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Design, User Experience, and Usability (Lecture Notes in Computer Science)

✍ Scribed by Aaron Marcus (editor), Elizabeth Rosenzweig (editor), Marcelo M. Soares (editor)


Publisher
Springer
Year
2023
Tongue
English
Leaves
697
Category
Library

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✦ Synopsis


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

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

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

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

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

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

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

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

✦ Table of Contents


Foreword
HCI International 2023 Thematic Areas and Affiliated Conferences
List of Conference Proceedings Volumes Appearing Before the Conference
Preface
12th International Conference on Design, User Experience and Usability (DUXU 2023)
HCI International 2024 Conference
Contents – Part I
Design Methods, Tools and Practices
Desirability of Imagined Futures: Human-Centered Design and Analysis
1 Introduction
2 Futuristic Design and Approaches
2.1 Futuristic Methods and Tools
2.2 Strategic Foresight
2.3 Aspirational Futures
3 Human-Centered Design Methods
4 Methodology
5 Sample Guidance for Design and Impact Analysis of a Human-Centered Futuristic Smart Home System
5.1 Futures Modelling - Environmental Assessment and Scenario Development
5.2 Futures Modelling - Visioning and Audacious Goals Phase
5.3 Futures Modelling – Strategic Analysis
5.4 Human-Centered Modelling
5.5 Requirements Analysis
5.6 Impact Analysis
5.7 Design Analysis
6 Conclusions
References
How Can BOLE Identify, Cultivate, and Judge User Experience (UX) Talents? Inspiring and Designing the Playful Experience of Tomorrow
1 Introduction
2 Methodology
2.1 The Fourth Classroom
2.2 Design Thinking
2.3 The Corporate Partner
2.4 Transdisciplinary Student Teams
2.5 The Design Brief Assignments
3 Results
3.1 Team 1: Play for Generation Z
3.2 Team 2: Play for Generation Z
3.3 Team 3: Family Engagement
3.4 Team 4: Family Engagement
4 Discussion and Reflection
4.1 The Fourth Classroom
4.2 Transdisciplinary Learning
4.3 What if We Start All Over
References
Defining the Problem’s Solution to Lead to the Ideation Phase
1 Introduction
1.1 About “Design”
1.2 About Design Thinking
1.3 Define
2 How Might We…
3 Results
4 Considerations and Future Prospects
References
Prioritization Matrix to Highlight Business Opportunities
1 Introduction: World Change and Work Adaptation
2 Prioritization Matrix
2.1 Adapting Prioritization Matrix for Remote Research
2.2 Recruiting
3 Results
4 Conclusion and Discussion
References
A Case Study in Organizational Adoption of User Personas: Assessing Perceptions, Awareness, and Hesitation to Adopt
1 Introduction
1.1 Generating B2B SaaS Personas
1.2 Assessing Organizational Adoption of Personas
2 Literature Review
2.1 Persona Creation
2.2 Persona Evaluation
2.3 Persona Use
2.4 Summary
3 Methodology
3.1 Survey
3.2 Interview
4 Results
4.1 Quantitative
4.2 Qualitative
5 Recommendations
6 Conclusion
References
Reflecting on Collaboration in Participatory Design Facilitation
1 Introduction
1.1 Facilitation in Participatory Design
2 Method
3 Two Cases of Participatory Design Projects
3.1 Project Rehab: Designing a Cooperative Rehabilitation for People with Mild Acquired Cognitive Impairments (MACI)
3.2 Project SmartWater: Enabling Citizens' Involvement in Envisioning the Function of New Smart Water Meters Implemented in Their Municipality
4 Findings
4.1 Categories of Facilitators
4.2 A Network of PD Facilitators
4.3 Tensions in the Network of PD Facilitators
5 Conclusion
