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State-of-the-Art in Human Factors and Interaction Design

A special issue of Applied Sciences (ISSN 2076-3417). This special issue belongs to the section "Computing and Artificial Intelligence".

Deadline for manuscript submissions: closed (30 April 2023) | Viewed by 151477

Special Issue Editors


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Guest Editor
Department of Industrial & Management Engineering, Hansung University, Seoul 02876, Republic of Korea
Interests: occupational safety and health; human factors and ergonomics; user-centered design; universal safety and design; safety and health management
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
Department of Design Management, IDAS, Hongik University, Seoul 03082, Republic of Korea
Interests: human factors; ergonomic design; design management; design research; design thinking; industrial engineering
Special Issues, Collections and Topics in MDPI journals

E-Mail Website
Guest Editor
Department of Smart Experience Design, Kookmin University, Seoul 02707, Republic of Korea
Interests: user experience strategy; human factors in design; interaction design
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

The physical and cognitive characteristics of workers and consumers have become increasingly diversified. Human factors researches the relationship between humans and technologies, computers/robots, environments, and systems with which they interact by focusing on improving efficiency, creativity, productivity, and satisfaction. Interaction design deals with different disciplinary backgrounds and domains to research the applicability in social interactions. Human factors and interaction design accommodate a wide range of individual preferences and abilities. Also, they minimize hazards and the adverse consequences of accidental or unintended actions. They focus on understanding humans in the manufacturing process, public spaces, cultural anthropology, information processing, and exploring the interactions among humans, human-product, human-computer/robot, and human-system.

We welcome the submission of original works, reviews, and short communications including UI/UX design; Human error; Work-related injuries and illness; Human-computer interaction; Social robotics and human-robot interaction; Behavioral, physiological, micro, and macro ergonomics; and State-of-the-art reviews that cover all aspects of the social interactions.

Prof. Dr. Byung Yong Jeong
Prof. Dr. Ken Nah
Prof. Dr. Yonghwan Pan
Guest Editors

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Keywords

  • smart factory
  • human-centered design
  • user experience and interaction design
  • universal safety and design
  • human error
  • work-related safety and health
  • sustainable and accessible design
  • human-computer interaction
  • social robotics and human-robot interaction
  • human factors in computing and artificial intelligence

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Published Papers (29 papers)

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15 pages, 2621 KiB  
Article
Investigation into Touch Performance on a QWERTY Soft Keyboard on a Smartphone: Touch Time, Accuracy, and Satisfaction in Two-Thumb Key Entry
by Eunchae Kang, Amir Tjolleng, Hayeon Yu, Kihyo Jung and Joonho Chang
Appl. Sci. 2023, 13(11), 6825; https://doi.org/10.3390/app13116825 - 4 Jun 2023
Cited by 2 | Viewed by 1858
Abstract
This research aims to examine touch performance and user-satisfaction depending on key location in a QWERTY soft keyboard during two-thumb key entry on a smartphone. Thirty-three college students who were smartphone users were recruited, and an experimental program was implemented to measure their [...] Read more.
This research aims to examine touch performance and user-satisfaction depending on key location in a QWERTY soft keyboard during two-thumb key entry on a smartphone. Thirty-three college students who were smartphone users were recruited, and an experimental program was implemented to measure their task completion time, the number of touch errors, and user-satisfaction during key entry. The QWERTY layout was split into 15 zones to assign absolute positions for reliable statistical analysis. The results showed that the zones with significantly longer task completion times were observed more prevalently in the zones in the periphery (p < 0.0001). In addition, relatively higher subjective satisfaction ratings were found in the zones in the center area of the QWERTY layout (p < 0.0001). It seemed that both of the results were improved in the zones that participants could immediately see without moving the thumbs, before touch interaction. Meanwhile, touch error frequencies failed to show statistical significance among the zones (p = 0.3195). Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>Experimental application. (<b>a</b>) Experimental screen; (<b>b</b>) key positions in the QWERTY keyboard section (the dots indicate the geometric center of each key; unit: cm).</p>
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<p>Experimental application. (<b>a</b>) Experimental screen; (<b>b</b>) key positions in the QWERTY keyboard section (the dots indicate the geometric center of each key; unit: cm).</p>
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<p>Fifteen zones.</p>
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<p>Task completion times in fifteen zones (the darker colors represent longer task completion times).</p>
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<p>Subjective satisfactions in fifteen zones (the darker colors represent lower subjective satisfaction ratings).</p>
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22 pages, 1566 KiB  
Article
Is Everyone an Artist? A Study on User Experience of AI-Based Painting System
by Junping Xu, Xiaolin Zhang, Hui Li, Chaemoon Yoo and Younghwan Pan
Appl. Sci. 2023, 13(11), 6496; https://doi.org/10.3390/app13116496 - 26 May 2023
Cited by 22 | Viewed by 9870
Abstract
Artificial Intelligence (AI) applications in different fields are developing rapidly, among which AI painting technology, as an emerging technology, has received wide attention from users for its creativity and efficiency. This study aimed to investigate the factors that influence user acceptance of the [...] Read more.
Artificial Intelligence (AI) applications in different fields are developing rapidly, among which AI painting technology, as an emerging technology, has received wide attention from users for its creativity and efficiency. This study aimed to investigate the factors that influence user acceptance of the use of AIBPS by proposing an extended model that combines the Extended Technology Acceptance Model (ETAM) with an AI-based Painting System (AIBPS). A questionnaire was administered to 528 Chinese participants, and validated factor analysis data and Structural Equation Modeling (SEM) were used to test our hypotheses. The findings showed that Hedonic Motivation (HM) and Perceived Trust (PE) had a positive effect (+) on users’ Perceived Usefulness (PU) and Perceived Ease of Use (PEOU), while Previous Experience (PE) and Technical Features (TF) had no effect (−) on users’ Perceived Usefulness (PU). This study provides an important contribution to the literature on AIBPS and the evaluation of systems of the same type, which helps to promote the sustainable development of AI in different domains and provides a possible space for the further extension of TAM, thus helping to improve the user experience of AIBPS. The results of this study provide insights for system developers and enterprises to better motivate users to use AIBPS. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>Research methodology.</p>
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<p>Proposed conceptual model.</p>
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<p>Results of the structural model test. * <span class="html-italic">p</span> &lt; 0.05, *** <span class="html-italic">p</span> &lt; 0.001.</p>
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21 pages, 6883 KiB  
Article
Visualisation of Information Using Patient Journey Maps for a Mobile Health Application
by Boram Lee, Juwan Lee, Yoonbin Cho, Yuan Shin, Chaesoo Oh, Hayun Park and Hyun K. Kim
Appl. Sci. 2023, 13(10), 6067; https://doi.org/10.3390/app13106067 - 15 May 2023
Cited by 4 | Viewed by 3537
Abstract
The demand for healthcare services using mobile devices has surged owing to the ageing population and increasing interest in personal healthcare. In particular, extensive efforts have been made to utilise mobile personal health records (PHRs) to provide personalised healthcare services to users (patients). [...] Read more.
The demand for healthcare services using mobile devices has surged owing to the ageing population and increasing interest in personal healthcare. In particular, extensive efforts have been made to utilise mobile personal health records (PHRs) to provide personalised healthcare services to users (patients). Users must understand various types of health information that are included in PHRs to ensure successful and continued use of mobile PHRs. In this study, we developed and evaluated a user-friendly method for delivering health information from a PHR using mobile devices with small screens. We first constructed a patient journey map (PJM) for easy verification of disease treatment data from the perspective of the patient. Subsequently, we developed a mobile prototype that organises and visualises personal health information according to the patient-centred PJM and conducted user evaluations with 20 Korean participants. The results demonstrated that information delivery using the proposed prototype was easy to understand, user-friendly, and efficient. This paper highlights the importance of PJMs for patients in the understanding and use of different medical information. The proposed method is expected to promote the development of patient-centred mobile health applications in the future. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>Research process.</p>
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<p>Patient-centred PJM.</p>
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<p>Examples of pilot prototypes. (<b>a</b>) Vertical type; (<b>b</b>) horizontal type; (<b>c</b>) U-shape type.</p>
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<p>Survey results.</p>
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<p>Final prototype: (<b>a</b>) home screen; (<b>b</b>) detailed screen; (<b>c</b>) detailed task/information selection screen.</p>
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<p>Graph showing user survey results.</p>
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17 pages, 3099 KiB  
Article
A Study on the User Experience to Improve Immersion as a Digital Human in Lifestyle Content
by Ken Nah, Soojin Oh, Bomyi Han, Heyjin Kim and Ahhyun Lee
Appl. Sci. 2022, 12(23), 12467; https://doi.org/10.3390/app122312467 - 6 Dec 2022
Cited by 17 | Viewed by 5295
Abstract
With the expansion of the digital environment and the metaverse, and the intervention of artificial intelligence, interaction in the virtual world is becoming more active. Humans are discussing the social reality of the user experience in this virtual space. Technology has created an [...] Read more.
