Design, User Experience, and Usability: 12th International Conference, DUXU 2023 Held as Part of the 25th HCI International Conference, HCII 2023 Copenhagen, Denmark, July 23–28, 2023 Proceedings, Part V
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This 5-volume HCII-DUXU 2023 book set constitutes the refereed proceedings of the 12th International Conference on Design, User Experience, and Usability, DUXU 2023, held as part of the 24th International Conference, HCI International 2023, which took place in Copenhagen, Denmark, in July 2023. A total of 1578 papers and 396 posters have been accepted for publication in the HCII 2023 proceedings from a total of 7472 submissions. The papers included in this volume set were organized in topical sections as follows: Part I: Design methods, tools and practices; emotional and persuasive design; Part II: Design case studies; and creativity and design education; Part III: Evaluation methods and techniques; and usability, user experience and technology acceptance studies; Part IV: Designing learning experiences; and chatbots, conversational agents and robots: design and user experience; Part V: DUXU for cultural heritage; and DUXU for health and wellbeing. Foreword HCI International 2023 Thematic Areas and Affiliated Conferences List of Conference Proceedings Volumes Appearing Before the Conference Preface 12th International Conference on Design, User Experience and Usability (DUXU 2023) HCI International 2024 Conference Contents – Part V DUXU for Cultural Heritage Research on the Development of Spatial Model and Value Perceptions of Lingnan’s “Water Cultural Heritage” in the Context of Generative Whole Theory 1 Introduction 2 Methods 2.1 Bibliometric Analysis of the Status of Hydrological Heritage Conservation 2.2 Digital Information Modeling Techniques and Methods of Heritage Landscape 3 Results 4 Discussion 5 Conclusion References Design of a Multi-user Collaborative Innovation Digital Resource Library for Miao Embroidery 1 Introduction 2 Current Status of Digital Resource Library for Traditional Handicrafts in China 2.1 Digital Resource Library are an Effective Way to Preserve Intangible Cultural Heritage 2.2 Necessity of the Construction of Miao Embroidery Digital Resource Library 2.3 Problem Analysis of Traditional Handicraft Digital Resource Library 3 Design of a Multi-user Collaborative Innovation Digital Resource Library for Miao Embroidery 3.1 Construction Concept 3.2 System Construction 3.3 Multi-user Role Positioning 4 Conclusion References Scenes, Interaction, Community and Values: A Service Experience Design Framework for Museum Public Space Based on the Theory of Experience Preference 1 Introduction 2 The Development Trend of Public Space Under the Transformation of Museums 2.1 Definition of Public Space in Museums 2.2 Experience Preference Theory Based on Museum Audience Experience 3 Insights into Opportunities to Intervene in the Audience Service Experience 3.1 Building a New Service Perception: The Palace Museum 3.2 Provide Multiple Experience Scenes: Nanjing Museum 3.3 Enhancing the Interactive Experience of Visitors: Suzhou Museum 3.4 A “Museum-Style” Consumer Space: Starbucks Workshop 4 SICV Service Experience Design Framework for Museum Public Space 4.1 Museum Embodied Scene and Space Construction 4.2 Character Interaction and Experience Optimization 4.3 Community Maintenance and Operational Segmentation 4.4 Value Transformation and Perception Empowerment 5 Conclusion References The Penta Model of Flow Experience: A Study on Service Design of Duan Inkstone Art Exhibition in Guangdong Museum 1 Introduction 2 Flow Experience Theory 3 The Construction of Penta-Model of Flow Experience in MPES 3.1 Goals and User Attraction 3.2 Challenges