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Articles 24631 - 24660 of 792419
Full-Text Articles in Entire DC Network
Exploring Annotation-Enabled Co-Design In Social Vr With Photogrammetric Childcare Rooms, Yuki Taoka, Fuyumi Iwasawa, Kaho Kagohashi, Shiori Fujimaki, Momoko Nakatani, Shigeki Saito
Exploring Annotation-Enabled Co-Design In Social Vr With Photogrammetric Childcare Rooms, Yuki Taoka, Fuyumi Iwasawa, Kaho Kagohashi, Shiori Fujimaki, Momoko Nakatani, Shigeki Saito
IASDR Conference Series
Co-design is essential for creating innovation and acceptable solutions, yet scheduling and on-site access often make in-person sessions infeasible. Social virtual reality (VR) is emerging as a promising alternative for co-design efforts. However, the specific challenges associated with VR make it difficult to directly apply co-design methods that are effective in traditional in-person workshops. This study aims to propose and evaluate a novel co-design method using social virtual reality (VR) for asynchronous collaborative designing in the context of childcare. The virtual environment included photo gram metric scans of a childcare room to simulate on-site design activities virtually, as well as …
Towards Emotional Technology: A Framework To Evaluate Culturally Resonant Immersive Storytelling Design, Stefania Palmieri, Giuseppe Lotti, Mario Bisson, Eleonora D'Ascenzi, Claudia Spinò
Towards Emotional Technology: A Framework To Evaluate Culturally Resonant Immersive Storytelling Design, Stefania Palmieri, Giuseppe Lotti, Mario Bisson, Eleonora D'Ascenzi, Claudia Spinò
IASDR Conference Series
In an increasingly convergent landscape where Design, Art, and Technology intersect to transcend disciplinary boundaries, immersive storytelling design is emerging as a strategic tool for crafting experiences that are both culturally resonant and creatively compelling. This paper aligns with such a trajectory by exploring the potential of 360-degree video (an apparently “lower-tier” technology compared to more advanced extended reality solutions) as an expressive medium capable of activating culturally grounded narrative forms. Despite this potential, a significant gap persists in the literature: the absence of structured frameworks for evaluating the effectiveness of immersive content, particularly in terms of its emotional and …
Design As Practice: A Pedagogical Exploration Of Friendly Living Space Through Digital Simulation, Tzu-Han Cheng, Chih-Ping Chen, Li-Chieh Chen
Design As Practice: A Pedagogical Exploration Of Friendly Living Space Through Digital Simulation, Tzu-Han Cheng, Chih-Ping Chen, Li-Chieh Chen
IASDR Conference Series
This study explores the co-laboration of design aesthetics and digital teaching methodologies in creating friendly living spaces. In contemporary society, the demand for human-centered, sustainable, and emotionally resonant environments has increased interest in spatial design that prioritizes well-being, social interaction, and environmental consciousness. The concept of a friendly living space extends beyond traditional residential design by emphasizing the inter connectedness between individuals and their physical and social environments. The research investigates how design aesthetics—such as spatial layout, material selection, and lighting—can enhance comfort and emotional experiences. It further examines how digital technologies, particularly virtual reality and simulation tools, can support …
A Design And Feasibility Study Of Virtual Navigation Tasks For Early-Stage Alzheimer's Disease Detection, Cuiyi Lin, Peiheng Cai, Zhuoya Wang, Ruyin Zhang, Weining Ning, Min Hua
A Design And Feasibility Study Of Virtual Navigation Tasks For Early-Stage Alzheimer's Disease Detection, Cuiyi Lin, Peiheng Cai, Zhuoya Wang, Ruyin Zhang, Weining Ning, Min Hua
IASDR Conference Series
Early detection of Alzheimer's disease (AD) is critical, with spatial navigation impairment being a promising biomarker. This study validates the feasibility of using immersive navigation tasks in Virtual Reality (VR) and Mixed Reality (MR) for cognitive screening. By integrating design thinking into task construction, the study also examines how narrative framing and spatial layout influence user comprehension and engagement. Eleven healthy young adults completed the Montreal Cognitive Assessment (MoCA) and performed egocentric and allocentric navigation tasks across three difficulty levels on Meta Quest 3. Results demonstrated high task accuracy in both environments, with MR showing significantly lower motion sickness and …
