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Articles 12151 - 12180 of 572429
Full-Text Articles in Arts and Humanities
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 …
Sensing Soil Habitability: Relational Data For Multispecies Attunement, Diya Samit, Mathias Funk, Bahareh Barati
Sensing Soil Habitability: Relational Data For Multispecies Attunement, Diya Samit, Mathias Funk, Bahareh Barati
IASDR Conference Series
Design research increasingly engages with ecological complexity through the emerging bodies of More- than-Human design (MtHD) and biodesign. While these fields share topical concerns, they differ in their onto-epistemological orientations, particularly in how they employ data. Biodesign often harnesses data to engineer novel functions in living systems, whereas MtHD emphasizes relationality, care, and designing with other-than-humans. Despite growing interest in bridging these perspectives, data practices at their intersection remain predominantly representational or oriented towards instrumental control. This paper responds to calls for rethinking data by introducing Soil Habitability as both a conceptual and methodological lens, grounded in an exploratory research-through-design …
Mapping Taiwan's Design Ecosystem: A Policy-Oriented Approach, Tang-Ling Kuo, Li-Ting Huang
Mapping Taiwan's Design Ecosystem: A Policy-Oriented Approach, Tang-Ling Kuo, Li-Ting Huang
IASDR Conference Series
Amid the rising international recognition of design as a driver of innovation, this study addresses a gap in the design policy literature regarding the under representation of non- Western perspectives by adapting and contextual ising European-derived ecosystem frameworks to Taiwan’s unique policy environment. This paper presents a comprehensive case study of Taiwan’s design ecosystem, using a policy-oriented mapping approach to support agenda-setting and the formation of a national design policy. Drawing on a mixed-methods participatory design research process (2020–2024), the study conducts a stakeholder analysis, performs a strengths, weaknesses, opportunities, and threats (SWOT) assessment, and offer strategic policy recommendations. The …
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 …
Visual Translation Of Sustainable Brand Strategy: A Packaging Design Application, Yun-Fei Li
Visual Translation Of Sustainable Brand Strategy: A Packaging Design Application, Yun-Fei Li
IASDR Conference Series
In the growing emphasis on sustainability communication, brands increasingly rely on visual design to convey core values such as nature, transparency, and responsibility. Yet translating established sustainability strategy indicators into tangible, consistent visual languages remains a critical gap in design practice. Building on Li’s (2025) framework of five dimensions and seventeen strategy indicators, this study invited senior designers with extensive experience in sustainable personal care products to interpret and generate rich visual vocabularies. Using the KJ method, over 200 items were clustered into ten distinct design expressions—such as “trust and quality assurance,” “eco-friendly materials and packaging visibility,” and “emotional and …
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 …
Hybrid Prototyping Design Framework For Npd: A Case Study Of Industry-Academia Collaboration, Tsu-Yu Shen, Chien-Hsu Chen, Wei-Ting Hsiao, Tse-Yen Yeh
Hybrid Prototyping Design Framework For Npd: A Case Study Of Industry-Academia Collaboration, Tsu-Yu Shen, Chien-Hsu Chen, Wei-Ting Hsiao, Tse-Yen Yeh
IASDR Conference Series
With the increasing digitization of design tools, virtual collaboration has become increasingly prevalent in design teams. Within teams composed of members from diverse backgrounds, Visual Design Representations (VDRs) serve as crucial mediators for communication and collaboration. While the emergence of generative AI has accelerated the visualization of design concepts, the experiential insights gained through physical prototyping remain irreplaceable in practical design processes. Numerous studies have also emphasized that both virtual and physical prototypes possess distinct communicative advantages and are suited to different contexts, while hybrid prototyping can enhance iterative efficiency. This study uses an industry-academia collaboration project focused on titanium …
Exploring An Exhibition Model To Create An Accessible Entry Point To Traditional Crafts, Yoshimune Ishikawa
Exploring An Exhibition Model To Create An Accessible Entry Point To Traditional Crafts, Yoshimune Ishikawa
IASDR Conference Series
Traditional crafts embody the skills and knowledge cultivated in local communities and passed down through generations, preserving unique regional cultures and identities. However, these traditions are now in rapid decline, facing challenges such as a shortage of successors, a lack of materials, and a declining public interest due to changing consumer lifestyles. While administrative bodies and museums are working to counteract this trend through exhibitions, this study explores a new exhibition model designed to create a more accessible entry point to traditional crafts. To this end, we held an exhibition in 2024 featuring "Nomin Bijutsu" (Farmers' Art), a traditional craft …
