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IDGD Tables of Contents: 07-107-20911

IDGD 2011: 4th International Conference on Internationalization, Design and Global Development

Fullname:IDGD 2011: 4th International Conference on Internationalization, Design and Global Development
Note:Volume 15 of HCI International 2011
Editors:Pei-Luen Patrick Rau
Location:Orlando, Florida
Dates:2011-Jul-09 to 2011-Jul-14
Series:Lecture Notes in Computer Science 6775
Standard No:ISBN: 978-3-642-21659-6 (print), 978-3-642-21660-2 (online); hcibib: IDGD11
Links:Online Proceedings | Publisher Book Page
  1. Cultural and Cross-Cultural Design
  2. Culture and Usability
  3. Design, Emotion, Trust and Aesthetics
  4. Cultural Issues in Business and Industry
  5. Culture, Communication and Society

Cultural and Cross-Cultural Design

A Study on the Application of Cultural Elements in Product Design BIBAKFull-Text 3-10
  Wen-Chih Chang; Ming-rein Hsu
In recent years, there has been a trend of using Chinese/ Taiwanese cultural elements in consumer electronics (CE) products. This innovative design method has resulted in many works that won significant awards in Taiwan and international design competitions. The award-winning works included mass-produced products and conceptual design works, and the great appraisals have proven that this kind of design method could create added-value for a product. Therefore, "how to use design elements with cultural meanings" has become an important issue. This research has studied cases that used Chinese/Taiwanese cultural elements in product design, including five cases in Taiwan's electronics industry and 15 award-winning works in international design competitions. The purpose was to compare how the design methods used in mass-produced products are different from the ones used in conceptual design works. The results revealed that: 1) The mass-produced products utilized Chinese calligraphy and paintings as the main cultural elements, while the conceptual design works used Chinese calligraphy and paintings in not only artifacts and daily-use items, but also in the expression of custom and behavior, aesthetics, religion rituals, or even Chinese philosophy. 2) The mass-produced products made direct use of Chinese/Taiwanese cultural elements. Namely, some Chinese calligraphy and painting totems were copied on the products, thus presenting Chinese-style appearances. On the contrary, the award-winning works selected and translated the cultural elements more skillfully. The application of cultural elements was used in product appearances and functions. The designers were expressing their interpretation and deeper meanings of Chinese culture by their unique renovation. If the industrial designers could learn from these award-winning works and use the same kind of design method in CE products, new industrial opportunities could be created.
Keywords: Design competition; cultural elements; consumer electronics industry
Mobile Research: Benefits, Applications, and Outlooks BIBAKFull-Text 11-16
  Gloria Chen
With the growth of the Internet, online surveys have enabled researchers to shorten the data collection and analysis cycle. While online survey is well-suited for collecting structured data and identifying relationships between variables, it's limited in providing immediacy and context. The prevalence of smartphones is enabling researchers to capture more context and minimize time lag between customer experience and data collection. This paper will discuss the merits, limitations, and application of mobile research, using a BlackBerry apps study as an example. Applications for different industries will also be discussed.
Keywords: Mobile; research; methodology; smartphone; user experience; design; contextual; longitudinal
Discussion of Design and Experiential Marketing in Ming-Show Pottery Cultural Creative Product BIBAKFull-Text 17-26
  I.-Yu Chen; Chi-Hsiung Chen; Cheng-Hsui Chen
In the present day, the government of Taiwan is tiring to promote the policy of Cultural Creative Industries (TCCI), as well as to industrialize the cultural products with creation; thus, marketing is the major factor in industrial operation; furthermore, the exterior environment, competition between the same industries, promotion and sales of the distribution and the interior creative ability become the important points for the industry. This study was focused on the case study which discussed about the interior and exterior marketing strategy analysis of Ming-Show Pottery. The relevant information was obtained from domestic and foreign literatures, which also included interviews to understand the actual operating situation deeper for the industry by interview; meanwhile the SWOT analysis was also adopted in this study to understand the poisoning, external opportunities and threats and the internal advantages and disadvantages of target markets. The study results are obtained as follow (1) The model of Experiential Strategy consists of five factors: Sense, Emotions, Thoughts, Action and Connection; so that the customer will interest in the product and culture by stimulating those five factors; (2) The applied strategies in the future which including brand marketing, selling spots expansion, experiential marketing ways and different industrial collaboration were made via SWOT analysis as the foundational references to the industry; and (3) Establishing the model of experiential marketing strategy applications can improve the competitive ability of marketing promotion for the industry in terms of interactional marketing.
Keywords: Ming-Show Pottery; Lazurite; Cultural Creation; Marketing Strategy; SWOT
Friendly Design and Interaction Relationship Study on Sitou Tea-Sipping Design of Cultural Product BIBAKFull-Text 27-36
  Chi-Hsiung Chen; Being-Chenem Chen
Cultural products contain external and internal implications. The distinctive implications of products and the interactive relationship with users are the foundation for cultural creative products. Based on this, the conversion of friendly design in cultural products is investigated through the study of the relationship between friendly design and interactive relationship in cultural product, literature review and case analysis with the application of converting Sitou local cultural characteristics to the design development of cultural creative products, for the purpose of promoting product value. Thus, three conclusions are proposed as follow: (1) the three major elements of "emotional arousal", "emotional association" and "emotional communication" can be taken into account when discussing the conversion of product friendliness to help designers' product style design and the emotional communication; (2) with the added-value of converting Sitou's local cultural characteristics, the tea-sipping products studied show the unique elements of local Sitou culture and the style differentiation of delicate products; and (3) friendly design in products is able to serve as a medium to convey the emotions for enhancing the interaction between people.
Keywords: Cultural Creative Product; Friendliness; Design; Interaction
Creating Effective Personas for Product Design: Insights from a Case Study BIBAKFull-Text 37-46
  Frank Y. Guo; Sanjay Shamdasani; Bruce Randall
Personas are a popular tool for product design professionals. However, controversy exists in the product design community in terms of its validity and applicability as a vehicle for client insights. Based on persona development work we have performed for a financial services company, we propose best practices that could help create more useful personas in support of product design.
Keywords: Web design; product management; persona; client insights; user experience; user research
Decision Support System for Industrial Designer Based on Kansei Engineering BIBAKFull-Text 47-54
  Fu Guo; Long Ren; Zhenke He; Haiying Wang
A combination of the traditional methodology of Kansei Engineering with the up-to-date Decision Support System (DSS) is developed in this paper. The users who have a little knowledge of information technology can achieve the Kansei Engineering optimal design in a short period of time by using the DSS, which is composed of a friendly human-computer interface, a database management module and a model management section. The introduction of the structure of the DSS is made first and a case study on the flat-panel handset is followed. Through the use of morphological analysis and semantic differential method, many designed samples and Kansei words are stored in the pre-determined database module. Some more consumers' information is required to get the evaluations of the automatic-formed models. Then a combination of BP artificial networks and GA is used to get the final results. The system is developed by the PHP language to make sure that it runs smoothly in a web environment. Finally, a matrix of physical parameters is attained according to the output of the system. A decoding procedure is done to get the real physical design elements of the optimal model of handset, followed by a prototyping method using other software such as UG. The optimal design is shown at last.
