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Articles 1891 - 1920 of 33093
Full-Text Articles in Entire DC Network
Gameful Experiences In Vr Game: Comparison Between Eye-Gazing And Controller Interaction, Gong Zhengya, Nurmela Petra, Colley Ashley, Georgiev Georgi V., Häkkilä Jonna
Gameful Experiences In Vr Game: Comparison Between Eye-Gazing And Controller Interaction, Gong Zhengya, Nurmela Petra, Colley Ashley, Georgiev Georgi V., Häkkilä Jonna
IASDR Conference Series
As virtual reality (VR) technology continues to advance, researchers are exploring new interaction methods to enrich players’ gameful experiences. While handheld controllers remain the standard input device, emerging alternatives, such as eye-gazing, offer novel and potentially more engaging ways to interact within VR environments. This study examines how different interaction methods—traditional handheld controllers versus eye-gazing—affect players’ experiences during gameplay. A VR game was developed to support both input methods, and 22 participants engaged with the game under both conditions. Their experiences were assessed across multiple dimensions, such as playfulness, immersion, and competition. The results revealed significant differences in two gameful …
Exploration Of Enhancing Sitting Experience For Residents With Dementia In Uk Care Homes By Emotion-Centred Seating Product Design, Jingnan Bian, Yuanyuan Yin, Shan Wang
Exploration Of Enhancing Sitting Experience For Residents With Dementia In Uk Care Homes By Emotion-Centred Seating Product Design, Jingnan Bian, Yuanyuan Yin, Shan Wang
IASDR Conference Series
This study investigates the emotional limitations of current seating products in care home common areas and proposes an emotion-centred design framework to enhance the sitting experience of residents with dementia (RwDs). Drawing from a review of relevant literatures, the study identifies four key limitations in existing seating design: 1) a lack of emotional safety and sensory comfort, 2) insufficient support for interpersonal interaction, 3) failure to evoke familiarity and personal memory, and 4) poor integration within communal spaces and care routines. These limitations contribute to distress, social withdrawal, and environmental disconnection among RwDs, undermining their overall well-being. In response, the …
A Study Of The Application And Experience Differences Between Embodied And Non-Embodied Interactive Ar In Cultural Tourism, Qijun Gao, Bingjie Gao, Hanyin Zheng, Shaohua Xue
A Study Of The Application And Experience Differences Between Embodied And Non-Embodied Interactive Ar In Cultural Tourism, Qijun Gao, Bingjie Gao, Hanyin Zheng, Shaohua Xue
IASDR Conference Series
The widespread application of Augmented Reality (AR) technology in cultural tourism has made the optimization of user interaction a key factor in enhancing the overall experience. This study takes the Gongtan Ancient Town in Chongqing as a case study to conduct a comparative analysis of embodied and non-embodied interactive AR in cultural contexts. A within-subject experiment with 36 participants was conducted, combining quantitative evaluations (UEQ-S scale, cognitive dimension ranking, and comparative scoring) and qualitative insights from semi-structured interviews. This mixed-method approach enabled a systematic comparison of emotional, cognitive, and usability- related differences between the two interaction modes. The results indicate …
Xrecycle: A Gamified Xr System For Enhancing Youth Engagement And Learning In Plastic Recycling, Yuhao Li, Mingming Wang, Hanzhe Bao, Yuhao He, Tiantian Lo, Henry Duh
Xrecycle: A Gamified Xr System For Enhancing Youth Engagement And Learning In Plastic Recycling, Yuhao Li, Mingming Wang, Hanzhe Bao, Yuhao He, Tiantian Lo, Henry Duh
IASDR Conference Series
This study proposes XRecycle, a physical-digital (phygital) gamified system that integrates extended reality (XR) technologies with game-based learning mechanisms to address challenges in engaging youth in plastic recycling within high-density cities like Hong Kong. The system merges tangible devices made from locally recycled plastics with immersive virtual environments, forming a multi- layered framework of main tasks, side quests, and reward feedback. A mixed-method study with 20 participants validated the system ’ s effectiveness in enhancing circular literacy and sustaining behavioral motivation. Quantitative results revealed significant improvements in knowledge retention and engagement. Qualitative feedback suggested that participants were particularly drawn to …
Human-Ai Collaboration In Interior Design Education: Gpt-Assisted Creativity And Innovation, Mariam Al Baker, David Kirk, Mark Blythe
