The development of creative thinking and creative problem solving is an important part of modern sustainable education. In teaching graphic design, educators should ensure the cultivation of sustainable creativity among students. Creative thinking and program development can be facilitated with the help of effective thinking tools. Among the various thinking tools, mind maps represent an easy-to-use visual diagram-based divergent thinking tool. However, few studies have examined the impact of mind maps on sustainable creativity in the design discipline. Similarly, few empirical studies have been conducted to analyse deeply the functional structure of and a graphic design education based on mind mapping. This study aims to examine the relation between students’ use of mind mapping tools and sustainable creativity in implementing mind mapping-based graphic design activities with a sample size of 35 first-year design students. Through an empirical experiment, each student was asked to create a mind map and generate a new graphic design work based on the given experimental materials. The results showed that the mind mapping tool plays an important role in the pre-conceptualization phase of the design process. This tool can effectively help designers develop creative ideas, stimulate their minds, and help them maintain their creative energy and have a sustainable and innovative creative ability.
Computers have been extended to a variety of devices, such as smart phones, tablets, and smart watches, thereby increasing the importance of responsive interfaces across multi-terminal devices. To ensure a consistent and sustainable user experience for websites and software products, it is important to study the layout, design elements, and users’ visual perception of different terminal interfaces. In this paper, the multi-terminal interfaces of 40 existing responsive websites were studied in a hierarchical grouping experiment, and six typical interface layouts were classified and extracted. Then, the main design factors affecting interface consistency of the responsive website were extracted and classified through eye tracking and a questionnaire survey. Finally, taking a sales management software tool (SA) as an example for design application, we successfully created responsive interfaces across multi-terminal devices with a consistent and sustainable experience.
Regular physical activity (PA) contributes to health, growth and development in childhood and it is essential for children to achieve appropriate PA levels (PAL). However, most children around the world fail to comply with the recommended PAL requirements. Rope skipping, as a highly accessible, enjoyable, and affordable physical activity for students, has been considered a sustainable afterschool physical activity to promote physical fitness of students by educators. The booming development of smart fitness product design and the advent of exergames have brought new possibilities for physical education and rope skipping: personalized guidance, intuitive and interesting feedback and visualized exercise data analysis—there is much room for optimization. In this study, an intelligent skipping rope and its service system were studied for primary school students (aged 7–12) who started to get involved in this sport. First, user needs, product functions, and system requirement were summarized by conducting observations and user interviews. Then, a prototype of the hardware and software interface were designed based on analysis of user research. Next, a usability test of the interactive prototype was carried out and optimization was finally made based on the feedback of the usability evaluation. The final system design includes combined innovations in software and hardware with the intention to increase children’s participation in physical activity and assist them in skipping rope in the right way with proper equipment and programs.