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Human-Computer
LNCS 12764
Interaction
Design and User Experience Case Studies
Thematic Area, HCI 2021
Held as Part of the 23rd HCI International Conference, HCII 2021
Virtual Event, July 24–29, 2021, Proceedings, Part III
Lecture Notes in Computer Science 12764
Founding Editors
Gerhard Goos
Karlsruhe Institute of Technology, Karlsruhe, Germany
Juris Hartmanis
Cornell University, Ithaca, NY, USA
Human-Computer
Interaction
Design and User Experience Case Studies
Thematic Area, HCI 2021
Held as Part of the 23rd HCI International Conference, HCII 2021
Virtual Event, July 24–29, 2021
Proceedings, Part III
123
Editor
Masaaki Kurosu
The Open University of Japan
Chiba, Japan
This Springer imprint is published by the registered company Springer Nature Switzerland AG
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Foreword
I would also like to thank the Program Board Chairs and the members of the
Program Boards of all thematic areas and affiliated conferences for their contribution
towards the highest scientific quality and overall success of the HCI International 2021
conference.
This conference would not have been possible without the continuous and
unwavering support and advice of Gavriel Salvendy, founder, General Chair Emeritus,
and Scientific Advisor. For his outstanding efforts, I would like to express my
appreciation to Abbas Moallem, Communications Chair and Editor of HCI Interna-
tional News.
Thematic Areas
• HCI: Human-Computer Interaction
• HIMI: Human Interface and the Management of Information
Affiliated Conferences
• EPCE: 18th International Conference on Engineering Psychology and Cognitive
Ergonomics
• UAHCI: 15th International Conference on Universal Access in Human-Computer
Interaction
• VAMR: 13th International Conference on Virtual, Augmented and Mixed Reality
• CCD: 13th International Conference on Cross-Cultural Design
• SCSM: 13th International Conference on Social Computing and Social Media
• AC: 15th International Conference on Augmented Cognition
• DHM: 12th International Conference on Digital Human Modeling and Applications
in Health, Safety, Ergonomics and Risk Management
• DUXU: 10th International Conference on Design, User Experience, and Usability
• DAPI: 9th International Conference on Distributed, Ambient and Pervasive
Interactions
• HCIBGO: 8th International Conference on HCI in Business, Government and
Organizations
• LCT: 8th International Conference on Learning and Collaboration Technologies
• ITAP: 7th International Conference on Human Aspects of IT for the Aged
Population
• HCI-CPT: 3rd International Conference on HCI for Cybersecurity, Privacy and
Trust
• HCI-Games: 3rd International Conference on HCI in Games
• MobiTAS: 3rd International Conference on HCI in Mobility, Transport and
Automotive Systems
• AIS: 3rd International Conference on Adaptive Instructional Systems
• C&C: 9th International Conference on Culture and Computing
• MOBILE: 2nd International Conference on Design, Operation and Evaluation of
Mobile Communications
• AI-HCI: 2nd International Conference on Artificial Intelligence in HCI
List of Conference Proceedings Volumes Appearing
Before the Conference
1. LNCS 12762, Human-Computer Interaction: Theory, Methods and Tools (Part I),
edited by Masaaki Kurosu
2. LNCS 12763, Human-Computer Interaction: Interaction Techniques and Novel
Applications (Part II), edited by Masaaki Kurosu
3. LNCS 12764, Human-Computer Interaction: Design and User Experience Case
Studies (Part III), edited by Masaaki Kurosu
4. LNCS 12765, Human Interface and the Management of Information: Information
Presentation and Visualization (Part I), edited by Sakae Yamamoto and Hirohiko
Mori
5. LNCS 12766, Human Interface and the Management of Information:
Information-rich and Intelligent Environments (Part II), edited by Sakae
Yamamoto and Hirohiko Mori
6. LNAI 12767, Engineering Psychology and Cognitive Ergonomics, edited by Don
Harris and Wen-Chin Li
7. LNCS 12768, Universal Access in Human-Computer Interaction: Design Methods
and User Experience (Part I), edited by Margherita Antona and Constantine
Stephanidis
8. LNCS 12769, Universal Access in Human-Computer Interaction: Access to Media,
Learning and Assistive Environments (Part II), edited by Margherita Antona and
Constantine Stephanidis
9. LNCS 12770, Virtual, Augmented and Mixed Reality, edited by Jessie Y. C. Chen
and Gino Fragomeni
10. LNCS 12771, Cross-Cultural Design: Experience and Product Design Across
Cultures (Part I), edited by P. L. Patrick Rau
11. LNCS 12772, Cross-Cultural Design: Applications in Arts, Learning, Well-being,
and Social Development (Part II), edited by P. L. Patrick Rau
12. LNCS 12773, Cross-Cultural Design: Applications in Cultural Heritage, Tourism,
Autonomous Vehicles, and Intelligent Agents (Part III), edited by P. L. Patrick Rau
