Ebook: International Symposium on World Ecological Design
With the world facing increasingly serious global climate change and resource scarcity issues, ecology and the environment have received much attention in recent years. As a major factor in human activity, design plays an important part in protecting the environment, as does the role of digital technology in finding solutions to the pressing problems faced in this regard.
This book presents the proceedings of ISWED2023, the International Symposium on World Ecological Design, held on 17 December 2023 in Guangzhou, China. Sponsored by the World Eco-Design Conference (a UN Consultative NGO), the conference provides a platform for professionals and researchers from industry and academia to present and discuss recent advances in the field of ecological design. This year, the conference focused on the four topics of digital technology and health, digital technology and transportation, digital technology and energy, and digital technology and the environment. A total of 518 submissions on these topics were received for the conference, of which 125 were accepted for presentation and publication here.
Providing a current overview of research and innovation in ecological design around the world, the book will be of interest to all those working in the fields of ecological design and digital-technology integration.
The 2023 International Symposium on World Ecological Design (ISWED2023) was successfully held in Guangzhou on 17 December 2023. Focusing on the four topics of Digital Technology and Health, Digital Technology and Transportation, Digital Technology and Energy and Digital Technology and Environment, it provided a platform for professionals and researchers from industry and academia to present and discuss recent advances in the field of ecological design. Research papers related to the four topics were received from leading experts and scholars in the field of ecological design, from countries including China, Germany, Italy, Japan, the Netherlands, the United Kingdom and the United States.
We received 518 online submissions from researchers. All papers were reviewed by three or four independent experts. Based on the reviewer’s comments, 125 papers were accepted for publication in this book. We believe that this symposium will promote communication and collaboration between organizations and researchers in the field of Eco-Design and digital-technology integration.
The ISWED2023 was hosted by the World Eco-Design Conference (UN Consultative NGO) and organized by the National Eco-Industrial Design Institute (EIDI), the Engineering Research Center of Computer Aided Product Innovation Design of the Ministry of Education, the Eco-Design Industry Institute of Guangdong Province and Nanchang University. We received strong support from the General Collaboration in International Design Education (GCIDE), initiated by the United Nations Technology Bank for the Least Developed Countries (UN Technology Bank), Ningbo Innovation Center, Zhejiang University, Macau University of Science and Technology, the World Eco-Design Conference (UN Consultative NGO) and other relevant domestic and foreign higher education institutes.
We thank all authors for their efforts in submitting their manuscripts on time, and we would like to express our gratitude to the reviewers for their time and expertise. Thanks are due to Mr. Maarten Fröhlich and his colleagues at IOS Press for facilitating the publication of these proceedings of ISWED2023.
Fangtian Ying
Lakhmi C. Jain
Ran Wan
Qun Wu
Fuqian Shi
Augmented Reality (AR) for interactive entertainment is exploring the potential of open space and multiplayer synchronization to expand user experience on mobile devices. However, complex interaction problems have hindered the development of related products. Based on a hybrid research methodology, this study proposes a set of design strategies including design elements, design framework, and functional attributes with priority ranking. To verify the effectiveness of the strategies, we developed ParallelWorld as an application example. It incorporates three basic modes of multiplayer-synchronized AR interaction: player to player, multiplayer to one virtual element, and multiplayer to physical space. Usability test and user interview suggest that ParallelWorld delivers a qualified experience for synchronized multiplayer in open space.
In this paper, the mechanism of image stimulation is systematically sorted out, and the role of image stimulation in the conceptual design process as well as the advantages of choosing images as stimulus inspiration are theoretically argued, providing theoretical support for image stimulation to stimulate creativity. Secondly, the influencing factors of image stimuli with different semantic distances in the design sketch stage and their effects on the design results were explored. The study verifies that image stimuli with different semantic distances affect designers’ behavioral performance during the design sketching process, which in turn affects the design results. Finally, a controlled experiment based on the Word2Vec word embedding method in the field of Natural Language Processing (NLP) was conducted to investigate the quantitative and qualitative effects of the image stimuli on the participants’ design outcomes during the sketching phase. It was found that the design results produced by semantically distant image stimuli outperformed those produced by semantically closer image stimuli in terms of quantity and originality, which verifies that image stimuli with different semantic distances affect design creativity.
