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This research describes a tool based on subjective well-being, value, and practical design. We present a Value-Driven Ladder Canvas and 78 Value Insight Cards to support SWB-oriented practice. Studies 1 and 2 focus on discovering insights based on the user’s product experience and converting them into toolkits. Study 3 evaluates and verifies toolkits with SUS, UEQ, PANAS, etc. This research highlights the connection between Needs and positive experiences, providing actionable guidance. Our findings demonstrate that Canvas and Insight cards are designed to improve SWB sufficiently to be useful.
User-product-environment interaction is a dynamics reflected in the concept of affordance and, consequently, in the user experience. The study of these three concepts is indeed evidently interconnected and mutually dependent. Accordingly, this study presents a tool developed for coding the user experience, namely UX grammar (Dabouis et al., 2024a, 2024b), as a suitable framework for further capturing affordances and their characteristics. An application of the UX grammar model, along with affordances evaluations derived from the coding output, is presented to validate the proposed methodology.
This paper examines how spatial arrangements affect digitally supported individual and group decision-making. In a controlled within-subjects study, 24 participants completed the NASA Moon Survival Task across three spatial conditions: standing at an interactive table, sitting at the same table with personal zones, and using laptops. By analysing decision quality, speed, and perceived collaboration, the study shows that spatial design meaningfully shapes decision performance, interaction dynamics, and user experience.
Generative AI (GenAI) tools are getting more and more integrated into creative workflows, evolving from assistants to collaborators, and reshaping human-AI interactions in the creative process. To better understand the human side of this co-creation, an interview study was conducted with 19 architecture students participating in a GenAI-supported design futuring course. The study identified 18 roles humans and AI can take during co-creation, along with tool-specific variations and insights into emotional dynamics, creative experiences, perceived agency, and control during the design process.
Cities play a major role in designing future mobility plans. Our question is how to contribute to sustainable mobility design while effectively accounting for social equity, health, and wellbeing considerations. After defining a list of mobility-related social issues, two stakeholder-based workshops with mobility users from two major cities, namely Paris and Cairo, were conducted. Participants explored mobility problems through eighteen purposive persona models in total. In Cairo, participants mainly reported safety and security issues while in Paris, mobility stress was dominant.
Myopia remains a major barrier to immersive VR use, causing blur and discomfort. This review compares software, hardware, and hybrid compensation approaches. Software methods offer flexible, low-cost enhancement but limited optical correction. Hardware solutions provide accurate adjustment at ergonomic cost. Hybrid systems combine adaptive optics and real-time rendering, showing promise for personalized correction. Key trade-offs and future design directions are outlined.
Barriers such as limited repair literacy and design-for-disposability continue to reinforce replacement cultures. This paper introduces AIFixer, an AI-powered interactive tool that guides consumers through electronic repair, promoting sustainable product lifecycles. Using a mixed-methods, user-centred approach, the study evaluates AIFixer’s usability and behavioural impact across real-world repair tasks. Findings show that conversational AI lowers barriers, builds confidence, and generates data for circular design, highlighting opportunities for multimodal and community-integrated development.
The aim of this exploratory pilot study is to examine the subjective user experience of operating a pillar drilling machine and a minting machine. Clustering show three recurring perception profiles: predominantly positive, negative/demanding, and mixed. Operator posture strongly influences experience, while individual factors such as gender are less predictive. Ground-level, medium-reach positions get the most favourable ratings. The findings provide a first basis for extending behaviour cards with perception-based “experience cards” to support user-centred ergonomic design.
Co-creation with end-users is a well-known process. While this approach has been widely adopted in B2C, B2B companies have been slower to adopt it due to complex decision-making structures. This case study is based on co-creation sessions with end-users to respond to the needs of B2B industries. The study highlighted the importance of co-creation with end-users in B2B industries to understand real-life use scenarios, and finally to propose a final product that meets their expectations.
This chapter explores how psychology and human–AI interaction (HAI) principles shape successful AI products. Using failures like McDonald’s ill-fated AI drive-thru as cautionary tales, it shows how neglecting user needs such as control, trust, and comprehension can cause reputational and product damage. Drawing on human-centered design, cognitive psychology, and UX research, the authors argue that great AI experiences depend on anticipating how humans think, feel, and decide. They outline strategies for embedding empathy, transparency, and explainability into AI, highlighting that these lessons extend beyond engineering teams to anyone influencing AI adoption.