and User Involvement 3.3 Integration and Human-Computer/Objects Interaction 3.4 Feedback and Content Acquisition 3.5 Competence and Value Co-creation 4 Duan Inkstone Art Exhibition Public Education Services Design Based on Flow Experience of Penta-Model 4.1 The STQ of Duan Inkstone Art Exhibition in Guangdong Museum 4.2 User Research and Demand Insight 4.3 Guanyan: Curation and Visiting Services Design of Duan Inkstone Art Exhibition 5 Conclusion References A New Transmission Mode of Chinese Neo-confucianism Combined with Digital Technology: A Case of Guanhai Lou 1 Introduction 2 Literature Review 2.1 Digital Technology in Cultural Dissemination: Applications and Issues 2.2 Orienteering in Cultural Dissemination: Applications and Issues 2.3 Narrative Design in Cultural Dissemination: Applications and Issues 2.4 Analysis of the Complementary Advantages of Digital Technology, Orienteering, and Narrative Design 3 Method 3.1 Discover 3.2 Define 3.3 Co-create Workshop 4 Results 4.1 Design Details 4.2 Prototype Design 5 Discussion 6 Conclusion References Gamified Participatory Exhibition Design Research for Future Museums 1 Introduction 1.1 Why Museum as Study Focus? 1.2 Why Do We Provide Participatory Experience and Do Participatory Design in Museums? 2 How to Create a Museum Participatory Experience 2.1 Gamified Participatory Design 2.2 Adopt Gamified Participatory Design Approach to Form the Co-design and Learning 3 Organize and Conduct the Gamified Participatory Design Workshop for the Museum Exhibition 3.1 Phases to Conduct the Workshop 3.2 Carry Out the Workshop 4 The Contribution of Gamification 5 Conclusion References Play and Interpret in Art Museum’s Games: A Systematic Review 1 Introduction 2 Previous Work 3 Methodology 3.1 Keyword Search 3.2 Titles and Abstracts Screening 3.3 Full-Text Screening 4 Results 5 Discussion 5.1 Game Design 5.2 Learning Outcome and Evaluation 5.3 Other Findings 6 Conclusions References Research on the Design of Interactive Installation in New Media Art Based on Machine Learning 1 Introduction 2 Background 2.1 Media Convergence in the Context of Digital Narrative 2.2 New Media Interactive Device 3 Application of Artificial Intelligence in Interactive Installation Art 4 Application of Machine Learning Algorithms in New Media Interaction Devices 4.1 Application of Machine Learning Algorithms 4.2 Expression of Machine Learning Applied to the Art of Interactive Installation 4.3 Development Trend of New Media Interactive Installation 5 Conclusion and Future Work References A View of Chinese Character Design in Traditional Culture from the Perspective of Daily Articles 1 Introduction References The Experience Design of Cultural Heritage Tourism in the Perspective of Gamification 1 Research Background 2 Target: To Realize Users’ Cultural Standard Demands 3 Method and Design: The Song Dynasty Cultural Heritage Park, Huanghuacheng Island Gamified Tourism Experience Project 3.1 A Gamification Experience Design Strategy Theory Model for the Purpose of “Sense of Learning of Participants” 3.2 Gamified Contens 1: To Build up Gamified Elements and Contents Using Narration as the Thread 3.3 Gamified Content 2: Establishment of Online and Offline Interactive Gaming Mechanism 3.4 Project Summary 4 Conclusion References Research on the Application of Participatory Design in the Digitalization of Traditional Culture 1 Background 2 Digitalization of Traditional Culture 3 Participatory Design 3.1 Introduction to Participatory Design 3.2 Participation Design Approach 4 Participatory Design is a Design Strategy in the Digitalization of Traditional Culture 4.1 Participatory Design is a Design Principle in the Digitalization of Traditional Culture 4.2 The Change of Method in Participatory