s. With the development of computer-aided design technology, more and more designers and artists have created installation art full of dynamic beauty to enrich the urban landscape, such as dynamic sculpture. This kind of dynamic sculpture needs to spend a lot of time and energy of the producer to produce digital models and product animation. This results in the artists not being able to utilize their creativity well. In order to propose an effective auxiliary design tool to reduce the artist’s workload, this study first conducts a literature review on related theories and proposes a design method based on constrained morphology through curves. Based on this method, a complete design process was designed and a browser-based design tool, KINETICIST, was developed. Finally, user experiments were conducted in this study. The result proves that KINETICIST has qualified user experience performance under the dimensions of effectiveness, ease of interaction, and ease of learning, and has practical value.
In order to investigate the system availability of the human-computer interaction interface for elderly drivers during driving, this study employs questionnaires and in-depth interviews to identify common interactive tasks performed by elderly drivers while driving. Experimental models were selected, and elderly drivers were enlisted to partake in real vehicle tests. Data on task completion times during human-computer interactions were collected, and a multiple linear regression model was constructed by integrating the SUS scale. This model was used to analyze the impact of each independent variable’s task completion time on the availability of the dependent variable system. Based on this foundation, additional screen samples were expanded for verification. Control performance across four typical vehicle screens was horizontally compared, and causal analysis was conducted using eye movement data. The findings reveal that the completion time of each human-computer interaction task for elderly drivers during driving significantly affects system availability, with the exception of air conditioning settings. Notably, the completion time of the navigation setting task exhibits the greatest impact on system availability, followed by broadcast radio. Observational speed and call-related tasks have a slightly smaller impact. The human-computer interaction system in vehicles equipped with dual-screens demonstrates the highest availability, suggesting its suitability for elderly drivers.
The advancement of technology will bring about industry transformation, and in the context of the widespread application of digital design, the introduction of artificial intelligence (AI) into architectural design is an inevitable necessity. This article explores the advantages and necessity of applying generative design technology to the entire process of sustainable architectural design. It introduces how generative design and AI techniques are being used throughout the design workflow, from generative model training, alternative design proposal production, design optimization, to visualization export. Conclusively, the introduction of generative design not only enhances design efficiency but also significantly improves the ecological attributes of architectural design, offering a fresh perspective for the sustainable development of the architecture field.
Since the 1970s, the emergence of digital works of art has broken the medium restrictions of traditional works of art, and has also subverted the creation methods of traditional works of art. In the context of contemporary art, the unique media and technologies possessed by digital artworks not only enrich the forms of artistic expression, but also have multiple creative methods, multi-media and multi-field performance capabilities, and help creators to become more diversified and convey humanistic creative ideas. Such works can not only trigger the audience’s aesthetic experience, but also stimulate the audience’s thinking on issues such as self-identity, self-worth and social identity. The psychological healing function of digital art works created with digital media art provides new possibilities for experiences that traditional art works cannot bring. Today, with the rapid development of science and technology, digital media art is also becoming more and more mature, but due to technical and cultural constraints, digital art works have not fully exerted their psychological healing functions. With the resolution of technical and cultural issues, digital media art will have more room for development in psychological healing.
In the process of medical resource scheduling, it is difficult to ensure the comprehensive utilization rate of the corresponding resources due to the influence of the correlation between digital medical resource data. Therefore, research on digital medical resource scheduling method considering data interoperability is proposed. After realizing the representation of data and its processing process in digital medical data warehouse with the help of metadata, two ways of direct conversion and indirect conversion are adopted respectively, and an interoperability mechanism in the form of XML document is constructed for the original metadata stream of digital medical resources. In the specific scheduling process, according to the task status between the target node and the digital center, the digital medical resource scheduling center is determined, and the resource scheduling is realized by combining the promotion of different digital medical resource data to the main task operation ability. In the test results, the influence of increasing the number of task requests on the comprehensive utilization rate of resources is not obvious, and it is always stable in the range of 0.85-0.92.
