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دانلود کتاب Advances in Industrial Design: Proceedings of the AHFE 2021 Virtual Conferences on Design for Inclusion, Affective and Pleasurable Design, ...

دانلود کتاب پیشرفت‌ها در طراحی صنعتی: مجموعه مقالات کنفرانس‌های مجازی AHFE 2021 درباره طراحی برای طراحی جامع، تأثیرگذار و لذت بخش، ...

Advances in Industrial Design: Proceedings of the AHFE 2021 Virtual Conferences on Design for Inclusion, Affective and Pleasurable Design, ...

مشخصات کتاب

Advances in Industrial Design: Proceedings of the AHFE 2021 Virtual Conferences on Design for Inclusion, Affective and Pleasurable Design, ...

ویرایش: 1 
نویسندگان: , , , , ,   
سری: Lecture Notes in Networks and Systems, 260 
ISBN (شابک) : 3030808289, 9783030808280 
ناشر: Springer 
سال نشر: 2021 
تعداد صفحات: 1142 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
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توضیحاتی در مورد کتاب پیشرفت‌ها در طراحی صنعتی: مجموعه مقالات کنفرانس‌های مجازی AHFE 2021 درباره طراحی برای طراحی جامع، تأثیرگذار و لذت بخش، ...



این کتاب به روندهای تحقیقاتی و عملکرد فعلی در طراحی صنعتی می‌پردازد. فراتر از تمرکز طراحی سنتی، طیفی از جنبه‌های جدید و نوظهور مربوط به طراحی خدمات، تعامل انسان و کامپیوتر و طراحی تجربه کاربر، طراحی پایدار، واقعیت مجازی و افزوده، و همچنین طراحی فراگیر/جهان‌شمول و طراحی برای همه را بررسی می‌کند. تمرکز بیشتر بر پوشاک و طراحی مد است: در اینجا، نوآوری‌ها، پیشرفت‌ها و چالش‌ها در صنعت نساجی، از جمله کاربردهای مهندسی مواد، در نظر گرفته می‌شوند. مقالاتی در زمینه طراحی لذت بخش و تأثیرگذار، پوشش مطالعاتی در مورد تجربه احساسی کاربر، طراحی تعامل عاطفی و موضوعات مرتبط با شبکه های اجتماعی، نیز گنجانده شده است. این کتاب بر اساس کنفرانس‌های بین‌المللی AHFE 2021 در زمینه طراحی برای گنجاندن، تمرین میان رشته‌ای در طراحی صنعتی، طراحی مؤثر و لذت‌بخش، مهندسی کانسی و عوامل انسانی برای مهندسی پوشاک و نساجی، که به طور مجازی در 25 تا 29 ژوئیه 2021 برگزار شد، از ایالات متحده آمریکا ارائه می‌کند. ، محققان و متخصصان مهندسی، طراحی، عوامل انسانی و ارگونومی، تعامل انسان با کامپیوتر و علم مواد با اطلاعات گسترده در مورد روندهای تحقیقاتی، روش های نوآورانه و بهترین شیوه ها، و انتظار می رود همکاری بین متخصصان رشته ها و بخش های مختلف تقویت شود.


توضیحاتی درمورد کتاب به خارجی

This book addresses current research trends and practice in industrial design. Going beyond the traditional design focus, it explores a range of recent and emerging aspects concerning service design, human–computer interaction and user experience design, sustainable design, virtual and augmented reality, as well as inclusive/universal design, and design for all. A further focus is on apparel and fashion design: here, innovations, developments and challenges in the textile industry, including applications of material engineering, are taken into consideration. Papers on pleasurable and affective design, covering studies on emotional user experience, emotional interaction design and topics related to social networks, are also included. Based on the AHFE 2021 International Conferences on Design for Inclusion, Interdisciplinary Practice in Industrial Design, Affective and Pleasurable Design, Kansei Engineering, and Human Factors for Apparel and Textile Engineering, held virtually on 25–29 July 2021, from USA, this book provides, researchers and professionals in engineering, design, human factors and ergonomics, human computer interaction and materials science with extensive information on research trends, innovative methods and best practices, and is expected to foster collaborations between experts from different disciplines and sectors.



فهرست مطالب

Advances in Human Factors and Ergonomics 2021
Preface
Contents
Emerging Design
Data Visualizations for Interdisciplinary Communication in HFE
	1 Introduction
	2 Literature Review
	3 The Purpose of This Study
	4 Development of Visualization Examples
	5 Discussion
	References
Case Study: How Industrial Design Students Develop Videos to Connect with Potential Investors and Promote Their Ideas
	1 Crowdfunding Websites
	2 Industrial Design and Types of Crowdfunding
	3 Student Crowdfunding Campaign Videos
	4 Student “Virtual Company Websites”
	5 Conclusions
	References
When the Silos Come Down: Helping Organizations Perceive Disciplinary Differences as They Mature Toward Interdisciplinarity
	1 Introduction
	2 A Critical Rebrand
	3 A Heuristic Voice
	4 A Unified Brand
	5 Discussion
	References
Shape-Changing Control Interface Design: Augmenting Physical Affordances to Enhance a Digital Interface Experience in Cross-Device Interaction
	1 Introduction
		1.1 Physical Affordances and Cognitive Load
		1.2 Sequential Affordances
	2 Tangible Dial
		2.1 Information Architecture and Sequential Affordances
		2.2 Applying Sequential Affordances in Tangible Dial
		2.3 User Interface Scenarios
	3 Prototyping and Testing
	4 Discussion and Conclusion
	References
User Interface Characteristics of Mobile Applications Across Cross-Cultures
	1 Introduction
	2 About Hofstede’s Culture Dimensions
	3 Research Method
	4 Research Content and Results
		4.1 Research
		4.2 Analysis
		4.3 Consideration
	5 Conclusion
	References
Utilization of Behavior Data Due to Differences in Determination of Activity
	1 Introduction
	2 Literature Review
	3 Research Methodology
	4 Results
	5 Proposal
	6 Conclusion
	References
Research on Dynamic Visual Information for Concentration on Fitness
	1 Introduction
	2 Research Method
	3 Research Content and Results
	4 Conclusion
	References
Ageless Design: Interdependency Between Complexity and Simplicity in Visual Perception of Product Aesthetics for Product Longevity
	1 Introduction
	2 Ageless Design for Product Longevity
		2.1 Ageless Design: Definition, Framework, and Limitations
		2.2 Enduring Aesthetics for Product Longevity
		2.3 Simplicity in Design
	3 Complexity and Simplicity
		3.1 Complexity and Simplicity
		3.2 Correlation Between Visual Complexity and Order/Entropy
	4 Conclusion and Discussion
	References
Co-process in Design and Engineering
Integrated Design Process for an Elbow Joint Rehabilitation Device
	1 Development Background and Strategy
	2 Research on Existing Rehabilitation Tools
	3 Design Requirement Definition
		3.1 Interview with Rehabilitation Medical Specialists
		3.2 Occupational Therapy Room Observation and Fugl-Meyer Assessment
		3.3 System Design Requirement
	4 Elbow Joint Rehabilitation Device Design
		4.1 Concept Design
		4.2 Integrated Design Process
		4.3 Design Outcome
	5 Conclusion
	References
Understanding Challenges of Designing for Complex Users by Adapting the Existing Framework
	1 Introduction
	2 Design Approach
		2.1 Background Overview
		2.2 QFD Approach
	3 Framework Adaptation
	4 Conclusion and Future Study
	References
Slipper Design Opportunity Identification Based on Material and Manufacturing Process Characteristics
	1 Introduction
	2 Design Analysis
		2.1 Analysis of the Existing Slipper Production Processes
		2.2 Market Analysis Through a Point-of-Sale Survey
	3 Design Development
		3.1 Design Keyword Definition
		3.2 Design Ideation
		3.3 Design Solution
		3.4 Prototype
	4 Conclusion and Future Study
	References
Design, Creativity and Strategy
Teaching Strategies Considering Interdisciplinary Practice in Industrial Design Curriculum
	1 Introduction
	2 Interdisciplinary Course Design
	3 Collaborative/Sponsored Projects
	4 Conclusion
	References
User Characteristics Through Lifestyle: A User Typology of Robot with Smartphone Based on AIO Scale
	1 Introduction
	2 Related Work
	3 Study
		3.1 Method
		3.2 Results
	4 Discussion
	5 Conclusion
	References
Assessment of Work Posture of CFA Workers and Designing a New Workstation
	1 Introduction
	2 Methodology
	3 Results
	4 Discussion
	5 Conclusion
	References
Explorations in Industrial Design Education
Validation in a Distance Learning Environment
	1 Introduction
	2 Spring Semester 2020
	3 Fall Semester 2020
	4 Final Designs
	5 Project Reflections
Rapid Idea Development, Translating Face-to-Face Interactions to Virtual Platforms
