The research aims to investigate the visual performance of devil image in illustration design and the audiences’ perception by means of questionnaire survey, so as to improve the accuracy of the information transmitted from the illustrators convey to the audiences. The results show that demonic illustration differ from the general illustrations for descripting the plot of the story, but this does not affect the popularity of demonic illustration among people, compared to people with a design or art educational background, demonic illustration is more popular between the general public. Audiences accept the addition of devil-related design elements that do not fit the plot, and some even claim they like demonic illustrations. The results of the study include people's views, feelings, visual performance on the tested illustrations, hoping to help illustrators select suitable design elements as signifiers for better storytelling, and provide design references for designers and researchers to further study.
Products and systems against crime have an extensive presence in public and private fields. The ever-growing need for safety has driven engineers and designers to improve the products’ technical and functional characters. This research aims to define two perception indexes, namely “feeling of security” and “safety utility,” referring to safety artifacts’ mental and physical security. An online survey was conducted to investigate urban residence’ perception of six safety products. Subsequently, we constructed a conceptual model to quantify the correlations between factors affecting the perception of security by the Structural Equation Model (SEM). The results showed that feeling of security is influenced by the trust of helpers or providers and knowledge of the artifacts, while safety utility is primarily affected by functional features as prevention and mitigation ability. This paper further suggested design strategies for different categories of safety artifacts.
This paper presents a design of gift wrapping paper which delivers givers’ message with a surprise and for it we use the name Alt Message Paper (AMP). The surprise is based on a visual illusion and origami (paper folding) which is associated with Japanese culture. The message is hidden in the pattern of the wrapping paper using the visual illusion so that the receivers do not find it till completing the folding. We discuss folding models which are suitable for AMP and evaluate the validity of the design based on questionnaire. We also design and implement a message editor which is called AMP editor using a modeling language so that givers can change the message depending on the receivers and the context. The experimental results show that the proposed wrapping paper is favorably received especially by women and possible to be used in a variety of situations including gifts for lover and for mother.
This study examines the factors influencing the participant's decision to adopt flexible gestures in an in-depth interview conducted with 25 participants while providing them with 27 flexible gestures. In the interview, the data were analyzed using grounded theory and Pearson's Correlation Coefficient. As a result of the analysis, the decisive factor that affects participants to adopt is not the usability of flexible gestures. Two crucial factors considered to affect participants to adopt flexible gestures: "Intuition of association" and "Idea of function". "Intuition of association" includes flexible gestures that can associate with objects, actions or emotions. It affects the way participants can comprehend how to operate gestures after receiving instructions. "Idea of function" is the function created by participants while operating the gestures. The gesture, which received more imagination of function, received higher motivation to be used by participants. The study findings match flexible gestures and function as a guide for further research on flexible device development.
In prior studies, little evidence has been observed for how gamification mechanics affect the specific motivations exhibited by personalized users in second-hand selling contexts. This study aims to explore the relationship between second-hand user personality, selling motivations and gamification core drive of the Octalysis framework. Specifically, this study examines which user personalities show which second-hand selling motivation tendencies and which gamification core drives that researchers could utilize to stimulate second-hand selling motivation of personalized users, ultimately increasing the generation of the behavior. The results show that different user personality traits reveal different second-hand selling motivations. Meanwhile, selling motivations can be influenced by the corresponding gamification core drives, thus enhancing selling motivation and indirectly changing behavior. In the current era of personalized and customized information transmission, using algorithms to match personalized users and give precisely matched behavioral stimuli is a future application trend. These findings extend our understanding of how gamification intervenes in personalized user behavior in the context of second-hand selling, which we believe may contribute to the development of online second-hand transactions.
The purpose of this paper was to identify changing impressions towards 22 composites of plastics kneaded with different fragrant natural organic materials preserving their odors, and identify the determining factors by comparing the impression scores among the composites. Each plastic sample was prepared by being molded into an egg-shape using injection molding. To determine the effect of odor, impression score experiments were conducted through a survey. Each sample was evaluated twice by the same group of 21 people aged between 22-38 years. Only sense of vision and tactility was evaluated in the first round, then the samples were evaluated again by sense of vision, tactility, and smell. Odor was found to have a significant effect on the impression of the plastic samples. In the impression evaluation experiment, the impression factor score of acceptability in 18 out of 22 samples, the impression factor score of simplicity in 14 out of 22 samples, and the impression factor score of organicity in 21 out of 22 samples were enhanced by adding the odor factor to the evaluation process. It was confirmed that the addition of appropriate fragrant natural organic materials to resin products could make them be perceived more organic, more simple or rich, and more acceptable.