13. LNCS 12774, Social Computing and Social Media: Experience Design and Social
Network Analysis (Part I), edited by Gabriele Meiselwitz
14. LNCS 12775, Social Computing and Social Media: Applications in Marketing,
Learning, and Health (Part II), edited by Gabriele Meiselwitz
15. LNAI 12776, Augmented Cognition, edited by Dylan D. Schmorrow and Cali M.
Fidopiastis
16. LNCS 12777, Digital Human Modeling and Applications in Health, Safety,
Ergonomics and Risk Management: Human Body, Motion and Behavior (Part I),
edited by Vincent G. Duffy
17. LNCS 12778, Digital Human Modeling and Applications in Health, Safety,
Ergonomics and Risk Management: AI, Product and Service (Part II), edited by
Vincent G. Duffy
x List of Conference Proceedings Volumes Appearing Before the Conference
18. LNCS 12779, Design, User Experience, and Usability: UX Research and Design
(Part I), edited by Marcelo Soares, Elizabeth Rosenzweig, and Aaron Marcus
19. LNCS 12780, Design, User Experience, and Usability: Design for Diversity,
Well-being, and Social Development (Part II), edited by Marcelo M. Soares,
Elizabeth Rosenzweig, and Aaron Marcus
20. LNCS 12781, Design, User Experience, and Usability: Design for Contemporary
Technological Environments (Part III), edited by Marcelo M. Soares, Elizabeth
Rosenzweig, and Aaron Marcus
21. LNCS 12782, Distributed, Ambient and Pervasive Interactions, edited by Norbert
Streitz and Shin’ichi Konomi
22. LNCS 12783, HCI in Business, Government and Organizations, edited by Fiona
Fui-Hoon Nah and Keng Siau
23. LNCS 12784, Learning and Collaboration Technologies: New Challenges and
Learning Experiences (Part I), edited by Panayiotis Zaphiris and Andri Ioannou
24. LNCS 12785, Learning and Collaboration Technologies: Games and Virtual
Environments for Learning (Part II), edited by Panayiotis Zaphiris and Andri
Ioannou
25. LNCS 12786, Human Aspects of IT for the Aged Population: Technology Design
and Acceptance (Part I), edited by Qin Gao and Jia Zhou
26. LNCS 12787, Human Aspects of IT for the Aged Population: Supporting Everyday
Life Activities (Part II), edited by Qin Gao and Jia Zhou
27. LNCS 12788, HCI for Cybersecurity, Privacy and Trust, edited by Abbas Moallem
28. LNCS 12789, HCI in Games: Experience Design and Game Mechanics (Part I),
edited by Xiaowen Fang
29. LNCS 12790, HCI in Games: Serious and Immersive Games (Part II), edited by
Xiaowen Fang
30. LNCS 12791, HCI in Mobility, Transport and Automotive Systems, edited by
Heidi Krömker
31. LNCS 12792, Adaptive Instructional Systems: Design and Evaluation (Part I),
edited by Robert A. Sottilare and Jessica Schwarz
32. LNCS 12793, Adaptive Instructional Systems: Adaptation Strategies and Methods
(Part II), edited by Robert A. Sottilare and Jessica Schwarz
33. LNCS 12794, Culture and Computing: Interactive Cultural Heritage and Arts
(Part I), edited by Matthias Rauterberg
34. LNCS 12795, Culture and Computing: Design Thinking and Cultural Computing
(Part II), edited by Matthias Rauterberg
35. LNCS 12796, Design, Operation and Evaluation of Mobile Communications,
edited by Gavriel Salvendy and June Wei
36. LNAI 12797, Artificial Intelligence in HCI, edited by Helmut Degen and Stavroula
Ntoa
37. CCIS 1419, HCI International 2021 Posters - Part I, edited by Constantine
Stephanidis, Margherita Antona, and Stavroula Ntoa
List of Conference Proceedings Volumes Appearing Before the Conference xi
38. CCIS 1420, HCI International 2021 Posters - Part II, edited by Constantine
Stephanidis, Margherita Antona, and Stavroula Ntoa
39. CCIS 1421, HCI International 2021 Posters - Part III, edited by Constantine
Stephanidis, Margherita Antona, and Stavroula Ntoa
http://2021.hci.international/proceedings
Human-Computer Interaction Thematic Area (HCI 2021)
Program Board Chair: Masaaki Kurosu, The Open University of Japan, Japan
The full list with the Program Board Chairs and the members of the Program Boards of
all thematic areas and affiliated conferences is available online at:
http://www.hci.international/board-members-2021.php
HCI International 2022
The 24th International Conference on Human-Computer Interaction, HCI International
2022, will be held jointly with the affiliated conferences at the Gothia Towers Hotel and
Swedish Exhibition & Congress Centre, Gothenburg, Sweden, June 26 – July 1, 2022.