From Experience To Insight: Entangled Learning In Craft-Based Design Practices, Monja Hirscher, Irene Posch
From Experience To Insight: Entangled Learning In Craft-Based Design Practices, Monja Hirscher, Irene Posch
IASDR Conference Series
In this paper, we discuss process-oriented and craft-based design practice as an educational approach, and propose it as a context for acquiring experiential knowledge within design. We examine the extent to which such design practice is informed by its context and entanglements, as well as the learnings that arise from them. Interviews with five participants from a university course in a bachelor’s program in Design and Technology (teacher training) trace experiential and cognitive processes that allow us to understand the informing qualities of the entanglements that may arise. Bodymind and practice inform each other and form the context for entanglements …
The Creative Process In Interdisciplinary Teams: A Dual Mechanism Model, Shyhnan Liou, Chi-Yue Chiu, Ingri P. Hernandez Sibo, Davi A. Gomez Celis, Yu-Chen Chen, Shin-Bou Lin, Shu-Ting Ai, Chi-Yi Chang
The Creative Process In Interdisciplinary Teams: A Dual Mechanism Model, Shyhnan Liou, Chi-Yue Chiu, Ingri P. Hernandez Sibo, Davi A. Gomez Celis, Yu-Chen Chen, Shin-Bou Lin, Shu-Ting Ai, Chi-Yi Chang
IASDR Conference Series
Interdisciplinary teams are crucial for organizational innovation but face a dual-process challenge: disciplinary differences can either foster creativity-enhancing integrative complexity or hinder it through intellectual centrism. This study examines these opposing mechanisms and their contingent factors. Drawing on paradox theory, we propose that conflict arising from disciplinary differences activates: (1) integrative complexity (the differentiation and integration of contradictory perspectives), which enhances creative performance; and (2) intellectual centrism (a rigid adherence to one’s discipline), which inhibits creativity. Paradoxical task framing (e.g., pursuing novelty and practicality) intensifies both mechanisms. Notably, these effects primarily emerge during the convergent phase (idea selection) of the …
Bridging Data Gaps In Automotive Hmi: A Triple Diamond Framework For Data-Driven Design And Cross-Functional Collaboration Through Interactive Dashboard, Zhenli Liu
IASDR Conference Series
Automotive Human-Machine Interface (HMI) innovation faces a critical paradox: user-centred design in software-defined vehicles requires agility. However, this demand conflicts with the rigidity of manufacturing's stage-gate processes, resulting in a systemic challenge. This research delves into the complex issues of fragmented data practices and cross-functional collaboration in HMI design. A mixed- methods qualitative study within an automotive UX design department revealed barriers including varying data literacy, fragmentation, and silos. To address these challenges, the research introduces emerging technology - Business Intelligence (BI) System that enables real-time visualisation of data and facilitates seamless access across multidisciplinary teams by user insights dashboard, …
Memories Evoked By Prototypes: Proposal Of A Priming-Based Method To Foster Co-Creation, Keita Mitomi, Seiko Shirasaka
Memories Evoked By Prototypes: Proposal Of A Priming-Based Method To Foster Co-Creation, Keita Mitomi, Seiko Shirasaka
IASDR Conference Series
Our results indicate that personal memory connections—rather than prototype fidelity per se—appear to be more strongly associated with stakeholders’ willingness to co-create with early-stage prototypes. Although prior work emphasizes prototype fidelity in relation to willingness to co-create, the cognitive interpretation process by which people make sense of prototypes remains a black box. We model interpretation as a memory-based mapping process: viewers (i) notice prototype cues, (ii) recall relevant experiences, (iii) map specific elements from those memories onto the cues (“mapped base nodes”), and (iv) update their mental image of the final product. A formative think-aloud study (n = 6) with …
Heuristic Evaluation Of Interaction Structure For A Pediatric Emotional Care Mobile App, Chia-Yin Yu
Heuristic Evaluation Of Interaction Structure For A Pediatric Emotional Care Mobile App, Chia-Yin Yu
IASDR Conference Series
