Research of Interaction Design Guided by Five Senses Theory

Author(s):  
Jingjing Liu ◽  
QiJun Duan
2012 ◽  
Vol 263-266 ◽  
pp. 1574-1577
Author(s):  
Fang Hao Song ◽  
Fu Jun Ma ◽  
Yan Liu

This paper explains “five senses and six feelings” theory in traditional culture, also shows useful thoughts of practice of interaction design and methods to integrate Chinese traditional culture spirits into it, which provides useful reference for designers.


2020 ◽  
Vol 5 (1) ◽  
pp. 35-52
Author(s):  
Diana Ana Sari

Abstract: The presence of epistemology in western philosophy is very influential in life, especially in regulating the strategy of power or power to achieve goals. The style of western thought brought a big change in the knowledge of thinking, perspectives, and behavior that became the motors of civilization. Two main influential schools in the study of western philosophy such as rationalism and empiricism are conflicting. Both favor reason and five senses, but also inseparable from the weaknesses of each that will be revealed by researchers. Likewise the negative impact behind the superiority of western epistemology on the nature and development and existence of humans.


2020 ◽  
pp. 123-150
Author(s):  
Julia Saviello

Smell and taste – of the five senses these are the two most strongly stimulated by smoking tobacco. The article presents an in-depth analysis of the reflection of both these forms of sensory perception in textual and visual sources concerning the early consumption of the herb. In a first step, tobacco’s changing reception, first as medicine and then as stimulant, is traced through the years of its increasing distribution in Europe, starting in the middle of the 16th century. As this overview reveals, at that time the still little known substance gave rise to new forms of sense perception. Following recent studies on smell and gustation, which have stressed the need to take into account the interactions between these senses, the article probes the manifold stimulation of the senses by tobacco with reference to allegorical representations and genre scenes addressing the five senses. The smoking of tobacco was thematized in both of these art forms as a means of visualizing either smell or taste. Yet, these depictions show no indication of any deliberate engagement with the exchange of sense data between mouth and nose. The question posed at the end of this paper is whether this holds true also for early smoker’s still lifes. In the so-called toebakjes or rookertjes, a subgenre of stilllife painting that, like tobacco, was still a novelty at the beginning of the 17th century, various smoking paraphernalia – such as rolled or cut tobacco, pipes and tins – are arrayed with various kinds of foods and drinks. Finally, the article addresses a selection of such smoker’s still lifes, using the toebakje by Pieter Claesz., probably the first of its kind, as a starting point and the work by Georg Flegel as a comparative example. Through their selection of objects, both offer a complex image of how tobacco engages different senses.


2020 ◽  
pp. 103-122
Author(s):  
Sara Benninga

This article examines the changing approach towards the representation of the senses in 17th-century Flemish painting. These changes are related to the cultural politics and courtly culture of the Spanish sovereigns of the Southern Netherlands, the Archdukes Albert and Isabella. The 1617–18 painting-series of the Five Senses by Jan Brueghel the Elder and Peter Paul Rubens as well as the pendant paintings on the subject are analyzed in relation to the iconography of the five senses, and in regard to Flemish genre themes. In this context, the excess of objects, paintings, scientific instruments, animals, and plants in the Five Senses are read as an expansion of the iconography of the senses as well as a reference to the courtly material culture of the Archdukes. Framing the senses as part of a cultural web of artifacts, Brueghel and Rubens refer both to elite lived experience and traditional iconography. The article examines the continuity between the iconography of the senses from 1600 onwards, as developed by Georg Pencz, Frans Floris, and Maerten de Vos, and the representation of the senses in the series. In addition, the article shows how certain elements in the paintings are influenced by genre paintings of the courtly company and collector’s cabinet, by Frans Francken, Lucas van Valckenborch and Louis de Caullery. Through the synthesis of these two traditions the subject of the five senses is reinvented in a courtly context


2020 ◽  
Author(s):  
Jessica Rochat ◽  
Frédéric Ehrler ◽  
Arnaud Ricci ◽  
Victor Garretas Ruiz ◽  
Christian Lovis