References
Analysis of User Participatory Design and Gamification in Modern Media
1 Introduction
1.1 Significant Features of Modern Media
1.2 User Participatory in Design
1.3 Gamification Communication
2 The Transformation of Modern Media by the Internet
2.1 The Evolution of Media: From Print to Electronic to Digital
2.2 The Impact of Short Videos on Today’s Society
3 Project Research Analysis
3.1 Factors Influencing Short Videos
3.2 Short Video and User-Participatory Design
3.3 Short Video and Gamification
4 Discussion
4.1 Content and Benefits
4.2 Do Algorithms Have Values?
4.3 Excessive Entertainment
4.4 Data-Driven Artistic Creation
5 Conclusion
References
Local Communities and Their Visitors: An Interaction Design Approach
1 Introduction
2 Design Methods for Territories
3 Collaborative Networks and Connectivity
4 Human-centered Design to Humanity-Centered Design
5 Conclusion
References
Resources and Skills for Information Design Practice
1 Information Design Interdisciplinarity
2 Several Paths of Information Design: Infographics vs DataViz?
2.1 Form or Function in ID?
3 The Multidimensionality of Information Design
3.1 Print-Based Information Design
3.2 Interactive Information Design
3.3 Environmental Information Design
4 Final Thoughts
References
The Application of Digital Media Technology in Display Design
1 Introduction
2 Digital Media Technology and Display Design
3 Digital Media Technology is Demonstrating the Performance of Design
3.1 Giant Screen Projection
3.2 Multimedia Display Technology
3.3 Holography
3.4 Virtual Reality Technology
4 The Development Trend of Display Design Under the Background of Digital Media Technology
5 Conclusion
References
The Awareness and Practices of Web Developers Toward Sustainable Web Design
1 Introduction
2 Methods
2.1 Participants
2.2 Questionnaire
2.3 Comparing Efficiency of Media Files
3 Results
3.1 Demographics
3.2 Practices
3.3 Awareness
4 Discussion
5 Conclusion
References
Experience Design Based on Values and Psychological Needs in a Corporate Context
1 Introduction
2 Needs and Values in Experience Design
2.1 Psychological Needs and Values
2.2 Methods for Designing for Values
2.3 Sensitisation Methods for Designing for Psychological Needs
3 Method
3.1 Participants
3.2 Procedure
4 Results
4.1 RQ 1: Relevance and Fulfilment of Psychological Needs and Values in the Corporate Context
4.2 RQ 2: Transfer of Methods from Designing for Psychological Needs and Values
5 Discussion
5.1 Limitations and Future Work
5.2 Conclusions and Outlook
References
Invisible Driving Force: Design Promotion Laws in the National Design Policy Path of South Korea
1 Introduction
2 Research Methods
3 Policy Determination
3.1 Institution for Text Preparation, Release and Implementation
3.2 Text Attributes
4 Classification Framework
5 Design Promotion Law Analysis
5.1 Measurement Change Characteristics
5.2 Quantitative Classification Characteristics
6 Conclusion
References
Comparing VR Modeling Tool and Hand-Sketching in the Inspiration of Classic Chair Design and Modeling
1 Research Background
1.1 Research Purposes
2 Literature Review
2.1 Design Process
2.2 How Designers Think About Sketching
2.3 Furniture Design Type Analysis
2.4 VR Design Applications
2.5 Design Hand Sketching and VR
2.6 VR and Digital Modeling
3 Research Methods
3.1 VR Experiment and Design Operation
3.2 Design Novice Experiment Results and Feedback
3.3 Design Expert Experiment Results and Feedback
3.4 Observational Method and Think-Aloud Method
3.5 Questionnaire Survey and Retrospective Interview
4 Research Results and Discussion
4.1 Experimental Results of the Design Process
References
Research on Interaction Design Based on Artificial Intelligence Technology in a Metaverse Environment
1 Introduction
2 Virtual Digital People