With the expansion of the digital environment and the metaverse, and the intervention of artificial intelligence, interaction in the virtual world is becoming more active. Humans are discussing the social reality of the user experience in this virtual space. Technology has created an object called a human-like digital human to enhance human immersion in the metaverse. This will become a factor that improves immersion so that the experience of the virtual world becomes more intimate for humans who feel unfamiliarity, alienation, and the rejection of new technologies. However, a clear definition, expression, and approach to the digital human are still being continuously improved. This article studied the direction of improvement in factors that can improve immersion in the user experience. In the process of communication between humans and digital humans, a qualitative survey was conducted based on the five human senses, where the user experience of the digital human was central. In-depth interviews were conducted with 20 men and women regarding their digital human experience, targeting Generation Z, who are familiar with the digital environment. Using NVIVO, global qualitative research software, 1000 main frequency words were derived, and the top 20 words with the highest frequency were classified into emotions and the five senses to analyze their correlation. As a result, we found that the mental models of developers and users are different in the digital human experience. Users felt more comfortable and a higher degree of intimacy when they saw the digital human as a technology, and the technology that the developer was showing was more focused on the external aspects that look similar to a human. It was found that, in order for users to immerse themselves in the digital human, various non-verbal expressions using the five senses should be further developed, rather than focusing on the human-like appearance. This study intends to serve as a cornerstone for research that can improve immersion in digital humans, with a high potential for future development. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>The five senses in interaction.</p>
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<p>DH use rate in lifestyle categories.</p>
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<p>You, Ah-in. (L—Human, R—Digital Human).</p>
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<p>Heo Seong-tae. (L—Human, R—Digital Human).</p>
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<p>Word Frequency Ranking for ‘Emotion’.</p>
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<p>Word Frequency Ranking for the ‘Five Senses’.</p>
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<p>Two-dimensional Cluster Map for Digital Humans and Humans.</p>
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<p>Empathy Gap between Digital Humans and Humans.</p>
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15 pages, 2943 KiB  
Article
A Fast Training Method of a Fabric Hand-Feel Panel under Industry Conditions, and Its Conformity with Other Human and Instrumental Approaches
by Inga Dabolina, Mohammad Abu-Rous and Eva Lapkovska
Appl. Sci. 2022, 12(23), 12344; https://doi.org/10.3390/app122312344 - 2 Dec 2022
Cited by 5 | Viewed by 4195
Abstract
Under industrial daily business conditions, a heterogeneous group of employees with different backgrounds and activity fields was trained to function as a hand-feel panel to evaluate internal developments and optimizations, and to predict customer preferences in the main textile segments. Using sets of [...] Read more.
Under industrial daily business conditions, a heterogeneous group of employees with different backgrounds and activity fields was trained to function as a hand-feel panel to evaluate internal developments and optimizations, and to predict customer preferences in the main textile segments. Using sets of fabrics of typical constructions, different descriptors related to hand actions were elaborated and an evaluation method based on scaling, as well as ranking, was defined, based on AATCC 5-2006. Group performance was investigated by statistical concordance factors, by correlation with physical hand-feel assessment methods, and with a reference panel. Using a different fabric set, the panel’s ability to predict the average preferences of a larger consumer group was tested. Furthermore, the correlations of the system parameters of the different physical methods for the used fabrics were studied and discussed, showing the agreement and the disagreement aspects of the methods for the investigated fabrics. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>Diagram of linked fabric properties (adapted from [<a href="#B17-applsci-12-12344" class="html-bibr">17</a>]).</p>
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<p>Design of evaluation process.</p>
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<p>Hand actions in evaluating the respective word pairs.</p>
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<p>Average results and SD for each knitted fabric and each property.</p>
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<p>Average results and SD for each woven fabric and each property.</p>
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<p>Pearson correlation of “softness” values from the hand-feel panel, Phabrometer, and TSA with Kawabata parameters (for knitted fabrics).</p>
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<p>Scaling of fabrics by the professional audience (consumers) and hand feel panel.</p>
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20 pages, 10175 KiB  
Article
A Study on Ergonomic Layout of Automotive Electronic Shift Buttons
by Gwanghyuck Choi, Hansol Kim, Yihun Jeong, Minseok Son and Donghyun Beck
Appl. Sci. 2022, 12(18), 9222; https://doi.org/10.3390/app12189222 - 14 Sep 2022
Cited by 5 | Viewed by 2939
Abstract
Automotive gear shifters are among the most important control devices in driving tasks, and their user-centered design has a direct impact on the driving performance and safety. In recent years, shift-by-wire systems with electronic shift buttons have replaced conventional transmission systems due to [...] Read more.
Automotive gear shifters are among the most important control devices in driving tasks, and their user-centered design has a direct impact on the driving performance and safety. In recent years, shift-by-wire systems with electronic shift buttons have replaced conventional transmission systems due to their advantages, such as the ease of shifting and space utilization inside vehicles. However, there are no minimum requirements or specific regulations for electronic shift button layouts. Thus, different car manufacturers and models have adopted different layouts, and this in turn has induced the risk of driver confusion/error in the shifting operation. Therefore, this study aimed to evaluate the ergonomic performance of different electronic shift button layouts and examine the variance in performance depending on driving experience. Here, 21 survey respondents with different levels of driving experience subjectively evaluated 12 different shift button layouts for 7 ergonomic evaluation measures (accuracy, convenience, rapidity, learnability, intuitiveness, safety, and preference). The outcomes of the study elucidate ergonomic layouts that receive high rankings in each driving experience group (all, novice, and experienced drivers) and principles that should be considered when designing shift button layouts for each group. These findings are expected to contribute to the ergonomic design and international standardization of shift button layouts, thereby preventing driver confusion/errors and improving road safety. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>Mean and standard deviation of each subjective rating measure for each layout: (<b>a</b>) accuracy, (<b>b</b>) convenience, (<b>c</b>) rapidity, (<b>d</b>) learnability, (<b>e</b>) intuitiveness, (<b>f</b>) safety, and (<b>g</b>) preference. * <span class="html-italic">p</span> &lt; 0.05, ** <span class="html-italic">p</span> &lt; 0.01, *** <span class="html-italic">p</span> &lt; 0.001.</p>
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<p>Mean and standard deviation of each subjective rating measure for each layout in the novice driver group: (<b>a</b>) accuracy, (<b>b</b>) convenience, (<b>c</b>) rapidity, (<b>d</b>) learnability, (<b>e</b>) intuitiveness, (<b>f</b>) safety, and (<b>g</b>) preference. * <span class="html-italic">p</span> &lt; 0.05, ** <span class="html-italic">p</span> &lt; 0.01, *** <span class="html-italic">p</span> &lt; 0.001.</p>
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<p>Mean and standard deviation of each subjective rating measure for each layout in the experienced driver group: (<b>a</b>) accuracy, (<b>b</b>) convenience, (<b>c</b>) rapidity, (<b>d</b>) learnability, (<b>e</b>) intuitiveness, (<b>f</b>) safety, and (<b>g</b>) preference. * <span class="html-italic">p</span> &lt; 0.05, ** <span class="html-italic">p</span> &lt; 0.01, *** <span class="html-italic">p</span> &lt; 0.001.</p>
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15 pages, 3342 KiB  
Article
ML-Based JIT1 Optimization for Throughput Maximization in Cluster Tool Automation
by Youngsoo Kim, Gunwoo Lee and Jongpil Jeong
Appl. Sci. 2022, 12(15), 7519; https://doi.org/10.3390/app12157519 - 26 Jul 2022
Cited by 2 | Viewed by 2612
Abstract
The semiconductor etch cluster facility is the most used facility platform in the semiconductor manufacturing process. Optimizing cluster facilities can depend on production schedules and can have a direct impact on productivity. According to the diversity of semiconductor processes, the complexity of optimization [...] Read more.
The semiconductor etch cluster facility is the most used facility platform in the semiconductor manufacturing process. Optimizing cluster facilities can depend on production schedules and can have a direct impact on productivity. According to the diversity of semiconductor processes, the complexity of optimization is also increasing. Various optimization methods have been studied in many papers for optimizing such a complex cluster facility. However, there is a lack of discussion of how these methods can apply to practical semiconductor manufacturing fabs and the actual performance results. Even now, data analysis and optimal parameter derivation for maximizing the productivity of cluster manufacturing in semiconductor manufacturing fabs are continuing. In this study, we propose an automated method for data collection and analysis of the cluster, which used to be done manually. In addition, the derivation of optimization parameters and application to facilities are addressed. This automated method could improve the manual analysis methods, such as simulation through data analysis using machine learning algorithms. It could also solve the inefficiency caused by manual analysis performed within the network inside the semiconductor manufacturing fabs. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>Cluster facilities including three PM, two AL, and three FOUP.</p>
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<p>Petri net model of cluster tool simulation.</p>
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<p>Correlation between throughput and process time, WAC time, and JIT1.</p>
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<p>JIT1 optimization of semiconductor cluster tool (current).</p>
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<p>JIT1 optimization of semiconductor cluster tool (proposal).</p>
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<p>Throughput prediction through KNN regression (process_time = 135, WAC_time = 40).</p>
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<p>Lam Research simulation architecture.</p>
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<p>Etch cluster tool simulation connected to semiconductor fab host.</p>
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<p>Throughput against JIT1 with different WAC time (recipe_time = 180).</p>
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<p>Throughput comparison of JIT1, before (<b>left</b>) = 37.06 and after (<b>right</b>) = 38.20.</p>
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<p>Optimal JIT1 value using chatbot utility.</p>
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20 pages, 7557 KiB  
Article
Research on Speed and Acceleration of Hand Movements as Command Signals for Anthropomorphic Manipulators as a Master-Slave System
by Karol Cieślik and Marian J. Łopatka
Appl. Sci. 2022, 12(8), 3863; https://doi.org/10.3390/app12083863 - 11 Apr 2022
Cited by 7 | Viewed by 7462
Abstract
Due to threats to human safety, remotely controlled manipulators are more and more often used to carry out rescue tasks in hazardous zones. To ensure high efficiency and productivity of their work, intuitive control systems are necessary, e.g., master-slave and drive systems that [...] Read more.
