Younghwan Pan

dblp:11/1713 · DBLP profile ↗
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5ranked-venue papers
0as first author
4since 2021 · last 2026
0000-0003-0745-6687ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 5 · 4 since 2021
YearPublicationVenuePosition
2026 Avoiding Intelligent Shock in Space Services: Examining the Functional Mechanisms of Service Systems on Spatial Affordance
abstract
The rapid advancement of intelligent space technologies improves spatial efficiency and productivity but also introduces cognitive challenges. Affordance theory offers a basis for understanding spatial interaction, yet its mechanisms in technology-mediated spaces remain unclear. To address this gap, this study uses the Gioia methodology to explore the functional mechanisms that enhance spatial affordance in intelligent environments. It developed a chain-driven theoretical framework encompassing three dimensions: sensing, action, and control. Based on this framework, the study further conducts a multivariate statistical analysis of 441 survey responses to examine the differences in functional mechanisms across different contexts. Results show that home spaces emphasize environmental perception and spatial control, workplaces display lower demand for dynamic functions, and third spaces highlight the action dimension of spatial representation. This study identifies key elements of spatial affordance, advancing theory and guiding practitioners in defining design constraints and exploring intelligent systems.
Younghwan Pan
Int. J. Hum. Comput. Interact.3
2024 The effects of mobile applications' passive and interactive loading screen types on waiting experience
abstract
The loading screen is unavoidable to smartphone users, and the waiting experience influences the success of a mobile application. Providing visual feedback during waiting time is an effective way to increase the waiting experience. This study is the first to examine the effects of interactive loading screens on the waiting experience compared to a passive loading screen on mobile phones across varying waiting times. The rotating ring, which has been used in loading screens widely, was chosen in our experiments. Participants compared a passive animation with grey-scale and colour-changed interactive animations. The results indicated that the duration of waiting time has a significant impact on the selection of the loading screen type. The studies also demonstrate that colour can act as an essential design factor to improve the waiting experience when designing the interactive loading screen. Furthermore, it was found that perceived time was shorter when an interactive loading screen was used, leading to higher user satisfaction compared to a passive loading screen, especially for the long waiting time. The findings obtained in the experiments provide a reference and guidelines for loading screen design to improve users` waiting experience.
Anping Cheng, Dongming Ma, Younghwan Pan
Behav. Inf. Technol.4
2024 Enhancing Museum Visiting Experience: Investigating the Relationships Between Augmented Reality Quality, Immersion, and TAM Using PLS-SEM
abstract
Augmented reality (AR) has received increasing attention and has been utilized to enhance the customer experience in museums. This study employs the Information System (IS) success model, immersion theory, and Technology Acceptance Model (TAM) to investigate the impact of AR quality on various dimensions of immersion and the effects of different dimensions of immersion on perceived usefulness and ease of use. Quantitative research was conducted on 295 visitors surveyed at the Wuhan Natural History Museum. Partial least squares structural equation modeling (PLS-SEM) was utilized to test the model. The results indicate that higher-quality AR enhances immersion and that aesthetic experience can enhance the escapist experience within the AR environment. Both dimensions of immersion contribute to perceived usefulness, while the aesthetic experience of museum visits contributes to perceived ease of use. The results obtained from the experiments provide insights into designing AR systems for use in museums.
Anping Cheng, Dongming Ma, Younghwan Pan
Int. J. Hum. Comput. Interact.3
2024 Exploring the Long-Term User Experience of an Interactive Loading Screen Using UX Curve and QUIS
abstract
User experience can change with time, and achieving a positive long-term user experience is an important goal in a successful product design. The long-term user experience of the interactive loading screen in Honor of Kings was studied by using two evaluation methods, UX Curve and QUIS questionnaire. The experiment included valid responses from a total of 23 participants. The results show that an interactive human-computer interface can achieve a good long-term waiting experience. It is also necessary to make changes to the UI or functions of the interactive screen after a period of time to ensure a good user experience. A toolbox including the QUIS questionnaire and UX Curve was proven effective in measuring the temporal aspects of user experience of the computer interface. The findings obtained in the experiments help understand the long-term user experience of human-computer interfaces. They may also provide a reference for developing different long-term user experience evaluation methods in different product contexts.
Anping Cheng, Dongming Ma, Younghwan Pan
Int. J. Hum. Comput. Interact.4
2007 A study on the emotion expression using lights in apparel types
abstract
When types of communication between people are observed, one can see that communication not only consist of words but also, contextual communication consist of facial expressions and body gestures. In this study, elements that need to be considered when using light in clothes in order to express the thoughts and various emotions of the wearer and surrounding people and to design contextual interaction rather than simply for visual effects, are examined. Clothes and light are central visual elements therefore, the relationship between perception of objects through sight and emotions are examined, elements of visual language of cloths and light are examined through documentary record, elements of visual language such as shape, color, and texture of light and clothes that influence each other are classified as well as unique elements of visual elements of light such as blink speed and blink pattern, and terms that are related to the psychological effects of these elements are extracted. Based on this, using the 8 most representative human emotions which includes happiness, excitement, anger, hatred, sadness, shock, fear, and shame as standards of design, interaction design elements using clothes and light for expression of each emotion are organized in a matrix. Then, scenarios and ideas are generated, and based on the Matrix, interaction concept design in which expression of emotions and information possible using light in apparel are produced.
Yongsoon Choi, Younghwan Pan, Jihong Jeung
Mobile HCI2