CURRENT PROJECTS

Relevance Mining and Detection System (REMINDS)

The internet has changed the ways in which people seek news. With the development of technology, nowadays news readers are more likely to access news online. During the information searching process, search engine result pages (SERPs) are usually the first stage of online news selection and evaluation. Hence, in this study participants were asked to conducted open web search. We employed eye tracking to interpret participants' visual attention as relevance criteria judgment. Retrospective think aloud was also conducted to understand the criteria news seekers employed in selecting relevant news on SERPs and the process of how these criteria are prioritized and aggregated.

Consumers’ Evaluation of the Quality of Online Health Information: A Mixed Method study

Instead of passively receiving health information from healthcare providers, health consumers now are taking a more active role in seeking health information online. With numerous online sources available on the interest, it is essential to understand how health consumers evaluate online health information from different types of sources. Hence, in this study users were to evaluate health information derived from governmental, commercial, and user-generated sources. Eye tracking device and retrospective think-aloud were employed to interpret how participants evaluate the quality of online health information. The results of the study can inform the design of better web spaces to support health consumers' experience in seeking online health information.  

Designing a Mobile App for Individuals Recovering from an Opioid Addiction

The use opioid has become an epidemic in the United States. According to the Central Disease and Control and Prevention, on average 115 Americans die from an opioid overdose everyday. Among the overall opioid users, people that are being incarcerated due to opioid usage are at a higher risk of opioid relapse and overdose after being released from the incarceration system. In order to increase opioid users with educational knowledge, community support, and prevention of opioid overdose, we developed a mobile health application upon the evidence-based Community Reinforcement Model in aim to decrease fatal overdoses and improve the recovery process. The main features of the application include Support, Journal, Learn, and Motivation. The application is intended to be used in conjunction with local methadone clinics and health professionals. Further testing must be conducted to determine usability of current design. 

PAST PROJECTS

A System and Service Design to Enhance Individual's Motivation to Participate in Road-Running Races

With the use of mobile devices, many people turned to mobile application to manage their health, wellness, and physical activities. Besides keeping records of one's health and exercising condition, some mobile applications could also share personal information to friends and family; thus forming an online community to support and motivate one's health and exercising goal. Nevertheless, currently most of the physical activity applications put emphasis only on the active users and do not consider people from the online community as potential users. Thus, this research project aims to use road-running as an example and design a physical activity social platform so that users (active user and online community) with various motivations and needs could all be part of an exercise event. 

Development of Wearable Real-Time Sensing Technology for Detecting Acute Heart Disease

As people started to age, especially in the era of an aging society, their physical and mental health conditions would start to degenerate, which is one of the major causes of chronic diseases such as heart disease. With the development of technology, wireless and sensor technologies provide a method to continuously record people’s biomedical signals (e.g., heart rate). By developing wearable device, it may enhance the diagnosis and treatment of users’ everyday health conditions. In this study, we developed and examined a smart clothing system that targeted clinically high-risk patients such as older adults and older adults with chronic diseases. Through research we were able to understand potential users' perceptions and willingness to utilize wearable technologies to monitor their daily health condition.

Personality Disclosure on Social Network Sites 

Social networking sites have continued to flourish in the past few years. By using social network sites, it allow users to maintain real-life social relationships patterned after their initial, real-life social behavior. However, it is unclear whether people who use social media websites for social interaction will exhibit similar behavior in real life. The purpose of this study was to objectively investigate the usage patterns of Facebook users with different personalities based on the Big Five model of personality traits and to observe whether their social behaviors on Facebook reflect their offline personalities. Users' Facebook usage behavior, profile contents and privacy settings were collected as indicators of their online social behaviors. 

Determinants of User Acceptance of a Specific Social Platform for Older Adults

The use of the Internet and social applications has many benefits for the elderly, but numerous investigations have shown that the elderly do not perceive online social networks as a friendly social environment. Therefore, TreeIt, a social application specifically designed for the elderly, was developed for this study. In the TreeIt application, seven mechanisms promoting social interaction were designed to allow older adults to use social networking sites to increase social connection, maintain the intensity of social connections and strengthen social experience. This study’s main objective was to investigate how user interface design affects older people’s intention and attitude related to using social networking sites.

Usability Testing of Smartphone Gestures on Various Smartphone Sizes by Different Age Group Users

The touch panel has been widely used in various devices and has brought about convenient and novel human-computer interactions. Among all devices, smartphones are the most widely used touch-screen products. In addition to the high usage, smartphones vary in display sizes to meet the needs of users of different age groups. Hence, the focus of this study is to test the usability of 3 different sizes of smartphones by children, adults, and the elderly. Three existing gestures used by the Android system were evaluated: drag, pinch, and double-touch drag. Additionally, two re-design gestures were tested: multi-long press and slide down. The users' performances were measured based on their overall time, success time, accuracy, Fitts' Law values, and a subjective questionnaire.

Ergonomic Study on 3D Animation Film Design

When 3D object starts from different locations and move in different velocities, it would affect the viewers’ perception of the naturalness and harmony of the object and the whole image. Hence, in this project we used a 50-inch stereoscopic display and investigated how 3D objects with different moving locations and moving velocities affected viewers' perception of the 3D image quality. The subjective visual comfort and image quality were measured to understand the optimal velocity and started moving disparity combination that could bring out the best subjective visual comfort and image quality.

Application of Taguchi Experimental Design on Optimization 3D Display Systems

In this study, we conducted a Taguchi method experiment to investigate the image quality of 3D static image. A two-view autostereoscopic display was used to display the image. The independent variables were the display luminance, ambient illumination, range of disparity, brightness contrast ratio, and viewing time. The dependent variables were subjective comfort measurement, objective and mental visual fatigue assessment, subjective image quality and perception evaluation and depth perception measurement. The purpose of this study was to find out the best combination of independent variables so that viewers can experience the least visual fatigue and best image quality while watching an autostereoscopic display.

Fundamental Attribution Error in Conceptual and Perceptional Difficulties

In this research, we investigated whether concept and perception have influence between each other, especially causing fundamental attribution error. The experiment was a two-factor between-subjects design. Participants were asked to read an article, which the font and order of the sentences were manipulated. The font (perceptional factor) was either easy or difficult to read. As for the order of the sentences, it was either in normal order or randomized, which would affect reader’s understanding (conceptual factor) of the article. The result showed that concept and perception have effect on each other and causing fundamental attribution error.

© 2018 by Yung-Sheng Chang