Ebook: Design Studies and Intelligence Engineering
The discipline of design studies applies various technologies, from basic theory to application systems, while intelligence engineering encompasses computer-aided industrial design, human-factor design, and greenhouse design, and plays a major part within design science. Intelligence engineering technologies also include topics from theory and application, such as computational technologies, sensing technologies, and video detection.
This book presents the proceedings of DSIE2023, the 2023 International Symposium on Design Studies and Intelligence Engineering, held on 28 & 29 October 2023 in Hangzhou, China. The conference provides a platform for professionals and researchers from industry and academia to present and discuss recent advances in the fields of design studies and intelligence engineering. It also fosters cooperation among the organizations and researchers involved in these overlapping fields, and invites internationally renowned professors to further explore these topics in some depth, providing the opportunity for them to discuss the technical presentations with conference participants. In all, 275 submissions were received for the conference, 105 of which were accepted after thorough review by 3 or 4 referees for presentation at the conference and inclusion here.
Providing a valuable overview of the latest developments, the book will be of interest to all those working in the fields of design studies and intelligence engineering.
The 2023 International Symposium on Design Studies and Intelligence Engineering (DSIE-2023) was held in Hangzhou, China on 28 & 29 October 2023, providing a platform for professionals and researchers from industry and academia to present and discuss recent advances in the field of design studies and intelligence engineering.
The technology applied in design studies varies from basic theory to more application-based systems, whereas intelligence engineering also plays a significant role in design science, such as computer-aided industrial design, human factor design, and greenhouse design. Intelligence-engineering technologies also include topics from both theoretical and application perspectives, such as computational technologies, sensing technologies, and video detection. The conference aims to promote cooperation between industries and universities in these fields. Renowned professors from around the world were invited to speak on these topics in greater depth and to discuss in-depth research directions with the presenters.
We received 275 online submissions from researchers. All papers were reviewed by three or four independent experts. Based on the reviewer’s comments, 105 papers were accepted for publication in this book. We believe that this conference will foster cooperation among the organizations and researchers involved in these merging fields.
DSIE 2023 was sponsored by Zhejiang Sci-Tech University and co-sponsored by the Chinese Mechanical Engineering Society-Industrial Design, Aurel Vlaicu University of Arad, Techno India College of Technology, the Chinese Academy of Art, Xiamen University of Technology, and Tanta University.
We would like to thank all contributors for their efforts in submitting their manuscripts on time and we express our gratitude to the reviewers for their contribution. Thanks are also due to Mr. Maarten Fröhlich of IOS Press for accepting this volume for publication, and to his colleagues for their work during the typesetting stage of the volume.
Lakhmi C. Jain
Valentina Emilia Balas
The Weaving Technology course is a first-class course at Minjiang University. After a three-year construction period, a series of teaching reform experiences have been formed. This article primarily summarizes the innovations in the practical aspects. The course includes eight experimental practice hours. In the experimental practice session, students are required to design and develop multiple series of woven fabrics with visual errors. Each design group must fully understand and appropriately apply various elements of visual illusions, combining visual illusion images to make the designed works more dynamic, novel, and artistic. This innovative practice is a comprehensive test of students’ imagination and the mechanical weaving process operation, providing an interesting exploration experience for course design.
To cultivate outstanding engineering talent capable of both adapting to and spearheading regional economic and social progress, as well as to facilitate the transformation and advancement of local economies and to promote collaboration between universities and regional economies, practical teaching bases should be established. Through the strategic alignment and interactive development of practical teaching bases, it may be possible to deepen the integration between industry and education, as well as the interactions between universities and enterprises. Thus, successful teaching bases leverage the academic strengths of universities and the resources offered by businesses. The approach to industry-education integration revolves around refining the model of collaborative education between universities and enterprises, with a specific focus on refining the talent development process. A case of innovative yarn development design within a spinning study practice teaching base is analyzed in this study to investigate the approach. Within this base, student teams have developed ultra-comfortable yarn, stainless steel fiber/lyocell flame-retardant blended yarn, and stainless steel filament/cotton ply-twisted composite yarn. The case study exemplifies the potential for effective cooperation between universities and enterprises in nurturing talent, leveraging dual-teacher training, providing societal contributions, facilitating employment opportunities, and fostering entrepreneurial initiatives. This collaborative model shows significant potential for comprehensively enhancing the quality of talent cultivation, thereby propelling regional economic and social development.