Human-Ai Collaboration In Interior Design Education: Gpt-Assisted Creativity And Innovation, Mariam Al Baker, David Kirk, Mark Blythe
IASDR Conference Series
How AI tools, specifically prompt-based image generators, can be used in interior design education to support early-stage concept development has been under explored. To address this, we conducted an exploration of the role of AI in interior design practices. Our study focused on how these tools can assist, rather than replace, students in generating spatial ideas. The research involved a case study with 20 interior design students across different academic levels who engaged with a GPT-based interior design assistant and a custom-designed worksheet to explore design prompts and reflect on their process. The study highlights the importance of interpretation, adaptability, …
Balancing Aesthetics And Function: A Visual Study Of Typicality, Novelty, And User Preferences In Rollator Design, Wei (Jim) Shen, Blair Kuys, Amanda Clare Benson
Balancing Aesthetics And Function: A Visual Study Of Typicality, Novelty, And User Preferences In Rollator Design, Wei (Jim) Shen, Blair Kuys, Amanda Clare Benson
IASDR Conference Series
Although rollator design has traditionally prioritised functional support, aesthetic perceptions may also influence user acceptance and preference. This exploratory mixed- methods study triangulated quantitative evaluations with descriptive analysis of design evaluation patterns to examine how older adults assess rollator designs. This study draws on the Most Advanced Yet Acceptable (MAYA) principle to explore whether user preferences are shaped by perceived typicality, novelty, or utility. Eighteen users rated six rollator designs across three aesthetic and six utility attributes. Although users rated most designs similarly on performance-related attributes overall (e.g., functionality: p = 0.096, η²p = 0.111), data showed that individual perceptions …
Failing Through Play: Integrating Iterative Design Methods To Foster Creativity In Primary Education, Fernanda Fontes, Wonjoon Chung
Failing Through Play: Integrating Iterative Design Methods To Foster Creativity In Primary Education, Fernanda Fontes, Wonjoon Chung
IASDR Conference Series
Creativity is one of the essential skills to navigate the complexities of the 21st century. In this exploratory research, we investigate how design can enhance current pedagogical methods in primary education to foster creativity in problem-solving activities. Using a case study method, we conduct semi-structured interviews with educators to understand their approaches, motivations, and the barriers they face when employing these activities in their classrooms. We also verify the iterative methods currently incorporated into these activities. Our analysis suggests that crucial elements of the design creative process, such as iteration and problem-finding, are often overlooked. Furthermore, the concept of “iteration” …
What Can Ai-Generated 3d Objects Reveal About Myself? Exploring The Potential Of Ai-Generated Self-Images For Critical Reflection On Content Consumption Shaped By Netflix Algorithms, Ho Lee, Dajung Kim
IASDR Conference Series
Algorithms shape content consumption yet limit self-awareness by obscuring how they model users’ identities. To address this, we explored whether generative AI–based 3D object visualizations, created from individuals’ Netflix viewing histories, could support reflective engagement with algorithmic ally inferred preferences. Unlike traditional data visualizations, our approach external izes content consumption as metaphorical self-images, enabling users to interpret their algorithmic identities through visual cues. Through semi-structured interviews with ten participants, we found that AI- generated self-images revealed unconscious dispositions, evoked emotional responses, and encouraged rethinking of personal tastes. However, issues of contextual misalignment and interpretive ambiguity emerged when emotional or situational …
Bridging Behavioral Theory And Design Practice: A Taxonomy-Driven Framework For Design Ideation Grounded In The Fogg Behavior Model, Yeon Soo Kim, Heesung Kwon, Jian Jun, Nayeong Kim, Sangsu Lee
Bridging Behavioral Theory And Design Practice: A Taxonomy-Driven Framework For Design Ideation Grounded In The Fogg Behavior Model, Yeon Soo Kim, Heesung Kwon, Jian Jun, Nayeong Kim, Sangsu Lee
IASDR Conference Series