This study takes human behavior as research subject to investigate the behavioral logic of mobile payment user experience. The study firstly analyzes the scope, characteristics, and importance of user behavior in experience design of mobile payment. Secondly, the study explores the elements and laws of user behavior that affect the experience in the process of using the product, and then constructs the mobile payment user experience model (PPE). Thirdly, the study applies a PPE model to evaluate the Alipay’s user experience, and then optimizes the model’s interaction design according to the evaluation results. Finally, the effectiveness of the PPE model is evaluated again. In addition to the interaction interface design, the PPE model involves many dimensions that require the cooperation of different stakeholders to promote the optimization of user experience. The results show that the PPE model is an effective way to optimize the user experience of mobile payment.
In this paper, we investigate whether digital development improves industrial design innovation using Chinese province-level data. We use the design patent as a proxy for industrial design innovation and adopt a panel regression model to examine whether provinces with higher digital development have relatively more design patents. Our regression results show that there is a significantly positive relationship between the digital development level and industrial design innovation. Our results also show that this positive association is more pronounced in provinces with more economic vitality, and in the provinces with better digital infrastructure and digital application, digital talents can play a more important role in improving industrial design innovation. Our findings suggest that more policies and measures should be adopted to encourage digital development and application to improve design innovation in the industrial sector.
The proposed paper introduces a fast single-hidden layer feed-forward neural network with a discriminative information constraint (FSLFN-DI). Data is initially projected into a latent space based on the Fisher discriminant criterion. This projection matrix ensures that points of the same class cluster together and those of different classes scatter in the hidden latent space. A least square solution with the minimum norm is then used to learn the relationship between the hidden latent and the output for quick training. The experimental results on various industrial datasets demonstrate that FSLFN-DI outperforms traditional neural networks in terms of faster learning and competitive performance.
Through the application of digital technology in the field of modern interior design space, the development of science and technology has changed the concept of interior design. The expression of intelligent design methods has penetrated into modern interior design. In this study, specific experiences from the National University BIM Design Competition will be used to analyze the use and impact of digital technology, specifically in interior design.
Early symptoms in Alzheimer’s disease (AD) patients are often subtle, and diagnosis typically occurs in the middle to late stages. Currently, there is a lack of effective targeted therapeutic drugs and treatments to halt the disease’s progression, emphasizing the importance of early detection and intervention over treatment. This paper employs Ambient Intelligence (AMI) to monitor patients’ daily behaviors and identify early symptoms in the home environment. This is achieved through the integration of intelligent sensors, interaction design, and artificial intelligence algorithms, leading to the formulation of personalized solutions based on patients’ behaviors. Furthermore, the paper outlines the future research direction for AD, suggesting the incorporation of VR devices to allow users to experience the behaviors, emotions, and feelings of early-stage patients through visual and auditory immersion. This approach aims to provide a deeper understanding and foster empathy among non-patient individuals.
While some countries have social organizations or policies in place to assist individuals with visual impairments, they still face limitations and difficulties in living independently and finding job opportunities. This study proposes that individuals with visual impairments exhibit differences in physiological functions, behavioral habits, and cognition compared to others. Therefore, in the process of enhancing their quality of life, developers should not adhere to traditional industrial design methods. Instead, users should be actively involved in specific solutions, integrating their behavioral habits into the functionality of the product. As a result, this research introduces the concept of consensusization and explores a conceptual design for an innovative open-source control system. Blind individuals can match abstract shape modules to different appliances, doors, switches, and other everyday scenarios based on their unique life experiences and cognitive habits. They can adjust the combination of these modules, allowing them the opportunity to actively edit their lifestyle and work methods. Simultaneously, the open-source control system, through IoT systems and sensors, can create behavior path guidance and daily safety reminders within the environment. The consensus-based concept serves as a methodological model for product development, extending to more applications and scenarios with accessibility needs.