It will cover a broad spectrum of themes related to Human-Computer Interaction,
including theoretical issues, methods, tools, processes, and case studies in HCI design,
as well as novel interaction techniques, interfaces, and applications. The proceedings
will be published by Springer. More information will be available on the conference
website: http://2022.hci.international/:
General Chair
Prof. Constantine Stephanidis
University of Crete and ICS-FORTH
Heraklion, Crete, Greece
Email: general_chair@hcii2022.org
http://2022.hci.international/
Contents – Part III
Success is not Final; Failure is not Fatal – Task Success and User
Experience in Interactions with Alexa, Google Assistant and Siri . . . . . . . . . 351
Miriam Kurz, Birgit Brüggemeier, and Michael Breiter
political and journalistic texts there is also the possibility of essential information,
presented either in a subtle form or in an indirect way, being often undetected, espe-
cially by the international public. In this case, spoken political and journalistic texts also
contain information that is not uttered but can be derived from the overall behavior of
speakers and participants in a discussion or interview. These characteristics, including
the feature of spontaneous turn-taking [31, 39] in many spoken political and journalistic
texts, are linked to the implementation of strategies concerning the analysis and process-
ing of discourse structure and rhetorical relations (in addition to previous research) [10,
22, 35, 41].
In our previous research [2, 6, 23], a processing and evaluation framework was
proposed for the generation of graphic representations and tags corresponding to values
and benchmarks depicting the degree of information not uttered and non-neutral elements
in Speaker behavior in spoken text segments. The implemented processing and evaluation
framework allows the graphic representation to be presented in conjunction with the
parallel depiction of speech signals and transcribed texts. Specifically, the alignment of
the generated graphic representation with the respective segments of the spoken text
enables a possible integration in existing transcription tools.
In particular, strategies typically employed in the construction of most Spoken Dialog
Systems, such as keyword processing in the form of topic detection [13, 19, 24, 25]
(from which approaches involving neural networks are developed [38]), were adapted
in the functions of the designed and constructed interactive annotation tool [2, 6, 23],
designed to operate with most commercial transcription tools. The output provides the
User-Journalist with (a) the tracked indications of the topics handled in the interview
or discussion and (b) the graphic pattern of the discourse structure of the interview or
discussion. The output (a) and (b) also included functions and respective values reflecting
the degree in which the speakers-participants address or avoid the topics in the dialog
structure (“RELEVANCE” Module) as well as the degree of tension in their interaction
(“TENSION” Module).
The implemented “RELEVANCE” Module [23], intended for the evaluation of short
speech segments, generates a visual representation from the user’s interaction, tracking
the corresponding sequence of topics (topic-keywords) chosen by the user and the per-
ceived relations between them in the dialog flow. The generated visual representations
depict topics avoided, introduced or repeatedly referred to by each Speaker-Participant,
and in specific types of cases may indicate the existence of additional, “hidden”[23] Illo-
cutionary Acts [9, 14, 15, 32] other than “Obtaining Information Asked” or “Providing
Information Asked” in a discussion or interview.
Thus, the evaluation of Speaker-Participant behavior targets to by-pass Cognitive
Bias, specifically, Confidence Bias [18] of the user-evaluator, especially if multiple
users-evaluators may produce different forms of generated visual representations for the
same conversation and interaction. The generated visual representations for the same
conversation and interaction may be compared to each other and be integrated in a
database currently under development. In this case, chosen relations between topics
may describe Lexical Bias [36] and may differ according to political, socio-cultural
and linguistic characteristics of the user-evaluator, especially if international users are
concerned [21, 26, 27, 40] due to lack of world knowledge of the language community
Graphic Representations of Spoken Interactions from Journalistic Data 5
involved [7, 16, 37]. In the “RELEVANCE” Module [23], a high frequency of Repetitions
(value 1), Generalizations (value 3) and Topic Switches (value -1) in comparison to the
duration of the spoken interaction is connected to the “(Topic) Relevance” benchmarks
with a value of “Relevance (X)” [3, 5] (Fig. 1).
2.5
2
1.5
1
0.5
0
-0.5 0 2 4 6 8 10 12 14
-1
-1.5
Fig. 1. Generated graphic representation with multiple “Topic Switch” relations (Mourouzidis
et al., 2019).
The development of the interactive, user-friendly annotation tool is based on data and
observations provided by professional journalists (European Communication Institute
(ECI), Program M.A in Quality Journalism and Digital Technologies, Danube Univer-
sity at Krems, Austria, the Athena- Research and Innovation Center in Information,
Communication and Knowledge Technologies, Athens, the Institution of Promotion of
Journalism Ath.Vas. Botsi, Athens and the National and Technical University of Athens,
Greece).