Design for the Digitalization of Traditional Culture 5 The Participatory Design Activity of Yangzhen Dragon Lantern Festival 5.1 Research and Analysis 5.2 Plan Design 5.3 Application Design 6 Conclusion References Research on the Design of Red Cultural and Creative Products Based on Digitalization 1 Introduction 1.1 Review of Related Studies 2 Basic Overview of Interactive Technology, Red Culture and Digital Culture Industry 2.1 Overview of Interactive Technologies 2.2 Overview of Red Culture 2.3 Overview of the Digital Culture Industry 3 Exploring the Feasibility of Red Culture in Digital Product Design 3.1 Feasibility Summary 4 Red Cultural and Creative Product Design Concept Based on Digital Technology 4.1 Digital Technology for Red Cultural and Creative Product Design Ideas 4.2 Combining Digital Applications with Red Culture to Strengthen Users’ Emotional Experience 4.3 The Practice of Red Cultural and Creative Product Design with Digital Technology 5 Conclusion and Outlook 6 Fund projects References Research on Rural Cultural Tourism Service Design Based on Customer Perceived Value: Taking “TANXUN” Parent-Child Travel as an Example 1 Introduction 2 Overview of Chinese Rural Cultural Tourism 3 Rural Parent-Child Tourism Service System Based on CPV 3.1 Customer Perceived Value (CPV) 3.2 Customer Perceived Value and Rural Cultural Tourism Resources Integrated Framework 3.3 Explicit and Implicit Value in Rural Cultural CPV 3.4 Rural Parent-Child Tourism Service System Based on Customer Perceived Value 4 Design Practice of Rural Parent-Child Cultural Tourism: Take TANXUN as an Example 4.1 Design Survey and User’s Position 4.2 Service Position and Service System Building 4.3 Service Touch Points Design 5 Conclusion References Study on the Digital Inheritance Path of Oral Literature Intangible Cultural Heritage 1 Introduction 2 Current Situation and Significance of Digital Inheritance of Oral Literature Intangible Cultural Heritage 2.1 Oral Literature Intangible Cultural Heritage is Facing Inheritance Crisis 2.2 The Lack of Overall Support for the Application of Digital Technology in Oral Literature Intangible Cultural Heritage 2.3 The Significance of Digital Inheritance of Oral Literature Intangible Cultural Heritage 3 On the Inheritance and Protection Path of Oral Literature Intangible Cultural Heritage Enabled by Digital Technology -- A Case Study of Minnan Nursery Rhymes 3.1 To Construct the Digital Protection Database of Oral Literature Intangible Cultural Heritage 3.2 Build a Digital Browsing and Interactive Display Platform for Oral Literature Intangible Cultural Heritage 3.3 Build a Digital Browsing and Interactive Display Platform for Oral Literature Intangible Cultural Heritage 3.4 Promote the Dissemination of Short Video Platform 4 Conclusion References Research on the Aesthetic Connotation of New Media Ink Painting Art Based on Grounded Theory 1 Introduction 1.1 A Subsection Sample 2 Related Concepts 2.1 Chinese Traditional Ink Art 2.2 New Media Ink Art 3 Research Design 3.1 Research Methods and Contents 3.2 Data Collection 4 Data Analysis 4.1 Open Coding 4.2 Spindle Coding 4.3 Selective Coding 4.4 Saturation Test 5 Model Interpretation 5.1 The Beauty of Impression 5.2 Beauty of Perception 5.3 Human-Computer Interactive Aesthetic 5.4 Beauty of Emotional Reflection 6 Design Case 7 Conclusion References The Meta-universe Platform Roblox for the Conservation of the Globally Important Agricultural Heritage Systems (GIAHS): The Case of the Floating Garden Agricultural Practices 1 Introduction 1.1 The Globally Important Agricultural Heritage Systems (GIAHS) 1.2 Digital Heritage Conservation 1.3 Roblox Metaverse Platform 2 Status and Challenges of Floating Garden Agricultural Practices in Bangladesh 