Based on the background of building a common strategic plan for a healthy China and a digital China, the application scenarios of digital health are showing an increasingly rich development trend and their growth potential is expanding. This study delves into how persuasive design influences users’ emotional encounters within the Keep app (An exercise and health application) and examines the connection between this emotional involvement and users’ usage patterns, to bring more and more effective solutions for achieving success in persuading people to form a sustainable healthy lifestyle. Based on the FBM behavioral model (Fogg behavioral model), the Keep app persuasive design is classified into the motivation element oriented to provide feedback and rewards, the competence element oriented to provide courses and personalized customization of plans, and the trigger element oriented to situational triggering and voice guidance, and adopts the PAD affective model and self-reported questionnaire to combine the persuasive design with the user’s emotional experience, which not only provides the quantitative data support, but also deeply explores the user’s emotional experience in the emotional experience, and the user’s emotional experience in the emotional experience. It also explores the users’ feelings and feedbacks in terms of emotional experience. The analysis results show that different persuasive design modules generate different emotional experiences, which have different strengths of influence on user behavior. Meanwhile, practical suggestions on how to optimize and improve the persuasive design of sports and health apps, and how to balance the relationship between persuasion and user autonomy are proposed, which provide certain references and insights for designers and researchers in the field of digital health related areas.
The issue of urban waste is indeed escalating, particularly the management of food waste, now recognized as a critical environmental concern. Community food waste collection faces challenges such as limited involvement, complex procedures, and low satisfaction. To address this, insights from effective waste management models were drawn upon, advocating a positive experience approach emphasizing user-friendliness and value co-creation for enhanced engagement and sustainability. This approach focuses on delivering a enjoyable participation experience, fostering increased community involvement and overall satisfaction, facilitating efficient food waste segregation and recycling. Through close collaboration with users and designers, a comprehensive three-step design strategy was formulated to effectively address potential efficiency and acceptance hurdles. This user-centric study aims to align the community food waste collection system with user preferences, enhancing the overall user experience. Through data collection and rigorous analysis, a multiple linear regression model was developed to reveal the interrelation between users’ motivation for waste separation and various influencing factors. The study’s results highlight that a community food waste recycling system based on positive experiences significantly improves participation and recycling outcomes, offering valuable insights for other communities engaged in waste separation and recycling initiatives.
Postpartum mental health is a common concern in modern society, but many women struggle to access adequate support. This study aims to propose an inclusive design framework for a mobile application for postpartum emotional support. The user’s needs and expectations were extracted from the app reviews using the Non-negative Matrix Factorization (NMF, Non-negative Matrix Factorization) technique, which is widely used in the field of data mining and pattern recognition, and were combined with a tool for evaluating and optimizing the characteristics of a product or service: the Importance-Performance Analysis (IPA, Importance-Performance Analysis) model to explore the association between perceptions and expectations of postpartum women. As a result of the analysis, six key quality elements were identified and four areas of design and development were suggested. The core innovation of this study is the introduction of an IPA analysis method based on the NMF algorithm, which enhances the design and development of the application to ensure that a wider range of user needs are met. This not only facilitates the inclusive design of mobile applications, but also enhances the decision-making ability of new mothers in online mental health services.
As society ages, the need for online resources for older adults is becoming increasingly significant. However, because older adults are characterized by declining cognitive responses and delayed operating behaviors, they face many challenges in their access experience on healthcare service websites. Taking several domestic healthcare service websites as samples, this study analyzes the inclusiveness of website pages and detects accessibility from the perspective of inclusiveness by comparing the standards of Web Content Accessibility Guidelines (WCAG) and using an open source automated detection tool. The study aims to reveal the barriers faced by elderly users in accessing healthcare service websites from multiple dimensions such as perceivability, operability, comprehensibility and stability. At the same time, the web operating behavior, subjective feelings, and actual access barriers of elderly users were explored in depth through observation and in-depth interview methods. Based on the obtained data, accessibility optimization strategies for medical service websites are proposed to enable older users to access medical information and services more easily and conveniently.
With the increasing prominence of global environmental problems, low carbon emissions have become one of the focuses of social attention. As a widely used material, the carbon emissions in the production and use of art paper cannot be ignored on the environmental impact. This paper aims to explore a comprehensive model study of carbon emissions from production to design of art paper. The study adopts the Life Cycle Assessment (LCA) method to systematically evaluate the carbon emission energy that may be generated from paper production to subsequent design through data analysis of different art papers. Exploring multiple aspects, including the selection of materials and printing processes, the use of renewable energy, transportation conservation, and waste management, ultimately establishing a comprehensive assessment model for carbon emissions. It aims to provide practical and feasible solutions for sustainable development in design paper, providing a comprehensive framework for environmentally friendly paper for designers, while providing new ideas for environmental protection and sustainability.