Design thinking has become a widely adopted approach to innovation, yet its ideation phase frequently depends on intuition and loosely defined heuristics, particularly when creating services intended to shape user behavior over time. To address this gap, this study operational izes the Fogg Behavior Model (FBM)—which conceptualizes behavior as the convergence of Motivation, Ability, and Prompt—into a set of actionable design taxonomies. We conducted a systematic qualitative analysis of 28 widely used digital applications across health, productivity, and finance domains to identify recurring strategies demonstrating how FBM’s constructs are applied in practice. The resulting framework comprises three taxonomies that specify …
Utilizing Ai-Assisted Service Design To Address The Digitalization Challenges Of Religious Services: A Case Study Of Taoist Temple Service, Shin-Ying Chen, Hsien-Hui Tang
Utilizing Ai-Assisted Service Design To Address The Digitalization Challenges Of Religious Services: A Case Study Of Taoist Temple Service, Shin-Ying Chen, Hsien-Hui Tang
IASDR Conference Series
As digitalization reshapes religious services, Taoist temples in Taiwan face challenges involving cultural heritage, ritual experience, and institutional coordination. Existing studies often focus on the technological or sociological aspects of digital religion but rarely examine how design practice balances institutional efficiency with cultural sensitivity. This study explores how service design can clarify the systemic complexity of Taoist service transformation while addressing both institutional and cultural contexts throughout digital transition and implementation. Using a qualitative case study of a Taiwanese Taoist temple, the research applies the Triple Diamond Model of service design to analyze the cultural complexity embedded in people, processes, …
"The Limbs That I Built": Understanding In Co-Creation Human Augmentation Design And User-Driven Testing, Keren Zhang, Kin Wai Michael Siu, Yijia Jiang, Shiyu Liu, Huiyi Zhang
"The Limbs That I Built": Understanding In Co-Creation Human Augmentation Design And User-Driven Testing, Keren Zhang, Kin Wai Michael Siu, Yijia Jiang, Shiyu Liu, Huiyi Zhang
IASDR Conference Series
Current co-creation design research on human augmentation technologies focuses primarily on restoring functions for individuals with disabilities, overlooking the increasing potential demand for augmentation among ordinary users. To bridge this research gap, this study combined speculative design with user co-creation workshops to examine the practical implications and behavioural impacts of supernumerary robotic limbs (SRLs) on everyday users. Initial questionnaires and interviews (n=42) revealed considerable user interest, particularly regarding upper limb and back augmentations. Based on these insights, we collaboratively developed two prototypes: the 'Mirror Hand', which enhances grasp capabilities by mirroring finger movements, and the 'Third Akimbo', a robotic arm …
Designing Relational Employment: Supporting Employee Well-Being Through Onboarding Innovation In Emerging Smes, Michele Melazzini, Mon-Shiuan Lee, Gianluca Carella
Designing Relational Employment: Supporting Employee Well-Being Through Onboarding Innovation In Emerging Smes, Michele Melazzini, Mon-Shiuan Lee, Gianluca Carella
IASDR Conference Series
This paper investigates how design practices can advance employee engagement and well-being toward relational employment during onboarding in new and emerging SMEs characterized by uncertainty and limited resources. Employing a research-through-design approach, the study integrates preliminary research activities with semi-structured interviews with various stakeholders (employees/HR/therapist) and a phase of Participatory Action Research to identify critical leverage points for redesigning the onboarding experience. Findings emphasize the importance of authentic human connection, psychological safety in the workplace, and peer-led learning cultures. The proposed COMPANION-SHIP Pilot Program proposes how design could addresses these systemic issues through multi-stakeholder collaboration, embedding sustainable relationship-building practices within …
From Screen To Street: Insights For Autonomous Mobility Design From Movies, Xinyan Yu, Tram Thi Minh Tran, Marius Hoggenmüller, Martin Tomitsch
From Screen To Street: Insights For Autonomous Mobility Design From Movies, Xinyan Yu, Tram Thi Minh Tran, Marius Hoggenmüller, Martin Tomitsch
IASDR Conference Series
