Rubberwood (Hevea brasiliensis) has emerged as the most important source of wood raw material in Malaysia. Being a plantation crop, it is regarded as a green and environmental-friendly material that has found applications in almost all sectors of the wood industry. Despite its importance as a socio-economic sector, the future of the rubberwood industry in Malaysia is under scrutiny. The steadily declining rubber cultivation area in the country is raising alarms about the future supply of rubberwood. Although the government provides a replanting subsidy for smallholders, who make up the large proportion of the growers, there is an urgent need to enhance the profitability of rubber growing activities. Efforts to enhance the full recovery of wood biomass available and also expanding the use of rubberwood in high value applications must be pursued rigorously, to arrest the declining interests in rubber cultivation. Policy makers must ensure that rubber cultivation remains economical and the net value of rubberwood is further enhanced through application in non-traditional sectors.
At the very early stage of idea generation, allegedly, a master craftsperson encounters cognitive dissonance to maintain beliefs/mindsets from various conceptual stimuli. We aim to capture the underlying form of cognition by examining the structure of thoughts collected from the subjective conceptualisation. A think-aloud protocol was employed to obtain verbalised thoughts of both Indonesian and UK master craftsmen. The keywords of verbalised thoughts were evaluated and extracted using a list of typical mindsets. The evaluated keywords were then analysed by means of a 396 D.W. Junaidy et al.conceptual network to reproduce a model of the individual's mental state. This study discovered that Indonesian master craftsmen's conceptualisation is greatly influenced by the strong typical mindsets of object-attribute that emphasise rationale and mastery, which stimulates a pragmatic viewpoint. Furthermore, UK master craftsmen's conceptualisation greatly considers strong typical mindsets of object-attribute that emphasise wisdom and passionate, which indicates a rigorous mind. This paper reveals that both pragmatic and rigorous mindsets can create potential or barriers for creative cognitive resources.
The concept of the smart home has been widely recognized and accepted, but the differentiated characteristics of elderly smart products in terms of demand and use are becoming more and more prominent. The lack of an efficient navigation design of the smart product interface increases the cognitive burden of elderly users, and how to better meet the needs of the elderly with smart products gradually becomes the focus of attention. This study was conducted for the elderly group, using the scenario-based design method to analyze the needs of elderly users, combining the research results of scenario theory with the smart home interaction design research method, focusing on how to make the style of interface navigation, sliding layout and button size more suitable for the cognitive behavior of elderly users. The purpose of this research is to realize an age-friendly smart home interaction design in terms of functional design and interface design. The experiment is divided into two stages: in stage 1, two different layouts and operation methods are commonly used for the age-friendly smart home interface: up and down sliding and left and right sliding; in stage 2, the functional buttons are square, where 4 styles are selected, and the side lengths are set to 10 mm, 12 mm, 15 mm, 18 mm and 22 mm. The sliding and retrieval test and retrieval and click test results show that for different sliding layout methods, the interactive performance and subjective evaluation of the interface with the up-and-down sliding layout are better. Among all functional button styles, the interaction performance and subjective evaluation of the simple button style with lines are the best. Among the function keys with a size of 10–22 mm, the interaction performance is better from 12 mm to 18 mm. The conclusion of the better interface data information obtained from this experiment improves the rationality of the age-friendly smart home interface and makes the smart home interface better for the age-friendly scenario.
It is crucial that the interface design of mobile apps be age-appropriate at this stage of global aging, as the new epidemic has resulted in a higher sense of isolation among older persons. In this study, four typical senior social service mobile applications were chosen to give older persons the ability to complete user login duties. The participants were 16 older adults (7 men and 9 women) aged 55 to 76. Both objective and subjective data, including task completion time, gaze length, pupil diameter changes, EEG wave amplitude changes, and subjective sensations of older persons, were gathered using a combination of eye-movement and EEG signal approaches. The program was created to investigate the effects of interface design aspects on older people’s task performance, including interface layout, interface color, information density, icon size and position, etc. The study’s findings revealed that when the user task completion time and average fixation duration were shorter, the line of sight was more equally distributed, the visual focus was closer to the login button, and the average EEG amplitude of the user changed more, the older adults performed better. The palace layout had a more positive effect on job completion among older individuals when it came to interface layout. In terms of interface color, colored (contrasting) colors should serve to highlight the interface’s essential information points while they can be removed. In terms of interface information density, a low-density level interface design can simplify and lower the cognitive load of task execution for older people. The first level of icons in the interface and their position in the visual center of the interface is the best interface design for older persons in terms of icon size and position. The results of this study have theoretical ramifications for a thorough understanding of the factors influencing older people’s task performance, practical ramifications for the design of older people-centered interfaces, and they contribute to our understanding of the characteristics of older people’s interface interaction behavior.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.