Research on Emotional Interaction Design of Mobile Terminal Application

2014 ◽  
Vol 989-994 ◽  
pp. 5528-5531
Author(s):  
Xiao Meng Mao

Discusses the realization of the path of the mobile terminal application software emotional interaction design. Analyzed design features of mobile terminal application software with combined hardware and software features. Analysis of the current features of emotional interaction design software applications. People's basic functional requirements of the mobile terminal application software for rising to the emotional and reflective user experience. Realize the emotional user experience needs improvements of interactive mode; interface design patterns; human-computer interaction applications feedback and deep-rooted experience of the target software features.

2013 ◽  
Vol 411-414 ◽  
pp. 131-134
Author(s):  
Jin Sheng Lu ◽  
Jun Jun Shen ◽  
Zhong Liang Yang

The user experience iterative process in interface design cannot meet the needs of point to point cases information delivery. In this paper, the process which combined with modern semiotics design methods was re-designed. With the process, design elements were refined in semiotics and the workflows and frames were recreated. And the point to point iterative interaction design process based on user experience were proposed through the interaction design of Kashgar self-service tourism website and developed the prototype system, which verified the practical application of the availability and effectiveness of the new design process.


2021 ◽  
Vol 12 ◽  
Author(s):  
Xiang Chen ◽  
Rubing Huang ◽  
Xin Li ◽  
Lei Xiao ◽  
Ming Zhou ◽  
...  

Emotional design is an important development trend of interaction design. Emotional design in products plays a key role in enhancing user experience and inducing user emotional resonance. In recent years, based on the user's emotional experience, the design concept of strengthening product emotional design has become a new direction for most designers to improve their design thinking. In the emotional interaction design, the machine needs to capture the user's key information in real time, recognize the user's emotional state, and use a variety of clues to finally determine the appropriate user model. Based on this background, this research uses a deep learning mechanism for more accurate and effective emotion recognition, thereby optimizing the design of the interactive system and improving the user experience. First of all, this research discusses how to use user characteristics such as speech, facial expression, video, heartbeat, etc., to make machines more accurately recognize human emotions. Through the analysis of various characteristics, the speech is selected as the experimental material. Second, a speech-based emotion recognition method is proposed. The mel-Frequency cepstral coefficient (MFCC) of the speech signal is used as the input of the improved long and short-term memory network (ILSTM). To ensure the integrity of the information and the accuracy of the output at the next moment, ILSTM makes peephole connections in the forget gate and input gate of LSTM, and adds the unit state as input data to the threshold layer. The emotional features obtained by ILSTM are input into the attention layer, and the self-attention mechanism is used to calculate the weight of each frame of speech signal. The speech features with higher weights are used to distinguish different emotions and complete the emotion recognition of the speech signal. Experiments on the EMO-DB and CASIA datasets verify the effectiveness of the model for emotion recognition. Finally, the feasibility of emotional interaction system design is discussed.


2021 ◽  
Vol 14 (3) ◽  
pp. 1-23
Author(s):  
Christopher Morse ◽  
Jasmin Niess ◽  
Carine Lallemand ◽  
Lars Wieneke ◽  
Vincent Koenig

As digital cultural collections become increasingly sophisticated in their scope and functionality, there is a need to build an in-depth understanding concerning the information behaviors of users in this new domain. Research has demonstrated that many digital museum visitors are engaged in casual leisure during exploration of a collection, suggesting that they do not have an inherent information goal but rather seek new experiences or learning opportunities based on personal curiosity and moments of discovery. Consequently, understanding how to translate casual leisure contexts into meaningful interaction design may play a critical role in designing engaging digital collections. Our study reports on the user experience of a largely unexplored user interface design framework called rich-prospect , which was originally developed to enhance browsing and discovery for complex visual collections. We performed a mixed-method, within-subjects study (N=30) that simulated a casual leisure approach to information browsing and retrieval across three different rich-prospect interfaces for digital cultural heritage. Our results show that rich-prospect scores well in the hedonic facets of its user experience, whereas pragmatic aspects have room for improvement. Additionally, through our qualitative analysis of participant feedback, we derived salient themes relating to the exploratory browsing experience. We conclude with a series of design implications to better connect interactive elements with casual leisure contexts for digital cultural collections.


Author(s):  
Luís Cláudio Portugal do Nascimento

This essay examines whether contemporary design is undergoing a decline in its standards of professional and pedagogic quality, due to an identity crisis which has apparently been affecting the field since the late sixties. In light of Confucius’ “rectification of names” imperative, various linguistic and aesthetic implications associated with the alleged loss of design conceptual benchmarks of the very identity and definition of the design discipline and profession are explored. It analyses concrete situations in which narratives on design seemingly weaken its bonds with objective exterior reality, arguably leading to the deterioration of previously valued and nurtured patterns and canons of excellence in technical, aesthetic, linguistic, methodological, and, above all, moral terms in the discipline of design. Attention is also given to a relatively common trend displayed – often, but not always– by “neo design specialists” of erasing conceptual boundaries around the design field, in order to establish subdomains within the greater discipline of design. These tend to be marked by pleonastic and tautological, but nevertheless impressive terminology, such as “information design”, “interface design”, “interaction design”, “user-centered design”, “user-experience design”, “user-interface design”, “communication design”, “experimental design”, “authorial design”, “handicrafts design”, “modern design”, “contemporary design”, “emotional design”, “meta-design”, “sustainable design”, “design systems”, “design thinking” and more, which then subdivides the territory of design amongst various “neo-design specialists” by suggesting, in some instances, the possibility of isolating conceptual attributes (such as, respectively, “information”, “interface”, “interaction”, “user experience”, “user interface”, “design conceptual models and methodological approaches” and so on) from the very identity of the integral design discipline itself. In this context, Confucius’ message of the “rectification of names” may thus be perceived as an important and timely call.


Author(s):  
Jörgen Skågeby

This chapter presents conflicts as a central unit of analysis in investigations of online social media sharing. Social media sharing services generate interesting sociotechnical problems as they often make social structures explicit, resulting in observable user experience conflicts. As such, they also present a genre of services where theories of social structure become highlighted and, at times, challenged. Three examples of conflicts, from three different types of networks, are presented. The conflicts were elicited through online, ethnography-inspired, methods. It is argued that the conceptual conflicts help researchers and designers to postulate, find and examine concerns and intentions of users who try to resolve the conflict or move from one end of the conflict to the other. Thechapter also demonstrates three viable ways to communicate analytical conflict insights, intended to inform interaction design, namely use qualities, analytical dimensions and design patterns.


2014 ◽  
Vol 543-547 ◽  
pp. 4642-4645
Author(s):  
Li Rui Cao

In order to improve the user experience and aesthetic feeling of interactive interface of mobile products, the paper iphone Mobile graphics and interaction design as the foundation, implements the user interface design with means from visual sense (picture), auditory sense (stereophonic sounds),tactile sense (fingers control on function keys) from aesthetic observation points, develops in aesthetic human-computer interactive method, emphasizes on the interaction among humans to give users more direct, healthy and overall game experience.


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