10932nam 22004453 450 991086528920332120240604080223.09783031608988(electronic bk.)9783031608971(MiAaPQ)EBC31360219(Au-PeEL)EBL31360219(CKB)32213009100041(EXLCZ)993221300910004120240604d2024 uy 0engurcnu||||||||txtrdacontentcrdamediacrrdacarrierCross-Cultural Design 16th International Conference, CCD 2024, Held As Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 - July 4, 2024, Proceedings, Part I1st ed.Cham :Springer International Publishing AG,2024.©2024.1 online resource (420 pages)Lecture Notes in Computer Science Series ;v.14699Print version: Rau, Pei-Luen Patrick Cross-Cultural Design Cham : Springer International Publishing AG,c2024 9783031608971 Intro -- Foreword -- HCI International 2024 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 16th International Conference on Cross-Cultural Design (CCD2024) -- HCI International 2025 Conference -- Contents - Part I -- Cross-Cultural Design and User Experience -- Persuasive Determinants of Physical Activity in Adults: Cultural Differences and the Moderating Effect of Gender and Age -- 1 Introduction -- 2 Background and Related Work -- 2.1 Culture and Human Behaviour -- 2.2 Culturally Relevant Persuasive Technology -- 2.3 HBM and Theory-Driven Behaviour Change Systems -- 3 Method -- 3.1 Measurement Instrument -- 3.2 Participants Recruitment -- 4 Data Analysis -- 4.1 Model Validity and Reliability -- 5 Result -- 5.1 General Model - Saudi Arabians vs. Canadians -- 5.2 Moderating Effect of Gender and Age -- 6 Discussion -- 6.1 Using Our Results to One-Size-Fits-All and Personalized Physical Activity App Design -- 6.2 Mapping the Determinants to Persuasive Strategies -- 6.3 Limitations and Future Work -- 7 Conclusion -- References -- Design Innovation Based on the Material Experience and Tactile Prompting -- 1 Introduction -- 2 Literature Review -- 2.1 Material Experience -- 2.2 Haptic Cognition Model -- 2.3 Tactile Prompting and AI-co-Creation -- 3 Method and Material -- 3.1 Research Method: HDD -- 3.2 Stimuli and Empirical Design Project -- 3.3 Participants and Procedures -- 3.4 Research Instrument -- 4 Results and Discussions -- 4.1 The Creation of HDD Project -- 4.2 Varying Capabilities of HDD Application -- 4.3 The Innovation via Tactile Prompting with AI-co-Creation -- 5 Conclusions -- References -- Behavioral Lock Screen Application Practice Based on Gamification Design Method -- 1 Introduction -- 2 Gamification Theories and Methods.3 Introduction of Behavioral Lock Screen Application -- 4 Practical Implementation Process -- 4.1 Discovery -- 4.2 Problem Definition -- 4.3 Determine Gamification Theme -- 4.4 Develop -- 4.5 Delivery and Implementation -- 4.6 Data Feedback -- 4.7 Iterative Design Based on Data Feedback -- 5 Conclusion -- References -- Shaping a Longevity Service Through Visual, Tangible, Cultural, and Social Artifacts -- 1 Introduction -- 1.1 Longevity Economics and Experience-Driven Service Industries -- 1.2 Research Hypothesis and Questions -- 2 Literature Review -- 2.1 Longevity Planning Blocks (LPBs) and Tangible Artifacts -- 2.2 Cultural and Social Artifacts -- 2.3 Experience Prototype -- 2.4 Think-Aloud Approach -- 3 Research Methods, Process, and Results -- 3.1 Recruitment -- 3.2 Visual and Tangible Prototypes of Longevity Services -- 3.3 Semi-structured Interview -- 3.4 D4L Service Considerations Through Various Lenses -- 4 Discussion and Next Steps -- 4.1 Translated Three Different Formats: Verbal, Visual, and Tangible -- 4.2 Create and Explore the Value of Make-to-Think Spirit -- 4.3 Consider Design Solutions Through Individual, Communal, and Social Lenses -- 5 Conclusion -- References -- Room Acoustic Design for Open Plan Interior in Dwelling House -- 1 Introductions -- 1.1 Research Background -- 1.2 Research Purposes -- 2 Project Practices -- 2.1 The Design Implement -- 2.2 Indoor Sound Environment -- 2.3 Sound Absorption Usage -- 3 Objective Evaluation -- 3.1 Computer Simulation -- 3.2 Field Verification -- 3.3 Sound Proof Exterior -- 4 Results -- 4.1 Computer Simulation -- 4.2 Field Verification -- 5 Discussion -- References -- Designing Virtual Spaces for Cross-Cultural Engagement: A Focus on Young Adults and Regional Cultural Elements -- 1 Introduction -- 1.1 Background -- 1.2 Research Objectives and Significance.2 Literature Review and Related Work -- 2.1 Exploration and Challenges in the Design of Cross-Cultural Virtual Spaces -- 2.2 The Application of Virtual Reality in Cross-Cultural Communication and Education -- 2.3 Cultural Acceptance and Interactive Behavior of Young Adults -- 2.4 Cultural Symbols and High-Low Context Virtual Spaces -- 3 Methodology -- 3.1 Data Collection -- 3.2 Quantitative Data Analysis -- 3.3 Ethical Considerations -- 3.4 Virtual Space Design Samples -- 4 Data Collection and Analysis -- 4.1 Data Preparation and Preprocessing -- 4.2 Descriptive Statistical Analysis -- 4.3 Inferential Statistical Analysis -- 4.4 Discussion and Limitations -- 5 Conclusion -- 5.1 Key Findings -- 5.2 Conclusions and