Keywords: Kansei Engineering; Decision Support System; flat-panel handset
A Study of Framework and Process Development for Cultural Product Design BIBAKFull-Text 55-64
  Chi-Hsien Hsu; Chih-Long Lin; Rungtai Lin
The style of product design for a country or a nationality is influenced by its essential traditional cultures and lifestyles. Recently, the importance of studying Taiwanese cultures has been shown repeatedly in several studies in design field. Despite the recognized importance of product design in cultural and creative industries, they lack a systematic approach to it. Therefore, the main purpose of this paper is to build a design framework and process for cultural product design. The approach includes two phases. First, the design framework and process for product development is constituted by the cultural attributive analyses and design concepts table, design principles, literature review and expert opinions. In the second phase, we undertake design practices based on the design framework and process in order to prove the effect.
Keywords: Cultural product; design framework; Taiwan aboriginal culture
Exploration of the Cultural Product Design of the National Palace Museum from a Qualia Viewpoint BIBAKFull-Text 65-74
  Mei-Hsien Huang; Wanyu Houng; Rungtai Lin
This research is focused on the cultural product design of the National Palace Museum (NPM) from a "Qualia" viewpoint. Because of the rapid rise in cultural product design in recent years, the Taiwanese government has led industrial development in emphasizing "Qualia," the emotional value or sense of quality goods. The NPM is being used as the flagship to create national policies for the cultural product design industry. The researchers have chosen the most well-known collection at the NPM -- Jadeite Cabbage -- as the subject of the research and to which to apply this cultural product design concept. The subjects for this study are products from the NPM's gift shop and online store. Content analysis and literature review were the methods chosen to explore the style and quality of the cultural products of the NPM. The findings and some suggestions for improving product design and administrative measures are presented.
Keywords: qualia; cultural product design; museum; National Palace Museum
The Impact of Cultural Differences on Instant Messaging Communication in China and Germany BIBAKFull-Text 75-84
  Hui Li; Pei-Luen Patrick Rau; Andreas Hohmann
Instant messaging (IM) is a popular real-time communication tool to facilitate cooperation. This study attempts to provide a better understanding of instant messaging communication in China and Germany. The study aims to investigate the effects of individualistic versus collectivistic culture and low- versus high-context communication on the preference of multi-party chat and the level of responsiveness in instant messaging communication. 72 Chinese and 60 Germans participated in the survey. The results revealed that Chinese users significantly preferred multi-party chat, seldom sent messages to offline contacts, and used emoticons more frequently to increase the respond speed than German users. Further implications on designing effective cross-cultural communication tools were discussed.
Keywords: Culture; Instant Messaging; Survey study
Culture-Centered Design: Culture Audit of Screen Designs for Educational Software in Saudi Arabia BIBAKFull-Text 85-93
  Aaron Marcus; Emilie West Gould; Laurie Wigham
This paper describes screen design issues in a culture audit performed on software prior to translation. The authors found that this effort was cost-effective, because, for relatively little money and time, one can identify problematic items that translation services may not uncover, avoiding the end result of translating well what should never have been localized in the first place. In the cultural analysis section, we provide an overview of the wider cultural and social context of the rapid educational reform currently underway in the target country, Saudi Arabia. Because most educated users in the target country have learned to use the Microsoft Office Suite, we recommend that the design of Office be used as a baseline reference for any redesign.
Keywords: audit; business; culture; design; development; software; icons; management; Saudi Arabia; user experience; user interface
Using Metaphors to Explore Cultural Perspectives in Cross-Cultural Design BIBAKFull-Text 94-103
  Luciana Cardoso de Castro Salgado; Clarisse Sieckenius de Souza; Carla Faria Leitão
We have proposed five cultural viewpoint metaphors to help designers that wish to encourage and support cross-cultural HCI contacts. In this paper we present the main results of an experiment carried out to assess the potential of these metaphors in designing cross-cultural systems. Six HCI designers, with different cultural backgrounds, were then asked to create re-design alternatives for a real website guided by the metaphors. As a result, the experiment showed the epistemic effect of the metaphors on cross-cultural design, i. e. as a means to build new knowledge and understanding.
Keywords: Cross-cultural design; HCI and Culture; Conceptual metaphors for HCI design
Cross-Cultural Design of a Groupware Application for Global Virtual Team BIBAKFull-Text 104-113
  Rein Suadamara; Stefan Werner; Axel Hunger
The need for supportive and reliable collaborative application is critical; it is also the need for many organizational supports. This paper reports about on-going research on how culture influence should be applied as a requirement when designing a synchronous groupware application as an intercultural collaboration tools aimed for global virtual team which consist of multicultural users. It will try to analyze how culture influences the way users prefer to interact using a groupware. Individuals are conditioned by their culture, therefore in this study we propose to extend Technology Acceptance Model so that we can understand the mechanism by which cultural differences could explain user's behavior toward the acceptance to a groupware application as a remote collaboration tool for global virtual team.
Keywords: Cross-cultural design; groupware; HCI; globalization; global virtual team
Applying Local Culture Features into Creative Craft Products Design BIBAKFull-Text 114-122
  Mo-Li Yeh; Po-Hsien Lin
The impact of worldwide commercial competition has brought about the emergence of cultural creative industries. We are now approaching a new era of aesthetic economy but also facing a decline in craft industries resulted from the impact of competitors' low-priced commodities. In order to upgrade our design industry, Taiwanese government has undertaken an important project titled "Challenge 2008: National Development Focus Plan". The emphases of the plan are on exploiting our rich cultural resources for developing design creativity and advancing the design industries by creating and promoting "experiential products," a reflection of the actual Taiwanese lifestyle. The purpose of this study is to convey/integrate Taiwanese local features into the design of cultural creative product. For the design processes, this study adapts the culture product design model, developed by Professor Rungtai Lin, with three main steps of attaining Cultural-specific features, formulating design concept model, and completing cultural product design. A series of craft products have been created as a demonstration to provide designers with valuable reference for successfully designing cultural creative products. An illustration for attributes of cultural product design is detailed for further synthesis of the design process.
Keywords: cultural creative industry; cultural product design; craft product

Culture and Usability

A Review of Driver Mental Workload in Driver-Vehicle-Environment System BIBAFull-Text 125-134
  Yutao Ba; Wei Zhang
This paper reviews mental workload literatures which focus on the field of driving task. The purpose is to identify and discuss shortcomings in present research and opportunities for future study. A comprehensive search of journal papers on ISI Web of Science® (WoS) data base was conducted. 50 most-cited studies [1-50] are analyzed and classified into 4 categories: characteristics of the driver, characteristics of the vehicle, characteristics of environment, measurement and modeling. Chronological historiograph is generated to highlight the relationship among these studies in the retrieved categories. We argue that the ambiguity of concept and dissociative measurement are still primary barriers for current workload research. The further application of driver mental workload research should fully consider various potential influence factors in the Driver-Vehicle-Environment (DVE) system.
Testing Touch: Emulators vs. Devices BIBAKFull-Text 135-142
  Rebecca Matson Sukach Baker; Xiaoning Sun; Bob Hendrich
Conducting usability tests is a time and resource intensive process. The ability to do remote testing significantly reduces the cost associated with testing while still providing rich feedback. However, mobile touch interfaces provide a unique challenge for remote testers. This paper compares the results of testing an application on a mobile touch device (the iPod Touch) and an emulator using a between subject test. In it, we examine the differences in time on task, usability issues discovered, and task completion. Results suggest that emulators can be used to detect some but not all usability issues and that they may provide some false positives as well. Further research is required to separate issues with the emulator vs. device from the remote vs. in-person test environment.
