
Cross-Cultural Design
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This four-volume set LNCS 14699-14702 constitutes the refereed proceedings of the 16th International Conference on Cross-Cultural Design, CCD 2024, held as part of the 26th International Conference, HCI International 2024, in Washington, DC, USA, during June 29 - July 4, 2024.
The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions.
The CCD 2024 proceedings focus a broad range of theoretical and applied issues related to Cross-Cultural Design and its applications, and much more.
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Content
- Intro
- Foreword
- HCI International 2024 Thematic Areas and Affiliated Conferences
- List of Conference Proceedings Volumes Appearing Before the Conference
- Preface
- 16th International Conference on Cross-Cultural Design (CCD2024)
- HCI International 2025 Conference
- Contents - Part II
- Cross-Cultural Communication and Interaction
- Construction and Evaluation of Digital Experience Evaluation Index System in the Communication Industry
- 1 Introduction
- 2 Concept Definition and Research Foundations
- 2.1 Definition of Digital Experience Concept
- 2.2 The Industry Research Base for Digital Experience Evaluation
- 3 Research Design
- 3.1 Sample Selection and Data Sources
- 3.2 Basic Principles of Modeling
- 3.3 Model Building
- 3.4 Evaluation Methodology
- 4 Analysis of Evaluation Results
- 4.1 Summary of Overall Conclusions
- 4.2 Comparative Analysis of Different Generations of Users
- 4.3 Comparative Analysis of Users in Different Geographic Regions
- 5 Analysis of Causes and Recommendations
- 5.1 Analysis of the Reasons for the Current State of the Digital Experience
- 5.2 Suggestions for Enhancement Digital Experience
- References
- Understanding How Virtual 360-Degree Videos Generate Behavioral Intention to Visit Projected Destinations
- 1 Introduction
- 2 Theoretical Background and Hypothesis Development
- 2.1 Storytelling and Immersion
- 2.2 Authenticity and Telepresence
- 2.3 Authenticity and Immersion
- 2.4 Authenticity and Joy
- 2.5 Informativeness and Immersion
- 2.6 Telepresence and Behavioral Intention to Visit
- 2.7 Immersion and Behavioral Intention to Visit
- 2.8 Joy and Behavioral Intention to Visit
- 3 Materials and Method
- 3.1 Research Method
- 3.2 Descriptive Statistics
- 4 Results
- 5 Discussion
- 5.1 Theoretical Implications
- 5.2 Practical Implications
- 6 Conclusion
- References
- The Human-Computer Dynamic Structural Analysis of Interactive Installations
- 1 Introduction
- 2 Human-Technology Relationship
- 2.1 Embodiment Relations
- 2.2 Hermeneutic Relations
- 2.3 Alterity Relations
- 2.4 Background Relations
- 3 Human-Computer Dynamic Structure Relationship
- 3.1 Dynamic Passive Structure
- 3.2 Dynamic Interactive Structure
- 3.3 Dynamic Interactive Crossing Structure
- 3.4 Dynamic Intelligence Structure
- 4 Conclusion
- References
- The Study of Cross-Cultural Differences in Online Visual Merchandising of Imagery Fluency and Pleasure Between Eastern and Western Consumers
- 1 Introduction
- 2 Literature Review
- 2.1 Online Visual Merchandising
- 2.2 Imagery Fluency
- 2.3 Cross-Cultural Differences
- 3 Hypotheses
- 4 Experiment
- 4.1 Method
- 4.2 Results and Discussion
- 5 General Discussion
- References
- IPSD-EM Experience Evaluation System for Internet of Things Solution
- 1 Background
- 1.1 Internet of Things
- 1.2 Internet of Things Solutions
- 2 Building the IPSD-EM Experience Evaluation System
- 2.1 The Service of IoT Solution
- 2.2 The Usability Evaluation of IoT Solution