	1 Introduction
	2 Ideation Process Framework
		2.1 Version 1.0
		2.2 Version 1.1
		2.3 Paper Templates
	3 Moving Ideation to the Virtual Space
		3.1 Rapid Ideation on Mural.co
		3.2 Rapid Ideation on Miro.com
	4 Conclusion
	References
Expressive Design: An Intersection of Design and Meaning
	1 Introduction
	2 Why Expressive Design?
	3 Where Do We Introduce Expressive Design?
	4 What Do We Mean by Expressive Design?
		4.1 The Artist, the Work, and the Viewer
		4.2 Value and Meaning
		4.3 Expressive Design
	5 Assignments
	6 Student’s Thesis Statement
		6.1 Step 1
		6.2 Categories
		6.3 Validation
		6.4 Step 2
		6.5 Application
	7 Summary
Trash to Treasure: An Upcycling Project Case Study
	1 Introduction
	2 Project Constraints and Process
	3 Plastic Composite Fabrics and Textiles
	4 HDPE Plastic Grocery Bags, Bottles and Wood Pallets
	5 Corrugated Plastic Yard Signs
	6 Conclusion
	References
What if…? Strategies to Teaching Communication, Empathy and Teamworking for Design Students by Design Students
	1 Introduction
	2 Design Research and Methods
		2.1 Procedures
	3 Results
	4 Conclusions
	References
Predicting Inclusive Futures: Wearables, Automation, and Design Speculation
	1 Introduction
	2 Wearables and Exclusion
	3 Futures: Pushing Wearables Forward
		3.1 Somatic Expression Through Wearables
		3.2 Futuring Wearables: Speculative Design and Transdisciplinary Co-creation
	4 Conclusion
	References
Design Education Strategy
Studio-Based Learning Strategies Inspire Thoughtful and Purposeful Designers
	1 Introduction
	2 Learning Strategies
	3 Learning Assessments and Outcomes
	4 Student Reflections
	5 Conclusion
	References
Three Cube Rules
	1 Introduction
	2 Point-of-View Considerations
	3 The Three Cube Rules
		3.1 Angle of Convergence
		3.2 Rate-of-Convergence
		3.3 Observed Width
	4 Application
Development of a Simplified Insulin Pump Interface for Improved User Interaction
	1 Introduction and Background
	2 Methodology
		2.1 Survey
		2.2 Interviews
		2.3 Participatory Design Workshops
	3 Arriving at the Design Solution
		3.1 The Wrist-Worn Controller Concept
		3.2 Implementing the Concept as an Interactive Prototype
	4 Results and Discussion
		4.1 Evaluating the Controller Design Concept
		4.2 Evaluating The CGM
		4.3 Programming a Meal Bolus
	5 Conclusion and Recommendations
	References
Learning Design Thinking Through a Collaborative Focus on Social Justice
	1 Introduction to Design Thinking
	2 Human Centered Product Solutions Focusing on Social Justice
	3 Three Project Explorations
	4 Reflections
	5 Conclusion
	References
Behavioral Barriers to Adoption of the Safer Illinois App: A Human-Centered Approach
	1 Introduction
	2 Literature Review
	3 Methodology
	4 Findings
	5 Limitations
	6 Conclusion
	References
Digital Ethnography for Social Design: Challenges and Opportunities in the Pandemic
	1 Introduction
	2 Digital Ethnography
	3 Method of Study
	4 Research in Pandemic – Challenges and Opportunities
	5 Redefining Social Space
	6 Establishing a Connection and Trust
	7 Ethical Considerations
	8 Conclusion
	References
De-sign a Greater Reality
	1 Sign: An Indicator
	2 Stop Signs
	3 Product Semantics – Object Language
	4 Sematic Product Design
	5 The Reality of Form and Function
	6 Aesthetic Needs Examples
	7 Functional Aesthetics
	8 Conclusion De-Sign a Greater Reality
	References
Designing for Inclusion: Methodologies and Future Trends
Design for Inclusion. Different Approaches for a Shared Goal
	1 Introduction
	2 The Cultural Assumptions of Design Approaches for Inclusion: Differences Between Legal Systems
		2.1 The Civil Law and the Prescriptive Approach
		2.2 The Common Law and the Descriptive Approach
	3 The Different Approaches of Design for Inclusion: Affinities and Differences
		3.1 Universal Design
		3.2 Inclusive Design
		3.3 Design for All
	4 Conclusions
	References
Designing an Inclusive Theatre Environment: Co-creating a Relaxed Performance Within the Segal Centre for Performing Arts in Montreal
	1 Introduction
	2 The Setting and Participants/Partners
	3 Methods
	4 Results
		4.1 Adaptation of a Physical Environment and Security for Audience
		4.2 Technological Tools and Visual Impairment
		4.3 Linguistically Accessible Documentation
	5 Conclusion
	References
How Co-design Leads Mobility Innovation Towards a More Inclusive and Senior-Friendly Transportation System
	1 VUCA, Global Ageing and Elderly Mobility
	2 Human Centered Design and Co-design
	3 Case Studies
		3.1 Real-World Laboratory Schorndorf
		3.2 Silverstream
		3.3 Flourish
	4 Conclusions
	References
Smart and Connected Systems for the Non-typical User: Design Methodology to Observe the Outliers
	1 Introduction
	2 Methodology
		2.1 Planning
		2.2 Validation
	3 Conclusion
	References
Transformation of Users’ Technical Knowledge into Design-With an Example from Bra Assistive Device
	1 Introduction
	2 Research Status
	3 Convert Users’ Technical Knowledge into the Design
		3.1 Users’ Technical Knowledge
		3.2 User’s Technical Knowledge Case Collection and Screening
		3.3 User’s Technical Knowledge Case Collection and ScreeningExtraction of User Technical Knowledge Operation Points
		3.4 Users’ Technical Knowledge Design Transformation Model
	4 Auxiliary Equipment Design
	5 Conclusions
	References
Design for Inclusion in the Living Environment
The UDI3-Framework: Unravelling a Design Context in Which Knowledge on Universal Design Can Be Built
	1 Introduction
	2 UD Process
	3 Research Methodology
	4 Analysis
		4.1 Individual Level
		4.2 Interactive Level
		4.3 Integrative Level
	5 Discussion and Conclusion
	References
Accessibility and Usability Standards on Built Environment Design: Struggle Toward Agreement in the Global Context
	1 Introduction