Keywords: Touch Interface; Emulator; Remote Usability; Usability Test; User-Centered Design
Heuristic Evaluation and Usability Testing: Case Study BIBAKFull-Text 143-151
  Mahmut Eksioglu; Esin Kiris; Burak Çapar; Murat N. Selçuk; Selen Ouzeir
The goal of this user centered design (UCD) study was to identify usability issues on the Bogaziçi University Industrial Engineering (BUIE) department website user interface (UI) and also to provide a re-design guideline for the website. In this context, the website was evaluated via using heuristic evaluation, remote usability testing, and post-test questionnaire methods. Every single screen of the BUIE website was evaluated, and design problems along with associated severity rankings were determined. Based on the heuristic evaluation findings, various task scenarios were created for the remote usability testing study. Four different user groups were identified for the study: high school students, BUIE undergraduate students, BUIE Graduate students/academic staff, and other university students. The users were asked to perform tasks relevant to the group characteristics and expectations related to the website. Their performance were evaluated in terms of task completion success rate, number of clicks, and time spent till either accomplishment, failure, or quittance by a remote usability testing tool, Loop11. A post user testing questionnaire was also administered online where the user subjective rating data were collected for each task in terms of ease of use. The results indicated numerous UI design issues, as confirmed by both heuristic and usability testing methods. Further redesign study is required to implement the results of this study in order to enhance the ease of use of the BUIE department website.
Keywords: Heuristic Evaluation; Usability Test; User-Centered Design; Web Design
Analysis of the Applied Pattern of Distributed Computing Used in Simulation BIBAKFull-Text 152-158
  Song-feng Gao; Hua Qin
This paper discusses about the future applications of distributed computing from the aspect of simulation. It also talks about the concept, classification and application used now of distributed computing. It puts an emphasis on the applied pattern of distributed computing in the field of simulation and comes out with a particular statement on the practice of distributed computing used in the simulating system of human sports biomechanics.
Keywords: Distributed computing; Simulation; .NET Remoting
Accommodating Both Expert Users and Novice Users in One Interface by Utilizing Multi-layer Interface in Complex Function Products BIBAKFull-Text 159-165
  T. K. Philip Hwang; Horng-Yi Yu
Rapid development of electronic technology promotes the complex function of a product. Users have to adapt themselves to interface with diverse mental model setting. To improve usability, both resolutions of consistent interface and wizard interface were frequently applied to help novice. However, both of them require as much time for those who are familiar with the system, i.e. expert users. Shneiderman (2000) remarked that Universal Usability requires that software systems accommodate a diverse set of users. Multi-Layer interface might be a solution for complex user interface and satisfy both novice and expert users. The idea of multi-layer interface has been applied to hardware and software interface design. Cases were discussed in which the improved Multi-Layer Interface was analyzed and conclusions made.
Keywords: universal usability; multi-layer interface; consistent interface
Friendship Display Medium in Response to Academic Major Influences in Visuospatial Abilities BIBAKFull-Text 166-176
  Yen-Yu Kang; Chih-Long Lin; Shu-Hsuan Chang; Mao-Jiun J. Wang
This study evaluates the effects of display medium (tablet PC, paper-pencil), academic major (design, technology major) and gender on visuospatial ability tests, visuospatial short-term memory test, visual fatigue, subjective preference and mental workload. Sixty university students participated in the study. The results indicate that the display medium had a significant effect on all measurements (p<0.001). When using a paper-pencil test, the visuospatial test performance was higher, visual fatigue and mental workload were lower than using the tablet PC test. The interaction effect of display medium and academic major is significant on visuospatial test performance. The design major students performed better on visuospatial ability test but worse on visuospatial short-term memory test than technology major students under the tablet PC test. The gender effect is not significant on all measurements. When assessing visuospatial ability using the tablet PC based test, it should be noticed that the visuospatial ability may be underestimated especial for male testers or design major students.
Keywords: visuospatial ability; visuospatial short-term memory; display; academic major; gender
Study of the Influence of Handset Modeling Characteristics on Image Cognition BIBAKFull-Text 177-184
  Bin-bin Li; Jia-liang Lin; Liang Yin
The influence of handset modeling characteristics on people's image cognition was studied based on the theory of Kansei engineering and using questionnaire and statistical analysis. According to the results-designers can get the corresponding handset modeling characteristics which most fit the ideal Kansei image chosen by the consumers. It's a new way of directing the development of new products' modeling design.
Keywords: handset; modeling characteristics; image cognition; Kansei engineering
The Effect of Music on Spatial Ability BIBAKFull-Text 185-191
  Hanyu Lin; Hui Yueh Hsieh
In the first Mozart Effect study, Rauscher, Shaw, and Ky [1] found that exposure to a Mozart sonata enhanced visuo-spatial task performance. In this study, we sought to examine whether there was such an effect on three spatial ability sub-factors, namely spatial visualization factor (the paper folding test), spatial relation factor (card rotation test) and perceptual speed factor (hidden pattern test). In a between-subject design, 90 participants were exposed to 10 minute periods of a Mozart Sonata, Bach, or silence. After listening to a music stimulus or silence period, participants completed three spatial tests. The treatment conditions did not yield significant differences between groups. The results from all three spatial tests did not support the Mozart effect.
Keywords: Mozart effect; music; spatial ability
Toward Understanding the Relationship between Task Complexity and Task Performance BIBAFull-Text 192-200
  Peng Liu; Zhizhong Li
Task complexity has been recognized as one of the most important determinants of human behavior and task performance. This paper reviews the relationship between task complexity and task performance. Influencing mechanism of task complexity is tentatively explored. Then, a conceptual framework is proposed to present the possible relationships among task complexity, task difficulty, self-efficacy, task characteristics, task performer characteristics, and task performance, for the sake of sharing and generalizing scientific findings across different areas.
A Study of Producing Ceramic Glaze Utilizing Shihmen Reservoir Silt BIBAKFull-Text 201-210
  Chi-Chang Lu; Po-Hsien Lin
This study is based on the Shihmen Reservoir silt, where the largest quantity of silt is deposited and is located right next to the National Taiwan University of Art, and with combinations of other simple components, like various kinds of clay, plant ashes or other raw materials, to produce quality glazes that can perform artistic charm and give great additional values. The development of the new glaze formula is processed by the "Triangular Coordinate Method" to organize and distribute proportions of the raw materials and through the practical reconcile and firing experiments to acquire the suitable formulas. This study has successfully produced glazes such as the Oil-spot Glaze, Red Iron Glaze, Red Iron Crystalline Glaze, Golden Black Glaze, Golden Purple Glaze, Amber Glaze, Yellow Glaze, Beige Glaze and Celadon Glaze. In some of these glazes, the employment proportion of the silt can reach up to the range of 80% to 90%. In general, to employ the Shihmen Reservoir as a type of raw material can not only be practical, but possess many distinctive qualities.
Keywords: Shihmen Reservoir silt; Triangular coordinate method; ceramics glaze
Reading Chinese in e-Book Readers: A Review BIBAFull-Text 211-219
  Liang Ma; Pei-Luen Patrick Rau
In this paper, a comprehensive review of related studies concerning reading Chinese in eBook readers is presented. This review aims at finding out related factors influencing the reading performance on eBook readers, especially for Chinese readers. The result of this paper could be useful for designing appropriate eBook readers to Chinese customers.