Recommendations -- 5.3 Limitations and Future Directions -- References -- Interactive Experience Design of Indoor Lamps Based on the Concept of Emotionalization -- 1 Introduction -- 2 Indoor Lamps and Lanterns Development Status and Inter-issues (Problems) -- 2.1 Analysis of Market Conditions -- 2.2 Problems with Indoor Lighting -- 2.3 Trends in Interior Lighting Design Under Emotional Demands -- 3 Related Theories -- 3.1 Emotional Design Concepts -- 4 Emotional Expression of Interior Lighting Design -- 4.1 Emotional Design at the Instinctive Level -- 4.2 Emotional Design at the Behavioral Level -- 4.3 Emotional Design at the Reflective Level -- 5 Indignant Interior Luminaire Design Practices -- 5.1 Design Orientation -- 5.2 Product Design Innovation Points -- 6 Conclusion -- References -- Developing a Co-eating Agent for Food Education -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Co-eating Agent -- 2.3 Food Education Workshop -- 2.4 Environment -- 2.5 Data Collection and Analysis -- 2.6 Experimental Procedures -- 3 Results -- 3.1 Co-eating Experience -- 3.2 Impression of the Co-Eating Agent.3.3 Learning Satisfaction and Learning Outcome -- 3.4 Relationship Between the Impression and Learning Outcome. -- 4 Discussion -- 4.1 Learning Satisfaction and Learning Outcome in Food Education Provide by Co-eating Agent -- 4.2 The Role of Co-eating Agent in Food Educational Workshop -- 5 Conclusion -- References -- The Impact of Short-Video Application Affordances on Cross-Cultural User Engagement Behavior Intention: Based on SOR Model -- 1 Introduction -- 2 Theoretical Background and Hypothesis Building -- 2.1 SOR Model -- 2.2 Technology Affordance as Stimulus -- 2.3 Perceived Self-efficacy as Organism -- 2.4 Behavioral Engagement Intention as Response -- 3 Methodology -- 3.1 Data Collection and Analysis -- 3.2 Measurements -- 3.3 Reliability and Validity -- 3.4 Structural Equation Model -- 4 Discussion -- References -- A Gamified Approach on Inducing Energy Conservation Behavior -- 1 Introduction -- 2 Literature Review -- 2.1 Gamification and Behavior Change -- 2.2 Energy-Saving Behaviors and Motivation -- 2.3 Gamification in the Domain of Energy -- 3 Research Framework and Hypotheses -- 3.1 Theoretical Framework -- 3.2 Hypotheses -- 4 Methodology -- 4.1 Experiment Design -- 4.2 Experiment Tasks -- 4.3 Measurements -- 5 Results -- 5.1 Participants' Profile -- 5.2 Model Evaluation -- 5.3 Energy-Reducing Behavioral Results -- 5.4 Correlation Test -- 6 Discussion and Conclusion -- 6.1 Discussion -- 6.2 Limitations and Future Recommendations -- 6.3 Conclusion -- References -- The Impact of Color-Touch Cross-Modal Correspondence on the Temporal Integration of Multimodal Information -- 1 Introduction -- 1.1 Significance -- 1.2 Theoretical Background -- 1.3 Related Temporal Concepts -- 2 Research Framework -- 3 Methods -- 3.1 Participants -- 3.2 Apparatus and Stimuli -- 3.3 Experimental Design -- 3.4 Tasks and Procedures -- 3.5 Data Analysis.4 Results -- 4.1 Cross-Modal Correspondences -- 4.2 One-Way ANOVA to Accuracy and Reaction Time -- 4.3 SOA, ABS and Occurrence Sequence -- 4.4 Types and Stimuli Intensity -- 4.5 Other Conclusions Regarding Specific Levels of SOA -- 4.6 Discussion -- 5 Conclusion -- References -- Exploring Cross-Disciplinary Design Dialogues: A Case-Study Workshop on Designing Medical Interfaces and the Integration of the 'Check' Methodological Canvas -- 1 Introduction -- 1.1 Challenges and Opportunities of a Collaboration Between Designers and Medical Companies -- 1.2 The Culture of Designing Interfaces -- 2 Methods -- 2.1 General Principles of Designing Interfaces -- 2.2 Case-Study: Designing User Interface for an Inhalation Anesthesia Device -- 2.3 Pedagogical Methodology -- 3 Results and Discussion -- 3.1 Redesigning the Interface of the Inhalation Anesthesia Device -- 3.2 Pedagogy and Necessary Design Skills -- 3.3 Collaboration Between Designers and Companies, Conclusions -- References -- Cross-Cultural Product Design -- Discussion on Common Audience's Cognitive Differences of Cultural Commodities - Taking Contemporary Lighting Design as an Example -- 1 Introduction -- 2 Theoretical Background and Literature Review -- 2.1 The Development and Value of Paper Lantern Culture -- 2.2 Cultural Commodities and Cultural Codes -- 2.3 Audience Cognition Model of Cultural Commodities -- 3 Materials and Methods -- 3.1 The Cultural Codes of Paper Lanterns -- 3.2 Case Introduction -- 3.3 Questionnaire Design -- 4 Results and Discussion -- 5 Conclusion -- References -- Angular vs. Rounded Perception? The Eye-Tracking Study of Cross-Cultural Differences in Visual Perception of the Relationship Between Product Outline and Its Surface Texture -- 1 Introduction -- 2 Literature Review -- 2.1 The Self-construction of "Individualism" and "Collectivism".2.2 Aesthetic Preference of "Shape".Lecture Notes in Computer Science SeriesRau Pei-Luen Patrick1372684MiAaPQMiAaPQMiAaPQ9910865289203321Cross-Cultural Design3403565UNINA