	2 Historical Development of Building Accessibility Standards
	3 Difficulty to Satisfy Accessibility Standards
	4 Discussion on the Revision of IS 21542
	5 Conclusion
	References
The Museum Listens: A Collaborative Project on Torino Archaeology Collections
	1 Introduction
	2 Paper Preparation Survey
	3 General Overview of Data Collected
		3.1 Points of Strength of the Archaeological Cultural Offer in Terms of Inclusion
		3.2 Points of Weakness Points of the Archaeological Cultural Offer in Terms of Inclusion
		3.3 The Case Study: Musei Reali di Torino
	4 Conclusions and Perspectives
	References
Ergonomic Consideration for the Design of Tactile Guide Paths for New Urban Changes and Needs
	1 Introduction
	2 Review on Design, Construction and Using of TGP
		2.1 Construction
		2.2 Application
		2.3 Limitations of Current Designs
	3 Possible Changes and Improvements
		3.1 Usability of Tactile Guide Path
	4 Conclusion
	References
Cultural Perception of Accessibility and the Role of Heritage: The Havelis in Shahjahanabad (Old Delhi)
	1 Introduction
	2 The Case Study: Shahjahanabad
	3 Perspectives
	References
Inclusive Design for Open Spaces in Dense Older Districts: A Comparative Study of Hong Kong and Guangzhou
	1 Introduction
	2 Methods
		2.1 Case Studies in Hong Kong and Guangzhou
		2.2 Procedures
	3 Results
		3.1 Existing Conditions of Open Spaces in Hong Kong and Guangzhou
		3.2 The Cognition and Perceptions of Real Users
	4 Discussion
		4.1 An Inclusive Design Framework for Open Spaces
		4.2 Implications for Inclusive Design for Open Spaces
	5 Conclusions
	References
Design for Inclusion in Learning Experiences
Designing Designers Through Inclusion. A Design Experience of Career Choice Orientation
	1 Introduction
	2 The Social Dimension of Design: Participation and Inclusion
	3 The “POT Design/educo-produco” Design Competition: Assumptions and Principles
	4 The Engagement Process: Universities, Schools, Families and Companies
	5 The Local and National Results of the “I Educate” and “I Produce” Actions
	6 Conclusions
	References
Applied Arts and Communication Design for Inclusion
	1 Introduction
	2 Definitions. Applied Arts and Communication Design
		2.1 Comics for Identification and Understanding
		2.2 Illustration for Synthesis and Explanation
		2.3 Videogame Development for Inclusion
		2.4 Visual Storytelling for Step-By-Step Understanding
		2.5 Information Architecture for Making Decisions
	3 A Work-Flow for Communication Design
		3.1 Concept
		3.2 Content
		3.3 Contest
	4 Conclusion
	References
Intelligent Environment to Support Fine Motor Learning in Children with and Without Motor Disorder
	1 Introduction
	2 Related Work
	3 The Architecture of the Proposal
	4 Experimentation and Preliminary Results
	References
Comparison Analysis of Accessible Features Built into Operating Systems
	1 Introduction
	2 Research Method
	3 Research Results
	4 Conclusion
	References
Athetosis Speech and Language Learning Assistant: Case Study
	1 Introduction
	2 Related Work
	3 Educational Profile
		3.1 Child Profile
		3.2 Child Skills
	4 Proposal
		4.1 Hardware
		4.2 Software
		4.3 Improvement Plan
	5 Conclusions
	References
Social Inclusion Through Products and Services
Børge Morgensen’s J39 Re-designed: Learning Inclusion Through a Dialogue Between the Past and the Future
	1 Introduction
	2 Teaching Inclusion at the Royal Danish Academy
	3 Method
		3.1 Learn from the Past
		3.2 Look to the Future
	4 Outcomes
	5 Discussions
	References
Project PLEINAIR: Discovering User Needs Exploring a Non-conventional Human-Centered Approach
	1 Introduction
	2 Methodology and Objectives
		2.1 Speculative Design Through an On-Line Survey
		2.2 Divergence Maps on a Digital Space
	3 Results
	4 Conclusions
	References
Framing Design for Inclusion Strategies for Service Design
	1 Introduction
		1.1 Four Categories to Read the Relationship Between Service Design and Inclusive Design
	2 Methodological Approach
	3 Results
		3.1 The First Strategy
		3.2 The Second Strategy
	4 Discussion and Conclusion
		4.1 The Categories Taxonomy
		4.2 Implications and Conclusion
	References
Design of Bathroom Floor Drain Cover Based on Universal Design Concepts
	1 Introduction
	2 Related Work
	3 Related Work Before the Experiment
	4 Experiment
	5 Design Work
	6 Verification
	References
Design for Inclusion in Everyday Life and Behaviors
Designing from the Inside Out
	1 Introduction
	2 Knowing Yourself
	3 Organization Design
	4 Experience to Presence
	5 SenseMapping
	6 Company-Customer Alignment
	7 Hong Kong: A Case Study
	8 Designing from the Inside Out
	References
Interaction Design for Experience and Inclusion in Cultural Heritage
	1 Introduction and Background
	2 Interaction Design in Museum Sector: The State of Art
	3 Methodological Approach
	4 Results: Exploration Phase of Scenarios and Concepts
		4.1 Interactive Audioguide Based on NFC Technology and 3D Printing
		4.2 Interactive Games for Cultural Heritage Experience of the Museum
	5 Conclusions
	References
#HBLTable: A Cost-Effective Study-From-Home Furniture Solution for Low-Income Families Impacted by COVID-19
	1 Introduction
	2 Previous Works
	3 Research and Experimentation
		3.1 Home-Based Learning Desktop Research
		3.2 Participants
		3.3 Ethnographic User Interviews
	4 Findings and Insights
	5 Design
	6 Future Works
	7 Conclusion
	References
A New Model to Motivate Older Adults to Participate in Physical Activities
	1 Introduction
	2 Literature Review
		2.1 Physical Activity
		2.2 Functional Capability
		2.3 Motivation
		2.4 Design Intervention
		2.5 Summary
	3 Scenarios
	4 PA Model
	5 Conclusions
	References
Experimental Method of Assessment of Ergonomics and Accessibility of Public Facilities
	1 Introduction. Ageing Societies - Background