BACKGROUND Patient experience at pediatric emergency department (PED) remain suboptimal. As an attempt to support the patients and their families before, during and after visit at PED, we have developed InfoKids, a mobile application guided by the patient centered care principle. OBJECTIVE The objective of this study is to assess the usability of the Infokids mobile application. METHODS The app was assessed through an in lab evaluation were participants had to execute 7 tasks of a scenario leading them from the installation of the app till the reception of a diagnostic sheet linked to the care episode. All interactions were recorded and usability flaws were analyzed in regards with usability criteria. A system usability scale questionnaire was also filled by the participant to compare our system with other. RESULTS A total of 17 parents, 15 women and 2 men (ages 26-53) participated in the study. Overall, they were mostly satisfied with the navigation, layout and interaction design of the app. Most of the problems encountered were related with navigation, especially difficulties for some participants to find the location of the action to perform. CONCLUSIONS empowering patient through mobile application supporting care processes has the potential to improve both care efficiency and to release pressure on healthcare system. The success of these applications is however linked to an optimal user experience that can be improved through usability testing.


Author(s):  
Xiaojun Bi ◽  
Andrew Howes ◽  
Per Ola Kristensson ◽  
Antti Oulasvirta ◽  
John Williamson

This chapter introduces the field of computational interaction, and explains its long tradition of research on human interaction with technology that applies to human factors engineering, cognitive modelling, artificial intelligence and machine learning, design optimization, formal methods, and control theory. It discusses how the book as a whole is part of an argument that, embedded in an iterative design process, computational interaction design has the potential to complement human strengths and provide a means to generate inspiring and elegant designs without refuting the part played by the complicated, and uncertain behaviour of humans. The chapters in this book manifest intellectual progress in the study of computational principles of interaction, demonstrated in diverse and challenging applications areas such as input methods, interaction techniques, graphical user interfaces, information retrieval, information visualization, and graphic design.


Author(s):  
Benjamin Bach ◽  
Maxime Cordeil ◽  
Ulrich Engelke ◽  
Barrett Ens ◽  
Marcos Serrano ◽  
...  
Keyword(s):  

2019 ◽  
Vol 6 (1) ◽  
pp. 47-63 ◽  
Author(s):  
Bettina Nissen ◽  
Ella Tallyn ◽  
Kate Symons

Abstract New digital technologies such as Blockchain and smart contracting are rapidly changing the face of value exchange, and present new opportunities and challenges for designers. Designers and data specialists are at the forefront of exploring new ways of exchanging value, using Blockchain, cryptocurrencies, smart contracting and the direct exchanges between things made possible by the Internet of Things (Tallyn et al. 2018; Pschetz et al. 2019). For researchers and designers in areas of Human Computer Interaction (HCI) and Interaction Design to better understand and explore the implications of these emerging and future technologies as Distributed Autonomous Organisations (DAOs) we delivered a workshop at the ACM conference Designing Interactive Systems (DIS) in Edinburgh in 2017 (Nissen et al. 2017). The workshop aimed to use the lens of DAOs to introduce the principle that products and services may soon be owned and managed collectively and not by one person or authority, thus challenging traditional concepts of ownership and power. This workshop builds on established HCI research exploring the role of technology in financial interactions and designing for the rapidly changing world of technology and value exchange (Kaye et al. 2014; Malmborg et al. 2015; Millen et al. 2015; Vines et al. 2014). Beyond this, the HCI community has started to explore these technologies beyond issues of finance, money and collaborative practice, focusing on the implications of these emerging but rapidly ascending distributed systems in more applied contexts (Elsden et al. 2018a). By bringing together designers and researchers with different experiences and knowledge of distributed systems, the aim of this workshop was two-fold. First, to further understand, develop and critique these new forms of distributed power and ownership and second, to practically explore how to design interactive products and services that enable, challenge or disrupt existing and emerging models.


2021 ◽  
Vol 11 (2) ◽  
pp. 870
Author(s):  
Galena Pisoni ◽  
Natalia Díaz-Rodríguez ◽  
Hannie Gijlers ◽  
Linda Tonolli

This paper reviews the literature concerning technology used for creating and delivering accessible museum and cultural heritage sites experiences. It highlights the importance of the delivery suited for everyone from different areas of expertise, namely interaction design, pedagogical and participatory design, and it presents how recent and future artificial intelligence (AI) developments can be used for this aim, i.e.,improving and widening online and in situ accessibility. From the literature review analysis, we articulate a conceptual framework that incorporates key elements that constitute museum and cultural heritage online experiences and how these elements are related to each other. Concrete opportunities for future directions empirical research for accessibility of cultural heritage contents are suggested and further discussed.


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