This study presents the user-centered development and heuristic evaluation of a mobile application designed to support emotional care for children aged three to six during medical visits. Drawing on a spiral development model, the research integrated expert interviews, caregiver surveys, and user interviews to define user needs, identify use scenarios, and establish a comprehensive interaction structure. Four primary functions were proposed: (1) symptom tracking, (2) health education, (3) disease information, and (4) therapeutic games. Based on the defined structure, a static prototype was created and evaluated through a heuristic evaluation by five interdisciplinary experts using Nielsen’s usability principles. The heuristic …
Designing Wearable-Supported Contextualised Eco-Feedback System For Enhancing Sustainable Office Energy Behaviour, Leheng Chen, Jiayi Chen, Nianchong Qu, Qi Wang, Yongqi Lou
Designing Wearable-Supported Contextualised Eco-Feedback System For Enhancing Sustainable Office Energy Behaviour, Leheng Chen, Jiayi Chen, Nianchong Qu, Qi Wang, Yongqi Lou
IASDR Conference Series
As global environmental challenges intensify, sustainable human-computer interaction (SHCI) research has gained increasing importance. Eco-feedback technology, which monitors and provides feedback on individuals' environmental impact, plays a crucial role in promoting sustainable behaviors. However, existing eco-feedback mechanisms exhibit significant limitations, including monotonous feedback formats and content, lack of fine-grained perception of individual energy behaviors and personalized feedback, and inadequate integration of multi-source energy information for real-time targeted responses. These limitations result in users' vague understanding of their energy consumption patterns and difficulty translating energy conservation awareness into concrete actions. This problem is particularly pronounced in office environments where users typically …
Participatory Design Insights From Ai Mobility Projects In Amsterdam, Heng Gu, Senthil Chandrasegaran, Euiyoung Kim
Participatory Design Insights From Ai Mobility Projects In Amsterdam, Heng Gu, Senthil Chandrasegaran, Euiyoung Kim
IASDR Conference Series
How much participation is “enough” for artificial intelligence (AI) in public space? We investigate three Amsterdam urban mobility system (UMS) projects —crowd-monitoring cameras, parking-scan vehicles and value-based routing—to examine participatory trajectory with the goal of projecting legitimacy beyond technical execution. To trace who gained voice (and when) across conception, deployment, and operation of the projects, we combined Arnstein’s Ladder and stakeholder mapping as a minimal toolkit. Findings reveal recurrent gaps and challenges in identifying and engaging impacted stakeholders. We sought first-hand, in-depth accounts from project managers of the UMS projects to offer richer context to the decisions made throughout the …
Fostering Student Empowerment Through Co-Design-Based Learning: An Exploratory Study In Special Schools In Hong Kong, Xi Liu, Henry Ma, Newman Lau, Tulio Maximo
Fostering Student Empowerment Through Co-Design-Based Learning: An Exploratory Study In Special Schools In Hong Kong, Xi Liu, Henry Ma, Newman Lau, Tulio Maximo
IASDR Conference Series
Participatory Design (PD) has been applied in technology and design education to foster empowerment. However, its application in special education remains under explored. To address this gap, this study proposes a PD method called Co-design-based Learning (CoDBL), which aims to foster digital literacy, design skills, and a sense of empowerment among students in special education. An exploratory case study was conducted in two special schools in Hong Kong to implement the CoDBL method. This study examined students’ learning experiences and perceived empowerment outcomes, as reported by both students and teachers. Additionally, challenges of implementing CoDBL in special education were identified, …
Application Study Of Adhd Design Based On Kano-Qfd-Z-Pareto Methods, Zixiang Feng, Yiwei Mo, Zhaochuan Fang, Wenjinhan Chen
Application Study Of Adhd Design Based On Kano-Qfd-Z-Pareto Methods, Zixiang Feng, Yiwei Mo, Zhaochuan Fang, Wenjinhan Chen
IASDR Conference Series
In the past and current research and design practices, individuals with ADHD are predominantly defined as “patients,” with most design efforts focusing on the normalization needs of children and adolescents. However, there remains a significant gap in addressing the everyday and social support needs of adults with ADHD. This study adopts the lens of neuro diversity to explore the intersection of social and personal needs among adults with ADHD. By integrating the Kano-QFD-Z-Pareto methodology, the research systematically identifies and translates user needs into actionable design elements. Through a comprehensive literature review and Kano model analysis, 17 core user needs were …