Fictional media, such as movies, offer a rich speculative lens for exploring people’s interaction with and the societal implications of future technologies. In this paper, we apply this lens to the domain of autonomous mobility, mapping a speculative landscape to inspire the design of future autonomous mobility systems. We systematically examine 36 autonomous mobility systems depicted across 31 movies and construct a speculative landscape that reveals how these systems are imagined in terms of interaction design, agency, and their embeddedness within broader societal contexts. This analysis offers design researchers a resource for inspiration and critical reflection, highlighting opportunities to reimagine …
Effects Of Colored Pavement Line Density On Drivers' Visual Attention Patterns, Yunhui Wu, Sari Yamamoto
Effects Of Colored Pavement Line Density On Drivers' Visual Attention Patterns, Yunhui Wu, Sari Yamamoto
IASDR Conference Series
This study addresses concerns in shared space regarding low vehicle yield rates to pedestrians, safety risks, and challenges faced by vulnerable road users. We examine how the density of colored pavement lines influences drivers’ visual attention, specifically, fixation counts on pedestrians, in complex shared space scenes. Using an eye tracker (Tobii Pro Glasses 3, 100 Hz), we recorded the eye movements of 20 participants while they viewed 15 simulated driving videos with different marking designs. Results show that the optimal density correlates with road width: on 6-m roads, low-density markings are most effective; on 4.5-m roads, low density is effective …
Confucian Ritual Space As More-Than-Human Design: Reframing The Zaojing In The Forbidden City, Ning Gao, Yongsheng Tong, An Sui, Hui Zeng
Confucian Ritual Space As More-Than-Human Design: Reframing The Zaojing In The Forbidden City, Ning Gao, Yongsheng Tong, An Sui, Hui Zeng
IASDR Conference Series
This article explores the Forbidden City’s zaojing (coffered ceiling) as a case study in reinterpreting ritual space through a “more-than-human” design lens. Bridging Confucian cosmology with contemporary post-humanist design theory, we argue that the imperial Chinese ritual environment was inherently more-than-human-centric, embedding non-human agencies (cosmic forces, mythical beings, and natural elements) into architectural design. We begin by examining Confucian cosmology and imperial architecture, highlighting how the built environment embodied a cosmological order beyond human-centered needs. We then outline a theoretical framework drawing on more-than- human design principles and spatial semiotics to understand architecture as an active mediator between human and …
Cultural Manifestations Of Sketch Inhibition In East Asian Design Education: A Grounded Theory Approach, Zhenyu Ma, Wei Man
Cultural Manifestations Of Sketch Inhibition In East Asian Design Education: A Grounded Theory Approach, Zhenyu Ma, Wei Man
IASDR Conference Series
This study investigates the phenomenon of sketch inhibition in East Asian design education contexts through a grounded theory approach, exploring how cultural, institutional, and technological factors shape students' utilization of sketching as a design thinking tool. Through systematic analysis of in- depth interviews with 41 participants from China, Japan, and cross-cultural backgrounds—including design educators (n=11), industry experts (n=12), and students (n=18)—this research reveals unique manifestations of sketch inhibition distinct from Western contexts. The study employs rigorous open, axial, and selective coding procedures to construct a theoretical framework capturing the multidimensional nature of sketch inhibition in East Asia. Key findings indicate …
Perceptemo: Exploring How Generative Ai Affects Emotional Data Sensemaking On Human Perception For Academic Procrastination, Zitian Zhang, Yi-Ching (Janet) Huang
Perceptemo: Exploring How Generative Ai Affects Emotional Data Sensemaking On Human Perception For Academic Procrastination, Zitian Zhang, Yi-Ching (Janet) Huang
IASDR Conference Series
While Artificial Intelligence (AI) demonstrates potential for supporting data processing and interpretation, limited research investigates how to support individuals in emotional sensemaking in the context of procrastination behaviors. This work introduces Percept Emo, a platform that uses generative AI models (image-to-image and image-to-video) to support people to make sense of and experience their emotional data. It transforms users' sketches of emotions related to procrastination into new visual representations. In a within-subjects experiment, we investigate how AI supports emotional data sensemaking and its influence on perceptions of procrastination by comparing three conditions: no AI, image-to-image, and image-to-video. Results showed that the …
Cultivating Critical Design Agency Through Serious Game Design: Integrating Systems Thinking And Design Thinking, Yen-Fu Chen, Chu-Chi Weng, Tung-Yi Cheng