2.1 Definition and Current Development of the Virtual Digital Person
2.2 Application of Artificial Intelligence Technology in the Design of Virtual Digital Human Interaction
2.3 Practical Examples of Virtual Digital Human Interaction Design and Evaluation Methods
3 Humanoid Robots
3.1 Definition and Current Development of Humanoid Robots
3.2 Application of Artificial Intelligence Techniques in Humanoid Robot Interaction Design
3.3 Practical Examples of Humanoid Robot Interaction Design and Evaluation Methods
4 Digital Collections
4.1 Digital Collections in the Metaverse and Their Technological Basis
4.2 Artificial Intelligence Technologies to Support Digital Collections
4.3 Digital Collections and Human Interaction
5 Time and Space Intelligence
5.1 Concept and Current Status of Spatiotemporal Intelligence
5.2 Metaverse and Spatiotemporal Intelligence
5.3 Artificial Intelligence Technology and Spatiotemporal Intelligence
6 Conclusion
References
On the “Meaning System” of Design from Kao Gong Ji
1 Introduction
2 Practicality-Based to Meaning-Based Use
3 Action Mechanism of the Meaning System in Kao Gong Ji
4 Significance of “Meaning System” to the Construction of Current Design Ecology
5 Conclusion
References
Government-Promoted Design Resource Integration and Design Ecology Construction
1 Introduction
2 History and Background
3 Establish an Industry Image and Cultivate a Design Ecology
3.1 Design Center—A Window for Continuous Publicity of the Industry Image
3.2 Annual Award - Concretization of Design Concept
3.3 “Labelling Scheme” - The Deepening of Design Concepts in Daily Life
3.4 “Britain Can Make It” -Build British Design Brand Effect
4 Integrate Industrial Resources and Break Through Innovation Bottlenecks
4.1 “Designing Demand”-SME Design Enhancement Program
5 Strengthen Knowledge Sharing and Enhance Industrial Skills
5.1 “Design Blueprint”-Future Industrial Skills Development Plan
6 Expand Social Effects and Innovate in Multiple Values
6.1 Using Design to Reduce Energy Consumption and Achieve a Higher Quality of Life - Dott 07
7 Implement Interdisciplinary Education and Create a Center of Excellence
7.1 Multidisciplinary Innovation Center - Centers of Excellence
8 Summary
References
The Effect of Series Workshops on Ownership of Societal Issues: Case Study on Designing Food for the Future
1 Introduction
2 Method and Workshop Design
2.1 Design Concept
2.2 Workshop Program
2.3 Research Variables
2.4 Participant
2.5 Research Design
3 Result 1: The Effect of Workshop Activities, Use of Personal Data, and Roles in the Workshop on the Sense of Ownership
3.1 Sense of Ownership Questionnaire
3.2 Effect of Collecting and Use of Personal Data
3.3 Effect of Role on Ow-Point
4 Results 2: Effect of Attribute and Participating in Series
4.1 Workshop day on a Sense of Ownership
4.2 Attribute and Participating in Series
5 Discussion
6 Conclusion
References
Using Remote Workshops to Promote Collaborative Work in the Context of a UX Process Improvement
1 Introduction
2 Background
2.1 Workshop
2.2 Collaborative Work
2.3 Remote Versus Virtual
2.4 Facilitation
2.5 Usability Evaluation Methods
3 Proposed Approach to Apply Remote Workshops
3.1 Planning
3.2 Execution
3.3 Analysis
3.4 Iteration
4 Case Study
4.1 Planning
4.2 Execution
4.3 Analysis
4.4 Iteration
5 Conclusions and Future Works
References
A Design Driven Approach to Innovate System Interfaces: Insights from a University-Industry Collaboration
1 Introduction
2 Academic Research and Professional Approach: Co-creation and Innovation
3 Design as an Activator of New Multidisciplinary Relations
4 Design Methodology
5 Step 1: Analysis of the State of the Art
5.1 Heuristic Evaluation Test
6 Step 2: Trend Research and User Analysis
7 Step 3: Scenario Building and User Analysis
8 Step 4: UI Proposal
9 Conclusions
References