Taking the Tujia hand-waving dance as an example, this study aims to apply AI technology to design to improve the design efficiency of intangible cultural heritage and promote the development and communication of related digital collections. Firstly, based on the video of inheritors’ performance, the study establishes a semantic dataset of the typical postures of Tujia hand-waving dance. Then, the study tries 3D reconstruction of the human body from the single-view images using AI algorithms. Later, the designer carves the details of the 3D models generated by AI. Finally, the human-AI co-created 3D models are transformed into NFT works. This study initially confirms that not only the AI-assisted workflow may obviously reduce the workload that designers need to invest in the early stage of modeling, but also can efficiently connect the links of data collection, 3D modeling, detail carving, and morphological transformation, thus improving the design efficiency of intangible cultural heritage.
Sustainable design is an important design strategy for people to establish a healthily developmental circular economy. With the development, product design fields have changed accordingly, many successful product designs were created for sustainable effects with innovative design methods, including the designs of end-of-life treatment, product life cycle, and product-service system (PSS). There were some design solutions in design cases ranging from product itself or offered services, and these sustainable product designs utilized existing or new skills and technologies, utilizing resources and materials which were manufacturable and maintained to benefit locally, to achieve benefits on the various aspects of sustainability e.g., social, environmental, and economic. Analyzing and evaluating these design methods applied in typical design cases, assisted to summarize effective design approaches and strategies in sustainable product design. Some values behind the design were thus recognized based on the evaluated criteria which were used to judge product quality. The findings indicated the relevant design interventions in response to the design solutions could influence to reach sustainability, thereby assisting designers and researchers to learn closely.
By introducing the Miryoku Engineering theory, the mapping relationship between elderly shopping cart design factors and users’ perceptual imagery is explored. To design an elderly shopping cart that meets the cognitive preferences of the elderly and promotes social participation. Firstly, we collected and screened the elderly shopping carts in the market, selected representative products as experimental samples, conducted interviews and extracted design factors based on the samples. Secondly, through data analysis, specific design factors were deduced as the reference basis for the design. Finally, combined with the design orientation and analysis, the design factors were introduced to guide the innovative design of the elderly shopping cart.
This study aims to propose an innovative jewelry design method that combines knowledge graph with artificial intelligence to solve the problem of relying on the experience of designers in the traditional jewelry design field, resulting in unstable design quality, difficulty in inheriting experience, and inability to evaluate innovation. The specific method is to extract research hotspots in jewelry design from the knowledge graph, and construct artificial intelligence recognizable prompt words based on the rules of prompt word formation. Use prompt words in artificial intelligence tools to generate ideas, then use AHP Analytic Hierarchy Process to screen the best ideas, and finally combine the designer’s ability to output design solutions. The combination of knowledge graph and artificial intelligence can affect the working methods and efficiency in the field of jewelry design, improve design quality and innovation, and solve the problem of inheriting design experience, which is of great significance for modern jewelry design.
Our country has always attached great importance to the cultivation of talents and the development of education. As education has now entered the information age, there have emerged more new concepts, new demands and new challenges, which require us to constantly absorb new technology to improve and optimize the education system. After studying the current application of virtual reality technology and the shortcomings of the education system, this paper tries to take the Industrial design Department of China Academy of Art as a sample to explore the new way of applying virtual reality technology in the field of art teaching. Through the combination of vision and software, we try to create a new digital system for the Industrial design department, build a personalized creation virtual space for students, and provide functions such as virtual tour, online class, virtual exhibition, space construction and alumni exchange. This research has certain social significance. It combines technology with art education and helps to enhance the efficiency of education.
To accelerate fitness product development and innovation, we propose a patent knowledge graph. Using a patent database and TF-IDF, we identify key areas and terms. This forms a keyword graph with inflation word analysis, guiding innovation direction. Applying this to fitness rowing machine innovation identifies needs. Empowering R&D for swift decisions enhances competitiveness.