Cultivating Critical Design Agency Through Serious Game Design: Integrating Systems Thinking And Design Thinking, Yen-Fu Chen, Chu-Chi Weng, Tung-Yi Cheng
IASDR Conference Series
This study explores how integrating Design-Based Learning (DBL), systems thinking, and design thinking within a serious game design curriculum fosters socially responsible design literacy in undergraduate students. Implemented over four academic years at a media design program, the two-semester course sequence guided over 280 students to design both analog and 2D digital games addressing real-world challenges aligned with the UN Sustainable Development Goals (SDGs). The curriculum combined iterative project work with empathy-driven field research, stakeholder analysis, systems mapping, prototyping, and structured peer feedback. Students engaged in translating complex social issues into playable narratives and interaction systems. Data sources included student …
Look Who's Quarrelling: How Role-Playing Can Address Social Conflicts In Local Shop Commons, Yedam Ryu, Eunji Woo, Seoju Yoon, Ki-Young Nam
Look Who's Quarrelling: How Role-Playing Can Address Social Conflicts In Local Shop Commons, Yedam Ryu, Eunji Woo, Seoju Yoon, Ki-Young Nam
IASDR Conference Series
As local shops are increasingly reimagined as commons in urban contexts, new stakeholder dynamics emerge that require careful coordination and conflict prevention. Unlike traditional customer participation models, ‘local shop commons’ involves shared ownership and governance among proprietors, commoners, and customers. The involvement of stakeholders with very different needs often lead to conflicts arising from mismatched expectations, overlapping roles, and competing goals. This study explores the potential of roleplaying as an effective method for identifying and resolving context-specific conflicts in the co-creation of a local shop commons.. Participants developed fictional personas, enacted conflict scenarios in a simulated shop, and iteratively created …
Ageism, Loneliness, And The Built Environment: Shaping Older Women's Play In Public Housing Estates, Yi Izzy Jian, Tian Cheng, Wei Xuan Chen, Ka Him Mo
Ageism, Loneliness, And The Built Environment: Shaping Older Women's Play In Public Housing Estates, Yi Izzy Jian, Tian Cheng, Wei Xuan Chen, Ka Him Mo
IASDR Conference Series
Play in later life is more than leisure—it is an act of autonomy, resistance, and identity negotiation, especially for older women navigating marginal ity in public housing. Yet, conventional urban design and social programming often fail to recognize its significance. This study investigates how play is interpreted and practiced by 39 female older adults, using semi-structured interviews and network analysis. Findings indicate that socially-driven, self-organized activities such as chatting and volunteering form the core of meaningful play, while procedural barriers and spatial limitations hinder participation in more structured, passive forms. Ageism, loneliness, and dissatisfaction with the built environment further restrict …
The Impact Of The Visual Fidelity Of Externalized Ideas On Participants' Cognitive Actions And Co-Evolution: Focusing On Generative Ai-Supported Multidisciplinary Co-Design, Yeongsong Lim, Younjoon Lee
The Impact Of The Visual Fidelity Of Externalized Ideas On Participants' Cognitive Actions And Co-Evolution: Focusing On Generative Ai-Supported Multidisciplinary Co-Design, Yeongsong Lim, Younjoon Lee
IASDR Conference Series
This study investigated the impact of the visual fidelity of externalized ideas, particularly when supported by generative artificial intelligence (GAI), on cognitive actions, co-evolution, and knowledge exchange in multidisciplinary co-design workshops. Although sketching has long served as a mediating artifact for collaboration, empirical validation is required to understand how GAI, as a visualization tool, reshapes design cognition and collaborative dynamics. A multidisciplinary co-design workshop was conducted, and data were collected through pre- and post-workshop surveys, video recordings, and post-interviews. A protocol analysis was conducted based on the participants’ verb aliz at ions during the workshop sessions, and the survey data …
Toward Robot-Driven Elderly Care Home Services And Systems In Hong Kong: An Ecosystem Perspective, Sanqi Yang, Jaehyun Park, Ting Han
Toward Robot-Driven Elderly Care Home Services And Systems In Hong Kong: An Ecosystem Perspective, Sanqi Yang, Jaehyun Park, Ting Han
IASDR Conference Series
