Bao-yi Zhang

Prof. Bao-yi Zhang

Xiamen University of Technology, Xiamen, Fujian, China
orcid

Research Focus & Metrics

Academic Career Length

9Years (2018-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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5 November 2024 in Humanities and Social Sciences Communications
Verified
Journal Article
Open access
PDF file
BZBao-yi Zhang
Bao-yi Zhang
ZWZongsheng Wang
Zongsheng Wang
ZLZhe Li
Zhe Li
Assistive technologies (ATs) are essential for promoting social equity, particularly as the global population ages. This study addresses the persistent issue of high abandonment rates in mobility aids, specifically smart walkers (SWs), by developing a systematic design thinking methodology called Mobility Aid Design for the Elderly (MADE). The MADE approach integrates the Stanford Design Thinking Model (SDTM) with specific design methods tailored for SWs. It includes stages of empathy, define, ideate, prototype, and test, each providing actionable steps to ensure user-centered design. The methodology was applied in a case study involving 20 participants from urban settings, including elderly users and designers, using a combination of random, snowball, and purposive sampling. Interviews utilized the Evaluation Grid Method (EGM) and were analyzed using Quantification Theory Type I (QTT1) and TRIZ. The study found significant cognitive differences in preferences between elderly users and designers, particularly in esthetics and digital features. These findings were used to generate innovative design guidelines to reduce these cognitive gaps and improve user acceptance of SWs. The paper discusses the need for continuous innovation in assistive technology design to enhance social inclusion and reduce inequality. The study’s limitations, such as the use of images instead of physical products, and its urban focus, are acknowledged, suggesting areas for future research.

30 May 2025 in Information
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Journal Article
Open access
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GRGang Ren
Gang Ren
XWXuezhen Wu
Xuezhen Wu
ZHZHIHUANG HUANG
ZHIHUANG HUANG
BZBao-yi Zhang
Bao-yi Zhang
Service robots (SRs) are increasingly deployed in commercial settings, yet the factors influencing their acceptance, particularly emotional design elements, remain understudied. This research investigates SR acceptance factors by integrating the technology acceptance model, the Computers Are Social Actors (CASA) framework, Kansei engineering (KE), and social presence theory (SPT) to examine how design elements influence user responses to SRs. Using structural equation modeling of survey data from 318 shoppers and hotel guests in China, we tested relationships between CASA attributes, emotional perceptions, social presence, and usage intention. The results revealed that communication style produced the strongest effects across all emotional dimensions, with cuteness and coolness directly influencing usage intention, while warmth and novelty operate through social presence mediation. Multi-group analysis identified significant gender differences in response patterns: male users prioritized communication-driven perceptions while female users responded more strongly to coolness attributes. These findings extend our understanding of acceptance factors in service robot adoption, highlighting the critical roles of emotional design, communication style, and gender differences, while suggesting differentiated design approaches for diverse user segments.

8 August 2024 in Humanities and Social Sciences Communications
Verified
Journal Article
Open access
PDF file
BZBao-yi Zhang
Bao-yi Zhang
Digital equity is imperative for realizing the Sustainable Development Goals, particularly SDG9 and SDG10. Recent empirical studies indicate that Design for Digital Equity (DDE) is an effective strategy for achieving digital equity. However, before this review, the overall academic landscape of DDE remained obscure, marked by substantial knowledge gaps. This review employs a rigorous bibliometric methodology to analyze 1705 DDE-related publications, aiming to delineate DDE’s research progress and intellectual structure and identify research opportunities. The retrieval strategy was formulated based on the PICo framework, with the process adhering to the PRISMA systematic review framework to ensure transparency and replicability of the research method. CiteSpace was utilized to visually present the analysis results, including co-occurrences of countries, institutions, authors, keywords, emerging trends, clustering, timeline analyses, and dual-map overlays of publications. The results reveal eight significant DDE clusters closely related to user-centered design, assistive technology, digital health, mobile devices, evidence-based practices, and independent living. A comprehensive intellectual structure of DDE was constructed based on the literature and research findings. The current research interest in DDE lies in evidence-based co-design practices, design issues in digital mental health, acceptance and humanization of digital technologies, digital design for visually impaired students, and intergenerational relationships. Future research opportunities are identified in DDE’s emotional, cultural, and fashion aspects; acceptance of multimodal, tangible, and natural interaction technologies; needs and preferences of marginalized groups in developing countries and among minority populations; and broader interdisciplinary research. This study unveils the multi-dimensional and inclusive nature of methodological, technological, and user issues in DDE research. These insights offer valuable guidance for policy-making, educational strategies, and the development of inclusive digital technologies, charting a clear direction for future research.

8 April 2022
Verified
Conference Paper
Closed access
BZBao-yi Zhang
Bao-yi Zhang
MMMin-Yuan Ma
Min-Yuan Ma
XCXue-Qi Chang
Xue-Qi Chang
YZYi-Fei Zhao
Yi-Fei Zhao
YCYan Chen
Yan Chen
In the early stage of new product development of smart dining table, how to analyze user needs and how to effectively transform them into design elements determine the key innovation of the product. The purpose of this study is to identify and clarify the multi-level needs of smart dining tables in order to enhance the product user experience. Based on the comprehensive research method of QFD, firstly, the representative research samples are determined according to the market survey. Secondly, the user demand data are collected based on questionnaires and user interviews. Determine the relationship between user requirements and design elements according to HOQ analysis. Through the analysis of the contradictory relationship between the ceiling of the house of quality, the design innovation is obtained. Finally, the product design concept innovation of intelligent dining table is carried out. The results show that introducing QFD and contradiction analysis into intelligent dining table design is an effective way to improve user experience. The research results of this article can provide reference for the development and design of intelligent dining table.

8 April 2022
Verified
Conference Paper
Closed access
BZBao-yi Zhang
Bao-yi Zhang
MMMin-Yuan Ma
Min-Yuan Ma
XCXue-Qi Chang
Xue-Qi Chang
MOBA e-sports (Multiplayer Online Battle Arena e-sports) is rapidly popularizing and entering explosive development. It is very important to analyze the reasons for successfully attracting such a large number of users to play such games. The main objectives of this paper are to obtain design features of MOBA games on mobile devices, and to find the weight relationship between various charm elements. The Miryoku Engineering and Quantification Theory Type 1 are used in the whole research process. This study uses EGM method as a semi-structured interview method to conduct in-depth interviews with 8 highly involved users of mobile MOBA games. In the second stage, this study obtains the importance data of users to the design elements through the distribution of questionnaires. Finally, the quantitative relationship between design elements and users' psychological perception is established by using QTT1. The research results analyze the charm elements of mobile MOBA games. It contains four kinds of abstract reasons and the weight relationship between the original reasons and specific design elements. The author's findings can provide important information for mobile MOBA game product development.

31 October 2023
Verified
Book Chapter
Open access
PDF file
BZBao-yi Zhang
Bao-yi Zhang
XXXiaolu Xu
Xiaolu Xu
HLHanxuan Liu
Hanxuan Liu
This paper explores the integration of Outcome-Based Education (OBE) and design thinking in CAD courses for product design education. OBE provides a framework to cultivate students’ design thinking and innovation skills, ensuring their preparedness for future careers. The proposed OBE-based Design Thinking Model (ODTM) incorporates the four components of OBE into the design thinking process. The case study on a household air purifier design demonstrates the application of ODTM in a 3D modeling and rendering CAD course. By integrating OBE and design thinking, CAD courses promote critical thinking, creativity, and problem-solving skills, while ensuring reliable assessment aligned with learning outcomes. Overall, this approach equips students with the necessary skills to excel in their future careers.