2,305 results on '"UX"'
Search Results
2. Career Paths beyond the Tenure Track for Cognitive Scientists
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Shafto, Carissa L and Simmering, Vanessa
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Other ,Behavioral Science ,Cognitive development ,UX ,Statistics ,Survey - Abstract
Cognitive science research has far-reaching implications, but many graduate students are trained solely for tenure-track faculty positions. Academic training develops a wide range of skills in behavioral research, literature reviewing, data analysis, scientific publishing, grant writing, teaching, and student mentorship. These skills have direct application in many other careers, but training within academia typically neglects to address how these skills translate to other work environments and career paths. As growth in the number of doctoral trainees continues to outpace permanent academic positions (Kolata, 2016; Larson et al., 2013; Lederman, 2016), more doctoral recipients have been seeking employment beyond faculty positions and academia (National Science Board, 2018). Those who are interested in exploring alternative career paths may not know where to turn for guidance. Our goal in this professional development workshop is to offer such guidance and an opportunity to network with scholars in similar situations.
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- 2024
3. Rapprochement, not Detente: How Cognitive Science and Industry can get back to getting along, and make each other better along the way
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Landy, David and Glushko, Robert
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Other ,UX ,Big data ,Computational Modeling - Abstract
We have a simple thesis: the relationship between academic and industry-based cognitive science is broken, but can be fixed. Over the last few decades, there has been a huge increase in the representation of cognitive science in industry. Beyond just machine learning, businesses are increasingly interested in human behavior and cognitive processes. Large proportions of our Ph.D. students, post-docs, and even faculty choose to go through a largely one-way door to corporate jobs in data science, behavioral experimentation, machine learning, user experience, and elsewhere. Currently, people who choose industry careers often lose their social and intellectual networks and their ability to return to tenure-track positions. Valuable insights from industry about memory, decision-making, learning, emotion, distributed cognition, and much more never return to the academic community. We believe that deep, theory driven, theory building work is being done in industry settings–and that the rift between communities makes all our work less effective
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- 2024
4. The Impact of Spatiotemporal Calibration on Sense of Embodiment and Task Performance in Teleoperation
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Falcone, Sara and Taylor, Jordan
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Embodied Cognition ,Human-computer interaction ,Sensory Processing ,Spatial cognition ,UX - Abstract
In teleoperation, the spatiotemporal calibration of the system can significantly impact both performance and user experience, which may not necessarily be causally linked. This study asks if Sense of Embodiment (SoE) varies with spatiotemporal calibration of a teleoperated system, which in turn affects task performance. Most SoE studies are passive and they do not represent a great paradigm to study the impact of calibration on SoE in active teleoperation. Therefore, we designed an active RHI in mixed reality where we manipulated both the spatial calibration (shifts) and visuo-proprioceptive synchronicity (temporal delay). We investigated if this manipulation affected performance, proprioceptive mapping, SoE and the perception of the setup as a mediator. The results suggest a potential direct influence of SoE on task performance, particularly through enhanced calibration due to synchronicity, indicating potential benefits for sustained usage. Additionally, SoE is explored comprehensively, employing multiple tests assessing implicit and explicit dimensions of calibration.
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- 2024
5. Visual working memory, attentional sustainability and shifting in digital versus non-digital environment: the role of perceptual feedback
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Anufrieva, Anastasia
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Psychology ,Attention ,Distributed cognition ,Human-computer interaction ,Memory ,UX - Abstract
The digital environment has a significant impact on our everyday lives, but there is a lack of studies on how it affects cognitive processes like attention and working memory (WM). This study aims to compare attention and WM in digital and non-digital environments. In Experiment 1, we compared attention and working memory under paper and computer-based environment tasks. The findings showed that under non-digital condition attentional sustainability and visual working memory were better. In Experiment 2, we examined attentional shifting and sustainability at different levels of digital saturation (the presence of perceptual feedback on a website). Attentional sustainability was better in a saturated condition, but attentional shifting was not affected. Thus, the real environment is suggested to be superior due to lower saturation and higher motor-visual coherence. Digital saturation, along with the ACD idea, can guide attention. These results have applications for enhancing the user experience with interfaces.
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- 2024
6. Attentional sustainability of organizer users under fast and slow appearing notifications
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Sklemenova, Valeriya and Anufrieva, Anastasia
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Psychology ,Attention ,Behavioral Science ,Human-computer interaction ,UX - Abstract
Notifications convey important information, but they can also act as distractions, leading to resumption errors. Previous research has primarily focused on two types of notifications: pop-up notifications that appear quickly (1 second) and transparency reduction notifications that appear slowly (2 seconds). Pop-up notifications in an environment with perceptual feedback tend to result in the highest number of errors, while transparency reduction notifications may go unnoticed in an environment without feedback. To bridge this gap, the third variant of notification speed (1.5 seconds) was introduced in this study. The aim was to strike a balance between the noticeability of notification and minimizing the negative impact of attention redirection. Participants were instructed to perform the Modified Bourdon Test and close notifications. The findings revealed that the third variant, combining the features of pop-up and transparency reduction notifications, led to a decrease in resumption errors while still effectively capturing users' attention.