Modern architecture stands at the convergence of innovation and sustainability, urging a reevaluation of construction materials. This paper explores the transformative potential of biomaterials in reshaping the ecological and aesthetic landscape of the built environment. By scrutinizing conventional materials’ limitations, we introduce bio-based alternatives. Examining bamboo, hemp concrete, mycelium composites, and Bio-plastics reveals their unique attributes and life cycle assessments. Comparative analyses demonstrate bio-based materials’ superiority in terms of carbon footprint, energy consumption, and waste generation. The innovative design strategy of bio-based materials is proposed, and the possible problems in implementation are summarized and the corresponding solutions are put forward.
Upper limb moto disorders are the main symptoms of stroke patients. Based on deep learning algorithms and object detection technology, we developed a brain-controlled supernumerary robotic limb system for upper-limb motion assistance. The system makes use of the motor imagery electroencephalogram (MI EEG) recognition model with graph convolutional network (GCN) and gated recurrent unit network (GRU) to obtain the patient’s motion intentions and control the supernumerary robotic limb to move. The object detection technology can compensate for the disadvantages when using MI EEG alone like fewer control instructions and lower control efficiency. We also validated the feasibility and effectiveness of the system by designing model training experiment and target object grasping experiment. The results showed that the highest EEG classification accuracy using GCN+GRU algorithm achieved 92.32%, and the average success rate of grasping tasks achieved 88.67±3.77%.
Iconic symbols in the digital age, as an important part of app design, play a central role in transmitting information between the app and the visitor. To optimize the design of mental health app navigation bar icons and improve the user experience of mental health apps. The design features are summarized by analyzing the current design status of existing mental health app navigation bar icons; the hierarchical analysis method is used to determine the evaluation index system of the navigation bar icon of the mental health app, the fuzzy judgment matrix is determined through the expert survey and the SPSS software is used to calculate the weight value of each evaluation element; redesigning mental health app navigation bar icons by refining design elements through icon recognition experiments and user preference surveys; evaluation and analysis of the program using fuzzy comprehensive evaluation to demonstrate the feasibility of this design solution. The evaluation results show that the scheme achieves the effective integration of recognizability, interactivity and aesthetics. In conclusion, a method for designing and evaluating the navigation bar icon of mental health apps based on fuzzy hierarchical analysis is proposed, and the feasibility of the method is verified through a specific design scheme.
By analyzing the development status of traditional culture in my country, to explore the problems and difficulties encountered in product design of traditional culture in our country, to propose that traditional culture needs to be innovated and reformed, and to discuss the principles to be followed in the innovative application of traditional culture today gist.
Through literature analysis, case comparison and other research methods to understand the social environment at home and abroad, to analyze the literature of traditional cultural product design innovation, and to summarize excellent design cases.
The traditional innovative design of traditional culture needs balanced development, focusing on the regional and contemporary nature of products.
This paper first expounds the definition and development of social innovative design and sorts out several characteristics of social innovative design. Secondly, by analyzing the difficulties and problems encountered by intangible cultural heritage handicraft in contemporary inheritance and innovation, combined with the analysis and induction of cases of intangible cultural heritage handicraft in social innovation design, the experience and prospect of sustainable development of intangible cultural heritage handicraft under social innovation design are summarized.
Third-person pain is an interesting empathy phenomenon that human has the ability to infer characters of other sufferers’ pain by observing their behavior. In the literature, existing studies suggesting that first-person and third-person pain share common features of neuroimage, which indicates that pain behavior will cause influence on both sufferer and the observer. Consequently, it is significant to explore the third-person effects upon the observer. In this study, the evaluation and recognition of third-person pain experience was studied based on user physiological signal analysis. We built a third-person pain multimodal physiological features dataset and applied machine learning methods to explore a third-person pain experience recognition model. A classification accuracy of 95.83% was obtained in third-person pain degree recognition, which demonstrates the effectiveness of our approach. The proposed study shed light on the guiding future exploration of determinants of third-person pain process and empathy intelligence.