Service Design about the Recycle System of College Bicycles BIBAKFull-Text 220-227
  Tianshi Shen; Peng Ran; Yonghe Ou; Yang Wang; Biwei Zhu; Ya Zhou; Liang Ying
Abandoned bicycles on campus may not only occupy the bicycle parking, but also a waste of resource. Green design provides a way to solve this problem. With the college students in Wuxi as survey objects, we designed a bicycle service system which was based on the use of abandoned bicycles, some methods are used in our investigation such as interview method, simulation method, statistical analysis method and questionnaire method. It is a school oriented system with the enterprise's support, and all the students can participate in. Techniques of Internet of Things are adopted to combine the existing the One Card through of the School (OCTOS) Network with banks. Meanwhile, Mobile Communication Technologies are adopted to connect our service system to communication terminal equipment which can help diversify payment query modes to provide real convenience for users. This system consists of some multiple subsystems like recycling system, maintenance system, rental system, interaction system and visual system. We hope that the school resources can be sustainable utilized including the bicycles, and students, school, enterprise, environment will benefit from this system. Also we are trying to give a suggestion to the school about the resources recycling.
Keywords: college bicycle; recycling; service system
Design and Evaluation of a Novel Trackball Input Device for Middle-Aged Users BIBAKFull-Text 228-237
  Fong-Gong Wu; Jack Chuang; Chien-Hsu Chen; Li-Ru Lai
This study developed two sets of novel trackball input devices operated by two hands with no space constraints, and required a series of experiments. Besides, the performances of the two newly-developed devices are significantly better than both existing trackball input devices in several tasks. However, the results of stability assessment tests show that the ability of a mouse to control the cursor is still greater than all the other devices. In physical observation part, wrist extension and ulnar deviation were measured while using Jack-1 and Jack-2, and showed apparently slighter than all the other devices.
Keywords: Trackball input device; Two-handed operation; Middle-aged people
Common Task-Oriented Communication Tool Applied in Radiology Department of Hospital BIBAKFull-Text 238-247
  Rui Yang
The Different roles (Registrar, technician, radiologist, IT admin), often communicate with each other through phone, face to face conversation or SMS. However, existed communication way, especially SMS didn't fully support user communication efficiently. Since most of users in radiology department have big workload, work efficiency are key points they cared about. User dislike to send communication info by manually typing message too much, also, dislike complex operation step using SMS.
   Actually, at least 60% communication happened in radiology department refer to common tasks took place in radiology work flow. It lack tailored well communication tools to support different roles quick send common message and give reply, even to deal with common tasks timely. Based on the issues, we explore to develop a quick communication tools integrated with RIS system which can meet common task-oriented communication well especially.
Keywords: Task-Oriented; Communication; Filed Observation; Hospital Roles
Motion Control with Intentions for Virtual Assembly BIBAKFull-Text 248-257
  Jianfei Yu; Dan Zong; Chunpeng Li; Shihong Xia; Zhaoqi Wang
In recent years, motion control has become one of hot topics in virtual assembly and it is an indispensable part in maintenance process simulation. However, motion control still remains at low level based on key-frame or inverse kinematics, which in turn leads to an over complicated modeling. The paper proposes a new method to control the virtual human directly. The method converts the instruction into natural-looking motion sequence so as to simulate maintenance process intuitively. There are two layers in our method: script-parsing layer and primitive layer. In the script-parsing layer, the instructions are expressed with script in python. Our method converts the instructions into several kinds of primitives. The primitive layer converts the primitives with specified parameters into motion sequences. Our method generates natural-looking motions interactively and controls the virtual human intuitively. We view our method as a tool for facilitating the production of animation.
Keywords: Virtual Character; Motion Control; Script-Parsing; Primitive
Driving Distraction Analysis by ECG Signals: An Entropy Analysis BIBAKFull-Text 258-264
  Lu Yu; Xianghong Sun; Kan Zhang
This paper presents a novel method in driving distraction analysis: entropy analysis of ECG signals. ECG signals were recorded continuously while 15 drivers were driving with a simulator. Mental computation task was employed as driving distraction. Sample entropy and power spectrum entropy of drivers. ECG signals while they were driving with and without distraction were derived. The result indicated that entropy of drivers ECG signals was sensitive to driving distraction and were potential significant metrics in driving distraction measurement.
Keywords: Entropy; Driving distraction; ECG signal
Menu Design of Digital Photo Frame for Older Users BIBAKFull-Text 265-272
  Hsiu-Ping Yueh; Wei-Jane Lin; Tzu-Yi Lu; Yen-Lian Chou
The advancement of image technology has escalated the development of digital camera devices and shifted the way people view and store photos. Touch screen digital photo frame, as a marginal product with the digitalization, also becomes commonly and widely accepted. With the senior citizens on the rapid increase that structurally changed with the aging society, unignorable attentions should be paid to methods for more friendly and user-centered design of digital devices for improving elder users' experience. This study set out to examine elders' performance and preferences for menu design of digital photo frame. Research data was collected from 24 subjects using the paper prototyping method. Results of this study show the preference toward exhaustive but not burden display, habitually perceivable message structure, and slightly magnified size for both the display and icons. This study concludes with the suggestions to future research and design practices of digital photo frame.
Keywords: Menu design; Icon design; Digital photo frame; Paper prototype; Gerontology
Effects of Different Visual Feedback Forms on Eye Cursor's Stabilities BIBAKFull-Text 273-282
  Xinyong Zhang; Wenxin Feng; Hongbin Zha
In this paper, we present an attention task experiment that investigated the effects of different visual feedback forms on the eye cursor's stability to find out the well-formed visual feedback. The different feedback forms were designed for dwell time, the eye cursor, and the center of the target (marked as a focus area). Our experimental findings can provide useful implications for the design of eye-controlled interfaces.
Keywords: Gaze input; visual feedback; eye cursor; stability
Usability Evaluation Factors Research in Network Database System BIBAKFull-Text 283-290
  En-gao Zhou; Jian Zhou; Bin-bin Li
Based on the analysis and summary about the domestic and international network database usability evaluation, this paper hold an idea that the database usability evaluation is one kind of evaluation based on the relationship among three factors like the database system, the content of database and the user. On this basis, this paper built a new set of network database usability evaluation factors, and suggested that we should make an usability evaluation from the following aspects like database effectiveness, efficiency, system performance, 4 level indicators of users' satisfaction and 24 secondary indicators so that the evaluation can be well-targeted and highly practical. Finally, this paper took the case of WANGFA as an example to make an application exploration. Network database is mainly engaged in academic research for researchers. WANGFAN, CNKI, VIP and the National Library & Documentation Centre are top 4 databases in China that continuously shared by people. Continues to digital and network resource sharing, improving the efficiency of users of digital resources is the main goal of excellent network database. However, in the construction of the database, if simply to pursue advanced automation technology, not care about the user's needs, convenience, efficiency and other point of usability view, it will not improve the customer satisfaction index and not reach the expect result of the system. Therefore, Usability evaluation for network databases is particularly important. In the perspective of usability, this article created a set of network database usability factors combined with a case.
