12302nam 2200529 450 99646448990331620220327095956.03-030-78468-1(CKB)4100000011979493(MiAaPQ)EBC6676238(Au-PeEL)EBL6676238(OCoLC)1259437664(BIP)080231547(PPN)257358587(EXLCZ)99410000001197949320220327d2021 uy 0engurcnu||||||||txtrdacontentcrdamediacrrdacarrierHuman-computer interactionPart III design and user experience case studies : thematic area, HCI 2021, held as part of the 23rd HCI International Conference, HCII 2021, Virtual event, July 24-29, 2021, proceedings /Masaaki Kurosu, editorCham, Switzerland :Springer,[2021]20211 online resource (675 pages)Lecture notes in computer science, Information systems and applications, incl. Internet/Web, and HCI ;Volume 127643-030-78467-3 Includes bibliographical references and index.Intro -- Foreword -- HCI International 2021 Thematic Areas and Affiliated Conferences -- Contents - Part III -- Design Case Studies -- Graphic Representations of Spoken Interactions from Journalistic Data: Persuasion and Negotiations -- 1 Registration of Spoken Interaction: Previous Research -- 2 Association Relations and (Training) Data for Negotiation Models -- 3 Affirmative and Negative Answers in Negotiations -- 4 Registering Word-Topics and Their Impact in Persuasion and Negotiations -- 4.1 Word-Topics and Persuasion Tactics -- 4.2 Word-Topics and Word-Types as Reaction Triggers -- 4.3 Word-Topics as Tension Triggers -- 4.4 Tension Triggers and Paralinguistic Information -- 5 Conclusions and Further Research: Insights for Sentiment Analysis Applications -- References -- A Study on Universal Design of Musical Performance System -- 1 Introduction -- 2 Utilization of UI and Scores of Numbered Notation -- 2.1 Utilization in 2018 -- 2.2 Utilization in 2019 -- 3 New User Interface -- 3.1 Development of Basic System -- 3.2 Outline and Method of Evaluation Experiment -- 3.3 Pre-experiment and Modification of UI -- 3.4 Evaluation Experiment -- 3.5 Development of Application System -- 3.6 Sounds of Musical Performance System -- 4 Score Display System -- 4.1 Improvement of the System and Evaluation of Two Notations of Duration -- 4.2 Extension of the System for Transposition -- 4.3 Score DB -- 5 Conclusions and Future Work -- References -- Developing a Knowledge-Based System for Lean Communications Between Designers and Clients -- 1 Introduction -- 2 Literature Review -- 2.1 Problems in Design Communication -- 2.2 Lean Communication -- 2.3 Communication Tools for the Designer-Client -- 3 Method of Product Knowledge Base Based on Expert Knowledge -- 3.1 Objective -- 3.2 Overview of the Method of Product Knowledge Base.3.3 The Specific Technical Route of This Construction Method -- 4 Mapping Construction of Children's Electric Toothbrush Knowledge Base -- 4.1 Cognition, Acquisition and Expression of Client Needs of Children's Electric Toothbrushes -- 4.2 Transforming Client Demands for Children's Electric Toothbrush -- 5 Mapping Construction of Children's Electric Toothbrush Knowledge Base -- 6 Conclusion -- References -- Learn and Share to Control Your Household Pests: Designing a Communication Based App to Bridge the Gap Between Local Guides and the New Users Looking for a Reliable and Affordable Pest Control Solutions -- 1 Introduction -- 2 Related Works -- 2.1 Importance of Knowing Pest Control Solutions -- 2.2 Lack of Budget Effects Pest Management Strategies -- 2.3 Role of Time in Pest Control -- 2.4 Community-Based Strategy -- 3 User Research and Findings -- 3.1 User Study (Questionnaire Survey) -- 3.2 Conclusion of the Survey -- 3.3 User Interview -- 3.4 Insights Gained from User Research -- 4 Design Process -- 4.1 Main Features -- 5 User Testing to Evaluate the Prototype -- 6 Discussion and Conclusion -- References -- Developing User Interface