“Association” relations between words and their related topics are often used
to direct the Speaker into addressing the topic of interest and/or to produce the
desired answers. In some cases, the “Generalization” may also be used for the
same purpose, as a means of introducing a (not directly related) topic of interest
via “Generalization”.
6 C. Alexandris et al.
For negotiation applications, the identification of words and their related topics con-
tributes to strategies targeting to directing the Speaker-Participant to the desired goal
and the avoidance of unwanted “Association” types as well as unwanted other types of
relations -“Repetitions”, “Topic Switch” and “Generalizations” (Fig. 2).
0
0 2 4 6 8 10 12 14
-1
-2
The “Association” relations between words and their related topics contribute to
the analysis and development of negotiation procedures. In this case, Cognitive Bias
and socio-cultural factors play a crucial role in regard to the perception of the per-
ceived relations-distances between word-topics. For example, the word-topics “Coun-
try X” (name withheld) –“defense spending” or “military confrontation” – “chemical
weapons” may generate an “Association” (ASOC) or “Topic Switch” (SWITCH) reac-
tions and choices from users, depending on whether they are perceived as related or
different topics in the spoken interaction. Diverse reactions may also apply in the case
of the “Association” and “Generalization” relations, where “treaties” and “international
commitment” may generate “Association” (ASOC) or “Generalization” (GEN) reac-
tions and choices from users: “treaties” is associated with “international commitment”
or “treaties” are linked to “international commitment” with a “Generalization” relation.
Differences concerning the perception of the “Association” (ASOC) relations
between word-topics are measured in the form of triple tuples as perceived relations-
distances between word-topics [3], related to Lexical Bias (Cognitive Bias) concerning
semantic perception [36]. Examples of segments in (interactively) generated patterns
from user-specific choices between topics are the following, where the distances between
topics in the generated patterns are registered as triple tuples (triplets): (military con-
frontation, chemical weapons, 2) (“Association”), (treaties, international commitment,
3) (“Generalization”). These triplets and the sequences they form may be converted into
vectors (or other forms and models), used as training data for creating negotiation models
and their variations.
Graphic Representations of Spoken Interactions from Journalistic Data 7
Fig. 3. Interface for generating graphic representation with multiple “Association” relations.
Possible differences in the perceived relations with the Lexical Bias concerned may
play an essential role both in the employment of negotiation tactics (based on cross-
cultural analysis) and in training applications. The number of registered “Association”
relations in the processed wav.file or video file may be used to evaluate persuasion
tactics employed in spoken interaction involving negotiations (a) and their possible
employment in the construction of training data and negotiation models (b). Since the
generated graphic representations are based on perceived relations, they may also be
used for evaluating trainees performance (c).
We note that, independently from interactive and user-specific choices, topics may
be also pre-defined and/or automatically detected with word relations based on existing
(ontological and semantic) databases. However, this commonly used strategy and prac-
tice is proposed to be employed in cases where persuasion and negotiation tactics are
monitored and checked against a pre-defined model, either as a form to control spoken
interaction or as means to evaluate the pre-defined model.
The following examples in Figs. 3 and 4 depict the user interface and the gener-
ated graphic representations containing multiple “Association” relations: Chosen word-
topics and their relations in dialog segment with two speakers-participants (resulting
to a “No” answer): “military confrontation”, “reckless behavior”, “strikes”, “danger”,
“crisis”, “crisis”, “consequences”, “aggression”, “consequences”, “trust”. (choices may
8 C. Alexandris et al.
vary among users, especially in the international public), Data from an actual interview
on a world news channel (BBC HardTalk 720- 16–04-2018).
Fig. 4. Generated graphic representation with multiple “Association” relations and respective
values (including one “No” Answer (−2) – presented in Sect. 3).
An example of generated graphic representations below the “0” (zero) value depicting
spoken interactions (persuasion –negotiations) is shown in Fig. 6. In this case, the spoken
interaction contains multiple negative answers and/or multiple attempts to switch to a
different topic (Fig. 6).
0
0 2 4 6 8 10 12 14
-1
4
3
2
1
0
0 2 4 6 8 10 12 14
-1
-2
-3
Fig. 6. Generated graphic representation with multiple “No” answers (and topic switches).
2 W
W W
1
0
0 2 4 6 8 10 12 14
-1
-2 -2
-3
Fig. 7. Generated graphic representation with multiple “Association” relations and Word-Topic
triggers (“W”).
4
3
2 W
1 W
0
0 2 4 6 8 10 12 14
-1 W
-2
-3
Fig. 8. Generated graphic representation with multiple “No” answers and Word-Topic triggers
(“W”).
