a demand for intelligent products and services. The effects of use of ICT for various activities didn’t show a consistent result. This study confirmed the important role of social network and social capital as a part of consumers’ digital capability.

Seonglim Lee, Jaehye Suk, Hee Ra Ha, Yue Huang, YuanZhou Deng
Product Innovation Redesign Method Based on Kansei Engineering and Customer Personality Type

Most companies in modern society redesign to create new products. Redesign can improve product quality and shorten cycle time, but most redesign product innovations only modify a relevant reference element of the product, ignoring opportunities for redesign innovation brought about by factors affecting customer personality. This research introduces a product innovation redesign method based on kansei engineering and customer personality types. Based on customer personality types, three research goals were proposed. Based on the results of the analysis, a linear quantitative model was established for each personality type to explore the relationship between the customer’s emotional experience and the elements of product redesign. From these models, design support information is generated to assist product designers in redesigning innovations.

Yihui Li, Meiyu Zhou, Xiaohan Wu
An Evaluation Model of Commercial Ring Designs from Cognitive and Emotional Aspects Based on the Quantification Theory I

To better cater to aesthetic and emotional needs of contemporary customers, measurement of their subtle and sentimental evaluation and prediction of their perceptual values of commercial jewelries are of growing importance. Rings account for a great majority of jewelry sales. It is representative to research on the relationship between ring design and customers’ perception. The ring form is decomposed into 4 items under morphological analysis. Three bipolar perceptive criteria are identified based on Kansei theory and through literature study and KJ method. 15 samples are selected via manual selecting and cluster analysis. Lastly, an evaluation model based on quantification theory I to predict consumers’ sentimental evaluation of commercial rings is introduced. In this way, user’s subtle cognition and attitude of a ring can be quantified and predicted. Designers can identify dominant design factors and improve their design more efficiently.

Ting Liu, Jian Shi
Designing a New Interactive Outdoor Light Installation for a Recreational Urban Trail

Interactive outdoor light installations change how we experience places and invite people passing by to engage with them. In this project, we investigate how we can design such an interactive light prototype to enhance a recreational urban trail. We applied a user-centered design process to develop a solution that fits our users’ needs and demonstrate how the concept of northern lights can be used to create a more secure and inviting urban trail. Here, we present our design process and prototype to inspire future work in the field.

Marthe Victoria Paulsen, Anja Holter Gigernes, Susanne Koch Stigberg
Study on the External Ear Size of Chinese Minors for Product Design

In this study, 532 minors from northern China were selected to measure their facial ear length and width. Data statistics showed that there was significant difference in the length of facial ears between different genders (P < 0.05), and there was no significant difference in the width of facial ears between different genders (P < 0.05). The length and width of facial ears of boys and girls increased with the increase of age, but there was no significant difference between different ages (P < 0.05). The research results can provide data support for the ergonomic design of earphones, earmuffs and other ear products.

Linghua Ran, He Zhao, Zhongting Wang
Impression Estimation Model for Clothing Patterns Using Neural Style Features

In product design, the impressions evoked by surface properties of objects attract attention. These impressions are called affective texture and demand is growing for technologies that quantify, index, and model it. Even in the fashion industry, the diversification of user needs necessitates the customization and personalization of products. Consequently, there has been a focus on custom-made services. However, enormous amounts of time and human costs are needed to find clothing patterns to suit one’s own preferences and ideas from among the countless patterns available. This research focused on affective texture related to visual impressions, and we proposed a method for automatically estimating the affective texture evoked by clothing patterns. To this end, we conducted the following steps: (1) quantified the visual impressions for patterns; (2) extracted style features as physical characteristics; and (3) modeled the relationships between visual impressions and physical characteristics. Afterward, based on the obtained models, we estimated the impressions for unlabeled patterns. Then, we verified their validity through relative evaluation and absolute evaluation, and we confirmed that our models estimated the impressions corresponded to the impressions that people actually felt. In addition, we implemented a system to enable users to intuitively search for patterns.

Natsuki Sunda, Kensuke Tobitani, Iori Tani, Yusuke Tani, Noriko Nagata, Nobufumi Morita
Design Aid of 3D Wire Art Using 3D Models

In this paper, we propose a method of automatically determining the wire art curve shape along the shape of the 3D model. Moreover, the wire art curve shape is determined from several evaluation index. In our method, we define multiple infinite planes from an oriented bounding box of the input 3D model. After that, the intersection line between the polygon mesh of the 3D model and the infinite plane is calculated, and the curve of the wire art is automatically determined based on the evaluation index of length and complexity. By showing a set of 3D contour curves from the input 3D model, automatic design of wire art with maintaining the shape feature of the 3D model is realized. We apply the proposed method to various 3D models and verify the effectiveness of the proposed evaluation index.

