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Cross-Cultural Design : 16th International Conference, CCD 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part I / edited by Pei-Luen Patrick Rau.
SpringerLink Books Lecture Notes In Computer Science (LNCS) (1997-2024) Available online
View online- Format:
- Book
- Series:
- Lecture Notes in Computer Science, 1611-3349 ; 14699
- Language:
- English
- Subjects (All):
- User interfaces (Computer systems).
- Human-computer interaction.
- User Interfaces and Human Computer Interaction.
- Local Subjects:
- User Interfaces and Human Computer Interaction.
- Physical Description:
- 1 online resource (420 pages)
- Edition:
- 1st ed. 2024.
- Place of Publication:
- Cham : Springer Nature Switzerland : Imprint: Springer, 2024.
- Summary:
- This four-volume set LNCS 14699-14702 constitutes the refereed proceedings of the 16th International Conference on Cross-Cultural Design, CCD 2024, held as part of the 26th International Conference, HCI International 2024, in Washington, DC, USA, during June 29 – July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The CCD 2024 proceedings focus a broad range of theoretical and applied issues related to Cross-Cultural Design and its applications, and much more.
- Contents:
- Intro
- Foreword
- HCI International 2024 Thematic Areas and Affiliated Conferences
- List of Conference Proceedings Volumes Appearing Before the Conference
- Preface
- 16th International Conference on Cross-Cultural Design (CCD2024)
- HCI International 2025 Conference
- Contents - Part I
- Cross-Cultural Design and User Experience
- Persuasive Determinants of Physical Activity in Adults: Cultural Differences and the Moderating Effect of Gender and Age
- 1 Introduction
- 2 Background and Related Work
- 2.1 Culture and Human Behaviour
- 2.2 Culturally Relevant Persuasive Technology
- 2.3 HBM and Theory-Driven Behaviour Change Systems
- 3 Method
- 3.1 Measurement Instrument
- 3.2 Participants Recruitment
- 4 Data Analysis
- 4.1 Model Validity and Reliability
- 5 Result
- 5.1 General Model - Saudi Arabians vs. Canadians
- 5.2 Moderating Effect of Gender and Age
- 6 Discussion
- 6.1 Using Our Results to One-Size-Fits-All and Personalized Physical Activity App Design
- 6.2 Mapping the Determinants to Persuasive Strategies
- 6.3 Limitations and Future Work
- 7 Conclusion
- References
- Design Innovation Based on the Material Experience and Tactile Prompting
- 2 Literature Review
- 2.1 Material Experience
- 2.2 Haptic Cognition Model
- 2.3 Tactile Prompting and AI-co-Creation
- 3 Method and Material
- 3.1 Research Method: HDD
- 3.2 Stimuli and Empirical Design Project
- 3.3 Participants and Procedures
- 3.4 Research Instrument
- 4 Results and Discussions
- 4.1 The Creation of HDD Project
- 4.2 Varying Capabilities of HDD Application
- 4.3 The Innovation via Tactile Prompting with AI-co-Creation
- 5 Conclusions
- Behavioral Lock Screen Application Practice Based on Gamification Design Method
- 2 Gamification Theories and Methods.
- 3 Introduction of Behavioral Lock Screen Application
- 4 Practical Implementation Process
- 4.1 Discovery
- 4.2 Problem Definition
- 4.3 Determine Gamification Theme
- 4.4 Develop
- 4.5 Delivery and Implementation
- 4.6 Data Feedback
- 4.7 Iterative Design Based on Data Feedback
- 5 Conclusion
- Shaping a Longevity Service Through Visual, Tangible, Cultural, and Social Artifacts
- 1.1 Longevity Economics and Experience-Driven Service Industries
- 1.2 Research Hypothesis and Questions
- 2.1 Longevity Planning Blocks (LPBs) and Tangible Artifacts
- 2.2 Cultural and Social Artifacts
- 2.3 Experience Prototype
- 2.4 Think-Aloud Approach
- 3 Research Methods, Process, and Results
- 3.1 Recruitment
- 3.2 Visual and Tangible Prototypes of Longevity Services
- 3.3 Semi-structured Interview
- 3.4 D4L Service Considerations Through Various Lenses
- 4 Discussion and Next Steps
- 4.1 Translated Three Different Formats: Verbal, Visual, and Tangible
- 4.2 Create and Explore the Value of Make-to-Think Spirit
- 4.3 Consider Design Solutions Through Individual, Communal, and Social Lenses
- Room Acoustic Design for Open Plan Interior in Dwelling House
- 1 Introductions
- 1.1 Research Background
- 1.2 Research Purposes
- 2 Project Practices
- 2.1 The Design Implement
- 2.2 Indoor Sound Environment
- 2.3 Sound Absorption Usage
- 3 Objective Evaluation
- 3.1 Computer Simulation
- 3.2 Field Verification
- 3.3 Sound Proof Exterior
- 4 Results
- 4.1 Computer Simulation
- 4.2 Field Verification
- 5 Discussion
- Designing Virtual Spaces for Cross-Cultural Engagement: A Focus on Young Adults and Regional Cultural Elements
- 1.1 Background
- 1.2 Research Objectives and Significance.