The detected word types may be used as training data for creating negotiation models
and their variations, as in the above-described cases. The signalized Word-Topic triggers
may be appended as marked values (for example, with “&”) in the respective tuples or
triple tuples, depending on the context in which they occur: (sanctions, −2, &dignity)
(“Negative Answer”), (military confrontation, chemical weapons, 2, &justice) (“Asso-
ciation”). If the Word-Topic triggers constitute topics, they are repeated in the tuple
or triple tuple, where they receive the respective mark: (country, people, 2, &people)
(“Association”).
12 C. Alexandris et al.
Signalized “Gravity” and “Evocative” words can be identified either from databases
constructed from collected empirical data or from existing resources such as Wordnets.
In spoken utterances “Gravity” words and especially “Evocative” words are observed
to often have their prosodic and even their phonetic-phonological features intensified
[1, 4]. The commonly occurring observed connection to intensified prosodic phonetic-
phonological features constitutes an additional pointer to detecting and signalizing
“Gravity” and “Evocative” words [1, 4].
4
3
2 W
1 W
0
0 2 4 6 8 10 12 14
-1 W
-2
-3
Fig. 9. Generated graphic representation with multiple “No” answers and Word-Topic triggers
(“W”) and Tension (shaded area between topics) in generated graphic representation and “tension
trigger” (“W”).
insights for word types and the reaction of speakers, as well as insights of Opinion
Mining and Sentiment Analysis.
The above-observed additional dimensions of words in spoken interaction, especially
in political and journalistic texts, may also contribute to the enrichment of “Bag-of-
Words” approaches in Sentiment Analysis and their subsequent integration in training
data for statistical models and neural networks.
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A Study on Universal Design of Musical
Performance System
Sachiko Deguchi(B)
1 Introduction
Music therapy is commonly used to improve the quality of life of elderly people [1, 2].
It is difficult to use musical instruments for elderly people who have little experience
of musical performance. Some instruments have been proposed and used for elderly
people along with singing [3], however, people could play chords but they do not play
melody on the instruments. Our aim is to provide a system on which people can play
melody. Our previous research provided the musical performance system and the scores
for the people who were not familiar with staff notation scores [4, 5]. Many musical
performance systems have been proposed [6–9], however, the notation of scores have
not been discussed enough. While, numbered notation scores are sometimes used for
elderly people, children and beginners, and colored notation scores are exceptionally
used for children, however, scientific and technological discussions are not enough. The
aim of this research is to improve user interfaces of our musical performance system and
to enhance score display system. Also, the aim of this research is to use the performance
system and score display system in some genres of non-Western music.
The following results were presented in HCII2019 [4].
(1) We developed a musical performance system on tablet PC. The system had several
UIs (with note names, numbers, colors or shapes on keyboards, or without symbols
on keyboards).
(2) We proposed several musical notations and developed a score database.
(3) We evaluated the UIs and scores and found that the numbered notation was most
useful for the people who were not familiar with staff notation scores. Also, we
found that colored notation would be useful for some people.
Q1 Q2 Q3 Q4
Sixties 3.94 3.71 3.71 3.53
Seventies 4.00 3.67 3.78 3.44
Eighties 3 3 1 2
Result and Discussion. The mean values of questions answered by people over 60 years
old are shown in Table 1. A person in his eighties wrote in the questionnaire that he had
20 S. Deguchi
difficulties in using the keyboard, while people in their seventies played well and did not
wrote about the difficulties. Therefore, we understood that we should study the usage
for aged people.
Method. We used the same electric pianos used in the extension course in 2018 at three
workshops in a care home in Oct. and Nov., 2019. The number of participants and the
number of people who agreed to answer the questions at each workshop are as follows.
7 people attended all three workshops and answered the questions and 3 people attended
two workshops and answered the questions.
The ages and the numbers of the participants who answered the questions are as
follows.
Second workshop
Q1-Q5 are the same as Q1–Q5 of first workshop.
Q6: Is it good for you to play with other people?
Third workshop
Q3–Q5 are the same as Q3–Q5 of second workshop.
Q7: Is it good to change tone colors? Choose 4, 3, 2 or 1.
Q8: Is it good to use the function of accompaniment? Choose 4, 3, 2 or 1.
Q9: Is it good to listen to the songs stored in the keyboard? Choose 4, 3, 2 or 1.
Q10: Is it good to use percussion button? Choose 4, 3, 2 or 1.