Design Strategy to Improve Media Credibility of Mobile Portal News -- 1 Introduction -- 2 Background -- 2.1 Transformation in the Portal News Medium -- 2.2 Media Credibility -- 2.3 User Interface Design of Online News -- 3 Research Method -- 3.1 Respondents -- 3.2 Analysis Method -- 4 Research Results -- 4.1 Factor Analysis of Media Credibility -- 4.2 User Segments Based on Factor-Specific Media Credibility -- 4.3 User Profiles of Segments -- 4.4 Usage Behavior of Portal News of Segments -- 5 Mobile Portal News Design Strategies -- 6 Conclusion -- References -- Elderly-Centered Design: A New Numeric Typeface for Increased Legibility -- 1 Introduction -- 2 Literature review -- 2.1 The Vision of the Elderly.2.2 Collation of Font-Related Literature -- 3 Materials and Methods -- 3.1 VDT Workstation settings -- 3.2 Participants -- 3.3 Stimulus -- 3.4 Procedure -- 4 Results -- 4.1 Similarity Matrix and Cluster Analysis -- 4.2 Typeface Experiment -- 5 Discussion -- 5.1 Characteristics of Arabic Numerals -- 5.2 Characteristics of Arial and Verdana Typeface -- 6 Conclusion -- References -- Research on Interactive Experience Design of Peripheral Visual Interface of Autonomous Vehicle -- 1 The Current Status of the Edge Visualization Interface of Autonomous Vehicles -- 1.1 Research Background -- 1.2 Current Theoretical Research -- 1.3 Application Experiment Status -- 2 Analysis of the Interface Design Composition of Autonomous Vehicles -- 2.1 Hardware Devices -- 2.2 Visual Elements -- 3 Research on Cognitive Efficiency and Psychological Comfort of Peripheral Visual Interface -- 3.1 Experimental Design -- 3.2 Participant -- 3.3 Experimental Site and Equipment -- 3.4 Experimental Materials and Procedures -- 3.5 Experimental Data Analysis -- 3.6 Experimental Results -- 4 Conclusion -- References -- Human-Centered Design Reflections on Providing Feedback to Primary Care Physicians -- 1 Introduction -- 1.1 Feedback in Primary Care -- 1.2 Design Thinking Framework -- 2 Methods -- 2.1 Design Workshop -- 2.2 Data Collection -- 2.3 Data Analysis -- 3 Results -- 3.1 Feedback, Received in Many Forms, is Important to Physicians' Practice and Patient Well-Being -- 3.2 There are Concerns About the Impact of Certain Types of Feedback -- 3.3 Experience and System-Related Factors Can Impact Physician Workflow and Interactions -- 4 Discussion -- 5 Conclusions -- References -- Interaction with Objects and Humans Based on Visualized Flow Using a Background-Oriented Schlieren Method -- 1 Introduction -- 2 Related Work -- 2.1 Interaction with Wind -- 2.2 Flow Visualization Methods.2.3 Affordance -- 3 Methodology -- 4 Case Studies -- 4.1 Case 1: Visualization of Flow Around the Human Body and Objects -- 4.2 Case 2: Sensing System with Hot Air Plumes from Heat Sources -- 4.3 Case 3: User Interface for Playing the Video Game ``Flappy Bird'' -- 5 Discussion -- 5.1 Flow Visualization with BOS -- 5.2 Visualization of Flow Around the Human Body and Objects -- 5.3 Affordances of Visualized Flow -- 5.4 Sensing with Visualized Flow -- 5.5 Input Interface Based on Visualized Flow -- 6 Conclusion -- References -- Research on Aging Design of News APP Interface Layout Based on Perceptual Features -- 1 Introduction -- 2 Interpretation of the Perception Characteristics of the Elderly Group -- 2.1 Visual Features -- 2.2 Auditory Features -- 2.3 Tactile Features -- 3 Correspondence Model Between Perceived Characteristics of the Elderly and Page Layout of News APP -- 3.1 Relationship Model Under Visual Demand -- 3.2 Relationship Model Under Auditory Demand -- 3.3 Relationship Model Under Tactile Demand -- 4 Experimental Study on Aging Resistance of News APP Interface Layout Based on Perceptual Features -- 4.1 Graphic Layout