Due to threats to human safety, remotely controlled manipulators are more and more often used to carry out rescue tasks in hazardous zones. To ensure high efficiency and productivity of their work, intuitive control systems are necessary, e.g., master-slave and drive systems that maximize the speed of working movements by copying the movements of the operator’s hands and are adapted to human perception and capabilities. Proper design of manipulator drive and control systems, therefore, requires knowledge of the acceleration and velocity of hand movements as signals controlling manipulators. This paper presents the results of tests of speed and acceleration in the implementation of the hand when making precise movements and moving objects over short distances (0.4–0.5 m) and during relatively long-distance reaching movements (0.73–0.93 m). Research has shown that, at short distances, the hand movements do not reach the maximum speed, while at longer distances, there is a period of constant maximal speed. In addition, studies have shown that the maximum speed of manipulation movements (longitudinal, lateral, and vertical) does not depend on the direction of movement. Moreover, precise movements were performed at a much slower velocity than reaching movements. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>Idea of using master-slave system in intervention operation: 1—removed objects, 2—picked object, 3—manipulator; 4—cameras; 5—displays; 6—hand; 7—human arm.</p>
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<p>Studies of reaching hand movements: (<b>a</b>) longitudinal movement tests; (<b>b</b>) lateral movement tests; (<b>c</b>) vertical movement tests; (<b>d</b>) test stand: 1—linear encoder, 2—moved element (handle grabbed by the operator’s hand), 3—guides, 4—data acquisition device, 5—spring stop, 6—power supply, 7—measurement card, A—starting point, B—point determining the goal of the movement.</p>
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<p>Studies of reaching hand movements: (<b>a</b>) longitudinal movement tests; (<b>b</b>) lateral movement tests; (<b>c</b>) vertical movement tests; (<b>d</b>) test stand: 1—linear encoder, 2—moved element (handle grabbed by the operator’s hand), 3—guides, 4—data acquisition device, 5—spring stop, 6—power supply, 7—measurement card, A—starting point, B—point determining the goal of the movement.</p>
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<p>Scheme of precise hand movement tests. (A) Initial position of the carried object; (B) final position of the carried object; (a) actual distance of reference markers in relation to the <span class="html-italic">x</span> axis; (b) actual distance of reference markers in relation to the <span class="html-italic">y</span> axis.</p>
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<p>Stand for examining precise hand movements: 1—transferred object, 2—initial area in which the transferred object is located, 3—position marker, 4—stereovision camera, 5—device for data acquisition and processing, 6—area in which the transferred object should be located.</p>
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<p>An example course of changes in displacement, velocity, and acceleration for the vertical hand movement (displacement: 930 mm), where p is the phase of the movement.</p>
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<p>An example of the course of changes in displacement, velocity, and acceleration for the lateral movement of the hand (displacement: 730 mm), where p is the phase of the movement.</p>
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<p>An example of the course of changes in displacement, velocity, and acceleration for the hand longitudinal movement (displacement: 430 mm), where p is the phase of the movement.</p>
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<p>Duration of the individual stages of the movement, obtained during the study of the reaching movements of the hand.</p>
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<p>Summary of the maximal velocity values obtained in the study of reaching movements in the acceleration phase.</p>
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<p>Summary of RMS velocity values obtained in the study of reaching movements in the acceleration phase.</p>
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<p>Summary of the maximal velocity values obtained in the study of reaching movements in the deceleration phase.</p>
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<p>Summary of RMS velocity values obtained in the study of reaching movements in the deceleration phase.</p>
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<p>Summary of the maximal acceleration values obtained in the study of reaching movements in the acceleration phase.</p>
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<p>Summary of rms acceleration values obtained in the study of reaching movements in the acceleration phase.</p>
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<p>Summary of the values of maximal accelerations obtained in the study of reaching movements in the deceleration phase.</p>
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<p>Summary of rms acceleration values obtained in the study of reaching movements in the deceleration phase.</p>
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<p>The course of displacement, velocity and acceleration obtained during tests of precise hand movement.</p>
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<p>Summary of the maximal velocity and RMS velocity values obtained during tests of precise hand movement.</p>
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<p>Summary of the values of maximum acceleration and RMS acceleration obtained during tests of precise hand movement.</p>
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<p>Errors of putting the object off in relation to the <span class="html-italic">x</span> and <span class="html-italic">y</span> axis of precision tests.</p>
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18 pages, 3394 KiB  
Article
The Application of Generative Algorithms in Human-Centered Product Development
by Lewis Urquhart, Andrew Wodehouse, Brian Loudon and Craig Fingland
Appl. Sci. 2022, 12(7), 3682; https://doi.org/10.3390/app12073682 - 6 Apr 2022
Cited by 13 | Viewed by 4289
Abstract
Algorithmic design harnesses the power of computation to generate a form based on input data and rules. In the product design setting, a major advantage afforded by this approach is the ability to automate the customization of design variations in accordance with the [...] Read more.
Algorithmic design harnesses the power of computation to generate a form based on input data and rules. In the product design setting, a major advantage afforded by this approach is the ability to automate the customization of design variations in accordance with the requirements of individual users. The background knowledge, intuition, and critical judgement of the designer are still essential but are focused on different areas of the design process. Thus far, little research has been applied directly to the problem of ergonomics in generative design. In this paper, we review the relevant literature in generative design, topology optimization, and computational design in order to describe the ways in which algorithms can be incorporated into the design process from a human-factors perspective–design tailored around human anatomy and usability requirements. We then develop a model for approaching generative design development work, oriented around human factors (particular ergonomics), and describe a case study from the PRIME-VR2 research project in which an algorithmic workflow utilized user scan data and 3D-printing technology to generate bespoke versions of a standard controller device. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>Process of form finding through topology optimization.</p>
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<p>Strategy for AM production for designs derived from anatomical scans, adapted from Wang et al. [<a href="#B41-applsci-12-03682" class="html-bibr">41</a>].</p>
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<p>Generative design methodology incorporating macro and micro algorithmic stages.</p>
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<p>Diagrammatic relationship between the abstract volumes and surfaces of the controller housing class.</p>
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<p>Form generations developed from abstract class definitions and ergonomic inputs.</p>
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<p>(<b>Left</b>) The structure graph network. (<b>Right</b>) Network loaded directly into the CAD environment adjacent to the arm mesh. The structure graph is arranged around the arm mesh.</p>
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<p>Unique dimensions of generated strap geometry.</p>
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<p>An initial arrangement of a linkage resulting in a rotation around a virtual axis aligned to the user’s wrist.</p>
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17 pages, 597 KiB  
Article
A Study on the Factors Influencing Overall Fatigue and Musculoskeletal Pains in Automobile Manufacturing Production Workers
by Jun Won Kim, Byung Yong Jeong and Myoung Hwan Park
Appl. Sci. 2022, 12(7), 3528; https://doi.org/10.3390/app12073528 - 30 Mar 2022
Cited by 7 | Viewed by 2780
Abstract
In South Korea, the automobile sector is a key industry that occupies a very large proportion of production, employment, and exports in the national economy. However, production workers in the automobile industry are still exposed to a wide range of risk factors. This [...] Read more.
In South Korea, the automobile sector is a key industry that occupies a very large proportion of production, employment, and exports in the national economy. However, production workers in the automobile industry are still exposed to a wide range of risk factors. This study aims to investigate the relationships between personal characteristics or occupational hazard exposure and subjective overall fatigue or musculoskeletal pains in the automobile manufacturing industry. We extracted 446 automobile manufacturing production workers as subjects from the data of the 5th Korean Working Conditions Survey. The χ2 test is performed to test whether there are differences in the distribution of complaints of musculoskeletal pains or overall fatigue in view of personal characteristics and exposure to working environment hazards and logistic regression analysis was used to analyze the relationships between them. Results showed that the proportions of the overall fatigue and musculoskeletal pains of the complaining group increase as the hazard exposure time increases. Longer exposure to tobacco smoke shows higher rates of complaints of overall fatigue and musculoskeletal pain. Results of logistic regression show that gender, longer exposure to fumes and dust, manual heavy loads handling, and to repetitive motion were the risk factors for overall fatigue and that gender, work experience, longer working hours, longer exposure to noise, fumes and dust, awkward posture, and high temperature were risk factors for musculoskeletal pains. The results show that there are close relationships between personal characteristics, working environment hazards, overall fatigue, and musculoskeletal pains. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>Research approach of this study.</p>
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16 pages, 268 KiB  
Article
A Cross-Sectional Descriptive Study of Musculoskeletal Disorders (MSDs) of Male Shipbuilding Workers and Factors Associated the Neck, Shoulder, Elbow, Low Back, or Knee MSDs
by Woo-Jin Kim, Hyun-Jin Park and Byung-Yong Jeong
Appl. Sci. 2022, 12(7), 3346; https://doi.org/10.3390/app12073346 - 25 Mar 2022
Cited by 4 | Viewed by 2160
Abstract
This study investigates the cross-sectional descriptive characteristics of male shipbuilding workers’ musculoskeletal disorders (MSDs) and factors associated with MSDs in the neck, shoulders, elbows, low back, or knees. From the national compensation data confirmed as MSDs during three years between 2015 and 2017, [...] Read more.