Keywords: Network database; Usability evaluation; User satisfaction; Chinese Database

Design, Emotion, Trust and Aesthetics

Identifying the Features of Friendly User Interfaces from Emotional Perspectives BIBAKFull-Text 293-301
  Li-Chieh Chen; Po-Ying Chu; Yun-Maw Cheng
Ever since people considered "user-friendly" as the key requirement of user interfaces, the term had been used in many cases. However, what do people really mean by saying an interface is user-friendly remains vague. In order to achieve successful user interface design, the requirements have to be precise and well-documented for designers. Therefore, the objective of this research is to identify the features that contribute to friendly user interfaces. A survey of user experiences was conducted to collect the cases of interactions and the emotional responses of users. After protocol analysis of these data, twenty features that contributed to positive emotions were identified. These features were further categorized into six groups, i.e., Ease of use, Reliability, Inclusiveness, Tolerance, Considerateness, and Attractiveness. The features with two levels of hierarchy could serve as a checklist to guide design. Furthermore, the checklist was applied to a case study, in which a bar table prototype with a multi-touch screen was evaluated by a focus group. The result showed that the requirements of design improvement could be determined systematically with the help of such a checklist.
Keywords: User Friendly; User Interface Design; Emotional Design
Seeing the World in 5 Dimensions -- More or Less? BIBAKFull-Text 302-311
  Emilie West Gould
The use of computers and mobile technologies challenges conventional experiences of place and ideas about the stability of culture and gives us more choices. We can experience locations in 3-dimensions (face-to-face), 2-dimensions (on-the-screen), or 5-dimensions (mediated through our smartphones). This paper considers some elements of place, space, and geography and suggests the need to consider the values of being lost, knowingly experiencing danger, travelling blind, coming together, putting our bodies on the line, and dealing with change. Ultimately, we should consider what we lose as well as what we gain by moving more of our lives online.
Keywords: Human-computer interaction; sociology of mobility; geography; culture
The Importance of "Feel" in Product Design Feel, the Neglected Aesthetic "DO NOT TOUCH" BIBAKFull-Text 312-321
  John Kreifeldt; Rungtai Lin; Ming-Chuen Chuang
The urge to touch and feel objects is universal and powerful but focused scientific attention to understanding and enhancing the aesthetic portion of the total "feel" of a product in order to increase user satisfaction has been noticeably under emphasized in consumer product design and thus in the products themselves. Although the tactile, proprioceptive and kinesthetic senses are vital to life, in their larger context of "feel", they have been largely ignored compared to the senses of vision, hearing, taste and even smell. And while courses, institutions, and venues are dedicated to these latter senses, comparable ones for the former are decidedly absent. Recent interest in the haptic senses may be a sign of change. This paper explores several aspects of "feel" and offers suggestions for research areas.
Keywords: Touch; feel; aesthetics; moment-of-inertia; haptics
Design for Aesthetic Experience BIBAKFull-Text 322-331
  Po-Hsien Lin; Chi-Chang Lu; Mo-Li Yeh
Taiwanese government has been aggressively promoting culture creative industries in recent years. To achieve the goals of industry transformation and to better the living environment, it further propels the innovative concept of "creative life industry".
   Demonstrating a new economy model, creative life industry intends to attain experience economy through attracting consumers with life aesthetics. In human life, craft creation comes with multi-values in various aspects. Craft is creative activities humans employ to solve their everyday problems in food, clothing, residing and transportation. It has served two functions in practical objects and art works in human history. In the process of creation, exchange, possession, usage, and appreciation, craft enriches human life and becomes the most valued aesthetic experience for promoting creative life industry.
   The purpose of this study is to investigate daily crafts, concerning both industry management and product design, and to establish an appropriate model to promote consumers' aesthetic experiences on daily crafts. The methods of data collection are survey questionnaires and in-depth interviews. With literature review, four experience factors of sense, think, act and relate are defined for writing up the survey questions. Results of data collected from the survey responses and interviews could provide concrete suggestions for artists, designers and business managers who plan for experience activities.
Keywords: Daily crafts; Life aesthetics; Experience economy
The User's Emotional Elements Research of Mobile Network Products Development Guided by User Experience BIBAKFull-Text 332-340
  Yin Wang; Qing Ge
In the whole products process of enterprise-class, the product definition decides the product's "gene". By way of in-depth research on user experience and behavior, our brand strategy, product planning and product definition would be more accurate and reasonable. Along with the level of product and brand homogeneity increase, the consumers more rely on perceptual understanding and intuitive when buying. Usability is just the underlying objective of humanism design view. The "perceptual demand" is the product of profession maturity and full competition. In order to capture the users' hearts and target to the users at first sight, it is must needed to give products enough emotional appeal and more latter symbol to meet higher levels of people's spiritual needs.
Keywords: User's Emotional Elements; User Experience guide; Mobile Network Products
Once Broken, Never Fixed? The Impact of Culture and Medium on Repairing Trust in CMC BIBAKFull-Text 341-350
  Qiping Zhang; Nancy Marksbury
Communication in today's media choices of texts, tweets and posts remain influenced by who we are and our subjective context. Given globalization, distance education and diverse teams and workgroups, successful communicative interaction is facilitated by interpersonal trust, or the trust between conversational partners. When conflict erupts, as it will in relationships, in work groups and within organizations, the restoration of trust and stability is aided by one's personal analysis of internal and external factors. The objective of this study is to investigate how communication channels (IM and video) influence people from different cultures (China and the US) in trust development and trust reparation.
Keywords: Media; culture; computer-mediated communication; trust; trust repairing; trust perception

Cultural Issues in Business and Industry

Using Embedded Technology Badges to Derive Social Networks, Patterns of Interaction and Space Utilization in a Corporate Headquarters BIBAKFull-Text 353-360
  Jay L. Brand; Gabor Nagy; Haijie Ding
Badges developed by Hitachi High Technologies (Hitachi calls this process "Business Microscope") were used to gather interaction data, and sensors stationed in monitored locations recorded space occupancy-utilization from 25 meeting areas and 86 individual workstations in the global headquarters of a large manufacturing firm in the upper Midwest, USA. One hundred thirteen participants in 19 work groups/departments wore individual badges throughout seven work days. Social networks were derived from the interaction data (based on three-minutes cumulative interaction per day). This objective approach to deriving empirical networks and space utilization improves on many existing techniques that rely on inconsistent observation, subjective surveys, individual or group reconstructions (e.g., focus groups).
Keywords: Social networks; social network analysis; space utilization; interaction patterns
Can I Help You?: Towards the Improvement of Occupational Experience for Convenience Store Employees in Taiwan BIBAKFull-Text 361-368
  Yuan-Ling Chiao; Ching-Hu Lu; Hui-Wen Yeh; Yuan-Yun Chou; Pei-Ling Liu
This article explores the occupational experiences of convenience store frontline service employees in Taiwan. We find that in addition to physical labor, employees must incorporate job crafting to effectively meet customers' assumptions and expectations for immediate and efficient services, and to manage many types of in-store contingencies. We consider the infusion of job crafting into frontline service work to be critical to the smooth operation of the overall convenience store service experience. However, these skills are largely considered to be 'invisible,' and are not adequately supported by the convenience store work context. We suggest that certain types of smart devices be incorporated both seamfully and seamlessly into the convenience store environment, to work in tandem with, and to support frontline service employees.