Research On The Design Method Of Cultural And Creative Products Of The Palace Museum In Beijing Based On Empathy, Xingjie Yan, Zhiyu Zhao
Research On The Design Method Of Cultural And Creative Products Of The Palace Museum In Beijing Based On Empathy, Xingjie Yan, Zhiyu Zhao
IASDR Conference Series
Nowadays, visual communication designers are paying more and more attention to audience experience. Design should not only meet aesthetics and functionality, but also meet the emotional needs of users. The EDIPT design thinking model, which begins with empathy as its foundational step and upholds the concept of "perception from the user's perspective," equips designers with a wealth of thought processes and practical skills. Furthermore, it facilitates the transformation and upgrading of cultural and creative products that effectively connect users, culture, and creativity. As a country with a long cultural history, China has good research value based on Chinese culture. The …
"Just Summarize It In A Bite-Sized Way": Evaluating A Conversational Agent To Support Information-Seeking About Motor Neurone Disease Management, Allison Hall, Mark Quinlan, Wen Mo, Youngjun Cho
"Just Summarize It In A Bite-Sized Way": Evaluating A Conversational Agent To Support Information-Seeking About Motor Neurone Disease Management, Allison Hall, Mark Quinlan, Wen Mo, Youngjun Cho
IASDR Conference Series
People with Motor Neurone Disease (MND) and those who care for people with MND require timely, accurate information to manage a progressively debilitating condition. However, common information- seeking tools such as search engines, online forums, and websites can be inaccessible, misleading, or overwhelming. This paper evaluates a prototype of a conversational agent designed with input from people with MND, carers, and professionals who work directly with people with MND. Study 1 identified participants unmet informational needs and source preferences through surveys and interviews. Drawing on the information needs and evidence-based sources specified by participants, a conversational agent prototype was created …
Peacebuilding: Scoping An Empathic Design Approach Through Speculative Fiction, Koskinen Ilpo, Philip Ely, Markus Wernli
Peacebuilding: Scoping An Empathic Design Approach Through Speculative Fiction, Koskinen Ilpo, Philip Ely, Markus Wernli
IASDR Conference Series
Despite an apparent period of geopolitical stability following the establishment of the UN in 1945, questions of war and peace remain as perennial concerns. . This paper presents an attempt to scope a design approach for peace building. It grounds its approach on Johan Galtung’s notion of positive peace as justice and John Paul Lederach’s middle-ground theory of peace building but underlines the importance of an empathic dialogue that brings parties in conflict together to find common ali ties and develop skills useful in post-conflict societies. The paper scopes an approach through a piece of speculative fiction about a design …
"A Second Glance": Anthropomorphic Tools As Speculative Companion, Yixuan Wei, Dag Aarsland, Wei Liu
"A Second Glance": Anthropomorphic Tools As Speculative Companion, Yixuan Wei, Dag Aarsland, Wei Liu
IASDR Conference Series
This paper explores how anthropomorphic design can function as a speculative pathway toward alternative futures. Drawing on the vision of design as a form of critical speculation, it proposes that endowing objects with human-like qualities, often accompanied by unexpected behaviours and effects, invites new modes of engagement that are emotional and narratives of the self. By examining selected design cases and artefacts that evoke anthropomorphic thinking, the study argues that such designs do not simply imitate life but provoke reflections on human entanglement with objects they live around and interact with every day, the fragility of agency, and the companionship …
Game Experience For Psychological Well-Being: Design Translation And Practice Based On The Perma Model, Jing Zhao, Runyan Wang
Game Experience For Psychological Well-Being: Design Translation And Practice Based On The Perma Model, Jing Zhao, Runyan Wang
IASDR Conference Series
