LEADER 12517nam 22006975 450 001 996542668303316 005 20230705153721.0 010 $a3-031-35939-9 024 7 $a10.1007/978-3-031-35939-2 035 $a(MiAaPQ)EBC30622148 035 $a(Au-PeEL)EBL30622148 035 $a(DE-He213)978-3-031-35939-2 035 $a(PPN)272249769 035 $a(EXLCZ)9927532074500041 100 $a20230705d2023 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aCross-Cultural Design$b[electronic resource] $e15th International Conference, CCD 2023, Held as Part of the 25th International Conference, HCII 2023, Copenhagen, Denmark, July 23?28, 2023, Proceedings, Part II /$fedited by Pei-Luen Patrick Rau 205 $a1st ed. 2023. 210 1$aCham :$cSpringer Nature Switzerland :$cImprint: Springer,$d2023. 215 $a1 online resource (549 pages) 225 1 $aLecture Notes in Computer Science,$x1611-3349 ;$v14023 311 08$aPrint version: Rau, Pei-Luen Patrick Cross-Cultural Design Cham : Springer,c2023 9783031359385 327 $aIntro -- Foreword -- HCI International 2023 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 15th International Conference on Cross-Cultural Design (CCD 2023) -- HCI International 2024 Conference -- Contents - Part II -- User Experience Design in Emerging Technologies -- An Exploration of How Aesthetic Pleasure is Related in Lighting Design -- 1 Introduction -- 2 Literature Review -- 2.1 Aesthetic Pleasure and Product Appearance -- 2.2 Elements of Lighting Design that Bring Pleasure -- 2.3 From Rational Needs to Emotional Needs -- 3 Research Methodology -- 4 Results and Discussions -- 4.1 Conjoint Analysis for Relative Importance of Each Attribute of the Products -- 4.2 Correlation Between Pleasure and Happiness -- 5 Conclusions -- References -- Effect of Editing Photos by Application on Chinese Facial Impression Perception -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Experimental Materials -- 2.3 Photo Rating Experiment -- 2.4 Data Analysis -- 3 Results and Discussion -- 4 Conclusion -- References -- Design Optimization of Adjustable Filter Rod Based on User Experience -- 1 Introduction -- 2 Literature Review -- 3 User Experience of Adjustable Filter Rod -- 4 Optimization Design Method of Adjustable Filter Rod Based on User Experience -- 4.1 Experimental Materials -- 4.2 Experimental Equipment -- 4.3 Participants -- 4.4 Experimental Process -- 5 Experimental Results and Analysis -- 5.1 Preliminary Scheme Design -- 5.2 Optimize Scheme Design -- 6 Conclusion -- References -- Lighting Cognition Predict Model From Physiological Signals - A Pilot Study -- 1 Introduction -- 2 Methodology -- 2.1 Data Collection -- 2.2 Experiment Questionnaire Validation -- 2.3 Feature Extraction -- 2.4 Feature Analysis -- 3 Result and Discussion -- 3.1 Lighting Cognition. 327 $a3.2 Physiological Feature Selection -- 4 Conclusion -- References -- Research on User Satisfaction of Gamification Elements in Short Video Applications: A Comprehensive Method Based on Kano Model -- 1 Introduction -- 2 Related Research on Gamification Elements -- 2.1 The Discussion of Gamification Elements -- 2.2 Characteristics and Categories of Gamification Elements -- 2.3 Gamification Elements in Short Video Applications -- 3 Design Method and Data Analysis -- 3.1 Satisfaction and Satisfaction Measurement -- 3.2 KANO Model -- 3.3 KANO Questionnaire Design and Definition of Characteristic Attributes -- 4 Results -- 4.1 KANO Model Analysis -- 4.2 Better-Worse Coefficient Analysis -- 4.3 Short Video Game Satisfaction Analysis -- 5 Discuss -- 6 Conclusion and Prospect -- Appendix 1 Classification of Gamification Elements in Short Videos -- Appendix 2 Questionnaire -- References -- Visual Attention Analytics for Individual Perception Differences and Task Load-Induced Inattentional Blindness -- 1 Introduction -- 2 Literature Review -- 3 Methodology -- 3.1 Participants -- 3.2 Apparatus -- 3.3 Experimental