In previous studies, researchers have highlighted the potential of robots and gerontechnologies to address the current caregiver shortage and enhance elderly care home services and systems. Yet most established robot-driven elderly care services and systems often fail to deliver value in actual service environments. Therefore, our study explores design features of robot-driven elderly care home services and systems from a service ecosystem perspective. To address this, we adopted an ecosystem theory incorporating economic, environmental, cultural, and social systems, and conducted multiple field observations in four care homes in Hong Kong. Surprisingly, we found most robot services and systems were overlooked …
Fostering Integral Sustainable Design Thinking: A Teaching Strategy For Upcycling Practice, Xin-Ya Lai, Yueh-Hsiu Giffen Cheng, Jui-Che Tu
Fostering Integral Sustainable Design Thinking: A Teaching Strategy For Upcycling Practice, Xin-Ya Lai, Yueh-Hsiu Giffen Cheng, Jui-Che Tu
IASDR Conference Series
Design centered on sustainability is gaining global momentum, requiring designers to cultivate comprehensive and integrative thinking. This trend has also reshaped design education, where instructional guidance plays a vital role in fostering students’ deeper understanding of sustainability. This study adopts Integral Sustainable Design (ISD) as both a theoretical foundation and an analytical tool to examine student upcycling projects and identify key elements for cultivating sustainability, with the aim of proposing teaching strategies for upcycling education. Through in-depth interviews with three upcycling experts and the analysis of ten student works, key elements for cultivating sustainability in upcycling were derived using grounded …
Emotional Transition And Digital Continuity: Exploring Toy Hibernation In Family Households, Yoon Jung Choi, Hayoun Moon, Jaehoon Pyon, Myounghoon Jeon, Sang Won Lee, Chase Stabolepszy, Terry Grant
Emotional Transition And Digital Continuity: Exploring Toy Hibernation In Family Households, Yoon Jung Choi, Hayoun Moon, Jaehoon Pyon, Myounghoon Jeon, Sang Won Lee, Chase Stabolepszy, Terry Grant
IASDR Conference Series
Product hibernation—when end-of-life products are kept but no longer used—poses a significant barrier to extending product lifespans within a circular economy. In households with young children, this challenge is particularly evident: toys are frequently outgrown but retained or ultimately discarded once deemed obsolete, even when fully functional. This paper presents findings from a mixed-method study involving interviews with ten families, a survey of 101 families, and an inventory analysis of thirty- three hibernating children’s toys. The study explores the reasons behind toy hibernation, revealing key motivational factors, as well as barriers to sharing when it has the highest value. Initial …
Who Designs, Who Teaches, Who Knows? Negotiating Co-Creation With Visually Impaired Children, Anqi Rong, Nina Hansopaheluwakan-Edward
Who Designs, Who Teaches, Who Knows? Negotiating Co-Creation With Visually Impaired Children, Anqi Rong, Nina Hansopaheluwakan-Edward
IASDR Conference Series
This article examines how co-creation reshapes roles, power relations, and material practices in the design of tactile learning resources for visually impaired children (VIC). Drawing on Cultural-Historical Activity Theory (CHAT) and interviews, prototyping sessions, and observations in Chinese educational settings, the study highlights three under explored dimensions of co-creation: (1) the recalibration of power from hierarchical expertise to fluid, reciprocal collaboration, (2) the active agency of tactile materials as non-human co-authors, and (3) the cultural-technical hybridity that enables design innovations to scale within broader educational and policy landscapes. Contrary to top-down or purely technological approaches, findings reveal that effective co-creation …
Hypnotic Futuring: Superflex And The Aesthetic Of Induction In Speculative Design Research, Troels Degn Johansson
Hypnotic Futuring: Superflex And The Aesthetic Of Induction In Speculative Design Research, Troels Degn Johansson
IASDR Conference Series
This paper investigates how the Danish art collective SUPERFLEX make use of actual or mediated hypnotic situations in five key artworks: Experience Climate Change as an Animal (2009), The Financial Crisis (Session I-IV) (2009), Hotline til udkanten (“Hotline for the Peripheries” (2010), The Working Life (2013), and Inter species Café (2021). Drawing on concepts from speculative design, psychoanalytic theory, and affect studies, the paper argues that SUPERFLEX uses hypnosis not only as a therapeutic tool but also as a speculative strategy. Through sound, narrative, and immersive experience, SUPERFLEX induces altered states of perception that de-center normative thinking and open imaginative …