- 3 Application of the IPSD-EM Experience Evaluation System
- 3.1 Scoring Criteria for Different Kinds of Indicators
- 3.2 Experience Evaluation Data Presentation
- 3.3 Experience Evaluation Benchmarking Analysis
- 4 Conclusion
- References
- Addressing Cross-Cultural Design Challenges in Social Media Platforms: A Human-Computer Interaction Perspective
- 1 Introduction
- 1.1 Background and Challenges
- 1.2 Purpose and Significance of the Study
- 2 Related Works
- 3 Methodology
- 3.1 Exploring the Functions of Social Media Platforms
- 3.2 Survey on Social Media Usage Needs in Multicultural Contexts
- 4 Results
- 4.1 Results of the Multicultural Survey Analysis
- 4.2 Analyzing the Results
- 5 Conclusion
- References
- Comparative Case Studies: Cross-cultural Communication Strategies of the Digital Platforms of Global Trade Fairs
- 1 Introduction
- 2 Literature Review
- 2.1 Digital Transformation in Trade Fair Industry
- 2.2 Cross-cultural Communication Considerations
- 3 Research Methodology
- 4 Findings and Discussions
- 4.1 Overview of Digitalization Approaches
- 4.2 Commonalities and Differences Among Platforms
- 4.3 Cross-cultural Communication Differences
- 4.4 Effective Practices for Online Engagement
- 4.5 Key Considerations for Communication Design
- 5 Conclusions
- References
- Exploring User Engagement with Smartwatch Health Services: A Comparative Study Between Taiwan and Singapore
- 1 Introduction
- 2 Literature Review
- 2.1 Health Attitudes
- 2.2 The Role of Smartwatches in Health
- 2.3 User Experiences and Continuance with Smartwatches
- 3 Methodology
- 4 Results
- 5 Discussion
- 5.1 Health Attitude
- 5.2 The Roles of Smartwatches
- 5.3 Perceived Persuasiveness
- 5.4 Satisfaction
- 5.5 Continuance Intention
- 6 Conclusion
- References
- Research on the Design of Digital Interactive Medical Goggles with Integrated Modeling
- 1 Medical Goggles Status and Problem Analysis
- 2 Theoretical Foundations
- 2.1 Entropy Weight Method
- 2.2 Kano Model
- 2.3 QFD-TRIZ
- 2.4 Design Process Under Entropy Weight Method-Kano-QFD-TRIZ Integration Model
- 3 Design Process
- 3.1 Technical Function Analysis of Medical Goggle Products
- 3.2 Establishing and Defining User Requirements
- 3.3 Design Quality House Construction and Analysis
- 4 Specific Program Design
- 4.1 Design Description
- 4.2 Design Evaluation
- 5 Conclusion
- References
- Exploring the Impact of Emotional Valence in Advertisements and Compassion Fade on Donation Intention for War Victims
- 1 Introduction
- 1.1 Research Background
- 1.2 Research Objectives
- 2 Literature Review
- 2.1 Prospect Theory and Message Framing Effectiveness
- 2.2 Theory of Planned Behavior and Donation Intentions
- 2.3 Emotions and Decision-Making in Charitable Giving
- 2.4 Compassion Fade and Victim Identifiability in the Ukraine War
- 3 Method
- 3.1 Experimental Design and Participants
- 3.2 Stimulus Materials
- 3.3 Measures
- 4 Results
- 4.1 Effects of Frame Valence on Attitudes
- 4.2 Effects of Attitudes on Donation Intentions and Amounts
- 4.3 Frames' Effects on Emotions and Mediating Effects of Emotions on Attitudes and Donation Intention
- 4.4 Effects of Compassion Fade
- 4.5 Frames' Effects on Emotions and Mediating Effects of Emotions on Donation Intention and Intended Donation Amount
- 5 Discussion and Conclusion
- 5.1 Positive Framing Leads to Improved Attitudes and Higher Donation Intentions
- 5.2 The Effects of Compassion Fade
- 5.3 The Mediating Role of Hope
- 5.4 Limitations and Future Directions
- References