2.1 Status of Floating Garden Agricultural Practices in Bangladesh 2.2 The Challenges of Floating Garden Agricultural Practices in Bangladesh 3 Methodology 4 Results 4.1 Game Interaction Flow Building 4.2 Game Character and Scene Construction 4.3 Game Background Story 4.4 Game Process 5 Discussion 6 Conclusion References Augmented Reality Technology in Painting Display 1 Basic Concepts and Characteristics of Augmented Reality Technology 1.1 Fusion of Virtual and Reality 1.2 Real-Time Interaction 1.3 Three-Dimensional Registration 2 The Development History of Augmented Reality Technology 3 Development Trend of Augmented Reality Technology 4 Technical Requirements for Implementing Augmented Reality 5 The Application of Augmented Reality Technology in Painting Display 5.1 Display of Augmented Reality Paintings Made on the Basis of Existing Paintings 5.2 Creative Painting Display Using AR Technology 5.3 Advantages of Augmented Reality Technology Applied to Painting Display 6 Epilogue References DUXU for Health and Wellbeing Using the TURF Framework to Design an Enhanced Dosimetry Quality Assurance Checklist in an Academic Medical Center 1 Introduction 2 Theoretical Framework 2.1 User Analysis 2.2 Function Analysis 2.3 Task Analysis 2.4 Representational Analysis 3 Methods 3.1 Participants 3.2 Study Settings 3.3 Pre-treatment QA Process 3.4 Current DQC 3.5 Data Collection 3.6 Data Analysis 4 Results 4.1 User Analysis 4.2 Function Analysis 4.3 Task Analysis 4.4 Heuristic Evaluation 5 Discussion 6 Conclusion Appendix I References Towards Co-design with Day Care Teachers Based on In-Situ Behavioral Data: A Case Study of a Workshop for Reflection Based on Video Recordings 1 Introduction 2 Method 2.1 Workshop 2.2 Data Analysis 3 Result 3.1 Contents of Saved Video Data and Voice Notes and Videos Selected for the Workshop 3.2 Effect of Using Videos for Reflection-on-Action 3.3 Drawbacks of Video Reflection 3.4 Data to Support Future Reflection 4 Discussion 4.1 How Reflection-in-Action Videos Support Discussion 4.2 Video-Selection 4.3 Addressing Emotional Burden 4.4 Potential Use of Videos for Co-design 5 Conclusion References Digital Health Twin in the Prevention Era for Personal and Corporate Wellbeing 1 Introduction 2 Materials and Methods 3 Results 3.1 Acceptance and Usability 3.2 Community Health and Wellbeing Test 4 Discussion and Conclusions References Improving Pediatric Medical Prescription to Promote First-Time Parent’s Comprehension Through an Information Design Approach 1 Introduction 1.1 First-Time Parents’ Perception and Stress During Pediatric Medical Consultation: Outcomes 2 Information Design for Medical Documents 2.1 Intervention and Development of the Information Design Proposal 3 Method 3.1 Study Design 3.2 Results 3.3 Discussion 4 Conclusion References Development of Interactive Visual Communication Tools to Assist Caregivers 1 Introduction 2 Interactive Visual Communication Tools 3 Proposed System 3.1 System Configuration 3.2 User Interface Design 3.3 User Interface Notification Methods 4 Evaluations 5 Conclusions References Light Therapy Headset Model for Seasonal Affective Disorder Group 1 Background 2 Method 2.1 Questionnaire and Kano Model 2.2 Establishment of Product Usage Processes 2.3 Sketching, Modelling and Usability Testing 2.4 Product Shape Improvement and Final Solution 3 Results and Discussion 3.1 Design Outcome and Evaluation 3.2 Conclusion References Female Menstrual Emergency Service Experience Design for College Students 1 Introduction 2 Literature Research 2.1 Worldwide Research for Menstrual Experience Service 2.2 Domestic Research and Design 3 Methods 3.1 Methodology Overview 4 Conduct 4.1 Participants 5 Consequence 5.1 Focus Group and User Diary 5.2 Questionnaire and