- 2 Literature Review and Related Work
- 2.1 Exploration and Challenges in the Design of Cross-Cultural Virtual Spaces
- 2.2 The Application of Virtual Reality in Cross-Cultural Communication and Education
- 2.3 Cultural Acceptance and Interactive Behavior of Young Adults
- 2.4 Cultural Symbols and High-Low Context Virtual Spaces
- 3 Methodology
- 3.1 Data Collection
- 3.2 Quantitative Data Analysis
- 3.3 Ethical Considerations
- 3.4 Virtual Space Design Samples
- 4 Data Collection and Analysis
- 4.1 Data Preparation and Preprocessing
- 4.2 Descriptive Statistical Analysis
- 4.3 Inferential Statistical Analysis
- 4.4 Discussion and Limitations
- 5.1 Key Findings
- 5.2 Conclusions and Recommendations
- 5.3 Limitations and Future Directions
- Interactive Experience Design of Indoor Lamps Based on the Concept of Emotionalization
- 2 Indoor Lamps and Lanterns Development Status and Inter-issues (Problems)
- 2.1 Analysis of Market Conditions
- 2.2 Problems with Indoor Lighting
- 2.3 Trends in Interior Lighting Design Under Emotional Demands
- 3 Related Theories
- 3.1 Emotional Design Concepts
- 4 Emotional Expression of Interior Lighting Design
- 4.1 Emotional Design at the Instinctive Level
- 4.2 Emotional Design at the Behavioral Level
- 4.3 Emotional Design at the Reflective Level
- 5 Indignant Interior Luminaire Design Practices
- 5.1 Design Orientation
- 5.2 Product Design Innovation Points
- 6 Conclusion
- Developing a Co-eating Agent for Food Education
- 2 Method
- 2.1 Participants
- 2.2 Co-eating Agent
- 2.3 Food Education Workshop
- 2.4 Environment
- 2.5 Data Collection and Analysis
- 2.6 Experimental Procedures
- 3 Results
- 3.1 Co-eating Experience
- 3.2 Impression of the Co-Eating Agent.
- 3.3 Learning Satisfaction and Learning Outcome
- 3.4 Relationship Between the Impression and Learning Outcome.
- 4 Discussion
- 4.1 Learning Satisfaction and Learning Outcome in Food Education Provide by Co-eating Agent
- 4.2 The Role of Co-eating Agent in Food Educational Workshop
- The Impact of Short-Video Application Affordances on Cross-Cultural User Engagement Behavior Intention: Based on SOR Model
- 2 Theoretical Background and Hypothesis Building
- 2.1 SOR Model
- 2.2 Technology Affordance as Stimulus
- 2.3 Perceived Self-efficacy as Organism
- 2.4 Behavioral Engagement Intention as Response
- 3.1 Data Collection and Analysis
- 3.2 Measurements
- 3.3 Reliability and Validity
- 3.4 Structural Equation Model
- A Gamified Approach on Inducing Energy Conservation Behavior
- 2.1 Gamification and Behavior Change
- 2.2 Energy-Saving Behaviors and Motivation
- 2.3 Gamification in the Domain of Energy
- 3 Research Framework and Hypotheses
- 3.1 Theoretical Framework
- 3.2 Hypotheses
- 4 Methodology
- 4.1 Experiment Design
- 4.2 Experiment Tasks
- 4.3 Measurements
- 5 Results
- 5.1 Participants' Profile
- 5.2 Model Evaluation
- 5.3 Energy-Reducing Behavioral Results
- 5.4 Correlation Test
- 6 Discussion and Conclusion
- 6.1 Discussion
- 6.2 Limitations and Future Recommendations
- 6.3 Conclusion
- The Impact of Color-Touch Cross-Modal Correspondence on the Temporal Integration of Multimodal Information
- 1.1 Significance
- 1.2 Theoretical Background
- 1.3 Related Temporal Concepts
- 2 Research Framework
- 3 Methods
- 3.1 Participants
- 3.2 Apparatus and Stimuli
- 3.3 Experimental Design
- 3.4 Tasks and Procedures
- 3.5 Data Analysis.
- 4 Results
- 4.1 Cross-Modal Correspondences
- 4.2 One-Way ANOVA to Accuracy and Reaction Time
- 4.3 SOA, ABS and Occurrence Sequence
- 4.4 Types and Stimuli Intensity
- 4.5 Other Conclusions Regarding Specific Levels of SOA
- 4.6 Discussion
- Exploring Cross-Disciplinary Design Dialogues: A Case-Study Workshop on Designing Medical Interfaces and the Integration of the 'Check' Methodological Canvas
- 1.1 Challenges and Opportunities of a Collaboration Between Designers and Medical Companies
- 1.2 The Culture of Designing Interfaces
- 2 Methods
- 2.1 General Principles of Designing Interfaces
- 2.2 Case-Study: Designing User Interface for an Inhalation Anesthesia Device
- 2.3 Pedagogical Methodology
- 3 Results and Discussion
- 3.1 Redesigning the Interface of the Inhalation Anesthesia Device
- 3.2 Pedagogy and Necessary Design Skills
- 3.3 Collaboration Between Designers and Companies, Conclusions
- Cross-Cultural Product Design
- Discussion on Common Audience's Cognitive Differences of Cultural Commodities - Taking Contemporary Lighting Design as an Example
- 2 Theoretical Background and Literature Review
- 2.1 The Development and Value of Paper Lantern Culture
- 2.2 Cultural Commodities and Cultural Codes
- 2.3 Audience Cognition Model of Cultural Commodities
- 3 Materials and Methods
- 3.1 The Cultural Codes of Paper Lanterns
- 3.2 Case Introduction
- 3.3 Questionnaire Design
- 4 Results and Discussion
- Angular vs. Rounded Perception? The Eye-Tracking Study of Cross-Cultural Differences in Visual Perception of the Relationship Between Product Outline and Its Surface Texture
- 2.1 The Self-construction of "Individualism" and "Collectivism".
- 2.2 Aesthetic Preference of "Shape".
- Notes:
- Includes index.
- Other Format:
- Print version: Rau, Pei-Luen Patrick Cross-Cultural Design
- ISBN:
- 9783031608988
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