Offshore trade is a widely used business model in international trade, but because of its opaque capital flow, transaction information is not open, offshore trade has certain risks. In order to guarantee the national economic security and trade interests, the authenticity verification of offshore trade has become an important issue. This paper designs and implements the offshore trade authenticity verification platform based on blockchain technology through the mapping relationship between the user demand analysis of offshore trade authenticity verification and platform functions. The application test of the constructed digital platform is carried out, and the test results show that it also has stable average response time and efficient TPS performance advantages under the premise of meeting daily business needs. This platform can actively promote regional trade facilitation, stimulate financial institutions’ demand for industry exhibition, and achieve digital empowerment for the development of background offshore trade.
To enhance the aesthetic and creative development of children aged 7 to 12, the research aims to create interactive children’s artistic creation products that are better suited for their learning and experience growth. This research proposes a method based on Interface interaction hierarchy Design and gesture interactions within an augmented reality (AR) spatial environment. Taking children as the research subjects, this study aims to reshape the contemporary methods of artistic creation for children. Firstly, a questionnaire survey was conducted to comprehend their attitudes, opinions, and experiences regarding children’s artistic creation products that integrate AR and tangible interactions. Secondly, an A/B comparative user experience test was conducted, involving the participation of 40 children who used children’s artistic creation products integrating AR and tangible interactions. Their usage processes and outcomes related to visual interfaces and spatial interactions were documented. The results confirm that the purity and intensity of colors, and the dynamic effects of images will attract children. A single-level interactive interface is better suited for children to navigate and execute commands. And regarding spatial gesture interactions, employing familiar hand-held actions based on everyday intuitive gestures (such as grabbing for movement, zooming, rotating, etc.) makes it easier for children to naturally interact and successfully engage in artistic creations. Within the process steps of combining software and hardware operations, triggering software interface commands through the recognition of the physical product’s form and the hand’s grip style offers increased simplicity and usability. This study contributes to the artistic creation field within future virtual reality environments like AR, by providing a more intricate approach to behavior design, centered around children’s capabilities. It offers refined methods for integrated hardware and software interaction, immersive creative experiences, and design decisions for interactive interfaces. In conclusion, this study concludes in a design practice based on the research findings. It affirms that the proposed method for designing children’s artistic creation product contributes significantly to enhancing children’s artistic expression and fostering creativity. This research provides a new perspective and methodology for the future development of children’s artistic creation product designs.
With the rapid advancement of digital technology, digitized sports have become a significant trend in the global sports industry. This study aims to explore how to combine gamification theory to achieve the digital transformation of baseball sports, enhancing the accessibility and popularity of baseball activities. This research delves into gamified digital baseball design by analyzing the characteristics and current status of baseball sports, along with the successful application of DMC gamification theory in the sports domain. It outlines user interviews and questionnaire surveys, and based on the research findings, proposes strategies for integrating gamified elements, enhancing interactive experiences, and providing typically motivational elements. These strategies infuse the concept of gamification into digital baseball design. Finally, this study engages in practical design, merging DMC gamification theory with baseball sports, aiming to provide users with novel and enriched baseball experiences, driving the dissemination and development of baseball. This research offers new insights and practical references for the development of baseball sports and the application of gamification theory in the sports domain.
In order to solve the problem of low accuracy of parameter estimation in expectation maximization algorithm, a modeling method based on Gaussian component number reduction is proposed. Taking the nonparametric kernel density estimation results as the base Gaussian mixture model, the Gaussian mixture model with any number of Gaussian components can be established by reducing the number of Gaussian components by using the density-preserving hierarchical expectation maximization algorithm, which overcomes the problem that the expectation maximization algorithm has low parameter estimation accuracy when there are many Gaussian components. In order to reduce the burden of modeling calculation under large samples, a hierarchical modeling method based on time scale is proposed. In order to solve the problem of Gaussian component number combination explosion of independent random variables, a hierarchical modeling method of “combination-reduction” is proposed. The proposed method is tested by using measured multidimensional wind speed data and load data with complex distribution characteristics. The experimental results show that the Pearson and Spearman correlation coefficients of GMM constructed based on this method are very close to the sample data. The absolute value of Pearson correlation coefficient error is 0.03739, and the root mean square value of error is 0.02388. The absolute value of Spearman correlation coefficient error is 0.11693, and the root mean square error is 0.05797. Conclusion: The accuracy of the proposed method is significantly better than that of Gaussian mixture model and Copula function method based on expectation maximization algorithm.
