IoT in a museum for interactive experience design

Author(s):  
Ji Li ◽  
R. Gopal ◽  
A. N. Sigappi
2021 ◽  
Vol 2074 (1) ◽  
pp. 012063
Author(s):  
Fei Zhuang

Abstract With the continuous amelioration of people’s living standards, people’s expectations for the experience of the home environment are also increasing. Using the Internet of things to carry out user experience design of smart home products can bring people more interactive experience and services. Based on this, this paper first analyses the concept and value of smart home products, then studies the experience design of smart home products based on the Internet of things, and finally gives the experience design strategy of smart home products based on the Internet of things.


Author(s):  
Sujithra Raviselvam ◽  
David Anderson ◽  
Katja Hölttä-Otto ◽  
Kristin L. Wood

This study aims to provide a systematic framework to apply emulation tools that could help designers to experience an extraordinary user perspective (users with some form of physical or cognitive impairment). Past studies have supported the impact of using tools that emulate a physically restricted scenario to evoke creativity and empathy among designers. The proposed approach for Empathic Experience Design (EED) guides designers to have better leverage emulation tools to understand the latent design needs from recommended extraordinary user perspectives. The framework combines the physical parameters involved while interacting with a product with the interaction activities associated with the product. This combination is used to select empathy tools that will provide an interactive experience by eliminating those parameters. By eliminating the identified parameters, participants tend to look at the design needs from the emulated extraordinary user perspectives. The framework was tested with a pilot study in which 37 participants (20 participants for Treatment Group 1 and 17 participants for Treatment Group 2) of ages 20–26 were asked to redesign a medical syringe. The extraordinary use cases implemented in this study are visual impairment, hearing impairment, low dexterity and single hand usage. The study not only tested the recommended systematic approach, but it also showed the application of an extraordinary user perspective to understand the general latent needs associated with medical devices that are less likely to be used by extraordinary users. The results are promising evidence that a simple systematic approach to implement empathic design tools could have a higher impact than an unguided instinct based approach to choose the tools. The results also show that, when applied efficiently, the approach could capture a wide variety of latent needs from potential extraordinary user perspectives’.


2020 ◽  
Vol 1 (4) ◽  
pp. 167-174
Author(s):  
Guilin Zhong ◽  
Na Qi

With the continuous development of digitization, the public's understanding of traditional Shu embroidery techniques is increasingly ignored. Through the combination of VR technology and Shu embroidery techniques, it needs to be deeply excavated and inherited. Based on the inheritance and development of Shu embroidery, literature research, user research and case study are used to collect and sort out the current situation of Shu embroidery and its digital inheritance. Around the semiotic characteristics and process flow of Shu embroidery techniques, the interface design and human-computer interaction experience are studied, and the Shu embroidery skill experience area and game interactive experience area are mainly designed. Conclusion the innovative inheritance method of Shu embroidery is developed from the transformation of intangible cultural heritage modernization, and VR advanced science and technology is used to provide reference for the design and research of digital protection platform of Shu embroidery. It is expected that Shu embroidery will inherit well following the development of the times, and then carry forward the traditional technology to the world. Doi: 10.28991/HEF-2020-01-04-01 Full Text: PDF


Author(s):  
Nathan Walter ◽  
Yariv Tsfati

Abstract. This study examines the effect of interactivity on the attribution of responsibility for the character’s actions in a violent video game. Through an experiment, we tested the hypothesis that identification with the main character in Grand Theft Auto IV mediates the effect of interactivity on attributions of responsibility for the main character’s antisocial behavior. Using the framework of the fundamental attribution error, we demonstrated that those who actually played the game, as opposed to those who simply watched someone else playing it, identified with the main character. In accordance with the theoretical expectation, those who played the game and came to identify with the main character attributed the responsibility for his actions to external factors such as “living in a violent society.” By contrast, those who did not interact with the game attributed responsibility for the character’s actions to his personality traits. These findings could be viewed as contrasting with psychological research suggesting that respondents should have distanced themselves from the violent protagonist rather than identifying with him, and with Iyengar’s (1991) expectation that more personalized episodic framing would be associated with attributing responsibility to the protagonist.


Author(s):  
Andrea CAPRA ◽  
Ana BERGER ◽  
Daniela SZABLUK ◽  
Manuela OLIVEIRA

An accurate understanding of users' needs is essential for the development of innovative products. This article presents an exploratory method of user centered research in the context of the design process of technological products, conceived from the demands of a large information technology company. The method is oriented - but not restricted - to the initial stages of the product development process, and uses low-resolution prototypes and simulations of interactions, allowing users to imagine themselves in a future context through fictitious environments and scenarios in the ambit of ideation. The method is effective in identifying the requirements of the experience related to the product’s usage and allows rapid iteration on existing assumptions and greater exploration of design concepts that emerge throughout the investigation.


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