This study investigates the cross-sectional descriptive characteristics of male shipbuilding workers’ musculoskeletal disorders (MSDs) and factors associated with MSDs in the neck, shoulders, elbows, low back, or knees. From the national compensation data confirmed as MSDs during three years between 2015 and 2017, 985 male workers were analyzed in terms of age, work experience, occupations, company size, and MSD type according to each body region. In the analysis of frequency and severity according to ‘occupation–body region–MSD type’, ‘Electrician/plumber–low back–herniated disc’ (6.9%) was the form of MSDs with the highest frequency among total MSDs, and ‘Crane–neck–herniated disc’ (500.5 days) was the highest mean of sick leave days. The low back MSDs (28.9%) were the highest frequency, followed by shoulders (27.7%) and knees (16.2%). The herniated disc was frequent in the neck and lumbar region, and the mean of sick leave days of the neck herniated disc (402.2 days) was greater than that of the low back herniated disc (321.1 days). While a rupture was frequent in the shoulder or knee region, the mean of sick leave days for shoulder rupture (335.1 days) was greater than that of the knee rupture (318.8 days). In the binary logistic regression analysis, age was positively associated with MSDs in the neck, shoulder, or elbow regions, while the low back MSDs category was not positively associated with age. Large companies with >1000 employees were highly associated with neck MSDs, while small companies with <30 employees were related to the low back MSDs. This study derives the characteristics for frequency and sick leave days of MSDs in the neck, shoulders, elbows, low back, or knees to prioritize MSD prevention information. The results of this study can be used as primary data for establishing MSD prevention policy. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
20 pages, 2819 KiB  
Article
Emotions and Colors in a Design Archiving System: Applying AI Technology for Museums
by Hye Jung Kim and Hyun-Kyung Lee
Appl. Sci. 2022, 12(5), 2467; https://doi.org/10.3390/app12052467 - 26 Feb 2022
Cited by 11 | Viewed by 4432
Abstract
This study proposes a new museum archiving system that uses artificial intelligence (AI) technology. It suggests a new retrieval interface to extract emotional characteristics of the design work to enrich the archiving database. A virtual curation was organized to showcase the proposed archiving [...] Read more.
This study proposes a new museum archiving system that uses artificial intelligence (AI) technology. It suggests a new retrieval interface to extract emotional characteristics of the design work to enrich the archiving database. A virtual curation was organized to showcase the proposed archiving system. We focused on finding emotional signals with advanced technology because humans build trust and connect with each other through emotional cues. There are numerous characteristics of a single work of art, but we focused on the emotions that viewers can feel when they appreciate the art and share a connection with the artists who made the work. The research was focused on design works, and the metadata were designed to extract three dominant colors and match them with emotional adjectives to enrich the data on the paintings. The purpose of this study was to provide information for new techniques of color utilization that encapsulate emotional adjectives. Through this research, we developed an image retrieval system based on metadata and transformed intangible emotions of design work into data. With the emotion archiving system, we organized virtual curation, adding a Korean design history collection with emotional words. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>IRI hue and tones palette, IRI monochrome image scale, and IRI adjective image scale. (<b>A</b>) IRI hue and tones palette; (<b>B</b>) IRI monochrome image scale; (<b>C</b>) IRI adjective image scale.</p>
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<p>Multitouch display table at the Cooper Hewitt design museum.</p>
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<p>Naver DataLab with Theme Keywords.</p>
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<p>Flow chart.</p>
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<p>Dominant color extraction from Paul Klee’s Senecio.</p>
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<p>IRI hue and tone palette of 120 monochrome colors, Mapping with IRI color scale and adjective scale. (<b>A</b>) IRI hue and tones palette of 120 monochrome; (<b>B</b>) Mapping with IRI color scales and adjective scale; (<b>C</b>) Process of calculating distance zooming in the first quadrants.</p>
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<p>Comparison of the color values or RGB between the clustered dominant color of the design works and then matched with IRI color.</p>
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<p>Searching the system with the design work’s emotions, here with springy checked on the details page for the design work by Piet Mondrian in the searching system.</p>
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<p>Virtual exhibition of Korean design works delivering emotions.</p>
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9 pages, 2732 KiB  
Article
Time to Capture a Moving Target Travelling along a Circular Trajectory
by Jongsung Lee and Seung-Kweon Hong
Appl. Sci. 2022, 12(4), 1911; https://doi.org/10.3390/app12041911 - 11 Feb 2022
Viewed by 1795
Abstract
This study measured the time it took to select a target moving along a circular trajectory with a computer mouse. The time was changed according to the speed of the target, the width of target and the distance from the starting point to [...] Read more.
This study measured the time it took to select a target moving along a circular trajectory with a computer mouse. The time was changed according to the speed of the target, the width of target and the distance from the starting point to the target. However, the effect of these independent variables on the dependent variable was different from what was expected. In the previous studies, it was assumed that the faster the moving target speed, the longer the target selection time, because increased target speed had the effect of narrowing the effective target width. However, as a result of the experiment, the target selection time was rather shortened when the moving speed of the target was increased. This may be because the subjects intend to speed up target selection while decreasing the accuracy of target selection in order to adapt to a fast-moving target. The modified Fitts’ model for the moving target selection time proposed in a previous study did not take these user responses into account. A more modified model is required to more accurately describe the selection time of moving target. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>A target moving along the circular trajectory and home position of computer cursor.</p>
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<p>Main effects of the speed of moving target (<b>left</b>), the target width (<b>center</b>) and the distance between home position and moving target (<b>right</b>) on the target section accuracy.</p>
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<p>Interaction effects between the speed of moving target and the target width on the target selection accuracy.</p>
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<p>Main effects of the speed of moving target (<b>left</b>), the target width (<b>center</b>) and the distance between home position and moving target (<b>right</b>) on the target selection time.</p>
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<p>Interaction effects between the speed of moving target and the target width on the target selection time.</p>
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<p>Linear regression analysis between target selection times and indexes of difficulty; when the movement speed of the target does not affect the movement time (<b>left</b>), when the model fit is the best (<b>center</b>), when the model fit is poor (<b>right</b>).</p>
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15 pages, 1686 KiB  
Article
How to Improve the Acceptance of Autonomous Driving Technology: Effective Elements Identified on the Basis of the Kano Model
by Jong-Gyu Shin, In-Seok Heo, Jin-Hae Yae and Sang-Ho Kim
Appl. Sci. 2022, 12(3), 1541; https://doi.org/10.3390/app12031541 - 31 Jan 2022
Cited by 7 | Viewed by 3220
Abstract
Innovative sociotechnical change is forthcoming because of autonomous driving; however, only a few studies have focused on the acceptance of this technology, which is not up to social expectation. In this study, we present and validate a research framework on the basis of [...] Read more.
Innovative sociotechnical change is forthcoming because of autonomous driving; however, only a few studies have focused on the acceptance of this technology, which is not up to social expectation. In this study, we present and validate a research framework on the basis of the Kano model to identify the effective acceptance elements for autonomous driving technology. By collecting and analyzing the survey data of 187 people, it was confirmed that the elements of acceptance for autonomous driving technology can be classified according to the Kano attributes. This means that these acceptance elements should be resolved with priority in order to secure the acceptance. Legal policies and ethical guidelines are identified as top priorities for ensuring the acceptance of autonomous driving. Traffic congestion, situational awareness, malfunction prevention, and fatigue/stress relief must be addressed as utmost priorities. The framework and results from this study can be used to establish efficient strategies for developing autonomous driving technologies according to the user requirement levels. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>Relationship between hierarchy of human needs and the evolution of the Industrial Revolution.</p>
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<p>Kano model diagram.</p>
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<p>Study framework derived from the Kano model.</p>
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<p>Factor positions for functional stage.</p>
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<p>Factor positions for reliable stage.</p>
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<p>Factor positions for usable stage.</p>
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<p>Factor positions for pleasurable stage.</p>
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14 pages, 2952 KiB  
Article
Interdisciplinary Service Design Approach to Promote Sustainable Solutions in Social Complexity: Case Study on Korean Elderly Residential Stability during COVID-19
by Suji Choi, Miseon Kang, Yeseul Lee, Seol-Ah Lee, Hyoun K. Kim and Hyun-Kyung Lee
Appl. Sci. 2021, 11(24), 12009; https://doi.org/10.3390/app112412009 - 16 Dec 2021
Cited by 1 | Viewed by 3056
Abstract
This study introduces Action Research to present a service program through an interdisciplinary service design approach for promoting the residential stability of elderly people. We extracted design elements (1) “things to do” and (2) “community” and “strategies”, and then made a design framework. [...] Read more.
This study introduces Action Research to present a service program through an interdisciplinary service design approach for promoting the residential stability of elderly people. We extracted design elements (1) “things to do” and (2) “community” and “strategies”, and then made a design framework. According to the framework, we developed a service design program, named “Small Daily Life: “Small Daily Life Tasks”, which provided opportunities to share the elderly people’s daily life via online videos “Small Meeting”, which helped develop a network of relationships outside the home by informing neighbors regarding elderly people’s know-how, and “Small Sharing”, which delivers the results of previous activities to those who need help in the community. Finally, we describe our reflective case study on the presented service program and examine the relationship between social infrastructure and design and their respective roles. This study will expand service design methodologies as presented research procedures, generalized frameworks, and conceptual models that can be referenced in multidisciplinary collaborations. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>Interdisciplinary approach of research process.</p>
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<p>First interview’s outcomes and derived design elements.</p>
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<p>Customer journey map showing daily life of elderly female during second interview.</p>
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<p>Service design framework.</p>
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<p>Service brand design.</p>
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<p>Service process map.</p>
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<p>Case study and herb salt creation activity.</p>
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<p>The conceptual living space and role of service design.</p>
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24 pages, 22064 KiB  
Article
Design Proposal for Sign Language Services in TV Broadcasting from the Perspective of People Who Are Deaf or Hard of Hearing
by Ji Hyun Yi, Songei Kim, Yeo-Gyeong Noh, Subin Ok and Jin-Hyuk Hong
Appl. Sci. 2021, 11(23), 11211; https://doi.org/10.3390/app112311211 - 25 Nov 2021
Cited by 3 | Viewed by 4422
Abstract
Sign language services are provided so that people with hearing loss are not alienated from socially and politically important information through TV broadcasting. In this paper, we conducted a user survey and evaluation of the current sign language services for deaf or hard-of-hearing [...] Read more.