User-Centered Ethical Design - An Evolutionary Perspective
1 Introduction
2 Focal Points
2.1 Evolving Interactions
2.2 Social Interactions
2.3 Subjective Interaction
2.4 Reflective Interactions
2.5 Interactions Respectful of Changing and Evolving Cultures
2.6 Unambiguous Interactions
2.7 Self-determinant Interactions
3 Discussion
References
The Viability of User-Centered and Human-Centered Design Practices with Natural User Interfaces (NUIs)
1 Introduction
2 User-Centered Design
3 Human-Centered Design
4 Why Do We Have These Modern Design Methodologies?
5 Comparing UCD and HCD
6 Questions About the Viability of UCD Today
6.1 Do Best Practices, Component Libraries, and Design Systems Replace the Need for UCD?
6.2 Does UCD Maintain Status Quo?
6.3 Will We Always Be “Users” and not just “Humans” with UCD?
7 Conclusion
References
Multisensory MAYA – A Design Thinking Method to Enhance Predictability of Experience Design
1 Introduction
2 Design Thinking and Design Processes
3 Multisensory Design and Predictability of Experience Design 
4 The MAYA Principle
5 Multisensory MAYA – The Design Thinking Method
6 Discussion and Conclusions
References
What is the New Future of Work for UX Research Practice? Assessing UX Research Practice During the COVID-19 Pandemic and Beyond
1 Introduction
2 Materials and Methods
2.1 Measures
2.2 Data Analysis
3 Results
3.1 Tools
3.2 Impact on Recruitment
3.3 Impact on Methods and Study Design
3.4 Research Data Analysis
3.5 Impact on Sharing Research Findings
4 Discussion
4.1 Emerging Trends in UX Research and Future Research Recommendations
5 Conclusion
References
Gender Inclusive Design in Technology: Case Studies and Guidelines
1 Introduction
2 Methodology
3 Background and Literature Review
4 Tech Industry Case Studies
5 Discussion
6 Guidelines
7 Conclusions
References
How to Involve Users in Online Co-design Workshops? A Participation Method Based on the Customer Engagement Theory
1 Introduction
2 The Emergence of a New Working Pattern–Users Engage in the Design Process Online
2.1 Users Involving in the Co-design Workshops Becomes Trendy
2.2 Opportunities Brought by Digital Age and Covid-19
2.3 The Shortage of Online Co-design Tools Lead to Low Participation and Poor Experience
3 Related Theory
3.1 Co-design
3.2 Customer Engagement
3.3 The Relevance Between Co-design Workshop and Customer Engagement Theory
4 The Participation Model Construction of Online Co-design Workshop Based on Customer Engagement Theory
4.1 Participatory Co-creation and Engaged Co-creation
4.2 User Participation Model Construction of Online Co-design Workshops
5 Design Practice of User’s Participation in Online Co-design Workshop
5.1 Observation Experiment, Collection and Analysis of Questionnaire
5.2 Design Strategy
5.3 Design Plan
5.4 Testing and Results
6 Conclusion
References
Architectural Design Landscape in the Near East in the Early 20th Century
1 Introduction
2 Collective Communes in Palestine
3 Private Homes in Tel Aviv
4 Conclusion
References
Exploration of Design Issues from an Embodied Perspective
1 Introduction
2 The Significance and Utility of Embodied Theory in Design Theory Research
2.1 The Theoretical Foundation and Significance of Embodied Cognition
2.2 Design Research Implications of Disembodied to Embodied Cognition
2.3 A Shift in the Cognitive Research Paradigm and an Exploration of Design Issues
3 Practice and Exploration in the Design Discipline
4 Examining Interaction Design Issues from the Perspective of Embodiment
4.1 The Current Disembodied State of the Digital and Physical Worlds
4.2 Intentionality of Activity and Interaction Environment
4.3 Embodied Connection of Emotions and Situations
4.4 The Transformation of Human-Like Agents’ Intelligent Bodies and Their Embodied Perception
5 Conclusion
References