	2 Introduction to the Undertaken Research Works
	3 Description of the Developed Method
	4 Results Obtained with the Use of the Developed Method
	5 Conclusions
	References
Play Time: Collaborative Design at the Service of Inclusive Leisure
	1 Introduction
	2 Design as a Collaborative Situation
	3 Inclusive Leisure Through Collaboration
	4 The “Playing” Collaborative Research Cases
		4.1 Blind Building Blocks (Crawford, 2020)
		4.2 VERTUS: Development of an Inclusive Gaming Peripheral (Tavares, 2020)
	5 Inclusion and Collaboration Going Hand in Hand
	6 Conclusions
	References
All Play Together: Design Concepts of a Sensory Play Equipment Aimed to an Inclusive Play Experience
	1 Introduction
	2 Research Objectives
	3 Methodology
	4 Results
	5 Conclusion
	References
Assessment of Adaptive Behavior in the Design of Serious Games for People with Disabilities
	1 Introduction
	2 Interpretation of the Results from the Adaptive Behavior Evaluation System
	3 Methodology
	4 Results
		4.1 Conceptual Domain
		4.2 Social Domain
		4.3 Practical Domain
		4.4 General Adaptive Behavior - GAB
	5 Discussion and Conclusions
	References
Inexpensive Pill Dispenser for the Elderly Suffering from Non-communicable Diseases
	1 Introduction
	2 Related Work
	3 Architecture of the Proposal
	4 Experimentation and Preliminary Results
	5 Conclusions
	References
From Traditional Styling to Lifestyle: Design Thinking Perspective of Cultural Collection
	1 Introduction
	2 Objectives and Targets
	3 Cultural Survey and Archiving
		3.1 Topic Choice
		3.2 Record and Organization
	4 Design Practice - From Traditional Styles to Lifestyles
	5 Conclusion
	References
The Contribution of Ergonomics as Social Inclusion and the Development of Products for Bodies in Transformation
	1 Introduction
	2 Methods and Techniques
		2.1 The First Steps
		2.2 Referential Measurement Parameters
	3 Results and Discussion
		3.1 Initial Results
		3.2 Prototype Validation Requirements
		3.3 Basic Comfort Conditions
	4 Conclusions
	References
Inclusive Design in the Context of Smart Community
	1 Background
		1.1 Urban Renewal in Smart Cites
		1.2 Inclusive Urban Design
	2 Inclusive Design for Streets
		2.1 “5 + 5” Experiential Communities
		2.2 The Symbiotic Community
	3 Discussion
		3.1 Five Senses
		3.2 Elastic Spaces
		3.3 From Smart City to Smart Community
	4 Summary
	References
Design for Inclusion in Healthcare
Design of Home Medical Devices for the Elderly Using Familiarity Design and Analytical Hierarchy Process
	1 Introduction
	2 Literature Review
		2.1 Principles of Familiarity Design
		2.2 Analytical Hierarchy Process
	3 Proposed Design Methodology
	4 Case Study
		4.1 Existing Smartphone-Based Ophthalmic Devices
		4.2 Identifying User Needs and Design Requirements
		4.3 Defining Design Specifications
		4.4 Defining Technical Specifications
		4.5 Discussion
	5 Conclusion
	References
Manual Wheelchair Design to Improve User Safety, Comfort and Aesthetics for the Aging Population
	1 Introduction
	2 Background
		2.1 Manual Wheelchair History and Design
		2.2 Performance Research
		2.3 Aesthetics Research
	3 Design Process
		3.1 Phase One
		3.2 Phase Two
		3.3 Phase Three
	4 Design Results
	5 Conclusion
	References
Accessibility to Ambulatory and Emergency Services for Deaf People in the Context of a University Hospital: A Macroergonomic Approach
	1 Introduction
	2 Methods and Results
		2.1 Define the Problem: Create a Problem Factor Tree (PFT)
		2.2 Develop an Objectives/Activities Tree (OAT)
	3 Conclusion
	References
Development of a Mobile Planter Structure to Enable Ease of Use and Enjoyment for the Aging Gardener
	1 Introduction
	2 Background
		2.1 Aging User Benefits of Gardening
		2.2 Aging User Physical Needs When Gardening
		2.3 Gardening Structures Market Research
	3 Design Process
		3.1 Phase One Design Ideation
		3.2 Phase Two Design Ideation
		3.3 Phase Three Design Ideation
	4 Design Results
	5 Conclusion
	References
A Strategic Design Analysis to Facilitate the Transition for All to the New Patient-Centered Healthcare Model in China
	1 Introduction
	2 Methods and Results
	3 Results
	4 Discussion
	5 Conclusion
	References
Modernizing the Walking Cane to Integrate Ergonomics and Wayfinding Technology to Improve Aesthetics and Functionality For <55-Year-Old Users
	1 Introduction
	2 Background
		2.1 Types of Walking Canes
		2.2 U.S. Walking Cane Market
		2.3 Walking Cane Usage
	3 Design Process
		3.1 Walking Cane Design Persona
		3.2 Phase One Ideation
		3.3 Phase Two Ideation
		3.4 Phase Three Ideation
	4 Design Results
	5 Conclusion
	References
Cognitive Behavioral Therapy as a Learning Tool
	1 Introduction
		1.1 Cognitive-Behavioral Therapy
		1.2 Characteristics of Cognitive-Behavioral Therapy
		1.3 Behavioral Models of the Clinical Formulation
	2 Clinical Procedures
		2.1 Means of Obtaining Information
		2.2 Stages of the Clinical Formulation Procedure
		2.3 Therapeutic Tools in Learning
	3 Applications of Cognitive-Behavioral Therapy
	4 Conclusions
	References
FonAPP: An Interactive Application for the Therapeutic Intervention of Children with Dyslalia from Embedded Devices and Robotic Assistants
	1 Introduction
	2 Related Work
	3 Methodological Description
		3.1 General System Architecture
		3.2 FONA Robotic Assistant: Main Functionalities
		3.3 Preliminary Evaluation
	4 Conclusions
	References
Analysis of the Use of Digital Tools as Support in Fine Motor Stimulation Therapy
	1 Introduction
	2 Related Work
	3 The General Architecture of the Proposal
	4 Preliminary Results
	References
Apparel Design for Ergonomics, Engineering and Performance
Fibers Leading Designs. How the Typical Features of Woolen Yarn Can Drive the Design of a Collection of Knitwear Product in a Real Industry Application