Keywords: convenience; frontline service employees; experience-based design; task revision; seamless sensing; seamful actuating
Study on the Perception of Car Appearance Based on Fuzzy Inference BIBAKFull-Text 369-378
  Fu Guo; Yu Sun; Chao Chen; Haiying Wang; Chong-yang Liu
This paper proposes fuzzy logic to forecast perception values of the combination of different design elements. Firstly it extracts customers' semantic information with semantic difference method; applies GRA analysis to find the key form elements for each perception, and builds the fuzzy membership between the form element and perception. Then it generates a set of fuzzy rules with the most influential form elements based on the 10 representative car samples and calculates the perception values on different combinations of the form design elements by defuzzification.
Keywords: sensory characteristics; gray correlation; fuzzy logic; fuzzy rules; fuzzy solution
Employee Experience Management of Convenience Store in Beijing BIBAKFull-Text 379-384
  Jing Guo; Pei-Luen Patrick Rau
This article explores the occupational experiences of convenience store frontline service employees in Beijing. The results of our in-depth interview illustrate that there are some human factor issues in the experience of the employees, such as material handling, graveyard shift, ease of being injured, low salary, lack of career perspectives and unfair rules. We suggest that future researches should pay more attention to improve the experience of the employees, as their experience is directly related to their interaction with the customers as well as the service satisfaction of the customers.
Keywords: Convenience; frontline service employees; experience; in-depth interview
Smart Store Understanding Consumer's Preference through Behavior Logs BIBAKFull-Text 385-392
  Akihiro Ogino; Taketo Kobayashi; Yusuke Iida; Toshikazu Kato
This paper presents a smart store that estimates a preference of consumers concerning products from their behaviors. This paper proposes a method, which is a passive observation and an active observation, to observe two behaviors, direct behaviors and indirect behaviors. The passive observation is a method to observe direct behaviors of customers towards real products through ambient sensors. The active observation is a method to observe indirect behaviors of customers towards information of products through ambient displays. This study explains a purchase experiment using a prototype smart store that has installed the ambient shelves and displays. This study estimates the favorite clothes from their direct and indirect behavior using the smart store. The result of estimation of preference shows that accuracy rate is 87% by leave-one-out cross-validation.
Keywords: Ubiquitous Environment; Ambient Technology; Behavior Analysis; Customer Preference; Retail store
Toward the New Sullivan Principles in the Information Age: Conflicts and Challenges of Multinational Information Technology Companies in Asian Countries BIBAFull-Text 393-401
  Byul Shin
A free and open communication environment is essential for a democratic society. Information and Communication Technologies (ICTs) serve as a basic structure for creating democratic communication environments. We have to try to understand ethical issues which ICTs can cause and the importance of multinational companies' social responsibility. This paper presents case studies in conflict between governments and multinational information technology (IT) companies over internet regulations in Asia, specifically in China and South Korea. By analyzing recent conflicts, we develop an improved understanding of the embedded values of information technology and its possible effects on society. This analysis also allows us to anticipate possible future problems and understand future information environments. Furthermore, I suggest basic ethical concepts, identifying six principles which multinational information technology companies should consider when they implement their technology in other countries.
Designing for Social Commerce Experience as Cultural Consumption BIBAKFull-Text 402-406
  Huatong Sun
Social commerce websites are facing a challenge of how to use social media effectively in reaching their users in this globalization age. In this paper I look at two successful cases of social commerce websites, TaoBao of China and Etsy of the U.S. and argue that the design of a social commerce website should implement effective local SNS features to connect with and engage its users, mediate their identities, and empower them in this rising participatory culture.
Keywords: social commerce; social shopping; culturally localized user experience; cultural consumption; genre; affordance
Designing Web Marketing that Works for Users: Finding Best Practices through Evaluation and Conversation BIBAKFull-Text 407-416
  Kate Welker; Frank Y. Guo; Sanjay Shamdasani
Many think of marketing as a separate discipline from user experience design; however, marketing is an integral part of users' experiences in using many web sites. This paper describes methodology and findings of a study aimed at understanding how to effectively use marketing promotions to raise financial advisors' awareness of relevant products and resources on a fund family web site, while at the same time supporting the broader experiences around their intended uses of the site. High-level guidelines for using marketing promotions on a web site are described, as well as tactical best practices to guide design of such promotions.
Keywords: Marketing; web promotion; user experience; best practices; root cause analysis
Note: Best Paper Award
The Entwined Economic and Cultural Issues in the Production of Barbie in Taiwan, Taishan BIBAKFull-Text 417-426
  Ju-Joan Wong; Rungtai Lin; Zhe-An Lin
Barbie Doll is regarded as one of the most important design labels representing the twentieth century. Up until today, it is estimated that around 100 million Barbie dolls have been sold in 150 countries around the world. In 1967, the manufacturer of Barbie, Mattel Inc., set up a joint venture establishment, the Meining factory in Taishan Township, Taipei County. However, Mattel shut down the Meining factory in 1987 due to rising labor costs, the development of the local economy suddenly lost its basis. In 1998, the township council imported the concept and practices of community building and employed the industry of doll culture as a program to enhance the local economy. This way, not only has Taishan Township brought about new business opportunities, many of the women participating in community development can hopefully improve their self-empowerment.
   This paper reviewed the development history of industries in Taishan Township from the perspective of globalization theories, aimed to analyze the difficulties of local industrial upgrades from the perspective of economic geography, and examine the effects of industrial promotion strategies in community building. Lastly, this paper aimed to explore opportunities for the empowerment of women in the community. It hoped to clarify the issues of industrial upgrading, community building, and women's empowerment regarding local industry development history, and reestablish the relationship between economic development and cultural experience.
Keywords: Barbie doll; community building; global commodity chains; cultural and creative industries; women's empowerment
Experience Design on m-Commerce in China (Digital Marketing Oriented Social Innovation Design BIBAKFull-Text 427-436
  Guan Yan; Wu Qiong
Mobile service has been a new economic growth point and provided development opportunities by the popularization of the mobile device. In this paper, we take marketing as a point to discuss the social innovation design in m-Commerce.
Keywords: service design; e-Commerce; m-Commerce
Cross-Cultural Study on Shop-Floor Control System BIBAKFull-Text 437-445
  Xiongfei Zhao; Hong Huang
This study investigates the impact of cultural difference between China and Germany on the system design and implementation of Shop-Floor Control (SFC) system. The study aims to explore the following research questions: (a) how cultural differences influence users' requirements on SFC functions; (b) what kind of user interface design should be adapted for users from different cultures; and (c) how to implement SFC system in the shop-floor management in different cultures. 10 Chinese users and 5 German users from 4 Sino-German joint ventures were interviewed in the study. Based on the interview results, 24 cultural related key findings were concluded. We discussed the implications and provided 5 design and implementation recommendations for SFC system.
Keywords: Cross-cultural study; Shop-Floor Control System; User study
Design Convenience Stores for Chinese Teenagers BIBAKFull-Text 446-453
  Jia Zhou; Pei-Luen Patrick Rau; Hui Li; Wei Jiang; Bayan Konirbay; Christian Seyfert; Kanta Sribunnak; Christoph Winkler
This study aimed to design convenience stores to attract Chinese teenagers. The convenience store's location, product, and image were studied. An observation and an interview were conducted to collect teenagers' requirements. After that, a conceptual design was created and high-fidelity prototype was developed. Twenty middle school students were recruited to evaluate the design concept. The results indicated that convenience stores oriented to teenagers should be located near a school, on the way to the bus stop, as close to the school as possible. Tasty meals, snacks, and self-service food and drink should be used as competing factors. Meanwhile, a positive and modern image is the deciding factor to attract teenagers. Implications for designing convenience stores for Chinese teenagers were discussed.