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- 2024
7. Effect of Perceived Ease of Use and Usefulness on UX and Behavioral Outcomes.
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Lewis, James R. and Sauro, Jeff
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TECHNOLOGY Acceptance Model , *USER experience , *PRODUCT improvement , *INTENTION , *QUESTIONNAIRES - Abstract
We replicated and extended previous research to investigate the extent to which perceived ease of use and perceived usefulness account for variation in overall experience, likelihood to recommend, intention to use, and reported usage in a three-month follow-up. Consistent with previous research, we found little effect on structural equation models from varying three measures of perceived ease and two measures of perceived usefulness. All models had statistically significant standardized estimates and squared multiple correlations and had acceptable fit statistics. Despite these manipulations, the models supported a consistent narrative. Both perceived ease and perceived usefulness are important antecedents that either directly or indirectly affect the experiential and intentional outcomes (perceived usefulness somewhat more than perceived ease), with intention to use accounting for 19% of variation in follow-up ratings of usage. These models support UX practitioners by demonstrating the importance of work that improves perceptions of product ease and usefulness and showing that the two-item UX-Lite questionnaire is an effective and efficient measure of perceived ease and usefulness. [ABSTRACT FROM AUTHOR]
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- 2024
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8. Development and Validation of Four Social Scales for the UX Evaluation of Interactive Products.
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Mortazavi, Ehsan, Doyon-Poulin, Philippe, Imbeau, Daniel, and Robert, Jean-Marc
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SOCIAL acceptance , *USER experience , *SOCIAL interaction , *MULTIVARIATE analysis , *EXPLORATORY factor analysis - Abstract
The social dimension of interactive products covers all aspects of our relationships with others that are impacted by owning and using such products. Although social features are making their way into a growing number of interactive products, there is a lack of an evaluation tool to capture the social dimension of the user experience (UX). This study addressed this shortcoming by developing and validating new social scales based on the UEQ + framework. We developed four social scales to encompass various aspects within the social dimension. For scale development, 229 participants rated their UX with products having social aspects. Exploratory factor analysis allowed us to identify four sub-dimensions (Identification, Social interaction, Social stimulation, and Social acceptance), each evaluated with four items. For scale validation, 450 participants evaluated the UX of three product categories, using the new social scales, AttrakDiff, and the six UX dimensions of UEQ+. Results of MANOVA showed that the social scales discriminated the three categories (F (8, 560) = 20.68, p < 0.001, Pillai's trace = 0.456). The four social scales developed in this study can be combined with other UX dimensions of the UEQ + modular framework to provide a comprehensive overview of user interaction with products. [ABSTRACT FROM AUTHOR]
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- 2024
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9. Eye Tracking, Usability, and User Experience: A Systematic Review.
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Novák, Jakub Štěpán, Masner, Jan, Benda, Petr, Šimek, Pavel, and Merunka, Vojtěch
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ELECTRONIC data processing , *USER experience , *MACHINE learning , *RESEARCH personnel , *EYE tracking , *AUTOMATION - Abstract
Usability and user experience (UX) are emerging concerns around not only application development but everything designed to be used by people. Evaluation of the UX is, by nature, intensely subjective and time-consuming. The article focuses mainly on Eye Tracking, Usability, and User Experience from a general point of view, with an emphasis on automatic data processing. In recent years, new technological approaches have been emerging to quantify usability testing data and improve process automation. Eye tracking technology is a great way to analyze users' interaction with the product, allowing researchers to discover usability issues and even leverage the power of machine learning to recognize various kinds of emotions linked to users' interactions. Existing research concerned with these three main topics has been methodically explored. For this review, we extensively searched 1988 theme-related articles. One hundred and forty-four articles were selected based on meticulous screening, from which 90 were included in this systematic review. The outcomes reveal a significant shift toward a more technologically advanced evaluation of user experience and usability in various areas. The review proposes several opportunities for future research and missing areas connecting user experience, eye tracking, and machine learning into more products focused on problem pattern identification. [ABSTRACT FROM AUTHOR]
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- 2024
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10. Exploring the Nexus of User Interface (UI) and User Experience (UX) in the Context of Emerging Trends and Customer Experience, Human Computer Interaction, Applications of Artificial Intelligence
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Biplov Paneru, Bishwash Paneru, Ramhari Poudyal, and Krishna Bikram Shah
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human computer interaction ,ui ,ux ,artificial intelligence ,Information technology ,T58.5-58.64 ,Computer engineering. Computer hardware ,TK7885-7895 - Abstract
The complexities of User Interface (UI) and User Experience (UX) design are explored in this research paper, along with their respective functions, areas of overlap, and the changing field of customer experience. In the digital age, where technology is developing at a rapid pace, designing innovative and user-focused digital products requires an understanding of the dynamic interplay between UI and UX. This research also examines how emerging trends in the UI/UX field will affect overall customer satisfaction. Additionally, this paper delves into applications of artificial intelligence (AI) in the domains of human-computer interaction (HCI), user experience (UX), and emerging trends in these fields