Sign language services are provided so that people with hearing loss are not alienated from socially and politically important information through TV broadcasting. In this paper, we conducted a user survey and evaluation of the current sign language services for deaf or hard-of-hearing (DHH) people, and solutions were proposed for the problems found in the course of the analyses. To this end, a total of five stages of research were conducted. First, the communication problems experienced by DHH individuals and previous studies on their language and information acquisition were investigated. Second, the most typical types of information delivery channels via TV were defined as news, discussions, and weather reports, and by investigating the actual sign language service cases for each type, three visual information delivery elements were identified: sign language interpreters, reference videos, and subtitles. Third, a preference survey, an interview survey, and an eye tracker experiment on the DHH participants were conducted with varying arrangement options of information delivery elements. Fourth, based on the results of the investigations and experiments, the options to be considered when arranging information delivery elements were compiled. The results showed that the sign language interpreter, which is the first element of information delivery, should be presented in a size clearly visible because the visibility of their facial expressions is important. In addition, it is recommended to present the interpreter without a background since DHH participants did not prefer the presence of a background. As for subtitles, which is the third element of information delivery, it was confirmed that the provision of sign language interpretation and subtitles together helped DHH participants to understand the contents more quickly and accurately. Moreover, if there are multiple speakers, individual subtitles for each speaker should be provided so that the viewers can understand who is talking. Reference videos, which are mainly placed on the screen background, the second information delivery element, were considered less important to DHH participants compared to sign language interpreters and subtitles, and it was found that DHH participants preferred reference videos to be visually separated from sign language interpreters. Fifth, based on the overall results of the study, a screen layout design was proposed for each type of information delivery element for DHH people. Contrary to the general conception that there would be no problem in viewing information-delivering TV broadcasts by DHH people simply by placing a sign language interpreter on the screen, the results of this study confirmed that a more delicate screen layout design is necessary for DHH people. It is expected that this study will serve as a helpful guide in providing better sign language services for TV broadcasts that can be conveniently viewed by both DHH and non-disabled people. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>Samples of sign language services in TV broadcasting in Korea. Translation of subtitle–Left: “Please refrain from simple inspections due to limited inspection volume and inspection capabilities”.</p>
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<p>Example of smart Korean sign language broadcasting services. Translation of subtitle–In yellow box: “As you saw earlier, the liquidation phenomenon came out”.</p>
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<p>Example of news type broadcasts. Translation of subtitles–Left: “Group infection at Noryangjin Fish Market… Around 500 new confirmed cases”. Right: “Shooting at a middle school in Idaho… 3 people were injured”.</p>
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<p>Example of sign language services in news.</p>
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<p>Examples of discussion type broadcasting.</p>
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<p>Example of sign language services in discussion.</p>
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<p>Examples of general weather broadcasts without sign language service.</p>
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<p>Examples of sign language services in weather reports.</p>
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<p>Test environment.</p>
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<p>Results with news cases.</p>
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<p>Results of preferences evaluation with news cases.</p>
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<p>Results of eye tracker experiments with news cases.</p>
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<p>Results of experiments in panel discussion cases.</p>
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<p>Results of preference evaluation with discussion cases.</p>
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<p>Results of eye tracker experiments with discussion cases.</p>
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<p>Results of experiments in weather forecast cases.</p>
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<p>Results of preference evaluation with weather report clips.</p>
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<p>Results of eye tracker experiments with weather report cases.</p>
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<p>Results of experiments with subtitles.</p>
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<p>Preference on integrated or individual subtitles for multiple speakers.</p>
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<p>Example of individual subtitles for each speaker.</p>
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<p>Example of the current sign language interpreter size in TV broadcasts.</p>
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<p>Proposed layout design of information delivery components for news type broadcasts.</p>
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<p>Proposed layout design of information delivery components for discussion type broadcasts.</p>
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<p>Proposed layout design of information delivery components for weather forecasts.</p>
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32 pages, 16488 KiB  
Article
Exploring Users’ Mental Models for Anthropomorphized Voice Assistants through Psychological Approaches
by Dasom Park and Kiechan Namkung
Appl. Sci. 2021, 11(23), 11147; https://doi.org/10.3390/app112311147 - 24 Nov 2021
Cited by 6 | Viewed by 3941
Abstract
Various perspectives are being studied to increase the usability and persistence of voice assistants (VA) as the use is rapidly expanding to various domains. Particularly, many studies note that users personify VA. Systems designed to suit users differing mental models while using specific [...] Read more.
Various perspectives are being studied to increase the usability and persistence of voice assistants (VA) as the use is rapidly expanding to various domains. Particularly, many studies note that users personify VA. Systems designed to suit users differing mental models while using specific systems can provide a positive user experience, increasing usability and persistence. Therefore, we tried to structure the mental model of users using personified VA and proposed these results as an important factor to consider in personifying VA. To determine important factors to consider in personifying VA, this research structures the mental model of users using personified VA. Furthermore, we used two types of psychological approaches that were not applied in previous studies to analyze users’ mental models. Using two types of psychological approaches that were not applied in previous studies, this research analyzed users’ mental models. In Study 1, each user’s thinking process is derived through ZMET (Zaltman metaphor elicitation techniques) as a consensus map. Afterward, in Study 2, correlations between the key components analyzed in Study 1 are validated through RG (repertory grid technique). As a result, the research found that there are three different psychological structures. The first structure is of users who feel human-like empathy and warmth in the use of VA. Meanwhile, the second structure is of users who seek help with problem-solving. The last is the psychological structure of users who regarded anthropomorphic VA as just a machine. Users with this mental model expect the potential for development as a machine rather than the personification of VA. Ultimately, this research is meaningful in that it analyzes each user’s psychological mechanism for personified VA through a psychological approach and derives three new mental models in detail. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>Research Method and Structure.</p>
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<p>Study 1 Procedure.</p>
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<p>Study 2 Procedure.</p>
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<p>The structure of the Repertory Grid.</p>
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<p>Collage Image of all participants.</p>
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<p>Consensus map of using VA.</p>
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<p>Result of HCA (P1).</p>
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<p>Result of HCA (P14).</p>
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<p>Result of HCA(P18).</p>
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<p>HCA data of Repertory Grid.</p>
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<p>HCA data of Repertory Grid.</p>
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<p>HCA data of Repertory Grid.</p>
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<p>HCA data of Repertory Grid.</p>
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<p>HCA data of Repertory Grid.</p>
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<p>HCA data of Repertory Grid.</p>
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<p>HCA data of Repertory Grid.</p>
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14 pages, 3534 KiB  
Article
Transdisciplinary Teaching and Learning in UX Design: A Program Review and AR Case Studies
by Wei Liu, Kun-Pyo Lee, Colin M. Gray, Austin L. Toombs, Kuo-Hsiang Chen and Larry Leifer
Appl. Sci. 2021, 11(22), 10648; https://doi.org/10.3390/app112210648 - 12 Nov 2021
Cited by 25 | Viewed by 6767
Abstract
Today’s user experience (UX) educators and designers can no longer just focus on creating more usable systems, but must also rise to the level of strategists, using design thinking and human–computer interaction (HCI) solutions to improve academic and business outcomes. Both psychological, designer, [...] Read more.
Today’s user experience (UX) educators and designers can no longer just focus on creating more usable systems, but must also rise to the level of strategists, using design thinking and human–computer interaction (HCI) solutions to improve academic and business outcomes. Both psychological, designer, and engineering approaches are adopted in this study. An invited program review committee met to review progress of the UX program at the Beijing Normal University (BNUX). They considered issues and challenges facing the program today, and the steps that it could make to develop further. During a recent augmented reality (AR) project on designing future life experience on smart home and wearables, several experiential concepts and prototypes were generated to demonstrate HCI and UX research directions. The committee was impressed by BNUX with its energy, enthusiasm, and a sense of purpose on practicing transdisciplinary teaching and learning activities. Recommendations on the current organization of education, the relation between project-based learning and research, and opportunities for exposure and visibility are provided. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>The logic diagrams of identifying the traffic lights and the text content.</p>
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<p>The HCI logic diagrams of identifying the traffic lights and the text content.</p>
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<p>The five main components of the hardware engineering design.</p>
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<p>The scenario of the usage of the Go-Light.</p>
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<p>The HCI logic diagram.</p>
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<p>The user interface prototypes of the mobile app. Different shapes and personalities are given for the elf according to different home contexts.</p>
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<p>The gesture interactions and user interface prototypes of the mobile app.</p>
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<p>A scenario walkthrough of the Toast! restaurant experience.</p>
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12 pages, 23411 KiB  
Article
Gender Characteristics on Gaze Movement in Situation Awareness
by Yejin Lee, Kwangtae Jung and Hyunchul Lee
Appl. Sci. 2021, 11(21), 10281; https://doi.org/10.3390/app112110281 - 2 Nov 2021
Cited by 2 | Viewed by 2580
Abstract
In large systems, such as nuclear power plants, the operator’s situation awareness is vital to the system’s safety. Since gaze movement is closely related to situation awareness, various studies have evaluated it through gaze movement. The number of female workers is increasing even [...] Read more.