This research proposes a novel conceptual framework that combines the concepts of Human-Computer Interaction (HCI) and Ambient Intelligence (AmI). The proposed framework aims to shed light on the importance of considering the needs and the social interactions of various building occupants in different types of buildings and designing HBI strategies accordingly. Specifically, we take educational buildings as a case that is less explored in the HBI research and apply the proposed framework, investigating how HBI strategies and interactions should be designed to address the needs of students, as primary occupants. Focus groups and semi-structured interviews were conducted among students in a flagship smart engineering building at Virginia Tech. Qualitative coding and concept mapping were used to analyze the qualitative data and determine the impact of occupant-specific needs on the learning experience of students. “Finding study space” was found to have the highest direct impact on the learning experience of students, and “Indoor Environment Quality (IEQ)” was found to have the highest indirect impact. The results show a clear need to integrate occupant needs in designing HBI strategies in different types of buildings. Finally, we discuss new ideas for designing potential Intelligent User Interfaces (IUI) to address the identified needs.
User-testing is crucial in modern product design. The perception-centric design philosophy aims to cut costs and improve responses to low-cost prototypes by including aspects like thermal properties, texture, weight, sound, and haptic feedback. This paper introduces a set of considerations for integrating low-cost vibrotactile haptics into prototypes. Derived using an action-based research process, it addresses product characterisation, actuation, control, and integration. Multi-sensory prototypes in early-stage design could be vital for the sustainable prototyping of the future.
Extensive research found many barriers and drivers in second-hand clothing (SHC) acquisition. This study explores their relationships and the role of design in enhancing SHC experiences. 16 semi-structured interviews revealed insights into personal experiences and emotions. Customer journey mapping highlighted 5 design interventions: a. effective branding and marketing, b. appealing clothing presentation, c. facilitating garment search, d. aiding quality inspection, and e. optimizing price-quality balance. Future, quantitative, research is needed to confirm the findings for a wider public.
The graphical user interface was introduced to democratize access to computer systems by simplifying hardware and visual interfaces. Technological advancements further reduced the constraints, primarily benefiting the mainstream users. However, the specialized needs of the critical users have always been neglected. This paper delves into the ergonomics of the mouse pointer and the computer mouse, focusing on left-handed computer users as a critical user category to develop and propose a universal design solution to integrate left-handers as a mainstream user category in a computer interface.
Inertial motion capture has garnered considerable attention within the manufacturing industry for ergonomic assessments due to high reliability and fewer constraints compared to alternative posture tracking direct measurement tools. However, these wearable systems, while ensuring reliability and precision in the results, also introduce a degree of invasiveness. Hence, user experience becomes an important aspect for design and development of such systems. This paper reveals major user experience issues resulting from an experimental study for promoting user-centred design of wearable systems.
In this study, the relationship between user experience, product appearance and emotional impressions generated by the user are examined through electric concept cars introduced by automotive companies in motor shows. The focus of the research is on the measurement of the emotional experiences that the interior design of the electric concept cars awakens in the user. The main purpose of the study is to open a discussion on the relation between the emotional impressions and product appearance.
This paper outlines the evolution of decision-making spaces through selected instantiations, analyzing the role of design in their utility and identifying preliminary patterns in spatial layout. It builds on the combination of two research fields: A) Decision support systems and B) Creative Spaces. The paper aims to take a first step towards combining these two existing research fields by focusing on the spatial design aspects that foster the convergent aspect of creativity and to provide guidance for further research on the design of decision-making spaces.
This paper addresses challenges in pediatric urotherapy, focusing on low patient compliance and motivation. Informed by creative sessions with children aged 9-13y, a novel urotherapy ecosystem concept is designed. It includes a smart drinking bottle, context-aware reminder watch, home uroflowmeter, smartphone app, and clinician portal. Interconnected products, embodied interaction, stigma-free design, and a digital training buddy aim to enhance engagement, motivation, and patient experience. This concept showcases the potential of integrating diverse design methodologies in healthcare design.
Designing an equally usable and emotionally appealing product remains a challenge for product developers, not least due to conflicting goals. Product developers need to constantly map the affective user requirements to the product, whereby the requirements for the emotional and usable product design often cannot be equally addressed. The systematic approach presented can help product developers in conflicting decision-making situations to represent these affective user requirements by selecting and prioritising context-relevant influencing factors using multi-criteria decision-making methods.
Developmental Language Disorders (DLDs) affects a significant number of children during early childhood. Speech and Language Pathologists (SLPs) are vital in providing the adequate treatment through Speech and Language Therapeutic Toys (SALTTs) including board games, which have substantial benefits for children undergoing therapy. However, designers require support in designing board games which specifically target child therapy. A framework is proposed to assist designers in designing more efficient, inclusive and usable games which in turn are aligned with therapy goals defined by SLPs.