- Research on the Collaborative Mechanism of Project Robots in Online Knowledge Production Communities: An Analysis of GitHub
- 1 Introduction
- 2 Literature Review
- 3 Data and Methods
- 3.1 Data Collection
- 3.2 Measurement Model
- 4 Results and Analysis
- 4.1 Template Bot and Dedicated Bot
- 4.2 The Impact of Dedicated Bots on Online Knowledge Collaboration
- 4.3 The Effect of Dedicated Bots on the Popularity of Projects in Knowledge Collaboration
- 5 Further Discussion
- 6 Conclusion
- References
- The Application of Immersive Virtual Digital Imaging Art in Cross-Cultural Communication of Internet Aesthetics Education
- 1 Introduction
- 1.1 The Formation of Aesthetic Education on the Internet
- 1.2 The Current Status of the Dissemination of Aesthetic Education on the Internet
- 2 Literature Review
- 2.1 Immersive Virtual Digital Image Art
- 2.2 Aesthetic Education on the Internet
- 2.3 Cross-Cultural Communication
- 3 Practical Creation of Virtual Digital Image Art in Intercultural Communication of Internet Aesthetic Education
- 3.1 Content Overview
- 3.2 Display Form
- 3.3 Exhibition Entrance
- 4 Experimental Effect Evaluation
- 4.1 Experimental Object
- 4.2 Experimental Design
- 5 Experimental Results
- 5.1 User Aesthetic Experience Evaluation
- 5.2 User Interaction Experience Evaluation
- 5.3 User Immersion Experience Evaluation
- 5.4 User Emotional Experience Evaluation
- 5.5 Result
- 6 Discussion and Conclusions
- References
- Research on the Application of Design Thinking in Sustainable Food Design-Taking the Afternoon Tea on Earth Day as an Example
- 1 Introduction
- 2 Literature Review
- 2.1 Food Design
- 2.2 Design Thinking
- 2.3 Food Design and Sustainable Design
- 3 Research Methods
- 4 Design Case Analysis
- 4.1 Cognitions of The Afternoon Tea on Earth Day
- 4.2 Behaviors of The Afternoon Tea on Earth Day
- 4.3 Experiences of The Afternoon Tea on Earth Day
- 4.4 Sympathies of The Afternoon Tea on Earth Day
- 5 Discussion
- 6 Conclusions
- References
- To Split or Not to Split? Evaluating IA Roles Providing Knowledge and Emotional Support
- 1 Introduction
- 2 Related Studies and Hypotheses
- 3 Method
- 3.1 Experiment Design
- 3.2 Participants and Task
- 3.3 Procedure
- 3.4 Measures
- 3.5 Apparatus and Manipulation
- 4 Results
- 4.1 Task Performance and Cognitive Load
- 4.2 Subjective Evaluation
- 4.3 Discussion
- 5 Conclusion
- References
- Cultural Perception, Attention and Information Processing
- A Study of Differences in Audience Affective Perceptions of Non-heritage Documentaries
- 1 Introduction
- 2 Literature Review
- 2.1 Documentary on Intangible Cultural Heritage
- 2.2 Emotional Cognition
- 2.3 Audience
- 3 Research Objects and Methods
- 4 Results
- 4.1 Reliability and Validity Analysis
- 4.2 Analysis of the Differences Between Gender and Each of the Variables
- 4.3 Analysis of Differences Between Age and Variables
- 4.4 Analysis of the Differences Between Specialties and Variables
- 4.5 Analysis of Differences Between Education and Variables
- 4.6 Analysis of Differences Between Provinces and Variables
- 5 Discussion
- 6 Conclusion and Suggestions
- References
- The Cross-Cultural Differences in Consumers' Personality Type of Thinking or Feeling Influence the Judgments of Hedonic or Utilitarian Value
- 1 Introduction
- 2 Background and Review of Literature
- 2.1 Hedonic or Utilitarian with Visual
- 2.2 High and Low Context
- 2.3 Myers-Briggs Type Indicator (MBTI)
- 2.4 Thinking (T-Type) and Feeling (F-Type)
- 2.5 Brand Personality
- 2.6 Consumer Purchase Decision-Making Process
- 2.7 The Influence of Hedonic and Utility in Consumption