Result and Discussion. The mean values of questions Q1–Q6 are shown in Table 2. In
the third workshop, some people could not answer all questions because they could not
try all functions of keyboard or could not practice well because of the time limit. The
mean values of Q3 in the 1st and 2nd workshops are 3.60 and 3.55 (max is 4), therefore,
the participants could play the keyboard using numbered scores if they practice at their
own pace. While, the mean values of Q4 in the 1st and 2nd workshops are relatively
low. It would be difficult for aged people to play and sing at the same time. The mean
value of Q5 is around 6 (max is 7) in each workshop, therefore, we think the participants
almost enjoyed the workshops.
The mean values of questions Q7–Q10 are as follows.
The result indicates that participants were interested in changing tone colors, playing
with accompaniment and listening to the music. Therefore, we should implement these
functions in our system.
In these workshops, we also found the followings:
Q1 Q2 Q3 Q4 Q5 Q6
1st WS 3.90 3.80 3.60 3.30 5.90
2nd WS 3.82 3.64 3.55 3.09 5.91 3.55
3rd WS 3.25 3.50 6.00
based on the results of workshops at a care home in 2019. We found that “People took
time to play notes beyond one octave”, therefore, we provide a UI of 8 notes, because,
many simple songs can be played within 8 notes (one octave and 1 note). This UI has
eight strings which correspond 7 notes in one octave and 1 note next to the octave. e.g.,
{C4, D4, E4, F4, G4, A4, B4, C5} in C major. The numbers (1, 2,… 7) are written at
the strings. This UI was designed referring to a shape of Lyre of ancient Greek music
[10]. A user can choose the UI of colored strings. Figure 1 shows examples. The UI with
colored strings without numbers are also provided.
We also found that “People took time to play sharp notes or flat notes” at the work-
shops, therefore, we provide a function to change keys. Most simple songs use notes
on the scale, e.g., in G major, {G, A, B, C, D, E, F#} are used. If we play a song in G
major on the keyboard, we have to use black key next to F for F#. While, if we play a
song in G major on the string instrument which is tuned for G major, we don’t have to
use any black key. In our system, the pitches of strings can be transposed to most major
keys and minor keys. Also, we provide two ways to transpose keys: (1) The first note is
a keynote, or (2) The first note is always C4. E.g., in G major, a user can choose (1) The
strings are tuned for {G4, A4, B4, C5, D5, E5, F#5, G5}, or (2) The strings are tuned
for {C4, D4, E4, F#4, G4, A4, B4, C5}. In both cases, the sequence of string numbers
is always {1, 2, 3, 4, 5, 6, 7, 1’}, or the sequence of string colors is always {red, orange,
yellow, green, light-blue, blue, purple}. I.e., 1/red means the first string, 2/orange means
the second string, and so on. A number/color does not mean pitch, but it means string
number/color.
Since we use numbers or colors on strings, any pitches can be assigned to strings
and we do not have to use sharp/flat to play the UI. To avoid using sharp/flat, we could
transpose an original key to C major or A minor, however, the range of pitches is changed
and it would be inconvenient to sing the song. It is important that we can use any key
and that we can play without sharp/flat.
An experiment to evaluate the new UI was carried out in 2020. Examinees were students
because we could not make an experiment in a care home in 2020. This section describes
the outline and method of experiment.
The aim of this experiment is to compare two UIs: UI of keyboard (using black keys)
and UI of strings (tuned for a scale). We call the former UI-1, and the latter UI-2. UI-1
is shown in Fig. 2, and UI-2 used in pre-experiment is shown in Fig. 1 (left). UI-2 was
modified after pre-experiment, which is described in Sect. 3.3.
A Study on Universal Design of Musical Performance System 23
Fig. 1. A simple UI of strings with numbers (left, UI-2 in the pre-experiment) and a UI with
numbers and colors (right).
Parts of scores used in the experiment are shown in Fig. 3. The pitches are notated
as numbers (1–7) and +/- symbols are used for sharp/flat. The duration is notated as the
length of space in these scores. The melodies used in the experiment are generated as
follows.
– First, the intervals of each notes on the scale are determined, e.g., (1 1 −1 2 1 −2
1…) in Score-1 (used for UI-1) and (2 −1 1 1 −2 1 2…) in Score-2 (used for UI-2).
Both melodies are similar.
– Next, pitches of notes are determined based on the intervals, e.g. (2 3 4+ 3 5+ 6 4+
5+…) in Score-1 and (1 3 2 3 4 2 3 5…) in Score-2.
– Quarter notes and eighth notes are used in these scores.
– The melody length is 8 bars in each score.
Experiment 2:
– Examinees play UI-2 twice using Score-2 (UI is tuned for A major)
– Examinees answer the questions.
24 S. Deguchi
Q1: Is the UI easy to understand? Choose 5, 4, 3, 2, 1, 0 (5:very good, 4:good, 3:a little
good, 2:a little bad, 1:bad, 0:very bad).