Older adults have a wealth of cooking knowledge but are absent from online food recipe sharing. The existing online food recipe sharing products mainly target young people and ignore the user experience of older adults. A solution to improve the usability of the conventional online food recipe sharing applications for older adults remains to be developed. Twenty participants aged 55 to 65 (Mean = 59.5) took part in the interview and subsequently joined a Within-subjects experiment in which the two experiments were spaced a month apart. The mutual features of conventional food recipe sharing products were compared with older adults' characteristics, contradictions between the two in describing a recipe manifested in conflicts of described frameworks and narrative ways. It was found that usability problems of multi-tasking, unnatural workflow, excessive restriction, and inaccessible interface are primary impediments that kept older adults from engaging in conventional food recipe sharing products. We verified that applying the tailored usability requirements is beneficial to improve the impression of older adults concerning user experience. The present study provides an alternative and specific perspective on research related to the usability of older adults. It would be conducive to engage older adults in online knowledge sharing and further drive the inheritance of traditional cooking culture.
In an age where knowledge is easy to acquire, we are not short of creativity. What matters is how we choose good ideas. Assessing creative mindsets offers insight that could facilitate the generation and selection of creative ideas and be used as an important reference for the principles and improvement of interactions between creative practitioners and managers. The present study used Mueller’s eight creative indicators to assess the mindsets of Taiwanese people toward creativity and their influence factors. Results showed that Taiwanese people’s creative mindsets tended towards the pragmatic “how/best” type. (How/best: Focuses the evaluators on knowing the most feasible and appropriate option now. This mindset is intolerant of uncertainty. Why/potential: Focuses the evaluators on learning the future value of something. This mindset is much more tolerant of uncertainty.) The demand for usefulness was relatively high, and the demand for novelty was relatively low. Of the respondents’ background factors, “academic major” was the most influential and “gender” was only a significant factor for Indicator 1. “academic major” had the opposite result to “gender” and showed a significant influence on Indicators 2 to 8, as well as Indicator 1.
We successively think through conceptual changes in the sketching process and this forms the foundation of the creative thinking process. Sketching is a visualization tool of recognizing and reinterpreting to find the resolution to a design problem, and most of the studies have been regarded in the results or the apparent meanings of sketches. However, we aim to observe conceptual changes in the sketching process and report the aspects of these changes using the intrinsic attributes of the concepts. This study is original in that it reveals that attribute changes can induce overall categorical changes in concepts in the goal problem. This investigation consists of observations of college students’ sketching and interviews with them. The research data was analyzed using protocol analysis and Linkography. During the sketching process, attributes of sketches enable categorical changes, which qualitatively transform the existing forms of cognition into those with completely different concepts.
When designing personal robots, traits of humans who interact with them are important. This study focused on the personality of those who interact with personal robots, as different personalities may influence people’s attitudes toward personal robots. This study examined the relationship between people’s liking of the personal robot ‘PaPeRo’ and their personality traits. Liking of PaPeRo was assessed using a scale with three sub-categories: prettiness, humanity, and function. To assess personality traits of participants, three questionnaires were utilized. Results showed that those who were attached to PaPeRo were more empathetic than those who were not. And they showed that deeply attached participants exhibited more ambivalent and avoidant attachment styles than participants moderately attached to PaPeRo. Those with insecure attachment styles felt they could not rely on others; hence, they felt more familiar toward PaPeRo, who provided security and seemed like it would not betray them, unlike another human being. When designing personal robots, the personalities of people who will interact with such robots should be considered.
This study investigates the relationship between students’ motivations and actions and examines factors that affect them. The study was conducted at an 8-day design workshop involving multicultural communication and active learning. Students were asked to draw their motivation and action curves with annotations based on their personal experiences or feelings for three days. A total of 85 drawings with both curves were analysed employing a correlation coefficient based on time series data. Their annotations were categorised, and the mean velocity of both curves was calculated. The results revealed a strong relationship between students’ motivations and actions, and their motivational changes occurred 20 min before instructors noticed them. Students’ motivation and action curves increased when positive events occurred, such as when they generated new ideas, indicating that students’ motivations and actions are enhanced during workshops when instructors help them have positive experiences among teams.
A cinemagraph is a short looping video with both moving and stationary parts. Many online advertisements use cinemagraphs; however, some are unsurprising. Considering “perceived causality,” we hypothesized that the cinemagraph lacking the inevitable result scene would seem strange. An online experiment evaluating cinemagraphs posted on Pinterest revealed that the cinemagraphs showing only the cause scene were liked and looked strange. The participants felt a strange temporal aspect and realized that a scene was repeated in the cinemagraph showing only the cause scene more so than only the result scene. However, an experiment using ordinal videos of pool games did not show a high specificity when showing the cause scene and revealed the importance of incompleteness of an event in creating odd impressions of videos. In conclusion, cinemagraphs containing seamless loops can more easily express the incompleteness of an event that shows only the cause as compared with one that shows only the result.