	1 Starting from a Yarn to Pull Design Innovation: Is This Possible?
	2 Research and Educational Activities Towards Industrial Companies in the Knitwear Sector
		2.1 The Framework
		2.2 Applying the Framework to a Collaborative Teaching Experience
		2.3 Action (Didactic) Research
	3 Final Consideration on the Results of the Research Action
	References
The Personal Wardrobe During COVID-19 Pandemic
	1 Introduction
	2 Fashion
		2.1 Fashion System
		2.2 Fashion System in COVID-19 Pandemic
		2.3 Fashion Consumption in COVID-19 Pandemic
	3 Wardrobe
		3.1 The Wardrobe in COVID-19 Pandemic
	4 Discussion
	5 Final Considerations
	References
A Cultural Mediation of Meanings Between Consumer-Goods, Trends and the Culturally Constituted World
	1 Introduction
	2 Literary Review
		2.1 Mediation and Cultural Flows
		2.2 The Culturally Constituted World
		2.3 Socio-cultural Trends Management
	3 Methodology
	4 Analysis
	5 Conclusion
	References
Individual Motivation to Create Can Boost the Apparel and Textile Company’s Culture and Climate for Innovation: A Case Study
	1 Introduction
	2 Contexts, Fundamental Theory and Major Questions
	3 Field Work
	4 Results and Discussion
	5 Conclusion and Practical Usage
	References
Constructed Images and the Inner Self: Reading Identities in “The Queen’s Gambit”
	1 Concept of Self and Identity Construction
	2 Beth’s Self-image and Its Projection— “Persona”
		2.1 Childhood at the Orphanage and Discovery of Giftedness
		2.2 Gaining Agency
		2.3 The Cost of Genius
		2.4 Battling One’s Demons
		2.5 Full-Circle and Triumph
	3 Conclusion
	References
Design of Fashionable and Functional Tri-Laminated Wool Fabrics for Leisurewear Considering Comfort
	1 Introduction
	2 Trends, Market, and Product Properties
	3 Product Performance
	4 Development and Operational Methods Sequence
	5 Results and Discussion of Comfort Properties
	6 Optimization of Tri-Laminated Fabrics Design
	References
Technologies for Textiles and Fashion
Designing the Future of Smart Fencing Garments
	1 Introduction
	2 State of the Art
	3 Data Collection Method
		3.1 Sampling
		3.2 Structure of the Inquiry
		3.3 Description and Analysis of Collected Data
	4 Results and Discussion
	5 Conclusions
	References
Adaptive Textile Mold System for Double Curvature
	1 Introduction
	2 Technological Context
		2.1 Kirucrete System
		2.2 Textile Formwork
		2.3 Parametric Adjustable Mould - PAM
		2.4 Membrane Molds
	3 Parametric Digital Pantograph - PDP
		3.1 Splines – Geometry of Support
		3.2 Form Finding – Shape Design
		3.3 Structural Analysis
		3.4 Shape Segmentation
		3.5 Tessellation
		3.6 PDP Frame
		3.7 Construction and Assembly
	4 Conclusion
	References
Effect of Leg Support on Body Fat Reduction: A Pilot Study on an Older Woman Undertaking Aerobic Exercise
	1 Introduction
	2 Experimental
		2.1 Participant and Samples
		2.2 Experimental Schedule
		2.3 Experimental Exercise Loads
		2.4 Measurement of Respiratory Metabolism
		2.5 Statistical Analysis
	3 Results
		3.1 Experiment I, Without Support Wear (Control)
		3.2 Experiment I, with Support Wear
		3.3 Experiment II, the Effect of Wearing Leggings
		3.4 Experiment III, the At-Rest Control
	4 Discussion
	References
Textiles in Architecture: Floors and Wall Coverings
	1 Introduction
	2 Paper Preparation
		2.1 Textiles in Architecture
		2.2 Color in Architecture
		2.3 Intelligent Textile Materials
	3 Conclusion
	References
Development of Smart Fencing Garments
	1 Introduction
	2 State of the Art
	3 Materials and Methods
		3.1 Design Process
		3.2 Prototyping E-textile
		3.3 Pattern Making
	4 Results and Discussion
	5 Conclusions
	References
Industrial Hemp and Apparel Design - An Introduction to Challenges and Opportunities of Sustainability and Evolutionary Resilience
	1 Introduction
	2 Industrial Hemp - Properties and Market Potential
		2.1 Fashion Design and Industrial Hemp
		2.2 A Matter of Adaptability and (Auto) Control
	3 Conclusion
	References
Design of Fashionable and Functional Tri-laminated Wool Fabrics for Leisurewear Considering Drape and Touch
	1 Introduction
	2 Product Trends in Leisurewear
	3 Product Characteristics and Performance
	4 Development and Operational Methods Sequence
	5 Results and Discussion of Mechanical Properties
	6 Optimization of Tri-laminated Fabrics Design
	References
Human Factors for Textile and Society
The Knitting of an (Im)material Presence
	1 The Survival of Traditions
	2 Building Territories
	3 Techniques in the Construction of Places and Objects
	4 Final Remarks
	References
Weaving as Traditional and Innovative Human-Centred Activity
	1 The Historical Note
	2 The Touch, the Footprint, the Knowledge
	3 Beyond the Profession
	4 Conclusion
	References
Materials Matters in Textile and Fashion Design Education
	1 Introduction
	2 Theoretical Consideration
		2.1 Design Practices and Theories in a Circular Economy View
		2.2 Material Matters in Creative Process
		2.3 Education for Sustainability
	3 Methodology
		3.1 Skills of Sustainable Fashion and Textile Designer
	4 Conclusions and Further Research
	References
New Pathways for Design Teaching
	1 Introduction
	2 The Student of the 21st Century
	3 Education of the 21st Century
		3.1 Education in the Digital Era
	4 The Design Education for the Future
	5 Conclusions
	References
An Ideal Triangulation in Fashion and Textile: Industry, Academia and Users
	1 Introduction
	2 Theoretical Consideration
		2.1 Circular Economy Strategy and the Fashion and Textile Products
		2.2 A New Methodological Approach
	3 An Ideal Triangular Model
		3.1 The Vision and Practice of the Industry
		3.2 The Vision and the Role of Academia in Design Education
		3.3 The Users’ Behaviors and Needs
	4 Discussion
	References
The Boro Style and the Sashiko Technique
	1 The Sashiko Technique
	2 Material
	3 Design
	4 Process
	5 Pattern
	6 Usability of Nowadays
	7 Another Way to See the Technique
	8 The Relation of Sashiko with Slow Fashion
	9 Conclusion
	References
Sensory Engineering and Emotion
Movement-Mediated Communication Between Human and Machine
	1 Changing Real World
	2 Human Machine Collaboration
	3 Human Movements
	4 Euclidean Space and Non-Euclidean Space
	5 Mahalanobis Distance
	6 Pattern
	7 Mahalanobis-Taguchi System (MTS)
	8 Mahalanobis Distance-Pattern (MDP) Approach
	9 Future Work
	References
Examinations of Color Emotions for Average Faces