Q2: Is the Score easy to understand? Choose 5, 4, 3, 2, 1, 0.
Q3: Is it easy to play using the scores? Choose 5, 4, 3, 2, 1, 0.
Fig. 3. A part of numbered notation score in A major used for UI of keyboard (above, Score-1 in
the experiment) and for UI of strings (below, Score-2 in the experiment).
Method. We made a preliminary experiment. Examinees were five lab students (male,
age: 22–24). Experiment 1 and Experiment 2 were carried out as described in Sect. 3.2.
– UI-2 (Fig. 1 left) was dark and it was difficult to read the numbers.
– The strings of UI-2 were thin, therefore, they felt uneasy when they played the system.
– They recognized the merit of UI-2 because they did not have to think about sharp
(black key), however, the design of UI-1 (keyboard) was better.
Modification of UI. We decided to modify the design of UI-2 based on the discussion
of pre-experiment. Figure 4 shows the new design of UI-2.
A Study on Universal Design of Musical Performance System 25
Fig. 4. A simple UI of strings with numbers, which was designed based on the result of pre-
experiment (UI-2 in the experiment).
UI-1 UI-2
Q1 3.94 4.42
Q2 3.39 4.18
Q3 3.18 4.15
Paired sample t-test is used for the comparison of the mean values of each question
for two UIs. The degrees of freedom is 32, and the critical value for significance level
of 0.05 (two-tailed test) is 2.0369 and that of 0.01 is 2.7385. T-ratios of the comparisons
are as follows.
Q1: -4.50 Q2: -7.54 Q3: -6.07
Therefore, there is a significant difference between the mean values of each question
for UI-1 and UI-2. This result indicate that UI-2 would be easier than UI-1 to play the
system. Because UI-2 can be tuned for any keys, we do not see any sharp/flat in scores.
While, when we use UI-1, we have to use black keys corresponding to sharp/flat in
scores.
We also asked the examinees: Which do you think is easier to play, UI-1 or UI-2? The
numbers of examinees who answered UI-1, UI-2 or “Almost the Same” are as follows.
UI-1: 1 UI-2: 25 Almost the Same: 7
This result also shows that UI-2 would be easier to play for the people who have
little experience with keyboard instrument.
26 S. Deguchi
The black keys on the keyboard are asymmetric, and this layout is helpful for a user
to recognize the location where she/he is playing. One examinee pointed out that there
should be some mark or color on the string UI so that he could recognize the location.
Three Octave Version. We have extended the UI of strings (Fig. 1) for normal use.
The system has 22 strings (for three octaves) and has scroll function. Figure 5 shows an
example. The strings can be tuned for most major scales and minor scales. Users can
choose normal size or wide size of strings. This UI also has some functions: recording
user’s performance, playing the recorded performance, and playing music using scores
in score database. These functions could support the practices. Since we made sounds
of 5 octaves, the UI of 5 octave version can be implemented if needed.
Any String Number and Any Pitches. For non-Western music, we are now developing
a system in which users can choose any number (9–21) of strings and any pitches. E.g.,
UI of koto (Japanese harp) can be designed by choosing 13 strings and assigning the
following pitches {D4, G3, A3, A#3, D4, D#4, G4, A4, A#4, D5, D#5, G5, A5} to the
strings. People can use this function to customize the UI to their musical instrument
and can play the UI using original scores. Also, composers can use this function to
compose music in some musical genre, even if they are not familiar with the genre, e.g.,
a composer usually working on popular music could compose a piece of koto music
using the UI of koto.
The numbered or colored UI is a universal design. The merits of using numbered or
colored UI and scores instead of keyboard and staff notation scores are as follows.
– In previous research, we showed that it was easy to play numbered or colored UI with
numbered or colored scores for the people who had little musical experience. The
notation using note names would be also easy to play, however, note names would not
be useful when people play and sing at the same time.
– In this research, we showed that numbered or colored UI enabled us to play musi-
cal performance system without treating sharp/flat by tuning strings and using
corresponding scores.
A Study on Universal Design of Musical Performance System 27
This UI is also a cross-cultural design. Major or minor scales are commonly used
in Western music and popular music in many countries today. However, 7 scales are
theoretically possible and it is said that 6 scales were used in medieval music. Also,
several genres of traditional music in the world use the scales other than major or minor
scale. E.g., koto music uses different scale [11]. The sequences of intervals of major,
minor, and koto scales are as follows, where, “w” means whole tone and “s” means
semitone.
Major scale: w w s w w w s
Minor scale: w s w w s w w
Koto scale: s w w w s w w
Therefore, it is important to provide the functions to implement scales other than
major or minor scales.