- 2.8 Cross-Cultural and Culture Difference
- 3 Method
- 3.1 Step 1: MBTI and Indulgence Values Secondary Analysis
- 3.2 Step 2: Questionnaire Preparation and Scale
- 4 Results
- 4.1 The Impact of Real Photo Posters and Illustration Posters on Joy
- 4.2 Hedonic and Utilitarian Activities and the Influence of Vision in Experiments
- 4.3 The Impact of FT-Type in Personality MBTI on Hedonic and Functional Vision
- 4.4 The Influence of FT-Type in Personality MBTI on Hedonic and Functional Visual Participation Willingness and Decision-Making
- 4.5 The Cross-Cultural Correlation Between Collectivism and Personality F-Type in This Experiment
- 4.6 Cross-Cultural Effects of Collectivism on Hedonic and Functional Visual Fantasy Levels
- 5 Discuss
- References
- How Augmented Visual Feedback Aids Patrons' Reading and Interaction with Rare Books - Evidence from Eye Movement
- 1 Introduction
- 2 Research Design
- 2.1 Methodology
- 2.2 Reading Materials
- 2.3 Data Collection and Analysis
- 3 Preliminary Findings
- 3.1 Patrons' Gaze Movement Through All Visual Elements
- 3.2 Patrons' Transition Among Different Visual Elements
- 3.3 Patrons' Cross-Referencing Between Semantic and Visual Elements
- 4 Discussion and Conclusions
- References
- Enhancement Methods of Sustained Attention in Complex Systems: A Review
- 1 Introduction
- 2 Enhancement Methods of Sustained Attention
- 2.1 Methods Related to Task Design
- 2.2 Methods Related to Personnel Selection
- 2.3 Methods Related to Personnel Training
- 2.4 Methods Related to Process Intervention
- 3 Summary
- 3.1 Task Design
- 3.2 Personnel Selection
- 3.3 Personnel Training
- 3.4 Process Intervention
- 4 Future Directions
- References
- Commanding Consumers' Visual Attention: Enhancement and Attenuation
- 1 Introduction
- 2 Theoretical Background
- 2.1 Information Overload and Visual Salience Approach
- 2.2 Eye Movement and Workload
- 3 Methods
- 3.1 Experiment Design
- 3.2 Materials and Tasks
- 3.3 Measures
- 3.4 Experiment Equipment
- 3.5 Participants
- 3.6 Procedure
- 3.7 Data Analysis
- 4 Results
- 4.1 Performance
- 4.2 Eye Movement
- 5 Discussion and Conclusion
- References
- The Impact of Media Multitasking Behavior Among College Freshmen on Information Processing: A Study Based on Academic Performance
- 1 Introduction
- 1.1 A Subsection Sample
- 2 Object and Method
- 2.1 Object
- 2.2 Tools
- 2.3 Statistical Methods
- 3 Results
- 3.1 Comparison of Demographic Information Between HMM and LMM Groups
- 3.2 Comparison of Mobile Phone Usage Between HMM Group and LMM Group
- 3.3 Comparison of Academic Performance Between HMM Group and LMM Group
- 4 Discussion
- 5 Conclusion
- References
- Exploring Preferences for Temporal and Spatial Frame in Navigation Context
- 1 Introduction
- 2 Related Research
- 2.1 Human-Machine Interaction Issues in Navigation Driving Scenarios
- 2.2 The Time-Space Framing Effect
- 2.3 The Spatial-Temporal Framework in In-Vehicle Navigation Instructions
- 2.4 Present Study
- 3 Method
- 3.1 Participants
- 3.2 Scenarios
- 3.3 Variables
- 3.4 Subjective Scales
- 3.5 Procedure
- 4 Data Analysis
- 5 Discussion
- 6 Conclusion and Future Work
- References
- Investigating the Impact of Different Stressors on Trust in Intelligent Decision Support Systems
- 1 Introduction
- 2 Methods
- 2.1 Participants
- 2.2 Experiment Design
- 2.3 Experimental Manipulation
- 2.4 Experimental Task
- 2.5 Experimental Process
- 3 Results
- 3.1 Manipulation Check
- 3.2 Subjective Trust
- 3.3 Behavioral Trust
- 4 Discussion
- References
- Author Index
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