consumer electronics produce a huge amount of waste and harmful residuals every year. This study investigated how to avoid or reduce environmental pollution through the design of consumer electronic products. Through a literature review, analyses, discussions, and case studies, we defined design strategies for developing sustainable consumer electronics. First, material selection should be considered from the perspectives of users, usages, and use environment in accordance with environmental protection requirements. The application of recyclable and remanufacture-able materials is the inexorable trend. Second, electronic products should be designed with simply disassembled structures that employ as many recyclable functional components as possible. Third, the information on the packaging or labels of consumer electronic products should be designed with graphics that are as easy to understand as possible and within an appropriate amount. Moreover, ingenious design solutions that can motivate users positively and actively to alter their environmental protection behaviors are expected.
With the rapid speed of development for information technology in China, Chinese middle-aged and older adults benefit from various of mobile applications and services. However, most of them have difficulty to learn to use these mobile technologies. Thus, the goal of research is to design an interactive tutorial for middle-aged and older adults, which can adapt to existing applications. By conducting a survey to investigate their requirements for smartphone mobile applications tutorials and doing empirical analysis of the survey, we designed "Help Center", which solves the problems we found from the survey study: 1) by implementing a fixed FAB (Floating Action Button) button as the access of help feature, the problem that users "can't find the help features in a mobile application" is solved; 2) by implementing a PIP (picture in picture) tutorial, which allows users to do operations while watching the instructions, the problem that users "can remember nothing but easy instructions of on-boarding tutorials" is solved; 3) "learning center" feature solves the problem that users "don't know how to express the problems that they are facing with"; 4) "icons and features" feature solves the recurrent problem of users "feeling confused with the meanings of icons and features".
Consumer response toward food commercial films was examined in this paper, and we quantitatively measured the contribution of informational/emotional appeals to consumers' attitudes and purchase intentions. First, we evaluated impressions of ten samples of existing natural food television commercials. Second, we designed eight original commercial films for a plant factory's products in order to examine whether purchase intention can be controlled by applying different strengths of informational/emotional appeals. The results of multiple regression analysis indicated that a feeling of safety, one of the emotional appeals, explained more than 70% of the variance of purchase intention for both natural food and plant factory commercial films. Interest, another emotional appeal, significantly contributed to favorable attitude. However, informational appeals did not significantly contribute to purchase intention or favorability. Our quantitative analysis suggests that emotional appeals in food commercials may have stronger impacts on purchase intention and favorable attitude than informational appeals.
Existing educational toys for teaching garbage classification fail to teach about its benefits and positive results. Thus, children do not fully understand the logic behind garbage classification. We summarized the design strategies of garbage classification educational toys according to parents’ evaluations of existing toys and the literature on children’s memory characteristics. Presenting children with all the system information related to garbage classification is essential for their logical understanding. Using interactive formats and personified images enhances children’s desire to play with toys. Based on the above strategies, we designed an intelligent trash can system toy: Incorrect garbage input displays an uncomfortable expression and sad voice. Correct garbage input triggers happy expressions and positive sounds. An animated story then shows how the garbage is treated and recycled into something new. The results of a contrast experiment showed that the accuracy rate of children’s garbage classification was significantly raised after playing with the designed toy for two weeks. The toy also promoted children’s garbage-sorting behavior in daily life. When seeing trash misclassified, the children would correct the mistakes and take the initiative to share relevant knowledge about garbage disposal.
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