	1 Introduction
	2 Color Emotions Toward Single Colors
	3 Color Emotions Toward Averaged Face
	4 Discussion and Conclusion
	References
Research on Trust Oriented Interface Design Method of Logistics Robots in the Post Epidemic Era
	1 Introduction
	2 Analysis of the Trust Problem of Logistics Robots Under the Epidemic
		2.1 Logistics Robots Under the Epidemic
		2.2 Trust Issues in Interface Design
		2.3 Acute Stress Symptoms in the Epidemic
		2.4 Acute Trust-Driven Logistics Robots Design Strategy Under the Epidemic
	3 Logistics Robots Interface Design Strategy Under the Epidemic
		3.1 Maintain High Performance and Improve System Transparency
		3.2 Create an Efficient and Warm Image of the Robot
		3.3 Minimize Contact Interaction
		3.4 FAST-RABBIT-A Logistics Robots Design in the Post-epidemic Era
	4 Conclusion
	References
The Validity of Street View Service Applied to Ambiance Perception of Street: A Comparison of Assessment in Real Site and Baidu Street View
	1 Introduction
		1.1 Ambiance Perception of City Streets
		1.2 Street View (SV) Services Applied to Street Audit and Validity Study
		1.3 Study Objectives
	2 Research Methodology
		2.1 Design of Experiment
		2.2 Experiment Location
		2.3 Questionnaire Design
	3 Results
	4 Discussion
	5 Limitation and Future Work
	6 Conclusions
	References
Immediate Effect of Thumb-to-Ground Distance Training by a Target Multivariate Gait Data Generation Method Considering Physical Differences
	1 Introduction
	2 Gait Feedback Training System Considering Individual Differences
		2.1 Measurement of Multivariate Gait Data and Automatic Control of Treadmill Belt Speed
		2.2 Classification of Gait Using Machine Learning
		2.3 Target Setting Methods Considering Individual Differences
		2.4 Visual Feedback of Measurements and Target Values
	3 Experiment to Evaluate the Immediate Effectiveness of Gait Training on Stumbling Resistance Using the Gait Feedback Training Method
		3.1 Experimental Conditions
		3.2 Experimental Results
	4 Discussion
	5 Conclusion
	References
Spatial Perception Under Visual Restriction by Moving a Sound Source Using 3D Audio
	1 Introduction
	2 Spatial Perception Experiment
		2.1 Experimental Purpose
		2.2 Experimental Methods
		2.3 Results
	3 Walking Experiment
		3.1 Experimental Purpose
		3.2 Experimental Methods
		3.3 Results
	4 Discussion
	5 Conclusion
	References
Interaction Between Negative Emotion Regulation Strategy, Voice Emotion and Gender
	1 Introduction
	2 Experiment
		2.1 Experimental Participants
		2.2 Experimental Design
		2.3 Experimental Materials
		2.4 Experimental Procedure
	3 Result Analysis
	4 Conclusion
	References
Emotional Experience Design of Medical Working Space Based on Color Semantics
	1 Introduction
	2 Related Research
		2.1 Application of Color in Medical Space
		2.2 Case Study: Analysis of Domestic and Foreign Medical Space
		2.3 Color Application and Trend Analysis
	3 Establishment of Color Matching System in Medical Space
		3.1 Research on Color Image Coordinates Based on Semantics
		3.2 Color Sample Determination Based on Raul Color System
		3.3 Medical Space Color Matching System Model Design
	4 Conclusion
	References
Evaluation of Entrainment of Heart Rate and Brain Activation Depending on the Listener’s Nodding Response and the Conversation Situation
	1 Introduction
	2 Experiment
		2.1 Experimental Purpose
		2.2 Experimental Device
		2.3 Laboratory Layout
		2.4 Experimental Flow
	3 Analysis
		3.1 Cerebral Blood Flow Analysis
		3.2 Fingertip Plethysmogaram Analysis
		3.3 Cross-correlation Function
	4 Experimental Result
	5 Discussion
	6 Conclusion
	References
Evaluation of Effect of Look Aside Driving on Avoidance Behaviors of Cyclists
	1 Introduction
	2 Experiment
		2.1 Experimental Purpose
		2.2 Experimental Method
		2.3 Experimental Result
	3 Conclusion
	References
Perception, Cognition and Emotion
Are Brand Affiliation Tasks and Similarity Evaluations Comparable? An Examination Using the Example of the Vehicle Front
	1 Introduction
	2 Background
	3 Method
		3.1 Research Hypothesis
		3.2 Stimuli
		3.3 Experimental Design
		3.4 Participants
	4 Results
	5 Discussion
	6 Conclusion
	References
Emotional Features of Musical Pieces with Seamless Transitions in a Video Game
	1 Introduction
	2 Experiment 1
		2.1 Methods
		2.2 Results and Discussion
	3 Experiment 2
		3.1 Methods
		3.2 Results and Discussion
	4 Conclusions
	References
Mondrian’s Tartan Style Application Pleasant Perception Based on the Aesthetic Evaluation and Reliability Analysis
	1 Introduction
	2 Methodology
		2.1 Interface Aesthetic Factor Evaluation Method
		2.2 Image Quantification Method
	3 Experiment
		3.1 Preparation
		3.2 Aesthetic Evaluation
		3.3 Subjective Experiments
	4 Analysis and Conclusions
	References
Young Consumers’ Perception of the Matching Relationship Between Product Form and Color: A Case Study of Passenger Car in Side View
	1 Introduction
	2 Methods
		2.1 Representative Form Samples
		2.2 Representative Body Color Samples
		2.3 Configuration of Representative Form and Body Color Samples
		2.4 Semantic Evaluation Experiments
		2.5 Data Analysis and Results
	3 Conclusion
	References
Relationship Between Eye and Hair Colors and the Impressions of Characters
	1 Introduction
	2 Method
	3 Results and Implications
	References
Using Kansei Semantic Differential Method and Grey Relational Analysis in the Exploration of Product Form Image Cognition Representation
	1 Introduction
	2 Literature Review
		2.1 Customer-Oriented Design
		2.2 Principles of Form Design
		2.3 Kansei Engineering
		2.4 Grey Theory
	3 Development Procedure
	4 The Smart Phone Case Study
		4.1 Data Collection
		4.2 Identification of Semantic Differential Adjective Vocabulary
		4.3 Imagery Analysis of Vocabulary
		4.4 Grey Relational Analysis for Imagery Preference Evaluation
	5 Conclusion
	References
Emotional Design
Gamification of Movement Exercises in Rehabilitation and Prevention: A Framework for Smart Training in AI-Based Exergames
	1 Introduction
		1.1 Gamification and Exergames
		1.2 Potentials of Gamification in the Health Sector
		1.3 Motion Monitoring
	2 Framework of an Autonomous, Dynamic Gamified System for Smart Rehabilitation and Prevention Training
	3 Final Consideration
	References
Do We Perceive People as More Attractive During a Pandemic?