Research on Product Interaction Design Innovation Under New Media Technology
1 Innovative Elements of Product Interaction Design in New Media
1.1 New Media Background Overview
1.2 The New Body of New Media - Artificial Intelligence Technology
1.3 Aesthetics in the Interaction Process
2 Highlights of Innovation in Artificial Intelligence Technology
2.1 Subscribers
2.2 Purpose, Behaviour
2.3 Media and Scenes
2.4 Artificial Intelligence Technology Trends
3 Connotations and Innovative Points of Interaction Aesthetics
3.1 The Connotations of Technical and Sensual Beauty
3.2 Finding a Balance Between the “Two Beauties”
4 Conclusion
References
Experience Economy and Green Economy Research in China: A 30-Year Bibliometric Analysis
1 Introduction
2 Methods
2.1 Data Sources
2.2 Research Method
3 Results and Analysis
3.1 Bibliometric Analysis
3.2 Core Authors and Institutional Analysis
4 Research Hot Spots and Frontier Analysis
4.1 Analysis of Research Hotspots
5 Discussion
5.1 Research Hotspots of China’s Experience Economy and Green Economy
5.2 Research Trends of Experience Economy and Green Economy in China
6 Conclusion
References
Exploring How to Improve User Experience of Enterprise Service Products through “Dual Perspective Model”
1 Introduction
1.1 Research Background
1.2 Research Background
1.3 Research Question
2 Related Research
2.1 Research of Enterprise Applications
2.2 Practical Examples from the Industry
3 Related Methods
3.1 Research Environment
3.2 Research Methods
3.3 Conclusion
4 Model in Enterprise Services
4.1 The Concept of Dual Perspective in the Field of Enterprise Services
4.2 The Dual Perspective Design Process
5 Design Validation
5.1 Conference Room Online Booking Upgrades
5.2 “Happy Beans” Design for Travel Fee Control
6 Conclusion and Discussion
6.1 Research Scope and Limitations
6.2 Conclusions and Future Studies
References
From Mental Representation to Enaction
1 Introduction
2 Cognitive Sciences and the Reformation of Art Research Paradigm
2.1 The Subversion of Traditional Theories of Mind by Cognitive Sciences
2.2 The Reformation of Art Researches Guided by Cognitive Sciences
3 New Approaches of Cognitive Aesthetics
3.1 Informational Aesthetics: Aesthetic Cognition as a Process of Information Communication
3.2 Neuroesthetic: Aesthetic Cognition as Neuromotor Processes in the Brain
4 Enactionism and New Inspiration for Aesthetic Research
4.1 Enaction: Cognition as Experience Lived by Embodied Mind
4.2 A New Inspiration for Contemporary Art
5 Conclusions
References
Research on the Board-Game-Like Service Design Tools Based on SECI Knowledge Transformation Model: Take the Customer Journey Map as an Example
1 Service Design Thinking
2 Overview of Graphic Service Design Tools
3 Knowledge Transformation and Usage of Customer Journey Map in Co-design Workshop
3.1 Knowledge Transformation Model and Knowledge Creation
3.2 The Using Situation and Problems of Customer Journey Map in Co-design Workshop
4 Board-Game-Like Graphic Services Design Tool and Its System Design: Take the Customer Journey Map as an Example
4.1 Design Strategy: Board-game-like
4.2 Design Thinking Based on SECI Knowledge Transformation Model
4.3 System Building of Board-Game-Like Graphic Service Design Tool
4.4 Design of the Board Game “Chess Journey” and Prototype Test
5 Conclusion
References
User Experience Design and Brand Marketing Research in China: A Bibliometric Analysis
1 Introduction
2 Methods
2.1 Data Source
2.2 Research Methodology
3 Results and Analysis
3.1 Bibliometric Analysis
3.2 Analysis of Core Authors and iInstitutions
3.3 Hot Keyword Analysis
4 Discussion
4.1 Brand Marketing Research based on Product Experience Perspective
4.2 Research on Brand Marketing based on Service Experience Perspective
4.3 Brand Marketing Research based on Interactive Experience Perspective
5 Conclusion