Depth Interviews 5.3 Participant Boards and Personas 5.4 Opportunity Areas and HMW 5.5 Brainstorming and Modeling 5.6 Prototyping and Usability Test 6 Discussion 7 Conclusion References Objectively Assessing and Comparing the User Experience of Two Thousand Digital Health Apps 1 Introduction 2 Methods 2.1 The Dataset and Statistical Analysis 2.2 Ethical Approval 3 Results 4 Discussion 4.1 Related Work 4.2 Limitations 5 Conclusion References Facilitating Empathy for Care Recipients 1 Introduction 2 Issues Addressed 2.1 Work Improvements and Individual Cares 2.2 Problematic Behaviors by Care Workers 3 Person-Centered Design 3.1 Person-Centered Care 3.2 Utilization of the Person-Centered Principle in Design 4 Co-creation Project 4.1 Project Overview 4.2 Designing the Workshop 5 Results 6 Analysis 7 Discussions 7.1 Expectations for Worker’s Behavioral Changes 7.2 Care Behaviors as a Service Element 7.3 Contributions 8 Conclusion References A Mobile Application to Support Arm Ability Training for Occupational Therapy Patients 1 Introduction 2 Related Work 2.1 Improvisations Required in the First Version of the Application 3 System Design and Implementation 3.1 Software Architecture: 4 Results and Evaluation 4.1 Usability Testing 4.2 Evaluation 5 Discussion 6 Conclusion References Experience Design to Alleviate Social Anxiety in the Playground Under Smart Campus 1 Introduction 2 Method 2.1 Discussion Topic 2.2 Scenario Research 2.3 Insight into User Needs 3 Build User Requirements 3.1 User Demand 3.2 Design Opportunity Point 4 Solution 4.1 Functional Architecture 4.2 Scenario Research 4.3 Low-Fidelity Model Display 4.4 Usability Test 4.5 High-Precision Use Situation 5 Conclusion References Research on the Design of Weighing Scale Based on Health Management During Pregnancy 1 Introduction 2 Research Subjects 2.1 Problems During Pregnancy Status Study 2.2 Research on Maternal Health Management Products 2.3 Summary 3 User Needs Questionnaire 3.1 Purpose of the Questionnaire 3.2 Questionnaire Design 3.3 Analysis of Questionnaire Results 4 GSR Experiments 4.1 GSR Signals 4.2 Experimental Purpose 4.3 Experimental Setup 4.4 Experimental Process 4.5 Experimental Data 4.6 Experimental Questionnaire 4.7 Experimental Conclusions 5 Design Practice 5.1 Design Transformation 5.2 Design Principles 5.3 Design Solutions 6 Experimental Validity Assessment 6.1 Evaluation of the Product Design 7 Summary References Impact of Healthcare Mobile Apps for Smoking, Sugar Intake, and Obesity on Maintaining Healthy Behavioral Activation 1 Introduction 2 Objective 3 Method 3.1 Research Design 3.2 Participants 3.3 Materials and Procedure 3.4 Data Analysis 4 Results 4.1 Use of Healthcare Apps Related to Smoking, Sugar Intake, and Obesity 4.2 Evaluate Participants' Health Behavior Activation After Using Health Care Apps Related to Smoking, Sugar Intake, and Obesity 5 Discussion 6 Limitations 7 Conclusion References The Artistic Expression of Physiological Activities and Interactive Experience 1 Introduction 2 Methodology 3 Theory 3.1 Case study 3.2 Analysis 4 Practice 4.1 Experiments 4.2 Performances 5 Discussions 5.1 Application 5.2 Interaction 5.3 Significance 5.4 Development 6 Conclusions References Porous Ceramics for the Design of Domestic Ecologies 1 Introduction 2 Three Crucial Factors for the Well-Being of the Domestic Environment: An Interdisciplinary Review 2.1 Relative Humidity 2.2 Temperature Environment 2.3 Microbial Environment 3 Types of Porous Ceramics 4 Design Research and Applications of Porous Ceramics in the Domestic Environment 4.1 Humidity Regulation by Design 4.2 Temperature Regulation by Design 4.3 Microbiome Regulation by Design 5 Discussion 5.1 Optimal Conditions for the Comfort of Household Environments 5.2 