Other affiliations: Shih Chien University
Bio: Chun-Cheng Hsu is an academic researcher from National Chiao Tung University. The author has contributed to research in topics: Design education & Graphic design. The author has an hindex of 4, co-authored 12 publications receiving 78 citations. Previous affiliations of Chun-Cheng Hsu include Shih Chien University.
TL;DR: This study found five core factors that influence blog design: visual clarity, interface and usability, content and searchability, programming, and sociability.
Abstract: The purpose of this study is to find the key factors influencing blog design, and explore the causal relationships between the criteria for each factor. Since design is a multiple criteria decision-making (MCDM) problem, this study adopts a model which is a hybrid of factor analysis and the Decision Making Trial and Evaluation Laboratory method (DEMATEL). The DEMATEL method is used to simplify and visualize the interrelationships between criteria in making a decision. This study found five core factors that influence blog design: visual clarity, interface and usability, content and searchability, programming, and sociability. In addition, the key criteria for each factor were identified and the impact-relation maps obtained. The results of this study can provide useful guidance to blog designers for developing better blog platforms.
TL;DR: An eye tracking system is used to analyze the changes in the fixation points of people performing various Kansei evaluations to enable predicting people’s Kansei evaluated of product forms through analyzing their eye movement.
Abstract: Understanding how to induce Kansei (emotion or affect) in consumers through form is critical in product design and development. Conventional Kansei evaluations, which involve subjectively evaluating the overall form of a product, do not clarify the effects of the individual parts of a product on people’s Kansei evaluation. A microscale analysis of eye movement of people looking at product form may redeem this flaw in subjective evaluation. However, simultaneously recording eye movement when people making Kansei evaluation is challenging, previous studies have typically investigated either the relationship between form and eye movement or the relationship between form and Kansei separately. The eye movement of people while performing Kansei evaluations on product forms still has not been clarified. To address this issue, the present study used an eye tracking system to analyze the changes in the fixation points of people performing various Kansei evaluations. Twenty participants were recruited for 8 Kansei evaluations on the form of 16 chairs by using the semantic differential (SD) rating, while their eye movements on these evaluations were tracked simultaneously. Through factor analysis on the data of Kansei evaluations, two principal factors, valence (pleasure) and arousal, were extracted from the 8 Kansei scales to constitute a Kansei plane which is compatible to Russell’s circumplex model (plane) of affect By adopting the factor scores of the 16 chairs as coordinates, the 16 chairs were mapped into the Kansei plane. Further analysis on the eye fixation on the chairs located in this plane concluded the following results: (a) Pleasure had a more significant effect on the participants’ visual attention compared to arousal; the participants required more fixation points when evaluating the chair form that induced displeasure. (b) The participants typically fixated on two parts of the chairs during their Kansei evaluations, namely the seat and the backrest, indicating that seats and backrests are the two primary features people consider when evaluating chairs. The results clarify the effect of various Kansei on eye movements; thereby enable predicting people’s Kansei evaluations of product forms through analyzing their eye movement.
TL;DR: This study proposes four graphic simplification methods for the interval concept as viable methods to quantify and rationally analyze graphics, and hopes to provide valuable references for practitioners of graphic design, symbol design and computer-aided design (CAD) applications.
Abstract: Graphic design is often considered an artistic behaviour that is difficult to analyze rationally. With the development of research tools, it has become feasible to examine graphic design quantitatively. The objectives of this study are to define techniques that will quantify the simplification of graphics and to develop a systematic set of rules for graphic simplification. Through the three stages of the research process - ideation development of interval graphic simplification design, design practice, and discussion - this study presents four graphic simplification methods for the interval concept, namely: (a) grid simplification method, (b) node reduction method, (c) geon reduction method, and (d) blur method. This study proposes these techniques as viable methods to quantify and rationally analyze graphics, and hopes to provide valuable references for practitioners of graphic design, symbol design and computer-aided design (CAD) applications. The interval concept is the idea that the actual spa...
TL;DR: The result showed that the major tools used in designer practice are paintbrushes (traditional hand-drawing medium) and software filters (computer media) and three abstraction methods were identified: a) shape simplification method, b) quantitative reduction and c) software-aided simplification.