With the growing demand for mental health and the development of digital interactive media, using games to address psychological well-being has become increasingly possible. To address the current lack of effective translation of psychological theories into game experience design, this study introduces the PERMA model from positive psychology and proposes a game experience design approach oriented toward psychological well-being. Through user research, key needs were identified, and design exploration was carried out across four dimensions: visual, narrative, interaction, and theory. The interactive effect was implemented using the Unity engine and Kinect somatosensory technology. The design practice employed both NPS and …
The Aesthetic Appeal Of Visual Flow: A Kansei Engineering Study On Attractive Factors Of Motion Graphics In An Immersive Environment, Hsin-Jui Chen, Tzu-Wei Tsai
The Aesthetic Appeal Of Visual Flow: A Kansei Engineering Study On Attractive Factors Of Motion Graphics In An Immersive Environment, Hsin-Jui Chen, Tzu-Wei Tsai
IASDR Conference Series
As immersive media continues to evolve as a dominant paradigm in digital design, understanding how motion graphics shape users’ emotional engagement and sensory perception has become a critical issue in visual communication research. This study examines the relationship between visual design elements in immersive motion graphics and users’ Kansei experiences, aiming to identify key attraction factors and their corresponding quality attributes. Grounded in the framework of Kansei Engineering, in-depth interviews were conducted using the Evaluation Grid Method (EGM), resulting in the identification of eight representative attraction factors. These factors were further analyzed using the Kano Model, Customer Satisfaction Coefficients (CS/DS), …
Encountering Automation Surprise In Everyday Automated Driving: An Exploratory Phenomenological Inspired Study Using A Wizard‐Of‐Oz Vehicle On Real Motorways, Haoyu Dong, Yuanzi Wang, Pavlo Bazilinskyy, Miguel Bruns, Marieke Martens
Encountering Automation Surprise In Everyday Automated Driving: An Exploratory Phenomenological Inspired Study Using A Wizard‐Of‐Oz Vehicle On Real Motorways, Haoyu Dong, Yuanzi Wang, Pavlo Bazilinskyy, Miguel Bruns, Marieke Martens
IASDR Conference Series
Automation Surprise (AS) has traditionally been studied as a system‐ or user‐induced failure in high‐risk or safety‐critical domains. However, as automated vehicles (AVs) enter everyday mobility, wearguefora shift in perspective: from As as failure, to ASasalivedexperience. This study explores how ASunfolds during non‐critical automated driving, using a phenomenologically informed, design research approach. We conducted a Wizard‐of‐Ozstudy in which participants experienced automated driving on realroads. By mainly interpreting interview data, we show how subtle mismatches between AVbehaviouranduser expectations can trigger surprise, even when the system performs technically correctly. These moments involved embodied sensations, attentionalshifts, and sensemaking of the environment. We propose …
A User Experience Model Of Artificial Empathy: Learn From Constructing An Evaluation Scale, Chiju Chao, Zhiyong Fu
A User Experience Model Of Artificial Empathy: Learn From Constructing An Evaluation Scale, Chiju Chao, Zhiyong Fu
IASDR Conference Series
As intelligent products increasingly permeate daily life, artificial empathy - the ability of intelligent systems to understand and respond to human emotions - has become crucial to enhancing user experience. However, existing research lacks a systematic user experience structural model and effective evaluation tools, resulting in fragmented design goals and inconsistent assessment criteria. This study aims to construct a user experience model for artificial empathy using a scale development approach. Based on literature review, semi-structured interviews, thematic analysis, expert workshop, and multiple rounds of surveys (N = 500), four key dimensions were identified: Emotional Affordance, Behavioural Reliability, Perceived Personification, and …
Transforming Technological Factors Into Learning Outcomes Of Product Design: The Mediating Role Of Soe In Iiles, Wang Xinyan, Hsu Yen, Xu Rui
Transforming Technological Factors Into Learning Outcomes Of Product Design: The Mediating Role Of Soe In Iiles, Wang Xinyan, Hsu Yen, Xu Rui
IASDR Conference Series
