Publications
2022
Abstract
Under the circumstance of continuous variation of COVID-19 virus, verified the temporariness of the vaccines made by various countries. One cannot expect permanent protection by accepting only one dose of vaccine. In order to prepare and respond to the pandemic, many countries are applying different strategies to increase vaccination rates. The WHO appeals to the world to take the vaccine booster shot for community immunity. Relevant authorities then have to provide and spread visual health messages on the booster shot to keep the public informed. This study examine how unofficial organizations can guide and persuade people to adopt relevant health actions more effectively (such as continuous vaccination) by introducing emoji with different emotional valences in different message framing. An online experiment adopted a 2 (emoji: positive versus negative) × 2 (message framing: gain framing versus loss framing) design to investigate the effects of contrary emoji on people’s self-efficacy to continuously take the booster shot. In total of 240 university students were recruited to participate in this study. Within two types of message framing, the experiment simulated 4 pieces of health messages on the COVID-19 booster shot released by an unofficial organization, together with emoji of two emotional valences. The results showed that health messages with negative emoji result in stronger self-efficacy to user. Moreover, there is an interaction effect between emoji and message framing on self-efficacy. This study is intended to provide meaningful insights for health communicators, visual designers and health practitioners concerned.
Abstract
For nearly a decade, emoji have been widely used as a substitute for nonverbal clues in computer mediated communication, especially in social media. Although the use of emoji in health communication via social media is becoming pervasive, the influences of using emoji in health information on information receivers’ perceptions and behavior has not been fully studied. In order to discover these influences, this study collected 210 Taiwanese self-statement questionnaires for analysis during the COVID-19 period in Taiwan in 2021. It adopted a 2×2 between-subject design to examine and respond to the research questions. The results verified the enhancement effect of the use of emoji in health information and the moderation effect of the information source. In the emoji condition, health information leads to a higher level of risk perception at receivers’ personal and societal levels. It also enhances the receivers’ preventive behavior intention. This experiment revealed an interaction effect between emoji and information source on preventive behavioral intention, namely that emoji work better on health information issued by unofficial organizations. The results provide indications and suggestions for how and when to use emoji effectively to design and deliver health information.
2021
Abstract
Pets and other animals can act as a protective factor in an emergency if we leverage design to communicate more effectively. A new prototype website does just that.
2019
Abstract
This guidebook presents the contents of the first Design Network for Emergency Management (DNEM) workshop on Design for emergency management. Intended for emergency managers and other interested parties, this guidebook provides an easily accessible overview of visual language, iconography, cognition in emergencies, rapid prototyping, evaluation and ethics.
Each of these topics warrants a full book and course in its own right, and neither the workshop nor this guidebook can do justice to the breadth and depth of these subjects. However, we aim to introduce you to some key ideas, and provide you with easy-to-use tools to incorporate these design concepts into your day-to-day work.
2015
Abstract
Disaster preparedness is key to coping and adaptation during the immediate aftermath of a natural hazard, but the majority of those at risk do not feel prepared. In this participatory action research we investigate the use of a participatory design approach to increase disaster preparedness around Turrialba volcano, Costa Rica. We present a case study of two ideation workshops and explore the process, outcomes, challenges and opportunities during ideation. Socio-cognitive dimensions, specifically risk and responsibility transfer, appear to be important factors influencing the uptake of self-protective measures. Challenges in workshop facilitation were of a human, cultural and resource nature. However, the overall process was successful with participants showing indications of empowerment and a number of pressing design opportunities identified.
2013
Abstract
Visual-information design is capable not only of delivering messages to its viewers, but also of enhancing services that structure and represent concepts. This approach is a way to merge aesthetics and functionality into one design practice for fully meeting users’ needs and satisfactions. From this design perspective, information that people will visualize should be accessible and understandable. Information satisfying these two criteria would have meaningful content that is self-explanatory enough to spark users’ interest in seeing the information, to complement users’ ability to understand it, and possibly to inspire the users further. That how to make the visual-information to be qualified falls not only onto the real practices, onto the general design theory that serves to enhance the visual-friendly nature of content for users, but also onto the understanding targeted users. Understanding your targeted users is the backbone of design processes from the very beginning to the end. This article addresses the preliminary stage in a robotic service and marketing experiment, where as to understand users’ experience from their outer indication (behavior and reaction) and inner gain (information learned and perception). With visualization processes, information design solution, and Kolb’s Learning Style, we defined (a) goal-oriented, (b) pioneer, (c) observer, and (d) risk-taker four user types. Those definitions and discussions provide important references for visual strategy development. As design rests on the processes of problem solving, user study rests on the processes of observing and understanding users for their needs, expectations and satisfactions. Aside from the information-design and commercial-design theories that can guide designers to ensure the representations are usable, legible and understandable, the user study can fill the gap in the theory and practice. It can also avoid the ambiguity of design details for sparking users’ interest in access the interface and for inspiring them to activate further interaction.