In large systems, such as nuclear power plants, the operator’s situation awareness is vital to the system’s safety. Since gaze movement is closely related to situation awareness, various studies have evaluated it through gaze movement. The number of female workers is increasing even in large systems, such as nuclear power plants, so it is relevant to compare and analyze the situation awareness and gaze movement characteristics of men and women. In this study, an experiment was conducted to compare and analyze men’s and women’s situation awareness and gaze movement characteristics by making a simulator for emergency scenarios in nuclear power plants. Gaze entropy was used as a measure to indicate gaze movement, while the Situation Awareness Rating Technique (SART) was utilized to measure situation awareness. A total of 20 engineering college students (10 male, 10 female) participated in the experiment. Loss of coolant accident (LOCA), steam generator tube rupture (SGTR), steam line break (SLB), and loss of voltage (LOV) were the nuclear power plant accident situations used as task scenarios for the experiment. For all accident scenarios, the SART score did not show a significant difference between men and women. Shannon entropy, dwell time entropy, and heat map entropy did not show a significant difference between men and women, but Markov entropy was found to be significantly higher in women. In conclusion, there was no significant difference between men and women in awareness of accident situations. In addition, there was no significant difference between men and women in the ratio of viewing the necessary information elements in the situation awareness process. However, it was found that women had more gaze movements between necessary information elements than men. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>Simulator screens for the experiment.</p>
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<p>Experiment scenes.</p>
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<p>Judgment time of accident scenarios according to gender. Mean values of judgment time ± SD are shown.</p>
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<p>SART score according to gender. SART mean values ± SD are shown.</p>
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<p>(<b>a</b>) Shannon entropy, (<b>b</b>) dwell time entropy, (<b>c</b>) Markov entropy, (<b>d</b>) heat map entropy with gender. Mean values of entropies ± SD are shown.</p>
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<p>Gaze plot of (<b>a</b>) one male and (<b>b</b>) one female participant.</p>
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<p>(<b>a</b>) Fixation time and (<b>b</b>) visit count of male and female participants. Mean values ± SD are shown.</p>
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18 pages, 4352 KiB  
Article
Effect of Target Size, Location, and Input Method on Interaction in Immersive Virtual Reality
by Mungyeong Choe, Jaehyun Park and Hyun K. Kim
Appl. Sci. 2021, 11(21), 9846; https://doi.org/10.3390/app11219846 - 21 Oct 2021
Cited by 6 | Viewed by 2764
Abstract
Although new virtual reality (VR) devices and their contents are actively being released, there are still not enough studies to prepare its interface/interaction standard. In this study, it was investigated whether specific interaction factors influenced task performance and the degree of virtual reality [...] Read more.
Although new virtual reality (VR) devices and their contents are actively being released, there are still not enough studies to prepare its interface/interaction standard. In this study, it was investigated whether specific interaction factors influenced task performance and the degree of virtual reality sickness when performing pointing tasks in immersive virtual reality. A smartphone-based VR device was used, and twenty-five targets were placed in a 5 × 5 layout on the VR experimental area that extended to a range similar to the human viewing angle. Task completion time (TCT) was significantly affected by target selection method (p < 0.001) and target size (p < 0.001), whereas the error rate (ER) significantly differed for the target selection method (p < 0.001) and not for the target size (p = 0.057). Target location was observed to be a factor affecting TCT (p < 0.001), but it did not affect the ER (p = 0.876). VR sickness was more severe when the target size was smaller. Gaze selection was found to be more efficient when accuracy is demanded, and manual selection is more efficient for quick selection. Moreover, applying these experimental data to Fitts’ Law showed that the movement time was found to be less affected by the device when using the gaze-selection method. Virtual reality provides a three-dimensional visual environment, but a one-dimensional formula can sufficiently predict the movement time. The result of this study is expected to be a reference for preparing interface/interaction design standards for virtual reality. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>Smartphone-based virtual reality device.</p>
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<p>The process of converting the length of the target into an angle.</p>
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<p>Example of the experimental area. In (<b>a</b>) left panel: large target size; In (<b>a</b>) right panel: small target size; In (<b>b</b>): a screen that a subject actually sees with VR HMD.</p>
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<p>The touchpad of virtual reality headset.</p>
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<p>Sequence of target selection.</p>
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<p>Mean task completion time for each condition. (Circles show no statistically significant difference, and the y-axis does not start at zero).</p>
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<p>Task completion time for target location. (Different letters indicate statistically significant differences, Error bars refer to standard deviation).</p>
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<p>The distribution of mean task completion time for each condition: (<b>a</b>) large target size; (<b>b</b>) small target size; (<b>c</b>) manual-selection method; (<b>d</b>) gaze-selection method; (<b>e</b>) all conditions.</p>
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<p>The distribution of mean error rate for each condition: (<b>a</b>) large target size; (<b>b</b>) small target size; (<b>c</b>) manual-selection method; (<b>d</b>) gaze-selection method.</p>
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<p>VRSQ scores for target size.</p>
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<p>VRSQ scores for selection method.</p>
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<p>Angles used as independent variables of the regression.</p>
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<p>Correlations between index of difficulty (ID) and movement time (MT) in each model.</p>
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13 pages, 1216 KiB  
Article
Statistical Modeling of Cultural Differences in Adopting Autonomous Vehicles
by Yongdeok Yun, Hyungseok Oh and Rohae Myung
Appl. Sci. 2021, 11(19), 9030; https://doi.org/10.3390/app11199030 - 28 Sep 2021
Cited by 8 | Viewed by 3412
Abstract
As autonomous driving technology develops, the advantages and disadvantages of autonomous vehicles emerge. In order for automated vehicles to find a place in society, public opinion and acceptance are important, and a number of studies about public opinion and acceptance are underway. In [...] Read more.
As autonomous driving technology develops, the advantages and disadvantages of autonomous vehicles emerge. In order for automated vehicles to find a place in society, public opinion and acceptance are important, and a number of studies about public opinion and acceptance are underway. In this paper, we investigated the relation between cross cultural differences and public opinion on automated vehicles. Through a literature review, public opinion in various countries, including China, India, Japan, the U.S., the U.K., and Australia, was collected. Through these data, the influence of cross cultural differences in public opinion was identified, and statistical models for predicting public opinion about autonomous vehicles were developed. In addition, the prediction models were validated through the results of the survey conducted in this paper. As a result, the influence of cross cultural differences on public opinion about automated vehicles was confirmed. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>The value of the cultural dimensions for each country.</p>
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<p>Concerns about AVs in South Korea.</p>
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15 pages, 73796 KiB  
Article
Icon Generation Based on Generative Adversarial Networks
by Hongyi Yang, Chengqi Xue, Xiaoying Yang and Han Yang
Appl. Sci. 2021, 11(17), 7890; https://doi.org/10.3390/app11177890 - 26 Aug 2021
Cited by 11 | Viewed by 4942
Abstract
Icon design is an important part of UI design, and a design task that designers often encounter. During the design process, it is important to highlight the function of icons themselves and avoid excessive similarity with similar icons, i.e., to have a certain [...] Read more.
Icon design is an important part of UI design, and a design task that designers often encounter. During the design process, it is important to highlight the function of icons themselves and avoid excessive similarity with similar icons, i.e., to have a certain degree of innovation and uniqueness. With the rapid development of deep learning technology, generative adversarial networks (GANs) can be used to assist designers in designing and updating icons. In this paper, we construct an icon dataset consisting of 8 icon categories, and introduce state-of-the-art research and training techniques including attention mechanism and spectral normalization based on the original StyleGAN. The results show that our model can effectively generate high-quality icons. In addition, based on the user study, we demonstrate that our generated icons can be useful to designers as design aids. Finally, we discuss the potential impacts and consider the prospects for future related research. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>When searching for weather apps in the Apple Store, you can see a strong similarity in the icon design of these apps.</p>
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<p>(<b>a</b>) The basic framework of GAN. Where <math display="inline"><semantics> <mi mathvariant="normal">G</mi> </semantics></math> is the generator; <math display="inline"><semantics> <mi mathvariant="normal">D</mi> </semantics></math> is the discriminator; <math display="inline"><semantics> <mi mathvariant="normal">z</mi> </semantics></math> is generally random noise sampled from a Gaussian distribution, <math display="inline"><semantics> <mi mathvariant="normal">z</mi> </semantics></math> generates a false sample <math display="inline"><semantics> <mrow> <mi mathvariant="normal">G</mi> <mrow> <mo>(</mo> <mi mathvariant="normal">z</mi> <mo>)</mo> </mrow> </mrow> </semantics></math> after passing through the <math display="inline"><semantics> <mi mathvariant="normal">G</mi> </semantics></math>; <math display="inline"><semantics> <mi mathvariant="normal">x</mi> </semantics></math> is the true sample, and the discriminator makes a true or false judgment on the input sample. (<b>b</b>) The structure of CGAN. The biggest difference to traditional GAN is that the label of the sample will be used as input to both the generator and the discriminator.</p>
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<p>T-SNE [<a href="#B39-applsci-11-07890" class="html-bibr">39</a>] was used to visualize part of the dataset (Perplexity = 30, learning rate = 150, iterations = 1500). We selected the 8 categories of icons with the largest sample size from the collected samples: emotion, weather, human, plant, avatar, clothes, house, transport. It should be noted that human icons are mainly images of people with different movements and postures, while avatar icons are mostly busts of people with different professions.</p>
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<p>The improved model based on StyleGAN in the study. We input the label embedding of the samples into the mapping network with discriminator; we added the self-attention mechanism in the generator and discriminator <math display="inline"><semantics> <mrow> <mn>64</mn> <mo>×</mo> <mn>64</mn> </mrow> </semantics></math>, <math display="inline"><semantics> <mrow> <mn>128</mn> <mo>×</mo> <mn>128</mn> </mrow> </semantics></math> and <math display="inline"><semantics> <mrow> <mn>256</mn> <mo>×</mo> <mn>256</mn> </mrow> </semantics></math> feature maps.</p>
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<p>The generation effect of the model at the 50th epoch, and the StyleGAN with the conditional constraints is able to perform the icon generation task by category.</p>
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<p>Visualization of the generation process.</p>
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<p>Profile distribution of the participants of our user study; (<b>a</b>) Age, (<b>b</b>) Gender, (<b>c</b>) UI design experience, (<b>d</b>) Deep Learning/Machine Learning experience.</p>
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<p>A sample of survey.</p>
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<p>(<b>a</b>) Comparison of StyleGAN and ours evaluations; (<b>b</b>) Results of the survey on the usefulness of generating icons for design work.</p>
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13 pages, 1058 KiB  
Article
Evaluation of the Nomological Validity of Cognitive, Emotional, and Behavioral Factors for the Measurement of Developer Experience
by Heeyoung Lee and Younghwan Pan
Appl. Sci. 2021, 11(17), 7805; https://doi.org/10.3390/app11177805 - 25 Aug 2021
Cited by 2 | Viewed by 3077
Abstract
Background: Developer experience should be considered a key factor from the beginning of the use of development platform, but it has not been received much attention in literature. Research Goals: The present study aimed to identify and validate the sub-constructs and item measures [...] Read more.