Design -- 3.4 Data analysis -- 4 Results -- 4.1 H1: The Eye Movement Metrics of IBs and Non-IBs are Different -- 4.2 H2: Perception Differences Have a Significant Impact on Eye Movement Metrics -- 4.3 H3: Task Load has a Significant Impact on Eye Movement Metrics -- 4.4 H4: Perception Differences and Task Load Have Significant Interactive Effects on Eye Movement Metrics -- 5 Conclusions -- Appendix -- References -- Analysis of the Influence of Visual Design Elements of Regional Traditional Culture in Human-Computer Interaction -- 1 Introduction -- 2 Research Status and Development Trend -- 3 Design Principles and Methods of Visual Elements of Regional Traditional Culture in Interactive Media -- 3.1 Case Study Analysis. 327 $a4 Innovation of Visual Elements in Human-Computer Interaction -- 5 Results and Discussion -- References -- How to Select the Force Setting of the Exoskeleton? The Effect of Working Height, Hand Posture on Assisting Force -- 1 Introduction -- 2 Methodology -- 2.1 Experimental Participants -- 2.2 Experimental Device -- 2.3 Experimental Design -- 2.4 Experimental Process -- 3 Results -- 3.1 Descriptive Statistics and the Normal Probability Tests -- 3.2 The Results of Experiment -- 4 Discussions and Conclusions -- 5 Limitation and Future Research -- References -- SeeCC: An Online Cross-Cultural Communication Aid to Improve Communication and Cooperation Performance -- 1 Introduction -- 1.1 Training Tools to Develop Cross-Cultural Skills -- 1.2 How Culture Manifests Itself in OCCC -- 1.3 Aim and Research Questions -- 2 Design of SeeCC -- 2.1 Function Design -- 2.2 Interface Design -- 3 Experiment Methods -- 3.1 Participants -- 3.2 Experiment Procedure -- 3.3 Experiment Platform -- 3.4 Collaborative Task Design -- 3.5 Measurements -- 4 Results -- 4.1 Correlation Analysis -- 4.2 The effects of SeeCC in Skill and Performance Improvement -- 4.3 Influences of SeeCC on Chatting Behavior -- 5 Discussion -- 5.1 Effects of SeeCC in Improving Skills and Performance -- 5.2 Design of OCCC Supporting Tools -- 5.3 Limitation and Future Research -- 6 Conclusion -- References -- Capabilities Influencing Cross-Cultural Communication in Digital Contexts: Exploration with a Chinese Sample -- 1 Introduction -- 1.1 Computer-Mediated Communication -- 1.2 Culture and Communication -- 1.3 Cultural Intelligence -- 1.4 The Influence of CQ on Performance -- 2 Materials and Methods -- 2.1 Research Design -- 2.2 Questionnaire Design -- 2.3 Participants -- 2.4 Survey -- 3 Results -- 3.1 Constructing the Multi-factor Model. 327 $a3.2 Predicting Cross-Cultural CMC Performance with BESTCIM Factors -- 4 Discussion -- 4.1 The BESTCIM Model -- 4.2 Predictors of Cross-Cultural CMC Performance -- 5 Study Limitations -- 6 Future Implications -- 7 Conclusions -- References -- An Analysis on Design Strategy of Traditional Process in Global Digitization -- 1 Introduction -- 2 Challenges Faced by Traditional Crafts in Digital Era -- 2.1 Insufficient Traditional Craft Works and Methods -- 2.2 Conflicts Between Modern Technology and Traditional Laboring -- 2.3 The Development of Media Has Distracted People's Attention to Traditional Crafts -- 3 The Impact and Application on Traditional Craftsmanship in the Trend of Global Digital Transformation -- 3.1 The Evolution of Traditional Craftsmanship in the Digital Transformation System in the New Era -- 3.2 Integration of Digital Intelligent Manufacturing and the Multi-dimensional Art Industry -- 3.3 The Driving Force of 3D Digital Manufacturing Technology for Traditional Crafts -- 4 The Development and Application of Interactive Art in the Digital Ear -- 4.1 The Emergence of Interactive Art in the Digital Era -- 4.2 The Application of Interactive Art in the Digital Era -- 4.3 The Impact Produced from Interactive