This article aims to optimize the interface design of a diabetes health management app, guided by the Interpretative Structural Modeling (ISM) and Matrice d’Impacts Croisés Multiplication Appliquée à un Classement (MICMAC) models. Through a literature review, 10 key factors influencing app interfaces were identified, and their importance, hierarchical structure, and MICMAC results were extensively studied. Targeted interface recommendations are proposed to meet the specific needs of diabetes patients, ultimately enhancing their quality of life and health.
Based on extensive data from individuals experiencing neck pain and considering the prevention and treatment needs associated with relevant diseases, this study proposes an innovative application of accelerometer sensor technology in perceptual interaction. Utilizing user surveys and the analysis of demand weights, the research employs a combination of hardware and software to guide users in health-promoting exercises, offer enjoyable physical activities, and provide posture detection reminders through a gamified approach. This approach aims to promote the ’preventive treatment of disease’ or rehabilitation training. The visualization of personal data statistics generated during this process can assist users in better managing their daily health. Looking ahead, this research could serve as an example of a decentralized health management solution, aiming to alleviate the pressure on medical resources and assist a broader population.
In recent years, with social progress, faster pace of life, and increased urban life pressure, sleep issues faced by people of all ages have increasingly attracted widespread attention. With the improvement of people’s awareness of healthy sleep, numerous sleep monitoring and analysis alert apps have emerged on the market. This article proposes a method based on the Analytic Hierarchy Process and the Entropy Weighting Method to explore the iterative design requirements of sleep monitoring and analysis alert apps and construct an evaluation system that includes multiple criteria and elements. By analyzing the dominant weights of various factors in app design through AHP, conducting questionnaire surveys on user groups, analyzing and integrating collected data, calculating the objective weights of factors through the Entropy Weighting Method, and comparing the subjective and objective weights of user requirements using line charts, the results are visualized. Finally, the key requirements and optimization design points of the app are analyzed and determined. This study provides guidance and reference for the iterative design and improvement of sleep monitoring and analysis alert apps.
Fitness games provide more possibilities for improving individual physical health and contributing to ecological sustainability. However, there is limited research on the user experience of fitness games. In this study, using fitness games as an example, we explore the factors influencing user satisfaction with fitness from the perspective of game attributes and prioritize these factors. The research involves distributing 510 survey questionnaires and constructing a structural equation model to examine the relationships between usefulness, functional quality, playfulness, technical quality, ease-of-use, social interaction, and user satisfaction. The study reveals that the core factors influencing user satisfaction are usefulness and playfulness. Additionally, the other factors mutually influence each other and collectively contribute to users’ evaluations of the usefulness and playfulness of the game.
Villages with islands as the main geographical environment have their unique needs in the process of tourism development. With the further development of digital technology, the concept of virtual village chief has been involved in the process of rural revitalization in China, becoming a digital medium to serve tourists to increase their sense of closeness and convenience. This paper scientifically analyzes the problems and pain points faced in the process of island rural tourism, proposes the necessity of designing virtual village chiefs through digital technology to develop island tourism from the perspective of solving practical problems, and designs questionnaires based on the Kano model to transform diverse and complex demands into clear levels of user needs, so as to scientifically guide the design process of virtual village chiefs. We will promote the development of coastal island rural ecological tourism.
Objective:
This study explored the effects of Auditory Integration Training combined with Music Therapy on Autistic Children.
Methods:
Eighty Autistic Children who received treatment at a Rehabilitation Center for Children with Autism in Guangzhou from January to June 2023 were selected as participants. They were randomly allocated to an Experimental or a Control group, giving 40 in each condition. The Control group received Auditory Integration Training, while the Experimental group received Auditory Integration Training combined with Music Therapy. Sociability, Language, Behavior, and Neuron Development of the two groups of children were compared before and six months after treatment.
Results:
By comparing the Sociability, Language, Behavior, and Neuron Development scores of two groups of children before and after six months of treatment, the combination of these two treatments has positively impacted the rehabilitation of children with autism.
Conclusion:
The combination of Auditory Integration Training and Music Therapy has shown promising results in its application for Children with Autism Spectrum Disorder (ASD).