Background: Developer experience should be considered a key factor from the beginning of the use of development platform, but it has not been received much attention in literature. Research Goals: The present study aimed to identify and validate the sub-constructs and item measures in the evaluation of developer experience toward the use of a deep learning platform. Research Methods: A Delphi study as well as a series of statistical methodologies including the assessment of data normality, common method bias, and exploratory and confirmatory factor analysis were utilized to determine the reliability and validity of a measurement model proposed in the present work. Results: The results indicate that the measurement model proposed in this work successfully ensures the nomological validity of the three second-order constructs of cognitive, affective, and behavioral components to explain the second-order construct of developer experience at p < 0.5 Conclusions: The measurement instrument developed from the current work should be used to measure the developer experience during the use of a deep learning platform. Implication: The results of the current work provide important insights into the academia and practitioners for the understanding of developer experience. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>Research flow for the present work.</p>
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<p>Developer Experience: conceptual framework (adapted from Fagerholm and Münch, 2012).</p>
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<p>The results of the test of nomological validity.</p>
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15 pages, 1704 KiB  
Article
SAET: The Non-Verbal Measurement Tool in User Emotional Experience
by Jianmin Wang, Yujia Liu, Yuxi Wang, Jinjing Mao, Tianyang Yue and Fang You
Appl. Sci. 2021, 11(16), 7532; https://doi.org/10.3390/app11167532 - 17 Aug 2021
Cited by 4 | Viewed by 3743
Abstract
In this paper, the development process and validation of a self-assessment emotion tool (SAET) is described, which establishes an emotion-assessment method to improve pictorial expression design. The tool is based on an emotion set of emotional-cognition-derived rules obtained from an OCC model proposed [...] Read more.
In this paper, the development process and validation of a self-assessment emotion tool (SAET) is described, which establishes an emotion-assessment method to improve pictorial expression design. The tool is based on an emotion set of emotional-cognition-derived rules obtained from an OCC model proposed by Ortony, Clore, and Collins, and the emotion set and expression design are validated by numerical computation of the dimensional space pleasure–arousal–dominance (PAD) and the cognitive assessment of emotion words. The SAET consists of twenty images that display a cartoon figure expressing ten positive and ten negative emotions. The instrument can be used during interactions with visual interfaces such as websites, posters, cell phones, and vehicles, and allows participants to select interface elements that elicit specific emotions. Experimental results show the validity of this type of tool in terms of both semantic discrimination of emotions and quantitative numerical validation. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>Relevance of emotion words in the three dimensions of PAD.</p>
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<p>20 emotions of expression design. The emotions are, from left to right, top to bottom: happy-for, hate, satisfaction, gratitude, reproach, distress, pride, fear, mildness, pity, boredom, shame, disappointment, hope, resentment, love, gloating, anger, relief and admiration.</p>
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<p>Iterative image design of 20 emotions. The emotions are, from left to right, top to bottom: happy-for, hate, satisfaction, gratitude, reproach, distress, pride, fear, mildness, pity, boredom, shame, disappointment, hope, resentment, love, gloating, anger, relief and admiration.</p>
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<p>Screenshot of SAET system.</p>
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11 pages, 1088 KiB  
Article
Structural Equation Model of Work Situation and Work–Family Conflict on Depression and Work Engagement in Commercial Motor Vehicle (CMV) Drivers
by Dong-Seok Shin and Byung-Yong Jeong
Appl. Sci. 2021, 11(13), 5822; https://doi.org/10.3390/app11135822 - 23 Jun 2021
Cited by 7 | Viewed by 3230
Abstract
The shortage and aging of drivers are not problems limited to the truck industry, but are common in the broader commercial motor vehicle (CMV) industry of Korea. This study investigates the relationships between work situation, work–family conflict, depression, and work engagement of taxi, [...] Read more.
The shortage and aging of drivers are not problems limited to the truck industry, but are common in the broader commercial motor vehicle (CMV) industry of Korea. This study investigates the relationships between work situation, work–family conflict, depression, and work engagement of taxi, bus, and truck drivers. We extracted 512 CMV drivers from the 5th Korea Working Conditions Survey. A structural equation model (SEM) was used to investigate the impact of a work situation or work–family conflict on depression and work engagement. Results showed that 38.9% of all respondents had symptoms of depression. In the SEM, a poor work situation (standardized path coefficient = 0.250) and work–family conflict (0.117) significantly affected depression. ‘Enough time’ and ‘feeling well’ were influential variables of work situation. ‘Responsibility’ and ‘concentration’ were influential variables of work–family conflict. Additionally, depression affected work engagement (0.524). ‘Vigor’ and ‘dedication’ were influential variables of work engagement. These results show that the relationships between work situation, work–family conflict, depression, and work engagement of CMV drivers are intricately linked. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>Conceptual structural equation model (SEM) of this study. Rectangle, measurement variable; ellipse, latent variable; Di, disturbance or residual; ei, measurement error.</p>
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<p>Final model of this study. Rectangle, measurement variable; ellipse, latent variable; Di, disturbance or residual; ei, measurement error.</p>
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12 pages, 1126 KiB  
Article
Universal Safety Design (USD) and Sustainability: Comparison of Guidelines between Universal Design (UD) and USD
by Seung-Yeon Baek and Byung-Yong Jeong
Appl. Sci. 2021, 11(10), 4413; https://doi.org/10.3390/app11104413 - 13 May 2021
Cited by 6 | Viewed by 2479
Abstract
Universal Design (UD) has contributed to enhancing the quality of life through design for all. This study aims to compare the users’ subjective scores for UD guidelines and Universal Safety Design (USD) guidelines. A questionnaire survey was performed to get information on the [...] Read more.
Universal Design (UD) has contributed to enhancing the quality of life through design for all. This study aims to compare the users’ subjective scores for UD guidelines and Universal Safety Design (USD) guidelines. A questionnaire survey was performed to get information on the 165 users’ subjective scores for design guidelines implementing UD or USD. Results show that USD guidelines have extensibility in fairness, flexible work, and sustainability perspectives. UD guidelines show a low correlation coefficient with sustainability guideline of USD. In the results of the regression analysis, the guidelines of USD reflect the design concept of UD. Additionally, USD guidelines increase the design concept of sustainability. USD guidelines are expected to contribute to creating comfortable and safe environments for the disabled, the elderly, foreigners, and socially vulnerable groups. Additionally, it is expected to address discrimination at work. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>Guidelines of UD (U1 to U7, yellow) and USD (S1 to S6, yellow and green).</p>
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<p>Mean scores of UD and USD according to UD guidelines.</p>
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<p>Mean scores of UD and USD according to USD guidelines.</p>
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19 pages, 819 KiB  
Article
Robot-Touch Promotes Memory Sensitization
by Soheil Keshmiri
Appl. Sci. 2021, 11(5), 2271; https://doi.org/10.3390/app11052271 - 4 Mar 2021
Viewed by 2004
Abstract
Research show that we are more skeptical of the machines than fellow humans. They also find that we are reluctant to change this perception in spite of the possibility for increased efficiency through cooperative engagement with them. However, these findings that primarily focused [...] Read more.
