
Spatial representation is a cornerstone of the creative interior design industry, yet traditional static mediums often result in material waste and significant miscommunication between designers and occupants. This paper proposes an empirical evaluation framework that utilizes a user-centered mobile application prototype as a proof-of-concept to foster methodological dialogue through participatory design. Grounded in the emerging framework of Human-Building Interaction (HBI), the study evaluates how interactive digital tools can reduce cognitive load and enhance decision-making accuracy. Following an expert heuristic evaluation (N=3) that demonstrated substantial agreement (K=0.578), usability testing (N=10) based on ISO 9241-11 standards showed high effectiveness (90.2%) and efficiency (89.85%). A comparative pilot study indicated that mobile interactivity can enhance spatial comprehension and user agency within exploratory consultation settings compared to traditional static methods. By providing rigorous metrics for engagement, this research presents a scalable prototype that highlights both the potentials and accessibility barriers of digital-first workflows as digital catalysts in design practice.
This study investigates the components affecting the choice of design tools in the ideation phase of architectural design, with a particular focus on students’ reluctance toward sketching. Through an open inquiry, we gathered insights from architecture students, educators, and practitioners on their preferences, experiences, and perceptions of tool selection. Our results show that tool preference in ideation is not only shaped by the inherent advantages and disadvantages of sketching or Computer-Aided Design (CAD) but also by personal characteristics, educational frameworks, and contextual dynamics. Rather than positioning tools in opposition, the results suggest that sketching and digital tools support different modes of engagement within this communicative process. Findings indicate that the optimal ideation tool varies by individual context, suggesting that effective design education should address diverse student needs, enabling a balance between digital proficiency and foundational sketching skills.
The beach is a popular place for the elderly to relax, socialise and engage. Nevertheless, there are physical and social barriers that jeopardise access and mobility. Most existing solutions are unsuitable for elderly users. From an inclusive design perspective, the condition of reduced mobility and disability is common to other users. However, few studies analyse how the elderly relate to beaches and how design may improve active ageing in beaches. This study aims to explore the experience of the elderly user in the beach environment and create solutions to improve the user-environment-product relationship. Inclusive design made it possible to enhance the mobility and experience of the elderly at the beach by designing a solution centred on their real needs and expectations, while at the same time adapting to the beach landscape and other users. An innovative product that differs from existing responses was achieved.
Analyzing students’ opinions about classes, instructors, and the overall learning environment enables institutions to understand students’ needs and propose improvements to enhance the learning process. Furthermore, analyzing opinions at aspect-level allows a detailed analysis and helps to identify the relevant aspects that require attention to enrich the students’ experience. Currently, opinion analysis systems implement deep learning models to increase precision. However, these models can be misled by strategically modified inputs, known as adversarial examples, producing incorrect classifications. In this work, we analyze adversarial examples and their behavior in aspect-level sentiment analysis models to design aspect-aware modifications. Specifically, we define a model for generating aspect-level adversarial examples that modify inputs by targeting aspect–term relationships. The proposed model reduces accuracy by 20.90%, highlighting vulnerabilities in aspect-level models, where even small and targeted changes can degrade performance, providing a foundation for the development of defense mechanisms to ensure reliable predictions.
Multimodal interaction has become a central concern in contemporary Human–Computer Interaction (HCI), particularly in contexts where bodily engagement and sensory integration are fundamental to user experience. Interactive art installations constitute a specific domain within HCI in which interaction is exploratory, situated, and often resistant to conventional usability evaluation. Although principles from User-Centered Design (UCD), Interaction Design, and User Experience (UX) are frequently invoked to describe such systems, their empirical application to interactive art remains methodologically underspecified. This paper examines multimodal dialogue as an analytical lens for understanding interaction in artistic installations. Three interactive installations, SandBox, TIDE (IDEArt), and Threshold, are analyzed as qualitative case studies using a unified research design. Data were collected through systematic observation, semi-structured interviews, and audiovisual documentation, and analyzed using thematic analysis. The results identify recurrent patterns of embodied interaction, sensory exploration, and interpretative meaning-making across the three installations. In preference to proposing a new theoretical framework or quantitative evaluation model, this study contributes a methodologically transparent approach to investigating multimodal dialogue in interactive art, demonstrating, through evidence gathered across three case studies, how embodied and interpretative forms of interaction support sustained engagement, methodological reuse, and the long-term relevance of interactive installations beyond technological novelty.