Art in Digital Era -- 5 Conclusions -- References -- The Effects of Timbre on Voice Interaction -- 1 Introduction -- 1.1 Voice Interaction System -- 1.2 Timbre -- 1.3 Intelligent Voice Broadcast -- 2 Methods -- 2.1 Participants -- 2.2 Experimental Design -- 2.3 Procedure -- 2.4 Apparatus -- 3 Results and Discussion -- 4 Conclusion -- References -- Future-Focused Design -- The HCI Technology's Future Signals: The Readiness Evaluation of HCI Technology for Product and Roadmap Design -- 1 Background -- 2 Literature Review -- 2.1 Diffusion of Innovations Theory -- 2.2 Technology Readiness Level (TRL). 327 $a2.3 Chris Harrison's S-Curve of New HCI Technology -- 2.4 Gartner Hype Cycle -- 3 Methods -- 3.1 Overview -- 3.2 Research Aims, Questions, and Hypotheses -- 3.3 The Participants in the Survey -- 4 Results -- 5 Discussion -- 5.1 The HCI Technology's Future Signals -- 5.2 The HCI Technology's Future Signals with the Company's Capability -- 5.3 The HCI Technology's Future Signals in Product Roadmap -- 5.4 Case Study of Product Roadmap Design -- 6 Future Work -- References -- Haptic Cognition Model with Material Experience: Case Study of the Design Innovation -- 1 Introduction -- 2 Literature Review -- 2.1 Material Experience and Innovative Design -- 2.2 Haptic Semantics -- 2.3 Sensation and Cognition -- 3 Materials and Methods -- 3.1 Research Framework -- 3.2 Stimuli and Empirical Design -- 3.3 Participants and Procedures -- 3.4 Research Instrument -- 4 Results and Discussions -- 4.1 The Application of HCM -- 4.2 The Innovation via MX-To-HS Design -- 5 Conclusions -- References -- Design Futurescaping: Interweaving Storytelling and AI Generation Art in World-Building -- 1 Introduction -- 1.1 Designing for the Challenges of the Anthropocene -- 1.2 Designing Future Well-Being in a Symbiosis of Virtual Reality -- 2 Related Concept Analysis -- 2.1 Futurescaping as a Design Goal -- 2.2 World-Building Leads to a Better Future -- 2.3 Commonalities Between Rhizome Thinking and Social Networks -- 3 Creation of the AI City Park Project -- 3.1 Paradigm Design -- 3.2 World-Building Based on Rhizomatic Thinking -- 4 Some Achievements of AI City Park -- 5 Discussions and Future Works -- 6 Conclusion -- References -- Building Experience Management Body of Knowledge: Responding to the Challenge -- 1 Introduction -- 2 New Challenges Faced by Experience Management -- 2.1 Experience Knowledge is Miscellaneous, but Unstructured. 327 $a2.2 Experience Knowledge is Abundant, but Unsystematic. 330 $aThis three-volume set of CCD 2023, constitutes the refereed proceedings of the 25th International Conference on Cross-Cultural Design, CCD 2023, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The papers of CCD 2023, Part II address topics related to user experience design in emerging technologies, future-focused design, as well as culturally-informed design of automated and intelligent systems. 410 0$aLecture Notes in Computer Science,$x1611-3349 ;$v14023 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aSoftware engineering 606 $aApplication software 606 $aComputer networks 606 $aUser Interfaces and Human Computer Interaction 606 $aSoftware Engineering 606 $aComputer and Information Systems Applications 606 $aComputer Communication Networks 615 0$aUser interfaces (Computer systems). 615 0$aHuman-computer interaction. 615 0$aSoftware engineering. 615 0$aApplication software. 615 0$aComputer networks. 615 14$aUser Interfaces and Human Computer Interaction. 615 24$aSoftware Engineering. 615 24$aComputer and Information Systems Applications. 615 24$aComputer Communication Networks. 676 $a004.019 700 $aRau$b Pei-Luen Patrick$01372684 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a996542668303316 996 $aCross-Cultural Design$93403565 997 $aUNISA