Hygroscopic and Microbial Classification of Porous Ceramic Materials 5.3 Design Considerations: Deficiencies, Criticalities, and Opportunities 5.4 Suggestions for Porous Ceramics Selection and Design Directions 6 Conclusion References Visual Design Checklist for Glucose Monitor App User Interface Usability Evaluation 1 Introduction 2 Present Study 3 Methods 3.1 The First Phase Usability Evaluation 3.2 The Second Phase Usability Evaluation 4 Result 5 Recording Issues 6 Discussion 7 Conclusion 7.1 The Value 7.2 Limitations and Future Studies Appendix a References The Impact of Technology Affordance of Short Videos on Users’ Health Information Acceptance: A Study Based on Chinese Short Video Users 1 Introduction 2 Theoretical Background and Hypothesis Building 2.1 TAM 2.2 Technology Affordance 3 Methodology 3.1 Data Collection and Analysis 3.2 Measurements 3.3 Reliability and Validity 3.4 Structural Model 4 Discussion References A New Process Framework for Managing the Fuzzy Front End of New Healthcare Device Development 1 Background 1.1 Definition of the Front-End Stage 1.2 The Need for Reinforcing the FFE Management 1.3 Research Context and Purpose 2 Method 3 The Conceptual Foundation 3.1 The Need of a Formal Tool for Managing the FFE 3.2 The Need for Systematic FFE Research 3.3 The Need for Formal Design Briefing 3.4 The Need for Governing Project Data Centrally 3.5 The Need for Greater Stakeholder Engagement 4 The New FFE Framework 4.1 An Introduction to the Framework 4.2 Features of the Framework 4.3 Limitations and the Next Step References Applying Motivational Interview in Designing a Pulmonary Rehabilitation Unit 1 Introduction 2 Methods 2.1 Interviews with the Patients with COPD 2.2 The Design Experiment and Evaluation 3 Results 3.1 Results from the Interviews 3.2 The Conceptual Design of a New Household Intelligent Breathing Trainer 3.3 The Evaluation of the New Household Intelligent Breathing Trainer 4 Discussion and Conclusion 4.1 The Interview Results 4.2 The New Household Intelligent Breathing Trainer References Whether Kangaroo Care Can Be Performed by a Device? A Conceptual Incubator Designed for Preterm Infants 1 Introduction 2 Methods 3 Results 3.1 Characteristics of the Participants 3.2 The Conceptual Incubate that Can Perform KMC 3.3 The Evaluation of the Design Concept 4 Discussion 5 Conclusion 6 Limitations and the Next Step References Function and Visual Experience Design Strategy of Chinese Elderly Health Monitoring Smartwatch 1 Introduction 2 Research Method and Process 2.1 Literature Research on the Basic Characteristics of the Elderly 2.2 Research on the Experience of Health Monitoring Smartwatches for the Elderly in China 2.3 Interview Research 2.4 Questionnaire Survey 2.5 List of Smartwatch Features 2.6 The Elderly Demand Analysis Based on the KANO Model 2.7 Research on Visual Comfort Elements of Ageing Smartwatch Interface 3 Results 3.1 Retrieval and Analysis of KANO Questionnaire Data 3.2 Data Collation and Analysis of Visual Comfort Elements of the Ageing Smartwatch Interface 4 Summary and Discussion 4.1 Summary and Discussion of the Research Results of This Paper 4.2 Limitations of This Paper and Possibilities for Further Research References Design of Preschool Children’s Diet Education Products 1 Background 2 Current Situation and Features of Presently Available Diet Education Products 3 Identify Target User Group 4 Design Rationale 4.1 What to Be Delivered as the Content of Diet Education? 4.2 How to Deliver the Diet Education? 5 Concept Design: Xueshi 5.1 Learning from Tangible Interaction 5.2 Technology Implementation 5.3 Insights Through Design Practice 6 User Evaluation 7 Result 8 Conclusion References Author Index
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