References
Emotional and Persuasive Design
Behavior Design for Beverage Bottle Recycling in University Campus Towards Circular Economy
1 Introduction
1.1 Current Status of Garbage Recycling in Chinese Campuses
1.2 Process and Wide Application of Behavioral Design
1.3 Importance of Circular Economy in CHina's Economic Development
2 Evaluation
2.1 Field Research
2.2 User Research
2.3 User Portrait
3 Solution
3.1 Features
3.2 Technical Principle
3.3 Use Process Flowchart
3.4 Stakeholders
4 Prototype Design
4.1 Design
4.2 Functional Division
5 Conclusion
References
Designing the User Experience to Achieve Better Engagement and Feedback on TikTok Accounts
1 Introduction
2 Literature Review
2.1 Profile of TikTok Users
2.2 The Different Types of Engagement on TikTok
2.3 The Different Kinds of Contents Considered as a Trend on TikTok
2.4 The Parasocial Relationship
2.5 The Impacts of the Hashtag
3 Methodology
3.1 Quantitative Step
3.2 Qualitative Step
4 Findings
5 Conclusion
References
Research on User Experience Design Based on Affinity Diagram Assisting User Modeling – Taking Music Software as an Example
1 Affinity Diagram
1.1 Principle of Affinity Diagram
1.2 The Affinity Diagram Method and the User Modeling
2 Specific Practice
2.1 Project Background
2.2 User Research
3 Summary and Discussion
References
A Speculative Design Perspective on the Emotional Symbiosis of Virtual Pets and People
1 Introduction
2 Speculation and Design
2.1 About the Emotional Symbiosis Concept
2.2 Virtual Pets Based on a Speculative Design Perspective
3 Strategies for the Application of Speculative Design Concepts in Virtual Pet Design
3.1 Exploring Virtual Pets Based on Mind-Flow Theory
3.2 Virtual Pets and Empathy Maps
3.3 Pet “Personality” and Human “Personality”
3.4 Multi-situational Interaction with Virtual Pets
4 The Design Practice of Virtual Pets Under the Concept of Speculative Design
4.1 Digital Pets of the Future
4.2 Intelligent Guidance for Virtual Pets
5 Conclusion
References
Exploring the Effects of Personal Impact Communicated Through Eco-Feedback Technology for Reducing Food Waste
1 Introduction
2 Background
2.1 The Food Waste Problem
2.2 Eco-Feedback Technology for Food Waste Reduction
2.3 Eco-Feedback Technology Limitations and Design Questions
3 Method
3.1 Defining Specificity and Motivation
3.2 The Four Data Visualizations
4 Results
4.1 Pre-survey Responses
4.2 Quantitative Analysis
4.3 Post Survey Results
5 Discussion
References
Exploring the Emotional Design of Digital Art Under the Multimodal Interaction Form
1 Overview of Emotional Design and Multimodality
1.1 Overview of Emotional Design
1.2 Overview of Multimodal Interaction
1.3 Development of Multimodal Interaction
2 Application of Multimodal Interaction in Emotional Design
2.1 Application of Multimodal Interaction in the Visceral Level of Emotional Design
2.2 Application of Multimodal Interaction in the Behavioral Level of Emotional Design
2.3 Application of Multimodal Interaction in the Reflective Level of Emotional Design
3 Explore the Method of Integrating Emotional Design and Multimodal Interactive Design from the Creator’s Perspective
3.1 Construction of Narrative Environment
3.2 Integration and Transformation of Senses
3.3 Media Selection and Presentation
4 Summary
References
A Survey on the Emotive Color and User Cognition for the Expression Cards
1 Introduction
2 Related Works
2.1 Emotion
2.2 Expression Cards
2.3 Emotion and Color
3 Research Method
3.1 Essential Emotive Vocabulary for Expression Cards
3.2 Questionnaire To Determine the Degree of Fit of Expression Card Color Impressionss
3.3 Participants and Field
3.4 Pretest and Analysis Method
4 Results and Discussion
4.1 Results
4.2 Discussion
5 Conclusion and Suggestion
References
Product Appearance Design Guide for Innovative Products Based on Kansei Engineering