Structure Analysis -- 4.2 Eye Movement Experimental Analysis of Information Retrieval Performance -- 4.3 Research Questions -- 4.4 Experimental Research -- 4.5 Experimental Results -- 5 Aging Design Strategy of News APP Interface Layout Based on Perceptual Features -- 5.1 Suitable Aging of Emotional Expression -- 5.2 Aging of Interactive Interface -- 5.3 Aging Adaptation of Operation Mode -- 6 Conclusion -- References -- Research on Modular Design of Children's Furniture Based on Scene Theory -- 1 Introduction -- 2 Theoretical Research -- 2.1 Scene Theory -- 2.2 Children's Furniture -- 2.3 Modular Furniture -- 3 Modular Children's Furniture Design Method and Process Based on Scene Theory.3.1 Project Initiation Phase-Collecting Objective Scene Data -- 3.2 Structured Scenario-Build the Target Scenario Model -- 3.3 Product Design-Design Simulation Scenarios -- 3.4 Program Usability Evaluation-Test Actual Application Scenarios -- 4 Research on the Functional Requirements and Use of Children's Furniture -- 4.1 Research Purpose and Content -- 4.2 Research Method and Process -- 4.3 Research Places and Users -- 4.4 Usage of Children's Furniture for Children Aged 0-12 -- 4.5 Functional Requirements of Children's Furniture -- 5 Construction of the Target Scene Model of Modular Furniture for Children -- 5.1 Research on the Design Requirements of Modular Furniture for Children -- 5.2 Level Analysis of Modular Design Requirements for Children's Furniture -- 5.3 Decomposition of Requirements for Modular Design of Children's Furniture -- 6 Modular Children's Furniture Design and Evaluation -- 6.1 Construction of Modular System for Children's Furniture -- 6.2 Design Scheme Display -- 6.3 DMFA Technical Analysis of Modular Children's Furniture -- 7 Summary and Forward -- References -- A Design Method of Children Playground Based on Bionic Algorithm -- 1 Introduction -- 2 The Importance of Children's Play -- 2.1 The Stereotypical Playground Mode -- 2.2 The Importance of Play in Children Psychology -- 2.3 Circular Play Systems -- 2.4 Our Ideal Playground Mode -- 3 The Paths of Playground Space -- 3.1 Slime Mold Algorithm -- 3.2 Different Terrain and Environment -- 3.3 Route Generation -- 4 Construction of Playground Facilities -- 4.1 Find the Basic Form -- 4.2 Trans Path to Entity -- 4.3 Two-Way Progressive Algorithm -- 5 Application and Outlook -- 5.1 The Composition of the Playground -- 5.2 Applications in Interaction Design -- 6 Conclusion -- References -- Bias in, Bias Out - the Similarity-Attraction Effect Between Chatbot Designers and Users.1 Introduction.The three-volume set LNCS 12762, 12763, and 12764 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 23rd International Conference on Human-Computer Interaction, HCII 2021, which took place virtually in July 2021.The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions.The 139 papers included in this HCI 2021 proceedings were organized in topical sections as follows:Part I, Theory, Methods and Tools: HCI theory, education and practice; UX evaluation methods, techniques and tools; emotional and persuasive design; and emotions and cognition in HCIPart II, Interaction Techniques and Novel Applications: Novel interaction techniques; human-robot interaction; digital wellbeing; and HCI in surgeryPart III, Design and User Experience Case Studies: Design case studies; user experience and technology acceptance studies; and HCI, social distancing, information, communication and workLNCS sublibrary.SL 3,Information systems and applications, incl. Internet/Web, and HCI ;Volume 12764.Human-computer interactionCongressesHuman-computer interaction004.019Kurosu MasaakiedtMiAaPQMiAaPQMiAaPQBOOK996464489903316Human-computer interaction57364UNISA