Also, tuning is usually complicated in traditional music. E.g., in koto music, there
are several tunings, and 5 notes in the scale are assigned to strings and other 2 notes
in the scale are played by pushing the strings (to increase the pitches). Therefore, the
function to assign a pitch to each string is necessary along with some functions for
playing methods.
In previous research, we provided musical notations for people with little musical
experience based on koto scores, and used those notations for keyboard UI (with numbers,
colors, or note names). In this research, we first developed a new UI for elderly people
and people with little musical experience based on the design of ancient Greek Lyre.
Then we noticed that this UI can be extended to non-Western music. It is interesting that
a universal design would be a cross-cultural design and vice versa.
for performers. When performers play musical instrument, the pitches and the location
of fingers are important for performers and staff notation is convenient because we can
memorize and recognize the melody by glancing at notes on five lines. However, in
some musical genres, some types of tablature are used. E.g., guitar music uses tablature
scores. Koto music uses numbered notation scores and each number corresponds to each
string of koto instrument.
We developed score display system in 2018 [4] and improved the system in 2019
and 2020. This system can display scores of 2/4, 3/4 and 4/4 time signatures. This score
display system can generate four kinds of notations about pitches (numbers, note names,
note names in Japanese, and colors), and can generate two types of notations about
duration (space length and symbol). Figure 6 shows example scores: two notations of
pitches and one notation of duration. We already compared the notations about pitches
(numbers, note names, colors, and staff notation) in 2018. In 2018, the score display
system was under development, therefore, we used the scores which were made manually
by using Excel. While, in 2020, we compared the notations about duration using the
scores generated by our system.
Fig. 6. A score of numbered notation (above) and a score of colored notation (below).
Method. The evaluation experiments of scores were carried out several times after the
experiments of UIs. Total number of examinees were 33 (Male Students, Age 19--25).
The aim of the experiment is to compare two scores: Type-1 score represents the
duration using space length, while, Type-2 score represents the duration using symbol.
Type-1 score was designed based on the design of Ikuta-school koto score [12], while,
Type-2 score was designed based on the design of Yamada-school koto score [13].
Figure 7 shows an example of each score. In Type-1 score of Fig. 7 (above), the first note
is quarter note and the second note is 8th note. A user can know the duration of each
note by the length of space where the note is placed. While, in Type-2 score of Fig. 7
(below), the first note is quarter note and the second note is 16th note. A quarter note
has no symbol, an 8th note has an underline, and a 16th note has a double underline. We
call the Type-1 score used in the experiment Score-3, and call the Type-2 score used in
the experiment Score-4.
The melodies used in the experiment are generated as described in the experiment
of UIs. In the scores of this experiment, 16th notes are used along with quarter notes and
8th notes.
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taakse, eikä mitää nähnehet. Mutta jyrinä aina vaa yltyy, n'otta
yhreltä pääsi itku.
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Niin pruukas yks vanha faari sanua. Ja se faari oli viisas miäs.
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Ei kuulu mitää.
Emäntä itköö ja kun isäntä samas tuloo ovesta, niin alkaa oikeen
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— Tua piika hullu on niin kamala, jotta paiskoo mua luuralla, eikä
pese, kun mun pitää täs yksin kaikki tehrä jott'oikee katketa — — —
Ja sitte keitethin kaffipannu ja isäntä lupas kurmoottaa piikaa kun
se tuloo.
— Pysykkö siälä!
Niin että:
Sielä oli yhyres taloos leivottu jo nelijättä päivää ja emänt' oli aiva
katketa, kun ei yölläkää saanu nukkua ku aina vaa piti nosta
kattonahan juurihulikkaa.
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laattiaa, niijotta ku piika-Manta aamupimees tuli ylisängystä alaha, nii
jalaka lipsahtiki ja Manta meni luistaan istuallansa takanloukkohon
asti. Ja kiljuu ja krääkyy n'otta koko taloonväki huomaatti.
Ja vaikka valakia oli tarttunu uunin hiilistä, niin trenki junkkari vain
intti, jotta Mantan häntä oli ottanu valakian jo aamulla, kun se
lasketteli istuhallansa.
PLUMPÄRIN PAATIN PAIKKOO.
Nyt s’oli rannalla ja makas pohja ylhäppäi. Mutta sen pohjaha oli
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funteeraamha, että eikhä tua peijakas vuara? Ku molemmat nyrkit
sai pistää yhrestäki reijästä sisälle ja toiselta pualelta mahtuu
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ottaa pois.
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kovasti nauratti ku se näki sen solmun. Sanooki jotta:
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— Mitäs mä ny teinkään?
FLIKKA PRUNNIS.
Prunni oli runnisti kolomia syltä syvä, mutta onneks’ oli vain nuan
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Ja taas ähkääsi.
Silloo töyttäs emäntä isäntää kylkehe että:
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— Mikä s'oli?
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