The rapid development of immersive technologies has brought revolutionary transformation to learning environments, with escalating scholarly interest in their impact on learning effectiveness. As a composite discipline that integrates theory with practice, as well as art with technology, design education imposes particularly stringent requirements on Immersive-Interactivity Learning Environments (IILEs). Therefore, this study takes product design courses as a task to comprehensively examines the complex interplay among immersion, interactivity, cognitive load, and learning outcomes within IILEs, with particular emphasis on the mediating role of Sense of Embodiment (SoE) between technological factors and learning outcomes. Employing a rigorous mixed-methods approach, the research …
Embodied Collaboration Game Design: Exploring Parent-Child Emotional Bonding Through Motion-Based Interaction, Yufei Zeng, Mengting Xue, Zhizhi Wang, Junjie Zhang
Embodied Collaboration Game Design: Exploring Parent-Child Emotional Bonding Through Motion-Based Interaction, Yufei Zeng, Mengting Xue, Zhizhi Wang, Junjie Zhang
IASDR Conference Series
In contemporary family life shaped by digital media, face-to-face communication between parents and children is increasingly limited. Traditional companion-style games often fail to support both emotional bonding and collaborative interaction. Grounded in embodied cognition theory, this study introduces a motion-based parent–child game with a “lighting–collection” mechanism and role-based task division. The system promotes non-verbal coordination and physical cooperation in a non-competitive setting. A mixed-method study involving eight families with children aged 6–9 evaluated its impact through behavioural observation, task performance, and emotional feedback. Results show that embodied interaction provides a novel channel for engagement beyond verbal exchange, while non-verbal collaboration …
Challenges And Opportunities Of Teaching Sustainable Interaction Design, Jonas Frich, Nicola Besana, Eli Blevis, Davide Spallazo, Amna Qureshi, Jonna Häkkilä, Peter Gall Krogh, Marianne Graves Petersen
Challenges And Opportunities Of Teaching Sustainable Interaction Design, Jonas Frich, Nicola Besana, Eli Blevis, Davide Spallazo, Amna Qureshi, Jonna Häkkilä, Peter Gall Krogh, Marianne Graves Petersen
IASDR Conference Series
This paper explores the challenges and opportunities of teaching Sustainable Interaction Design within higher education. Focusing on the integration of sustainability aspects into interaction design curricula, the paper examines the pedagogical approaches used to educate students as well as the students experience of having taken part in sustainability-related courses. Through a combination of interviews about student experiences, educator reflections, and analysis of students’ design projects, the study outlines key insights like the importance of students’ personal awareness and difficulty in moving from theory to practice. We consider how these insights can represent both challenges and opportunities and end by proposing …
Urban Furniture Design Strategies Based On The Concept Of Circular Economy, Youzhi Chen, Chi Hang Lo, Kin Wai Michael Siu, Xin Liu
Urban Furniture Design Strategies Based On The Concept Of Circular Economy, Youzhi Chen, Chi Hang Lo, Kin Wai Michael Siu, Xin Liu
IASDR Conference Series
This study aims to explore how to design circular urban furniture in order to address the sustainability challenges faced by existing urban furniture. Firstly, the concept of the circular economy was outlined, and its four resource flow design principles were summarized, namely narrowing resource flows, slowing resource flows, closing resource flows, and regenerating resource flows. Secondly, a new definition and classification were proposed based on a review of the existing definitions and classifications of urban furniture. Then, the current state of research and practice on circular design in urban furniture was reviewed, and the research gap was identified. Finally, a …
Cultural Resonance – Understanding Food Cultures To Inform Adaptive Ai For Healthy And Sustainable Eating, Emily Groves, Zeynep Erol, Sebastian Baez-Lugo, Nicolas Henchoz, Margherita Motta
Cultural Resonance – Understanding Food Cultures To Inform Adaptive Ai For Healthy And Sustainable Eating, Emily Groves, Zeynep Erol, Sebastian Baez-Lugo, Nicolas Henchoz, Margherita Motta
IASDR Conference Series
applications in this domain often disregard the complex array of factors that shape food perceptions and practices, leading to exclusion and disengagement. At the same time, AI offers opportunities to adapt digital systems based on individual preferences and behaviours. This paper reports the first stage of work to design an AI-powered digital tool that introduces users to principles of healthy and sustainable eating across different cultural contexts. Using cultural probes and semi-structured interviews, we investigate lived experiences and socio-cultural connections to food and eating practices. Our findings reveal the diversity of eating frameworks and highlight the need for adaptive AI …