Research show that we are more skeptical of the machines than fellow humans. They also find that we are reluctant to change this perception in spite of the possibility for increased efficiency through cooperative engagement with them. However, these findings that primarily focused on algorithmic agents may not readily be attributable to the case of robots. To fill this gap, the present study investigated whether the background information about the level of autonomy of a robot would have any effect on its perception by individuals whom it made a physical contact with. For this purpose, we conducted an experiment in which a robot-arm touched the left arm of thirty young Japanese adults (fifteen females, age: 22 ± 1.64) in two trials. While the robot was autonomous in both trials, we told our participants that in one of their trials the robot was controlled by a human operator while in the other the robot moved autonomously. We observed that the previous findings on soft agents extended to the case of robots in that participants significantly preferred their trial that was supposedly operated by a human. More importantly, we identified a memory sensitization with respect to the trial-order in which participants preferred their first trial, regardless of whether it was a robot- or a supposedly human-controlled scenario. As a type of nondeclarative memory that contributes to nonassociative learning, the observed memory sensitization highlighted participants’ growing perceptual distance to the robot-touch that was primarily triggered by the unconscious learning-component of their physical contact with the robot. The present findings substantiate the necessity for more in-depth and socially situated study and analysis of these new generation of our tools to better comprehend the extent of their (dis)advantages to more effectively introduce them to our society. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>Conceptual diagram of the experiment’s design in which every participant took part in two consecutive trials.</p>
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<p>Participants’ responses to Q1 through Q5 of the experiment-specific questionnaire.</p>
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<p>Cumulative (i.e., participants’ gender discarded) participants’ responses to Q3.</p>
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<p>Hypothesis testing. (<b>A</b>) Hypothesis 1 versus Hypothesis 2 with respect to participants’ responses to Q1 through Q4. (<b>B</b>) H3 versus H4. Subplots on left show the histogram of tests’ respective counts. Right subplots show these tests’ bootstrapped results at 99.0% confidence interval (i.e., area with red lines). Yellow lines are bootstrapped averages and tick blue line mark null hypothesis H0.</p>
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<p>Testing Hypothesis 5 versus Hypothesis 6. (<b>A</b>) <math display="inline"><semantics> <mfrac> <mrow> <mi>n</mi> <mi>u</mi> <mi>m</mi> <mi>b</mi> <mi>e</mi> <mi>r</mi> <mspace width="3.33333pt"/> <mi>o</mi> <mi>f</mi> <mspace width="3.33333pt"/> <mi>t</mi> <mi>i</mi> <mi>m</mi> <mi>e</mi> <mi>s</mi> <mspace width="3.33333pt"/> <mo>(</mo> <mi>s</mi> <mi>h</mi> <mi>a</mi> <mi>m</mi> <mo>)</mo> <mi>h</mi> <mi>u</mi> <mi>m</mi> <mi>a</mi> <mi>n</mi> <mo>−</mo> <mi>c</mi> <mi>o</mi> <mi>n</mi> <mi>t</mi> <mi>r</mi> <mi>o</mi> <mi>l</mi> <mi>l</mi> <mi>e</mi> <mi>d</mi> <mspace width="3.33333pt"/> <mi>s</mi> <mi>e</mi> <mi>l</mi> <mi>e</mi> <mi>c</mi> <mi>t</mi> <mi>e</mi> <mi>d</mi> </mrow> <mrow> <mi>t</mi> <mi>o</mi> <mi>t</mi> <mi>a</mi> <mi>l</mi> <mspace width="3.33333pt"/> <mi>n</mi> <mi>u</mi> <mi>m</mi> <mi>b</mi> <mi>e</mi> <mi>r</mi> <mspace width="3.33333pt"/> <mi>o</mi> <mi>f</mi> <mspace width="3.33333pt"/> <mi>r</mi> <mi>e</mi> <mi>s</mi> <mi>p</mi> <mi>o</mi> <mi>n</mi> <mi>s</mi> <mi>e</mi> <mi>s</mi> </mrow> </mfrac> </semantics></math> (<b>B</b>) <math display="inline"><semantics> <mfrac> <mrow> <mi>n</mi> <mi>u</mi> <mi>m</mi> <mi>b</mi> <mi>e</mi> <mi>r</mi> <mspace width="3.33333pt"/> <mi>o</mi> <mi>f</mi> <mspace width="3.33333pt"/> <mi>t</mi> <mi>i</mi> <mi>m</mi> <mi>e</mi> <mi>s</mi> <mspace width="3.33333pt"/> <mi>r</mi> <mi>o</mi> <mi>b</mi> <mi>o</mi> <mi>t</mi> <mo>−</mo> <mi>c</mi> <mi>o</mi> <mi>n</mi> <mi>t</mi> <mi>r</mi> <mi>o</mi> <mi>l</mi> <mi>l</mi> <mi>e</mi> <mi>d</mi> <mspace width="3.33333pt"/> <mi>s</mi> <mi>e</mi> <mi>l</mi> <mi>e</mi> <mi>c</mi> <mi>t</mi> <mi>e</mi> <mi>d</mi> </mrow> <mrow> <mi>t</mi> <mi>o</mi> <mi>t</mi> <mi>a</mi> <mi>l</mi> <mspace width="3.33333pt"/> <mi>n</mi> <mi>u</mi> <mi>m</mi> <mi>b</mi> <mi>e</mi> <mi>r</mi> <mspace width="3.33333pt"/> <mi>o</mi> <mi>f</mi> <mspace width="3.33333pt"/> <mi>r</mi> <mi>e</mi> <mi>s</mi> <mi>p</mi> <mi>o</mi> <mi>n</mi> <mi>s</mi> <mi>e</mi> <mi>s</mi> </mrow> </mfrac> </semantics></math>. The left subplots show the histograms of these ratios. The right subplots correspond to the results of their bootstrapped tests at 99.0% confidence interval (area within red lines). Tick blue lines mark the null hypothesis H0 (i.e., participants’ preference for two trials was at chance level) and yellow lines are bootstrapped averages. These subplots verify that whereas participants preferred (sham) human-controlled trial with a significantly above chance level, their preference for robot-controlled trial was significantly below chance level.</p>
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<p>Two-sample t-test indicated that participants showed a non-significant change in salivary cortisol during their (sham) human-controlled and robot-controlled trials.</p>
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<p>Pairwise Spearman correlations between participants’ personality traits: Extraversion, Agreeableness, Conscientiousness, Neuroticism, Openness. The Spearman correlation <math display="inline"><semantics> <mi>ρ</mi> </semantics></math> along with its <span class="html-italic">p</span>-value in each cell correspond to the paired personality traits for that cell. We only observed a significant (uncorrected) correlation between “conscientiousness” and “openness”. All other correlations were non-significant.</p>
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Review

Jump to: Research

40 pages, 2604 KiB  
Review
Technology Acceptance in Healthcare: A Systematic Review
by Adi A. AlQudah, Mostafa Al-Emran and Khaled Shaalan
Appl. Sci. 2021, 11(22), 10537; https://doi.org/10.3390/app112210537 - 9 Nov 2021
Cited by 133 | Viewed by 36659
Abstract
Understanding the factors affecting the use of healthcare technologies is a crucial topic that has been extensively studied, specifically during the last decade. These factors were studied using different technology acceptance models and theories. However, a systematic review that offers extensive understanding into [...] Read more.
Understanding the factors affecting the use of healthcare technologies is a crucial topic that has been extensively studied, specifically during the last decade. These factors were studied using different technology acceptance models and theories. However, a systematic review that offers extensive understanding into what affects healthcare technologies and services and covers distinctive trends in large-scale research remains lacking. Therefore, this review aims to systematically review the articles published on technology acceptance in healthcare. From a yield of 1768 studies collected, 142 empirical studies have met the eligibility criteria and were extensively analyzed. The key findings confirmed that TAM and UTAUT are the most prevailing models in explaining what affects the acceptance of various healthcare technologies through different user groups, settings, and countries. Apart from the core constructs of TAM and UTAUT, the results showed that anxiety, computer self-efficacy, innovativeness, and trust are the most influential factors affecting various healthcare technologies. The results also revealed that Taiwan and the USA are leading the research of technology acceptance in healthcare, with a remarkable increase in studies focusing on telemedicine and electronic medical records solutions. This review is believed to enhance our understanding through a number of theoretical contributions and practical implications by unveiling the full potential of technology acceptance in healthcare and opening the door for further research opportunities. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>PRISMA flow diagram.</p>
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<p>Most studied technology acceptance models.</p>
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<p>Key factors affecting technology acceptance in healthcare.</p>
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<p>The most confirmed hypotheses in the reviewed literature.</p>
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<p>Distribution of studies in terms of technology type.</p>
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<p>Distribution of studies in terms of participants.</p>
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<p>Publications statistics per region. Mixed: conducted in two different regions.</p>
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<p>Geographic chart for the studies included in this review.</p>
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<p>Frequency of studies per year.</p>
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<p>Mind map for the results summary.</p>
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19 pages, 2415 KiB  
Review
Making Order in User Experience Research to Support Its Application in Design and Beyond
by Aurora Berni and Yuri Borgianni
Appl. Sci. 2021, 11(15), 6981; https://doi.org/10.3390/app11156981 - 29 Jul 2021
Cited by 15 | Viewed by 5351
Abstract
The term User Experience (UX) was introduced to define the dynamics of the human-product interaction, and it was thought that design would have been a main recipient of UX research. However, it can be claimed that the outcomes of UX studies were not [...] Read more.
The term User Experience (UX) was introduced to define the dynamics of the human-product interaction, and it was thought that design would have been a main recipient of UX research. However, it can be claimed that the outcomes of UX studies were not seamlessly transferred into design research and practice. Among the possible reasons, this paper addresses the fragmentary knowledge ascribable to the field of UX. The authors reviewed the literature analyzing the conceptual contributions that interpret UX, proposing definitions and/or a theoretical framework. This allowed the authors to provide an overview of recurring elements of UX, highlighting their relationships and affecting factors. This research aims to clarify the overall understanding of UX, along with its key components (the user, interaction, the system, and context) and dimensions (ergonomic, affective, and the cognitive experiences). The authors built a semantic construction inspired by the structure of a grammatical sentence to highlight the relationship between those components. Therefore, UX is defined by a subject/user who performs an action-interaction towards an object-system. A complement-context better defines the condition(s) where the action-interaction takes place. This work is expected to lay the foundations for the understanding of approaches and methods employed in UX studies, especially in design. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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<p>Graphical representation of the main visions of UX, and the influence factors related to the UX concept.</p>
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<p>Terms used in the literature to define the user and to describe the attributes that characterize it.</p>
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<p>Scheme based on the four intertwined threads individuated by (McCarthy and Wright, 2004) and enriched with other scholars’ interpretations.</p>
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<p>Graphic representation of the elements that define, characterize, and form representations of the system based on literature contributions.</p>
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<p>Graphic representation of the main interpretations of the context of use.</p>
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<p>Graphical representation of the relationships between the main elements that characterize UX, shown in the semantic framework. Different colors represent the elements that affect (orange) or that are affected (blue).</p>
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<p>Representation of different experiences caused by different typologies of user-system interaction.</p>
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<p>Representation of user-system interactions, the derived different experiences (cognitive, affective, and ergonomic) and the influence factors that affect the overall UX.</p>
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