Abstract: In the design fields, graphics are often a medium of communication whose goal is to reach mutual understanding. The process of graphic abstraction is one of the most important methods in visual design. Designers often use it to enhance the recognition and impression of observers. This paper investigated abstraction methods through design software research and research of designer practices. The result showed that the major tools used in designer practice are paintbrushes (traditional hand-drawing medium) and software filters (computer media). Three abstraction methods were identified: a) shape simplification method, b) quantitative reduction and c) software-aided simplification. Designers used software programs mainly for simplification of overall image (plane) with comparatively little use to simplify 'points' or 'lines.' In addition, the design software cannot fulfill designers' needs for visual abstraction. The findings from this study can provide valuable references for user instructions, graphic design and computer-aided design applications. INTRODUCTION To turn a real object (3D) into a 2D representation is an example of graphicabstraction in visual design, (see figure 1; Arnheim, 1969; Langer, 1953; Yo, 1985; Hsu, 1993). The abstraction uses a strategy of simplification of detail, so designers often simplify the shape of the original object to enhance the recognition or impression of observers (Arnheim, 1969; Bell, 1913; Gombrich, 1982). Thus, abstraction is one of the most important methods in graphic design. The function of graphics is to communicate messages efficiently and accurately in human life. As a result, the rational analysis of graphics and their uses might help to enhance that efficiency and accuracy. Although an analysis of rules in the field of graphic design seems more challenging than in the fields of architecture or industrial design, as far back as in the Renaissance, Leonardo Da Vinci proposed that painting should be approached with a scientific aspect. Mistakes are likely to occur, he suggested, if structures and outlines are drawn from impression, rather than using the tools of measurement. Modern-design methodology attempts to scrutinize design scientifically. Although there are still gray areas in which science cannot give an account, the methodology has a significant bearing on user instructions (Burden, 1996; Jones, 1992; Munari, 1989). With the development of digital technology, the application of design methods can be transformed into the computation that has also presented itself as an important research topic (Kirsch S Kirsch, 1988; Knight, 2003; Simon, 1981; Stiny & Mitchell, 1978). Therefore, discovery of the 'methods' behind design is beneficial to both user instruction and design computation. RESEARCH FRAMEWORK This research is a case study that exploras graphic abstraction in digital and traditional media. This paper investigates abstraction methods through design software research and design practice research. First, in order to reflect the trend that modern design depends heavily on software, software that serves abstraction functions was examined in the design-software research section. Four of designers' favorite software are analyzed: Adobe Illustrator 10, Adobe Photoshop 7, Macromedia Fireworks MX, Macromedia Flash MX. second, to understand the work of designers currently using graphic-abstraction methods, thirty-two Shih-Chien University sophomore and junior students, equipped with design expertise, were surveyed with regard to their practice. LITERATURE REVIEW Abstraction process model 'Abstraction' is widely discussed in philosophy, science and psychiatry. The Gestalt School is the earliest school of art to systematically carry out this type of study. They presented the law of Pragnanz, which states that the best form is the form that has been 'appropriately simplified.' This is because people's visual perception leans towards using the most economical method to receive information (Arnheim 1969, 1974). …
24 Jul 2009
TL;DR: This study isolates the design criteria that should be emphasized when designing each key element of an online game interface.
Abstract: A great many people play online games and sales of online games are considerable, but research has further shown that a major reason behind the failure of games in the market is poor user interface design or usability, highlighting even more the importance of these issues in games design. This research uses surveys and focus groups to explore the factors influencing the usability and interface design of online games. First the definition and different types of game are discussed, and then the composition and features of online game interfaces analyzed. Second, a review is made of Human-Computer Interaction (HCI) research literature relating to design criteria for game interfaces. Finally, in discussion with experts, this study isolates the design criteria that should be emphasized when designing each key element of an online game interface.
01 Jan 2002
TL;DR: This chapter discusses the construction of Inquiry, the science of inquiry, and the role of data in the design of research.