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 …
The Institutionalisation Of Tactical Urbanism: Insights From Genova Street Lab Project, Elisa Cinelli, Laura Galluzzo, Carla Baldissera, Giovanni Lanza
The Institutionalisation Of Tactical Urbanism: Insights From Genova Street Lab Project, Elisa Cinelli, Laura Galluzzo, Carla Baldissera, Giovanni Lanza
IASDR Conference Series
Co-creation is increasingly emerging as a strategic and interdisciplinary approach to urban regeneration, particularly in contexts characterized by social complexity and spatial fragmentation. This paper explores the potential of tactical urbanism, a more and more consolidated approach, as a tool for transforming public space through participatory processes. The paper presents the experience of Genova Street Lab, a pilot project launched in 2024 in the Sampi erd arena district of Genoa, aimed at improving the quality and safety of public spaces, with a particular focus on home-to-school routes. Promoted by the Urban Planning and Smart Mobility Departments of the Municipality of …
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, …
The Many Chefs In The Ai Kitchen: Collaborative Ai Design And Development In Oncology, Ning Fang, Victoria Bruno, Nick Ruijs, Jon Pluyter, Lin‐Lin Chen, Mathias Funk
The Many Chefs In The Ai Kitchen: Collaborative Ai Design And Development In Oncology, Ning Fang, Victoria Bruno, Nick Ruijs, Jon Pluyter, Lin‐Lin Chen, Mathias Funk
IASDR Conference Series
Advancements in artificial intelligence (AI) are redefining innovation in healthcare. In the radiology do‐ main, advanced AI systems have shown promising performance in medical tasks such as tumordetection and treatment plan. Given the multidisciplinary nature of the medical AIdevelopmentteam, challenges in collaboration, design, and integration are common. Forexample, the design lens is less present, researchers from different disciplines speak different languages, and clinicians as the end‐users often play the external consultant role rather than team members. To address these gaps, we present the development of a col‐ labor ation platform, an AI‐assisted computer‐aided diagnosis (CAD) system for radiology, usinga Research …
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 …
Heritaverse: A Framework Integrating Cultural Heritage In Immersive Interactive Experience, Yuxuan Xiao, Shucheng Zheng, Zhongjian Song, Tingting Zhu, Ximu Sun, Chenyang He, Ruoyu Qiu, Xue Wu, Yiqing Zhao, Yaning Li, Meng Li
Heritaverse: A Framework Integrating Cultural Heritage In Immersive Interactive Experience, Yuxuan Xiao, Shucheng Zheng, Zhongjian Song, Tingting Zhu, Ximu Sun, Chenyang He, Ruoyu Qiu, Xue Wu, Yiqing Zhao, Yaning Li, Meng Li
IASDR Conference Series
In cultural heritage (CH) context, immersive interactive experience can benefit user experience and participation, while enhancing their cultural identity. However, few studies integrate both tangible and intangible CH elements in the same immersive environment. Meanwhile, thereisalsoalackofa systematic design framework to guide the whole design process of creating immersive interactive CH experiences. In response to the research challenges, this study firstly proposes a design framework named Her it averse, whichcan helpco-design with multi-stakeholders, capture and integrate various representative CHelements, and design for emotional experience. To understand the potential of the framework in real design practices, weselect Azheke Villageat Hani Rice Terracesin …
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 …
A Component-Based Approach For Developing Actions In Non-Humanoid Elderly Care Robots, Danyal Sarfraz, Ulugbek Vahobjon Ugli Ismatullaev, Kwanmyung Kim
A Component-Based Approach For Developing Actions In Non-Humanoid Elderly Care Robots, Danyal Sarfraz, Ulugbek Vahobjon Ugli Ismatullaev, Kwanmyung Kim
IASDR Conference Series
Developing expressive motion for non-humanoid companion robots is a growing area of research in human–robot interaction. This study presents a hybrid design approach that integrates designer-led ideation with user-based empirical validation to develop physical actions for Lemmy, a two-wheeled companion robot for elderly users. The research followed a three-stage process: designer workshops produced an initial action catalogue; pairwise comparison testing with older adults identified preferred variants of four key motion components, speed, posture, path, and turn type, and validation studies compared complete actions composed from preferred, non-preferred, and random combinations. High-fidelity 3D animation was employed to enable rapid iteration, experimental …
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 …