	1 Introduction
	2 Method
	3 Results
		3.1 Comparison of the Mask Conditions
		3.2 Facial Features
	4 Conclusion
	References
Ergonomic Design for Assembly Manufacturing Workstation Based on Universal Design Principles
	1 Introduction
	2 Methodology
	3 Results and Discussion
		3.1 Results of NMQ
		3.2 Results of Detail Existing Workstation Design
		3.3 Results of DELMIA V5 Simulation Existing Workstation
		3.4 Results of Suggested Improved Conceptual Workstation Design
		3.5 Comparison of RULA Results
		3.6 Results of DELMIA V5 Simulation Improved Conceptual Workstation Design
		3.7 Comparison of Energy Expenditure Results
	4 Conclusion
	References
Hedonic and Utilitarian Motivations in Predicting the Buy Intention of Technological Products: A Study in Developing and Emerging Countries
	1 Introduction
	2 Theoretical Framework
	3 Methodology
	4 Analysis and Results
	5 Discussion and Implications
	References
Understanding the Role of Emotions in the Evaluation Process of Baby Strollers by Expectant Mothers
	1 Introduction
	2 The Role of Emotions in Industrial Design
	3 Methodology
		3.1 Research Product and User Group
		3.2 Preliminary-Study
		3.3 Main Study
	4 Findings
		4.1 Findings of the Repertory Grid Analysis Data
		4.2 Findings of the Geneva Emotion Wheel Analysis Data
		4.3 Findings of the Questionnaire Analysis Data
	5 Results and Discussion
	References
A Gesture Elicitation Study to Generate Interaction Design Insights for Self-reporting of Mental and Body States Using a Portable Device
	1 Introduction
	2 Related Work
	3 Participants and Methods
	4 Results
	5 Discussion
	6 Conclusion
	References
Tactile Texture Experience on Ceramic 3D-Printed Surfaces Based on PAD Emotion Model
	1 Introduction
	2 Methods and Experiments
		2.1 PAD Model
		2.2 Materials
		2.3 Pilot Experiment
		2.4 Main Experiment
	3 Results
		3.1 The Validity of Data
		3.2 PAD Space
		3.3 The Correlation Between Physical Properties and Preference
		3.4 The Correlation Between Tactile Emotion and Preference
	4 Discussion
		4.1 PAD Value Analysis
		4.2 Analysis of the Relationship Between Physical Properties and Preference
		4.3 Multiple Linear Regression Analysis of PAD and Preference
		4.4 The Construct of Tactile Experience Level Model
	5 Conclusion
	References
Design Method of Subway Station Wall Decoration Based on Emotional Design Theory——Take the Exhibition Center Station of Suzhou Line 7 as an Example
	1 Current Situation of Art Wall Design in China's Rail Transit
		1.1 Insufficient Design of Art Wall in China's Rail Transit
		1.2 Emotional Design in Art Wall Design
	2 Demand Hierarchy Model Based on Emotional Design Theory
		2.1 Emotional Design and Level Division
		2.2 Demand Characteristics and Acquisition Methods
	3 General Situation of Suzhou Rail Transit and Primary Selection of Art Wall Design Requirements
		3.1 Overview of Suzhou Rail Transit and Exhibition Center Station
		3.2 Suzhou Rail Transit Art Wall Design Needs Investigation and Importance Evaluation
	4 Construction of Hierarchical Classification Model for Design Requirements of Art Wall of Rail Transit in Convention and Exhibition Center Station
		4.1 Construction of Hierarchical Classification Model for Design Requirements of Rail Transit Art Wall in Convention and Exhibition Center Station
		4.2 Demand Weight Calculation and Priority Determination of Rail Transit Art Wall Design in Convention and Exhibition Center Station
		4.3 Suggestions on Design of Art Wall of Rail Transit in Convention and Exhibition Center Station
	5 Conclusion
	References
Ergonomics and Lifestyle: The Future Roles of Television Sets in the Chinese Family
	1 Introduction
	2 Methods
		2.1 Questionnaire Survey
		2.2 Data Analysis
		2.3 Results
	3 Findings and Discussions
		3.1 Explore the Lifestyle of Contemporary Chinese from Their Demand for TV Sets
		3.2 New Perspective to See TV Sets Design
		3.3 The Future Roles of Television Sets in the Chinese Family
	4 Conclusion
	References
Emotions as an Inspiration for Design
	1 Introduction: Emotion
		1.1 The Study of Positive and Negative Emotions
	2 Emotions in Design
		2.1 Emotions in Immersive Environments
	3 Consequences of Emotional Design
	References
Analysis Support for Communication Information in Information Equipment by Clustering of Multivariate Time Series Data and Word Embedding
	1 Introduction
	2 Analysis
		2.1 Previous Work
		2.2 Proposed Method
	3 Experiment
		3.1 Signal Waveforms and Communication Information Acquisition System
		3.2 Creating Datasets for Training CBOW Models
		3.3 Result
	4 Discussion
	5 Conclusion
	References
Kansei Engineering Applications
State of the Art Analysis of Emotional Design Methodologies and Their Demonstrated Results
	1 Introduction
	2 Background
	3 Methodology
		3.1 Literature Search Process
		3.2 Text Selection
		3.3 Qualitative Coding Approach
	4 Discussion
	5 Conclusions
	References
Remote Virtual Counseling and Effects of Embodied Cues: Toward Casual On-Line Counseling Under COVID-19 Situation
	1 Introduction
	2 Experimental Method
		2.1 Participants
		2.2 Experimental environment
		2.3 Experimental condition
		2.4 Materials and procedure
	3 Results
	4 Discussion
	5 Research Ethics
	References
Investigation into Pedaling Operation Using Driving Simulator for Preventing Unintended Acceleration
	1 Introduction
	2 Condition of Experiment
	3 Observation of Pedal Misapplication Mechanism
		3.1 Methods
		3.2 Results
	4 Experiment of Driver’s Cognition from Pedaling Monitor
		4.1 Methods
		4.2 Results
	5 Conclusions
	References
Evaluation and Analysis of How to Remove Ads Based on Ad Avoidance
	1 Introduction
	2 Method
	3 Result
	4 Discussion
	References
Perceptual Quantitative Evaluation of the Design Appearance of Garbage Can
	1 Preliminary Preparation Stage
		1.1 Selection of the Shape of the Trash Can
		1.2 Selection of Perceptual Adjectives
		1.3 Questionnaire Survey Stage
	2 Results and Analysis
		2.1 Questionnaire Survey Results
		2.2 Result Analysis
		2.3 Correlation Factor Analysis
		2.4 Weight Analysis of Perceptual Words
	3 Conclusion
	References
Evaluation of the Support System Using the Expression of a Plate Margin Ratio
	1 Introduction
	2 Experiment
		2.1 Selection of Evaluation Samples
		2.2 Impression Evaluation Method
	3 Results and Discussion
		3.1 SD Method Results
		3.2 Factor Analysis Results
		3.3 Impression Evaluation Using Factor Scores
	4 Future Works
	References
Analysis of Keyboard Layout Elements Based on Aesthetic and Subjective Evaluation
	1 Introduction
	2 Aesthetic Evaluation Indicators
	3 Experimentation 1
		3.1 Experimental Preparations
		3.2 Results
	4 Experimentation 2
		4.1 Method
		4.2 Results
	5 Discussion
	6 Conclusion
	References
Evaluation of the Layout of Home Game Console Interface Elements Based on Aesthetic Calculation
	1 Introduction
	2 Quantitative Indicators for Evaluation of Interface Element Layout
		2.1 Measure of Balance
		2.2 Measure of Symmetry
		2.3 Measure of Simplicity
	3 Instance Verification
		3.1 Home Game Console Interface Elements Layout Aesthetic Calculation
		3.2 Data Analysis of the Results of the Aesthetic Calculation
		3.3 Comparison of User Subjective Evaluation Results
	4 Conclusion
	References
The Effect of Optical Weight on Optical Balance in User Interface
	1 Introduction
		1.1 User Interface
		1.2 Optical Balance