Abstract: Part I: AN INTRODUCTION TO INQUIRY. 1. Human Inquiry and Science. 2. Paradigms, Theory, and Research. 3. The Ethics and Politics of Social Research. Part II: THE STRUCTURING OF INQUIRY: QUANTITATIVE AND QUALITATIVE. 4. Research Design. 5. Conceptualization, Operationalization, and Measurement. 6. Indexes, Scales, and Typologies. 7. The Logic of Sampling. Part III: MODES OF OBSERVATION: QUANTITATIVE AND QUALITATIVE. 8. Experiments. 9. Survey Research. 10. Qualitative Field Research. 11. Unobtrusive Research. 12. Evaluation Research. Part IV: ANALYSIS OF DATA:QUANTITATIVE AND QUALITATIVE . 13. Qualitative Data Analysis. 14. Quantitative Data Analysis. 15. Reading and Writing Social Research. Appendix A. Using the Library. Appendix B. Random Numbers. Appendix C. Distribution of Chi Square. Appendix D. Normal Curve Areas. Appendix E. Estimated Sampling Error.
TL;DR: Decision making trial and evaluation laboratory (DEMATEL) is considered as an effective method for the identification of cause-effect chain components of a complex system as discussed by the authors, which deals with evaluating interdependent relationships among factors and finding the critical ones through a visual structural model.
Abstract: Decision making trial and evaluation laboratory (DEMATEL) is considered as an effective method for the identification of cause-effect chain components of a complex system. It deals with evaluating interdependent relationships among factors and finding the critical ones through a visual structural model. Over the recent decade, a large number of studies have been done on the application of DEMATEL and many different variants have been put forward in the literature. The objective of this study is to review systematically the methodologies and applications of the DEMATEL technique. We reviewed a total of 346 papers published from 2006 to 2016 in the international journals. According to the approaches used, these publications are grouped into five categories: classical DEMATEL, fuzzy DEMATEL, grey DEMATEL, analytical network process- (ANP-) DEMATEL, and other DEMATEL. All papers with respect to each category are summarized and analyzed, pointing out their implementing procedures, real applications, and crucial findings. This systematic and comprehensive review holds valuable insights for researchers and practitioners into using the DEMATEL in terms of indicating current research trends and potential directions for further research.
TL;DR: Findings of the current review paper confirm that hybrid MCDM approaches, due to their abilities in integrating different techniques, can assist in handling miscellaneous information taking into account stakeholders’ preferences when making decisions in engineering.
Abstract: To support evaluation and selection processes in engineering, formal decision making methods can be used. A great number of works applying diverse multiple criteria decision making (MCDM) techniques for engineering problems have been published recently. A new approach of hybrid MCDM methods has been developing rapidly during the past few years. The current paper aims at filling the gap and to summarize publications related to applications of hybrid MCDM for engineering. The study is limited solely on papers referred in Thomson Reuters Web of Science Core Collection academic database. It aims to review how the papers have been distributed by period of publishing and by country, which multiple criteria decision making methods have been used the most frequently in developing hybrid approaches and in what domains the methods have been applied. For a more detailed analysis of applications, journal articles from engineering research area were grouped by research domains and further by analyzed issues. Findings of the current review paper confirm that hybrid MCDM approaches, due to their abilities in integrating different techniques, can assist in handling miscellaneous information taking into account stakeholders’ preferences when making decisions in engineering.
TL;DR: In this paper, the Human Factors Analysis and Classification System-Railway Accidents (HFACS-RAs) framework is proposed to identify and classify human and organizational factors involved in railway accidents.
Abstract: Accidents continue to be the major concern in the railway industry, and human factors have been proved to be the prime causes to railway accidents. In this paper, the Human Factors Analysis and Classification System-Railway Accidents (HFACS-RAs) framework is proposed to identify and classify human and organizational factors involved in railway accidents. To establish an applicable HFACS-RAs framework, large amount of incident and accident data are collected and the existing safety flaws are identified by safety experts, manufactures and railway managers who have attended the HFACS workshop. To find out the leading accident casual factors, the Analytical Network Process (ANP) method combined with Fuzzy Decision Making Trail and Evaluation (DEMATEL) method is adopted to analyze the influence relationships of human and organization factors classified by HFACS-RAs framework after its reliability is demonstrated. The expert judgement is required in most phases in this study for the uncertainty and complexity of the human and organizational factors and the proposed method to identify the main casual factors is elaborated in the case study. The relevant preventative measures can be raised to avoid the recurrence of similar accidents after the investigation. Finally some considerations on further work are discussed.