Better Usability, Better Training? Applying Usability Evaluation To Rhythmic Auditory Stimulation Interactive System (Rasis) For Therapist-Facilitated Personalized Gait Training, Bo Liu, Yang-Cheng Lin, Yu-Hsuan Liu, Chung-Yao Chien
Better Usability, Better Training? Applying Usability Evaluation To Rhythmic Auditory Stimulation Interactive System (Rasis) For Therapist-Facilitated Personalized Gait Training, Bo Liu, Yang-Cheng Lin, Yu-Hsuan Liu, Chung-Yao Chien
IASDR Conference Series
Rhythmic Auditory Stimulation (RAS) demonstrates strong potential for gait rehabilitation in individuals with neurological disorders. However, its clinical adoption remains constrained by reliance on therapist supervision and insufficient support for home-based training. To address these limitations, we developed the Rhythmic Auditory Stimulation Interactive System (RASIS)—a digital rehabilitation platform featuring modules for case management, seamless wearable sensor pairing, dynamic rhythm adjustment, real-time gait tracking, and personalized training feedback. Guided by a user-centered design approach, RASIS was iteratively refined through demand analysis, persona modeling, and expert heuristic evaluation to resolve usability barriers. In trials with 12 clinical professionals, RASIS achieved a mean …
Beyond The Interface: How Dyad Gender Composition Shapes Ux Across Collaborative Scenarios, Mengcai Zhou, Wenjia Shi, Jingxuan Wang, Kenta Ono
Beyond The Interface: How Dyad Gender Composition Shapes Ux Across Collaborative Scenarios, Mengcai Zhou, Wenjia Shi, Jingxuan Wang, Kenta Ono
IASDR Conference Series
As collaborative digital tools and shared-screen applications proliferate, it has become essential to examine how group dynamics and physical layout jointly influence user experience. In this work, we explored how the combination of spatial setting and gender composition shapes interaction in a two- player digital game. Eleven dyads (22 participants) — composed of female–female, male–male, and mixed-gender pairs — played a self-developed iPad table-tennis game under two contrasting conditions: seated face-to-face at the same table and playing remotely from separate rooms. Following each match, they completed a 21-item questionnaire adapted from the Game Experience Questionnaire (GEQ) to capture perceived engagement …
Understanding Imaginative Play And Physical Activity Through Tangible Design: A Longitudinal Evaluation Of The Bee Buzz Buddy, Yuehao Wang, Alethea Blackler, Bernd Ploderer, Nicole Vickery, Dannielle Tarlinton
Understanding Imaginative Play And Physical Activity Through Tangible Design: A Longitudinal Evaluation Of The Bee Buzz Buddy, Yuehao Wang, Alethea Blackler, Bernd Ploderer, Nicole Vickery, Dannielle Tarlinton
IASDR Conference Series
This study explores the potential of the Bee Buzz Buddy prototype, a tangible interaction design, in encouraging young children’s indoor physical activity through imaginative play. It examines how such designs can support full-body movement and foster sustained engagement in physical activity. The prototype was tested in participants’ homes for two months, using a mixed-methods approach that included observations, parent interviews, and diary logs to assess its impact. Key findings show that while the prototype effectively promoted physical activity and movement skills development through imaginative play, long-term engagement declined over time. The study highlights the importance of metaphors and pretend scenarios …
Uncovering Usability Problems Of A Hospital Online Appointment Platform: Insights From Hierarchical Task Analysis And Cognitive Walkthrough, Yongsheng Tan, Yu-Hsiu Hung, Ching-Yi Yau
Uncovering Usability Problems Of A Hospital Online Appointment Platform: Insights From Hierarchical Task Analysis And Cognitive Walkthrough, Yongsheng Tan, Yu-Hsiu Hung, Ching-Yi Yau
IASDR Conference Series
To date, online appointment platforms (OAPs) have achieved widespread adoption within healthcare systems. While they offer significant convenience, they also present considerable challenges during use, particularly for inexperienced novice users or individuals who did not grow up in the internet era. Therefore, identifying usability issues within these online systems and analyzing their attributes and potential impact is essential. This study employed the Hierarchical Task Analysis (HTA) and Cognitive Walk through (CW) evaluation methods to analyze usability problems in an OAP. First, HTA was utilized to decompose the OAP process into a series of executable tasks. Subsequently, CW was applied to …