Improving The User Experience Of A Digital Twin-Based Mobile Application For Blood Glucose Management, Jeonghyeon We, Eunsu Noh, Jihye Choi, Jihwan Yoon, Jungmin Choi, Wonsup Kim
Improving The User Experience Of A Digital Twin-Based Mobile Application For Blood Glucose Management, Jeonghyeon We, Eunsu Noh, Jihye Choi, Jihwan Yoon, Jungmin Choi, Wonsup Kim
IASDR Conference Series
This study aims to improve the user experience of a digital twin–based mobile application for blood glucose management in individuals with type 1 diabetes. Many existing mobile applications do not adequately support users in anticipating changes in blood glucose levels or in taking appropriate actions. Through interviews with patients, we identified key challenges including anxiety from unpredictable glucose fluctuations, limited support for lifestyle choices, and low motivation for continuous data logging. To address these issues, we designed a mobile interface that visualizes glucose trends alongside meals, exercise, and insulin intake. It features a digital twin character for intuitive feedback and …
Embodied Interaction And Video Re-Narration: A Participatory Framework For Script-Based Cultural Heritage -– The Case Of Nüshu, Jiaa Peng, Yia Xiao
Embodied Interaction And Video Re-Narration: A Participatory Framework For Script-Based Cultural Heritage -– The Case Of Nüshu, Jiaa Peng, Yia Xiao
IASDR Conference Series
Script systems such as Nüshu—a unique writing system created and used exclusively by women— function as composite cultural carriers, integrating linguistic utility, visual configuration, and ritual practice. They embody identity and emotional bonds within specific communities. As digital culture dissemination accelerates, interactive video has emerged as a promising pathway for the regeneration of such cultural resources. However, existing digitalization approaches often suffer from limited sensory engagement, inadequate contextual restoration, and superficial participatory frameworks, which fail to convey the complex cultural structures and socio cultural significance of these systems. This study centres on the immersive interactive video installation Zuo Ge Tang …
Modeling The Dynamic Agency In Human-Ai Collaboration, Shyhnan Liou, Chi-Yue Chiu, Ingri P. Hernandez Sibo, Yu-Chen Chen, I Jen Wang, Shin-Bou Lin, Shu-Ting Ai, Chi-Yi Chang
Modeling The Dynamic Agency In Human-Ai Collaboration, Shyhnan Liou, Chi-Yue Chiu, Ingri P. Hernandez Sibo, Yu-Chen Chen, I Jen Wang, Shin-Bou Lin, Shu-Ting Ai, Chi-Yi Chang
IASDR Conference Series
This paper presents a novel theoretical model conceptualizing the Sense of Agency (SoA) as foundational to ethical and effective human-AI collaboration. Moving beyond instrumentalist views of AI, we frame human-AI interaction as a dynamic, dyadic process wherein both humans and AI systems continuously assess, interpret, and adapt to perceptions of their own agency and that of their partner in real time. Grounded in philosophy of mind (intentional agency), psychological principles (Self- Determination Theory (SDT), equi finality), and systems engineering, our model introduces a quadripartite agency framework: the human’s first-person SoA, the human’s perception of AI agency, the AI’s computational self-agency, …
Design For All: Mitigating Systemic Bias And Hidden Violence In Ai Voice Assistants For Visually Impaired Users, Jie Meng, Yufei Zhang, Ziwei Lin
Design For All: Mitigating Systemic Bias And Hidden Violence In Ai Voice Assistants For Visually Impaired Users, Jie Meng, Yufei Zhang, Ziwei Lin
IASDR Conference Series
AI voice assistants promise greater accessibility, yet misalignments in their design can reproduce systemic bias. This study examines the usability of AI voice assistants for blind and low-vision users through a multi-method qualitative approach. We combined a literature review with observation- assisted usability sessions (n = 23) and semi-structured interviews (n = 8) with participants in China and the UK. Thematic ally analysing the corpus in NVivo 14, we identified four recurring challenges: elevated task error rates; limited recognition of diverse accents alongside vague or inconsistent auditory feedback; interface barriers that embed visual dependencies; and a resulting sense of exclusion …