1 Introduction
2 Methods
2.1 Framework of Kansei Engineering
2.2 Research Framework
3 Application – From the User’s Perspective
3.1 Product Analysis
3.2 User Research and Analysis
4 Application – From the Design’s Perspective
4.1 Combination of Design Elements
4.2 Program Evaluation
4.3 Relationship Summary
5 Product Design Guide
6 Conclusion
References
Research on the Design of Office Interactive Exercise Products from an Emotional Perspective
1 Introduction
1.1 The Exercise Needs of White-Collar Workers
1.2 Concept of User Affective Experience
2 Motion Product Design Strategies from an Emotional Perspective
2.1 Design Strategy of Instinctive Level
2.2 Design Strategy of Behavioral Level
2.3 The Design Strategy of Reflection Level
3 Office Sports Exercise Product Demand Research
3.1 User Behavior Journey Map
3.2 User Questionnaire Research
4 Emotional Perspective of Office Sports Product Design Practice
4.1 Technical Support and Reference
4.2 Product Design Idea
4.3 Product Use Instructions
5 Conclusion and Future Work
References
Motivation to Adopt Gamification in NFT
1 Introduction
2 Theoretical Framework and Hypothesis Development
2.1 Gamification in Art NFT and Theoretical Background
2.2 The Association Between Gamification and User Engagement
2.3 Impact of Motivations to Adopt Gamification on User Engagement
2.4 Impact of User Engagement on Loyalty
2.5 Mediation Impact of User Involvement
2.6 Moderate Impacts of Self-brand Connection
3 Research Methodology
3.1 Study Background and Sampling
3.2 Measures
4 Data Analysis and Results
4.1 Measurement Model, Reliability and Validity
4.2 Common Method Bias (CMB)
4.3 Structural Model and Hypothesis Testing
5 Discussion
References
Research on the Application of Regional Cultural Emotional Guide Design in Subway Space Based on Passengers’ Cognitive Needs
1 Introduction
2 Related Theories
2.1 Cognitive Needs Theory
2.2 Perceptual Cognitive Need
2.3 Emotional Design Theory
2.4 Grounded Theory
3 Problem Discovery
4 Problem Analysis
5 Experimental Process and Model Construction
5.1 Open Coding
5.2 Spindle Coding
5.3 Selective Coding
5.4 Saturation Test
5.5 The Constitution of Cultural Connotation of Regional Emotion at Jiedaokou
6 Design
7 Summary and Outlook
7.1 Conclusion
7.2 Limitations
7.3 Design Outlook
References
An Emotion Driven Intelligent Product Design Method from a Quantitative Perspective
1 Introduction
1.1 Theoretical Foundations of Psychology
1.2 Traditional Emotional Design Methods
1.3 Quantified Emotional Design Methodology
1.4 The Main Content of This Paper
2 The Design Method
2.1 The Framework of the Method
2.2 Guideline of the Specific Steps
3 Applied Cases
3.1 LUMiA—Hand Training Toys Based on Emotional States
3.2 Aroma Diffuser Design for Alleviating Anxiety
3.3 Heart Rate Sensing Interactive Device
4 Verification and Results
4.1 Survey on the Methodology
4.2 Expert Assessment of the Design Practice Outputs
5 Conclusion
References
The Influence of User Emotion on Design Preference Based on Personality Type
1 Introduction
2 Research Method
2.1 Personality Test Method
2.2 Experimental Method
2.3 Questionnaire Design
2.4 Quantitative Analysis
3 Data Collection and Analysis
3.1 Distribution and Collection of Questionnaires
3.2 Data Analysis of Personality Types
3.3 Statistical Analysis of Key Experimental Data
4 Results and Discussion
4.1 Emotion and Design Preference Based on Personality Type
4.2 Suggestions
5 Conclusion
References
Author Index


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Design, User Experience, and Usability (
✍ Aaron Marcus (editor), Elizabeth Rosenzweig (editor), Marcelo M. Soares (editor) 📂 Library 📅 2023 🏛 Springer 🌐 English

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

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