The advent of the intelligent era has ushered in an evolution of user experience objectives, transforming human-machine interaction methods. As machines are endowed with digital personality, the interaction between humans and machines has fundamentally diverged from that with traditional hardware products. Voice interaction products on the market are also gradually moving towards a more personified direction. The personification of smart voice products narrows the psychological gap between humans and machines, representing a significant trend in current voice product development. However, the integration of digital personality introduces new challenges to human-machine interaction. People’s preferences vary, and it remains to be seen whether individuals are willing to embrace digital personality that mirror their own personalities. Consequently, this study designed an experiment to evaluate the digital personality of a car-assistant in a driving scenario. By consistently presenting personified voice stimuli, we collected post-experiment data to observe changes in user psychology and behavior. The results of ANOVA showed that there were significant differences in driver preference under different personality similarity (F = 6.452, p < 0.01). The research findings indicate that the personality of voices does influence users’ preference to a certain extent. Voices that closely match a user’s personality can enhance preference, offering users a superior perceptual and experiential.
Intermediate-level knowledge is conceptual knowledge that resides between design instances and theories. It supports designers in lateral thinking and facilitates the sharing and communication of specific domain design knowledge. This paper proposes a method for constructing intermediate knowledge to support team knowledge co-creation. We introduce the knowledge construction process through a case study in the context of creative cultural design. In this case study, eleven design patterns were extracted from a collection of 121 design instances. These patterns, serving as typical intermediate knowledge, were transformed into a card-based tool to support designers’ creative ideation. Finally, we evaluated its efficiency and effectiveness in two student projects.
Art education is important to the overall development of children, and art training can start from improving children’s art appreciation and perception. In this study, we built an interactive painting synthesis system for children’s art education to let them know about world famous paintings and art history. The interactive learning systems can provide engaging ways of art education based on image synthesis, style transfer and animation generation technology. Specifically, an image dataset of famous paintings was established for painting synthesis and an application “ARTIST” was developed based on First Order Motion Method. The system “ARTIST” can attract children’s active participation via interesting art creation interaction and enhance their learning motivation in their exploration.
In the field of problem formulation for design research, the conventional Think Aloud Protocol (TAP) has faced challenges in addressing complex problems such as Wicked Problems (WPs) over its two-decade history. Instead, the utilization of questions as a verbal tool has emerged as a more effective approach, producing insightful outcomes for intricate design challenges. Moreover, the largely untapped potential of participant-generated questions in design research holds promise for reducing subjective biases in designer-driven problem formulations and strengthening the role of participants. This study presents the Participant-Driven Ask Aloud Protocol (AAP) and employs it in spatial planning experiments at both QILI South Urban Village and the China World Mall’s Transit-Oriented Development (TOD) in Beijing, China. The analysis highlights AAP’s effectiveness in broadening the scope of generative design possibilities and facilitating a more precise and efficient identification of WPs in the design process.
Prolonged use of a keyboard or mouse can lead to continuous bending and twisting of the wrist, which can lead to muscle fatigue and pain. Finger exercises can reduce the hand muscle fatigue effectively. However, the repetitive exercises will bring boring and tedious experience. In this paper, we developed a hand rehabilitation exercise system based on gesture recognition technology and gamification design, which provides a more enjoyable, personalized and effective rehabilitation experience. The hand fatigue relief system was designed with the fusion of game elements and gesture interaction, which can enhance users’ engagement and their rehabilitation motivation.
Spatial layout design profoundly influences architectural development, yet traditional manual approaches suffer from limited solutions due to human cognitive constraints and cost-effectiveness consideration. This study explores selected advanced optimization algorithms—Simulated Annealing Algorithm, Dijkstra Algorithm, Frei Otto’s Woolthread Model, Slime Mould Algorithm, and Genetic Algorithms—to enhance residential spatial layouts design. Prototypical cases of common residential planning and design challenges were utilized for the simulated experiments. Comparative analysis highlights Dijkstra’s Algorithm and the Genetic Algorithm as optimal choices for path optimization and visual adjustments, contributing to the research on residential spatial layouts.