Satoshi Tsuda, Yuta Muraki, Ken-ichi Kobori
Research on Design of Shared Bicycle Service System Based on Kansei Engineering

With the development and progress of the society, user’s consumption conception is also quietly changing. Nowadays, users are increasingly paying attention to the emotional satisfaction brought by products and services. The quality of products and services depends greatly on the user’s satisfaction and enjoyment. As a user-oriented shared bike product service system, it has always been a difficult problem to promote enterprises to continuously maintain the differentiated and dynamic development of their services in an increasingly competitive market. The present article aims to offer a solution to this problem. Firstly, this paper starts from the emotional needs of users and takes the shared bicycle service system as the research object. The perceptual image space of the shared bicycle product service system was established by using the theory and method of Kansei engineering. Secondly, quantitative analysis method is used to calculate the collected perceptual image questionnaire data of product service system, and the key perceptual image is extracted using principal component analysis method. Finally, based on users’ emotional demands for the product service system, we analyzed the stakeholders and their relationships in the product service system, combined with the design requirements of service contact. We explored the service blueprint planning method and the process carding principle of the overall service, based on the user’s behavioral process. We also put forward the content and method of service optimization design for the shared bicycle product service system.

Zhengyu Wang, Meiyu Zhou, Zhengyu Shi, Jiayi Lian
A Comparative Study on the Preference Model of Users and Designers for Scissors Modeling

With the rise of e-commerce, buying some daily necessities online has become an indispensable part of People’s Daily life. The aim was to study how consumers and designers perceive scissors when they only see their appearance. Research method is to use the questionnaire to collect data, scissors, the shape of the elements is obtained by morphological analysis and using the SPSS software to independent sample t-test and Pearson correlation analysis, the results of three groups of data as a result, designers and users of two emotional vocabulary associated data and two sets of modeling elements and the emotional vocabulary associated data, conclusions are designers and consumers have different view of part of x scissors, and gives Suggestions for the design of the scissors.

Xiaohan Wu, Meiyu Zhou, Yihui Li
Extracting Kansei Evaluation Index Using Time Series Text Data: Examining Universality and Temporality

In recent years, affective needs, such as usability and comfort, have attracted attention, along with conventional manufacturing needs, such as function, price and reliability. Therefore, when designing products, it is necessary to accurately and efficiently reflect user’s affective needs on product design. To that end, we clarify the user’s emotions and impressions, in terms of the ways that people feel about products. However, they are assumed to be constant regardless of time-series, impressions that are influenced by time-series and impressions that are used universally within a certain period are mixed. As the user’s emotions and impressions depend on time-series, it is necessary to deal with them separately, by time-series. In this study, based on time-series changes in the appearance frequency of evaluation words, we classified the Kansei evaluation index, according to whether it changes by time-series or not. In the proposed method, for each evaluation word, a state-space model is first used to extract the information of seasonal and trend variations. Second, by clustering this information, the evaluation terms are separated into several clusters. This method was applied to the fashion field, where time-series effects are believed to exist. The results confirmed that there were two patterns of seasonal variation and four patterns of trend variation in the impression of fashion in general, and eight universal impressions were extracted.

Runa Yamada, Sho Hashimoto, Noriko Nagata
Behavioral Research and Service Innovation of Cinema Viewers in China

The current popularity of online movie and the homogeneity of movie theater services have led to the client loss of movie theaters in China. This essay takes advantage of service design methods to analyze film viewers’ physical behavior, psychological behavior, and contact points in different movie watching stages. A cinema service system map and service blueprint are proposed in this paper based on the behavioral characteristics of viewers and further proposed SPTE cinema service framework and strategy. The research on the behavior of viewers and the discussion of service strategies not only provide the basis for the theater to create products and services that meet viewers’ needs, but also provide valuable reference for theaters to build service innovation system.

Xiaofang Yuan, Qiujie Jiang
Interactively Solving the Takeout Delivery Problem Based on Customer Satisfaction and Operation Cost

Based on the development needs and realistic environment of o2o meal delivery industry in China. In this paper, the takeout distribution problem (TDP) has been proposed, and the most important customer satisfaction and operation cost in the process of o2o distribution are taken as the optimization objectives. The constraints of this problem are analyzed. Then, A mixed integer programming model with bi-objectives can be established. On this basis, a two-stage solution strategy based on human-computer interaction (HCI) is proposed, and the key technical methods are shown in detail, including coding method, order merging strategy and solving algorithm. Finally, in order to verify the effectiveness of the proposed model and algorithm, the key points of the instance design are proposed. In addition, the display method of the algorithm results is given. Through the Gantt chart display, it is easy to find the problems in the distribution and put forward the improvement methods. In general, this study provides strong support for the sustainable development of o2o distribution platform scheduling system.

Liuyang Zhang, Wenzhu Liao
Backmatter
Metadaten
Titel
HCI International 2020 - Posters
herausgegeben von
Prof. Constantine Stephanidis
Dr. Margherita Antona
Copyright-Jahr
2020
Electronic ISBN
978-3-030-50732-9
Print ISBN
978-3-030-50731-2
DOI
https://doi.org/10.1007/978-3-030-50732-9

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