Keywords: Convenience store; Teenagers; User study; Experience-based design

Culture, Communication and Society

Cultural Effects on Arabic Electronic TV BIBAKFull-Text 457-466
  Maysoon Abulkhair; Heba Abdrabu; Hanadi Aljada'ani; Sultana Alsahafi; Reem Alsaggaf
Understanding users' needs and cultures are considered two of the most important aspects of user interface design to ensure the highest level of usability. This paper presents some cultural characteristics for Arabic electronic television news web sites, through the adoption of heuristic evaluation technique. The results from the heuristic evaluation identified some major Arabic web site characteristics which are influenced by the culture. In contrast, the findings from the extensive survey have indicated the tasks needed by Arabic users, which were organized based on frequency of usage.
Keywords: Usability survey; e-TV web usability; Heuristic evaluation; interactivity cultural effects
Animating Our Island's Culture -- Spreading and Socializing Our Island's Culture through Digital Animation BIBAKFull-Text 467-472
  Flávio Andaló; Milton Luiz Horn Vieira
In this paper we'll be presenting what is and the results of the project called "Animating our island's culture". The main idea behind this project is to produce animations that tells the history of the people from a city in Brazil called Florianópolis and that has contributed to create our culture. The name of this project came from the fact that the city is placed in an island. But besides aiming on producing cartoon animations, what differs this project from others projects with this same goal, is the fact that this project is focused on training young kids from low-income communities from our city, teaching them how to produce animation. This paper will show the result of the first year of this project when everything is just in the beginning and many problems have been encountered.
Keywords: learning animation; low-income communities; popular culture; cartoon animation
The Impact of "Device" in Social Networking: An Explorative Study with Turkish Social Network Site Users on the Nature of Interactions through Personal Computers and Smartphones BIBAKFull-Text 473-482
  Özgürol Öztürk; Kerem Rizvanoglu; Sezgin Polat; Fatih Karanfil; Ozan Bakis
The purpose of this study is to explore the nature of interactions that develops around social networks through two major device categories: PC and smartphones. This study specifically aims to focus on the reasons for the preference of PC and smartphones distinctively and tries to reveal the significant patterns of usage for social networking through both platforms. This quantitative research employs a survey conducted with a sample of 203 Turkish people who are using PCs and smartphones for accessing social networking sites regularly.
Keywords: Personal Computer; Smartphone; Social Network Site; Interaction
New Development of Mobile Instant Messaging: Virtual Body Communication Interaction BIBAKFull-Text 483-489
  Linong Dai
People's non-verbal communication, accounting for as high as 70 percent in daily communication, can deepen interpersonal communication and convey what cannot be conveyed in language. It, however, has not been fully used in present mobile instant messaging. The author of this paper tries to integrate virtual body communication interaction into mobile instant messaging through analyzing mobile instant messaging and its user distribution. Under this mode of communication, mobile phones will be used as the communication channel with cartoon comic and supply varied applications for different genders as its main style and hence achieve interaction and diversify the ways of interpersonal communication.
Keywords: daily communication; body language; mobile instant messaging; gender
An Investigation on the Relationship between Informal Networks and Organizational Performance BIBAKFull-Text 490-493
  Haijie Ding; Jacob Rigby
By mapping both social related (energizing) and functional (information) related informal networks and collecting the performance data correspondingly in one of the biggest Express Company in the world, this paper showed: (1) There is significant relationship between organizational performance and informal network indices, which means we can predict organizations' performance by the informal network patterns. (2) Emotional network showed stronger relationship with social aspects of organizational performance and functional network showed stronger relationship with functional aspects of organizational performance, which implies that we need to choose different informal networks to predict different kind of performance.
Keywords: Social Network Analysis; Organizational Performance; Information Network; Energizing Network
Designing for Social Urban Media: Creating an Integrated Framework of Social Innovation and Service Design in China BIBAKFull-Text 494-503
  Zhiyong Fu; Xia Zhang
In recent years, social media and social networking are increasing the global crucial topics. More and more people in China begin to merge into this virtual networking. Meanwhile, the continuous expediting of urbanization also occurs in the real world. It is a big challenge for designers to coincide with the new trends of city and media. New design thinking frameworks and methodologies will be needed to solve the emerging problems in the cities of China. As being designers with social responsibility, we have a critical quest that is how to design for the social innovation, sustainably for the most people and improve the social life in the context of developing local and cultural city environment. The trend of service innovation leads a new round of economic growth, which is happening in China. We developed a new framework with three perspectives about social innovation, i.e., social interaction, social integration and social inclusion. To solve the problems brought from urbanization, we need the holistic perspectives with the integrated methods of social innovation and service design. The case studies, which devoted to create the innovated application and service for the urban life in China, show the power of integrating the urban and media together in design thinking and implementation.
Keywords: Social Media; Design Framework; Urban Media; Service Design; Social Innovation
Mobilized Collaborative Services in Ubiquitous Network BIBAKFull-Text 504-513
  Miaosen Gong; Ezio Manzini; Federico Casalegno
The paper inquires how collaborative services evolve in ubiquitous network. By comparison study in systems of solutions and interactions of services, it defines a conceptual framework of spaces of auras in mobilized collaborative services, proposing four kinds of network and interaction structures: Peer-to-Peer (P2P), Role-to-Role (R2R), Peer-to-Common (P2C) and Role-to-Centre (R2C). The conclusion of discussion is that in MCS, the form of space of auras decides mainly the way of interaction, the structure of system and degree of relational quality.
Keywords: Collaborative Services; Social Innovation; Ubiquitous Network
Design for All: Social Innovation and Service Design Education and Practice in China BIBAKFull-Text 514-523
  Jun Hai; Kin Wai Michael Siu
This study focused on the role of design in urban and community development. A social innovation approach was applied to the design of city and rural community social services. The method of design involved in social innovation and the possibility for collaborative design by different designers were explored. We also explored how design can influence social and city innovation. About the social innovation and service design education and practice in china, the study provided a comprehensive judgement and assessment.
Keywords: Social Innovation; Service Design; Chinese Design Education
Does Internationalization Have Its Own Face in Each Country? Measuring the Internationalization of Web Presence on Higher Education Admission Web Pages between USA and Taiwan BIBAKFull-Text 524-532
  Juihsiang Lee; Manlai You
Developing sophisticated networks and facilitating its widespread use by the academic community is a powerful strategy to achieve the internationalization of higher education. But the content, structure, and responsive designate of collegiate websites can perform the most probabilities of Information and Communication Technology for communication and transaction still unexplored. We review the growing discussions on the internationalization of higher education and the website quality evaluate criteria to construct a measure template to help us analysis the web presence of higher education. This study measures top ranking of worldwide institutions with USA and Taiwan collegiate admissions web pages, to compare the differences and similarities on admission web pages presence. Fifteen top USA universities which intersected between three Worldwide Rankings and 15 top universities which got Top R & D grant from the Ministry of Education in Taiwan were selected. Content analysis method employed to measure the presence of internationalization on admissions web pages. Results present all the top universities of USA and Taiwan mention internalization in their mission statements, and have appropriate organizational structures in their institutions. And there are differences as it implements practically on web presence between 2 groups.