		1.3 Optical Illusion
	2 Research Content
	3 Experiment
		3.1 Related Experiment Conditions
		3.2 Experiment Procedure
		3.3 Experimental Data and Results
	4 Implementation
		4.1 Experimental Data and Results
	5 Conclusion
	References
Evaluation of the Layout of the Interface Elements of the Posters Designed by the ‘Luban’ AI System and the Designer Based on ‘Meidu’ Calculation
	1 Introduction
	2 Methodology
		2.1 Balance
		2.2 Unity
		2.3 Proportional Beauty
		2.4 Cohesion
		2.5 Rhythm
	3 Results and Discussion
		3.1 ‘Meidu’ Calculation
		3.2 Comparative Analysis of “Meidu” Calculation Results
		3.3 Subjective Evaluation
	4 Conclusion and Reflection
	References
Aesthetics Evaluation and Usability of Multifunctional Printer Interface
	1 Introduction
	2 Aesthetics Evaluation Method
		2.1 Aesthetics Evaluation Indexes of Interface Layout
		2.2 Evaluation System Based on AHP
	3 Interface Usability
		3.1 Evaluation System Based on AHP
		3.2 Sample Selection and Processing
		3.3 Aesthetics Calculation of Sample
		3.4 Usability Evaluation
	4 Analysis and Discussion
	References
Enterprise Product Morphology Based on Kansei Engineering - Taking AGV as an Example
	1 Introduction
	2 Product Identification and Kansei
		2.1 Product Identification Overview
		2.2 Kansei Engineering Overview
	3 Product Identification Design Method Under Perceptual Elements
		3.1 Product Identification Design Method System Construction
		3.2 Key Technology of Product Identification Design
	4 Applications
		4.1 Intentional Vocabulary Extraction
		4.2 Extraction of Typical Styling Factors of Backpack AGV
		4.3 Analysis of the Relevance between Image Vocabulary and Typical Factors
	5 Product Design Presentation
	6 Summary
	References
Appearance Design Method of “New Mandatory Standard” for Electric Bicycle Based on Online Comments
	1 Introduction
	2 Research Process and Methods
		2.1 Quantification Theory Type I
		2.2 Research Framework
	3 Experimental Process
		3.1 Perceptual Intention Vocabulary Extraction and Parameterization
		3.2 Collect Styling Design Elements
		3.3 Model Building
		3.4 Result Analysis
	4 Conclusion
	References
Relationship Between Physical Cognitive Elements and Viewers’ Impression Evaluation in Dance Movements
	1 Introduction
	2 Methods
		2.1 Creating the Ballet Pose Silhouette and Defining the Analysis Category and Item Figures
		2.2 Defining the Impression Evaluation Words and Conducting Questionnaire Surveys
		2.3 Analyzing by Principal Component Analysis
		2.4 Conducting Rough Sets
	3 Results
		3.1 Results of Principal Component Analysis
		3.2 Results of Rough Sets
	References
Appearance Design Method of Household Beauty Instrument Based on Kansei Engineering
	1 Introduction
	2 Experimental Procedure
		2.1 Selection of Kansei Words and Design Elements
		2.2 The Combination of Image and Design Elements
		2.3 Establish the Kansei Engineering System
	3 Conclusion
	References
Modeling Design of Waterjet Machine Tool Based on Kansei Engineering
	1 Introduction
	2 Theoretical Background
		2.1 Kansei Engineering
		2.2 Fuzzy Kano Model
	3 Experimental Steps
		3.1 Collection and Screening of Kansei Words
		3.2 Extraction of Representative Experimental Samples
		3.3 Demand Analysis Based on Fuzzy Kano Model
		3.4 Data Analysis for Perceptual Evaluation
	4 Design Practice
	5 Conclusion
	References
Aesthetic Image of Traditional Chinese Porcelain Based on Kansei Engineering
	1 Research Background
	2 Research Process and Method
		2.1 Research Process
		2.2 Data Acquisition and Analysis Methods
	3 Experiment Research
		3.1 Determine the Research Object
		3.2 Collect and Determine Kansei Image Words
		3.3 Collect and Determine Samples
		3.4 Kansei Testing Based on Semantic Differential Method
		3.5 Analysis of Experimental Results
	4 Summary
	References
Product Development and Evolution Innovation Redesign Method Based on Particle Swarm Optimization
	1 Introduction
	2 Literature Review
		2.1 Kansei Engineering(KE)
		2.2 Text Mining
	3 Method
		3.1 Extracting the Kansei Words Based on Text Mining
		3.2 Determination of the Kansei Dimension
		3.3 Established the Product Evolution Design Process
	4 An Illustrative Example
		4.1 Establishment of Product Modeling Semantic Space
		4.2 Extracting the Semantic Dimensions
		4.3 Decomposing Product Form Elements
		4.4 Construction of Prediction Model
		4.5 Model Prediction Performance Evaluation
		4.6 Optimizing Product Design Parameters
	5 Conclusion and Future Works
	References
Kansei Engineering for the Back Color of Mobile Phone
	1 Introduction
	2 Methodology
		2.1 Proposed Methodology
		2.2 Kansei Engineering Implementation for Color Design of Mobile Phones
		2.3 Data Collection
	3 Results and Discussion
	4 Conclusion
	References
Appearance Evaluation of Toaster with Kansei Engineering
	1 Introduce
	2 Survey Plan
		2.1 Methods
		2.2 Process
	3 Results and Analysis
	4 Conclusion
	References
Clothing Design Methods Based on Kansei Engineering: Example of Suit Design
	1 Introduction
	2 Research Framework
	3 Research Method and Process
		3.1 Determine the Demand Element Indicators of Suit Design with the Morphological Analysis
		3.2 Determine the Suit Style Samples with Cluster Analysis
		3.3 Confirm the Kansei Demand Word Pairs Regarding Suit Style with Factor Analysis
		3.4 Questionnaire Design Based on Semantic Difference Method
	4 Research Results and Analysis
		4.1 Multivariate Regression Analysis
	5 Conclusion
	References
Kansei Evaluation of the Self-service Rice Polisher Design Research Based on Product Semantics Theory
	1 Introduction
	2 Theoretical Research on Appearance Design of Self-service Rice Mill
	3 Kansei Evaluation of the Self-service Rice Mill Design
		3.1 Sample Images Collection
		3.2 Semantic Collection of User Intention
		3.3 Kansei Evaluation of Product Form Characteristics
		3.4 Determination of Evaluation Value of Kansei Elements
	4 Grey Correlation Analysis
		4.1 Determination of Reference Sequence and Comparison Sequence
		4.2 Normalization of Indicators
		4.3 Calculation of Grey Correlation Coefficient
	5 Conclusions
	References
Form Design of Household Knee-Joint Products Based on Kansei Engineering
	1 Introduction
	2 Kansei Engineering and the Establishment of Kansei Design Process for Household Knee-Joint Products
		2.1 Analysis of Research Methods of Kansei Engineering
		2.2 The Establishment of Research Process
	3 Perceptual Design Practice of Household Knee-Joint Products
		3.1 Sample Library of Household Knee-Joint Products
		3.2 Collection and Selection of Perceptual Vocabulary
		3.3 SD Method and Perceptual Intention Analysis of Representative Samples
		3.4 Structure Composition by Morphological Disassembly Method
		3.5 Combined Analysis Method to Screen the Optimal Form
	4 Result and Discussion
	5 Conclusion
	References
Design of Mining Dump Trunk Based on Kansei Engineering
	1 Introduction
	2 Quantification Theory I
		2.1 Digital Model Construction and Solution
	3 Modelling Analysis of Mining Dump Trunk Based on Perceptual Image
		3.1 Representative Sample Extraction of Mining Dump Trunk
		3.2 Representative Sample Extraction of Mining Dump Trunk
		3.3 The Key Form of Mining Dump Trunk
	4 Construction of Perceptual Image Mapping Model
	5 Conclusion
	References
Author Index




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