Keywords: Internationalization; Higher Education; Admission Web Pages
Exhibition User Experience Research and Design for Applications of Context Awareness Technologies BIBAKFull-Text 533-542
  Jikun Liu; Xin Liu; Bingxue Gao; Jun Cai; Jenny Wang; Qing Liu
Exhibition Context Awareness User Study and UI Design for Growth Markets is a collaborative practice of Tsinghua University Industrial Design Department and Nokia Research Center Beijing. The task of the project is to study the user needs and user experiences in exhibitions for the application of uSD card being developed in Nokia, and probe the directions for other possible applications of context awareness technologies. After the key findings of user values and design opportunities concluded from the background studies and field observation, our team have developed several conceptual solutions for application of context awareness technologies, which inspires the Nokia team a lot for their further research.
Keywords: context awareness; exhibition; experience; uSD Card; volunteers
Design and Construction of SNS Platform and "Working Room" for Making Community for Fostering Japanese Teachers BIBAKFull-Text 543-549
  Masayuki Murakami; Naoki Nakamata; Kumiko Nakanishi; Kikuko Yui
In this report, we introduce the Japanese teacher training program at Kyoto University of Foreign Studies. We explain our SNS platform which contributes to the program's success and "Working Room" which support the communication among students and teachers. We think that the combination SNS with "Working Room" is very effective for making community. Students can post a variety of information on the SNS, such as self-descriptions, blogs, BBS entries, and reports of practice teaching. They can share information on Japanese teaching and communicate with teachers and other students. As an additional advantage, they can treat the SNS as a daily journal reflecting their teaching training progress. Students come to "Working Room" with some purposes such as preparing trial lessons. Some freshman can see work of senior students in the room, some changes happen gradually; senior students give advice to freshman students; freshman students read others' diary and write comment in SNS.
Keywords: SNS; Japanese Teaching; making community; reflection
On the Design of Organizational Network Analysis Software BIBAKFull-Text 550-555
  Jacob Rigby; Haijie Ding
This paper describes the design of web-based software for visually exploring organizational social networks. The software's target user group consists of business professionals and organizational design consultants who wish to apply network analysis to a practical problem but lack the sophistication required to use advanced software packages. Particular emphasis is placed on using multiple layouts, aggregation and filtering to reduce cognitive complexity and improve usability. Implementation details will also be briefly discussed.
Keywords: ONA; SNA; Network Analysis; Graph Layout; Data Visualization; Web Application
Human-Computer Interaction as an Instrument for Strengthening Culture and Language of a Colombian Native Community BIBAKFull-Text 556-565
  Santiago Ruano Rincón; Annabelle Boutet; Gilles Coppin; Franck Poirier; Tulio Rojas Curieux
This paper is about the relationship between culture and human-computer interaction. Cultures are live, open and in continuous change. Computer and information technology, as external factors for non-Western-industrialized societies, may trigger transformations, that sometimes, could be considered as negative or unwanted. For example, the usage of Western word-processors modified the Japanese writing system when Japanese people faced a number of unfamiliar concepts introduced in those computer tools [8]. At the same time, minority societies around the world are in danger of extinction. The Nasa people, our target population, struggle to revitalize their mother tongue and cultural traditions. This text presents an experience about developing or adapting computer tools to help the revitalization efforts. The use of the computer could lead to positive effects, or at least, to effects aligned with the policies of the society.
Keywords: Culture; Language and culture preservation; Nasa native community; HCI
Interactive Media in Social Innovation BIBAKFull-Text 566-575
  Xiaohua Sun; Lei Wang
Interactive media is playing an important role in social innovation. Various types of interactive media platforms are affecting and changing the life of people in China in significant ways. This paper presents a detailed survey on the interactive features of these platforms. We found a trend that they are all supporting more and more interpersonal and social interactions, which in turn contributes to the increase of their stickiness and brings new dimensions to the services they are providing. We further analyzed this phenomenon by looking at interactivity from a communication science point of view. The purpose of this paper is to provide inspirations for the design and development of new social innovation systems based on the understanding of the users from a social cultural perspective. The analyzed characteristics of interactive media in China will also be helpful for cross-cultural social innovation research.
Keywords: interactive media; interactivity; social innovation; communication; social interaction; social influence; social relationship
Design for Social Emotional Interaction in China: Light-Tech Driven Design and Prototyping Applied in Design Education and Research BIBAKFull-Text 576-584
  Feng Xian; Zhiyong Fu
Nowadays China is undergoing a development at top speed. The consumption capacity and acceptance to social service products are expanding every year. Especially, the social innovation and service design products based on light-tech and low-cost are very well received. As a very old oriental nation, Chinese have typical characteristics such as implicative, indirect, etc. As well as young people in China who were impacted by western culture in recent decades very like contracted and fashionable design. These provide very good keywords and references for social emotional interaction design in China. This article aimed at Chinese style emotional and interpersonal communication traits to discuss the concept of social emotional interaction design in Chinese design education and research, and advance a method of light-tech driven prototyping used to realize social emotional interaction prototypes. At the end of the article we gave some cases to show our researches and practices in our lab and courses.
Keywords: social emotional interaction; light-tech driven prototyping
A Case Study: Behavior Study of Chinese Users on the Internet and Mobile Internet BIBAKFull-Text 585-593
  Yanxia Yang; Hongwei Li; Grace Deng
With the fast-paced development of the Chinese internet environment, people have learned to use the internet, and recently, the mobile internet. Users grown up in such an environment will have different interests, ways and reasons of using, and information needs. In order to obtain a better understanding on Chinese internet and mobile internet user behavior and examine the differences among the age groups of 20s, 30s, and 40s, an ethnographic study was conducted in Xi'an, China. This paper is a case study illustrating the various user behaviors on the internet and mobile internet for different age groups of people.
Keywords: Internet; Mobile Internet; User Behavior; Chinese; Ethnography
Design Ethics Education in Taiwan: A Study of Syllabi of Ethics-Related Courses BIBAKFull-Text 594-603
  Manlai You; Yingying Lee
This paper aims to identify the scope and content of ethics components in the curricula of regular 4-year undergraduate design programs in Taiwan by investigating the syllabi of ethics-related courses. Of the 148 universities and colleges in Taiwan, there were 117 regular 4-year undergraduate design programs in 61 institutions during academic years 2008 and 2009. A list of ethics-related courses was obtained from two web-based curricular databases of the Ministry of Education (MOE), which consists of 38 unique syllabi from 29 design programs in 17 institutions. Each of them was then processed by qualitative method taking advantage of the standard format of syllabus in Taiwan. The contents classified into four generic parts: 1) course objectives, 2) course contents, 3) teaching methods, and 4) assessment methods. Of the 38 syllabi, five topics, Design, Profession, Law, Society, and Life, were identified from the parts of course objectives and contents. In the parts of teaching methods and assessment methods, seven and nine methods were identified respectively. The results reveal what and how we treat ethics as a topic in design education in Taiwan. The paper concludes with some suggestions on further research of design ethics education.
Keywords: Design Ethics; Design Education; Syllabus; Ethics-Related Courses