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- 2024
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11. Evaluating User Experience of the IPB Help Center Website Using the Usability Testing Method
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Helena Dewi Hapsari, Ihsan Lana Valenza, Ari Dian Prastyo, Amata Fami, and Bontisesari Wahyoedi
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user experience ,usability testing ,helpdesk ,helpdesk website ,website ,ipb help center ,ipb university ,ipb ,institut pertanian bogor ,bogor agricultural university ,ux ,Mathematics ,QA1-939 ,Electronic computers. Computer science ,QA75.5-76.95 - Abstract
The IPB Help Center Website is an essential source for IPB University students to get help in solving technical problems. Research was conducted to evaluate the user experience on the IPB Help Center Website through usability testing methods. This research involved 50 IPB University student respondents who used the IPB Help Center website and filled out a survey through Google Forms. The results showed that the overall level of usability was satisfactory, with high ratings for five usability indicators, including learnability, efficiency, memorability, errors, and satisfaction. The average scores of learnability, efficiency, memorability, errors, and satisfaction indicators are 3.88, 3.95, 3.88, 4.40, and 3.85, respectively. This shows that the IPB Help Center Website has been effective in helping users solve technical problems. This research provides an evaluation to improve the user experience and effectiveness of the IPB Help Center website as a valuable resource for IPB University students. Future research will explore the correlation between various usability indicators to gain further insights.
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- 2024
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12. Measuring the User Experience of LMS CLASS-IPB Using the User Experience Questionnaire Method
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Arya Dimas Wicaksana, Rizki Juliansyah, Muhammad Anggi Lubis, Amata Fami, and Bontisesari Wahyoedi
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lms ,ux ,uex ,ipb ,class-ipb lms ,Mathematics ,QA1-939 ,Electronic computers. Computer science ,QA75.5-76.95 - Abstract
This study conducts the measurement of user experience (UX) of the CLASS-IPB Learning Management System (LMS) using the User Experience Questionnaire (UEQ) method. The research was carried out through several stages, including a literature review, method determination, data collection, and data analysis using UEQ Data Analysis Tools. It involved 45 students who provided feedback on six UX aspects: attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty. Results indicated that CLASS-IPB excels in pragmatic qualities, particularly in efficiency, perspicuity, and dependability, with scores above the benchmark average. However, the system scored lower in hedonic qualities, specifically in stimulation and novelty, suggesting areas for improvement. The study concludes that while CLASS-IPB is effective in aiding task completion and user control, it needs enhancements to become more motivating and innovative.
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- 2024
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13. Requirements for User Experience Management - A Tertiary Study
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Andreas Hinderks, Francisco José Domínguez Mayo, María José Escalona, and Jörg Thomaschewski
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agile methods ,tertiary study ,user experience ,ux ,Technology - Abstract
Today’s users expect to be able to interact with the products they own without much effort and also want to be excited about them. The development of a positive user experience must therefore be managed. We understand management in general as a combination of a goal, a strategy, and resources. When applied to UX, user experience management consists of a UX goal, a UX strategy, and UX resources. We conducted a tertiary study and examined the current state of existing literature regarding possible requirements. We want to figure out, what requirements can be derived from the literature reviews with the focus on UX and agile development. In total, we were able to identify and analyse 16 studies. After analysing the studies in detail, we identified different requirements for UX management. In summary, we identified 13 requirements. The most frequently mentioned requirements were prototypes and UX/usability evaluation. Communication between UX professionals and developers was identified as a major improvement in the software development process. In summary, we were able to identify requirements for UX management of People/Social, Technology/Artifacts, and Process/Practice. However, we could not identify requirements for UX management that enabled the development and achievement of a UX goal.
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- 2024
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14. Systematizing modeler experience (MX) in model-driven engineering success stories.
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Kalantari, Reyhaneh, Oertel, Julian, Exelmans, Joeri, Rukmono, Satrio Adi, Amaral, Vasco, Tichy, Matthias, Juhnke, Katharina, Steghöfer, Jan-Philipp, and Abrahão, Silvia
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LINGUISTIC complexity , *USER experience , *MOTIVATION (Psychology) , *SUCCESS , *ENGINEERING - Abstract
Modeling is often associated with complex and heavy tooling, leading to a negative perception among practitioners. However, alternative paradigms, such as everything-as-code or low-code, are gaining acceptance due to their perceived ease of use. This paper explores the dichotomy between these perceptions through the lens of "modeler experience" (MX). MX includes factors such as user experience, motivation, integration, collaboration and versioning, and language complexity. We examine the relationships between these factors and their impact on different modeling usage scenarios. Our findings highlight the importance of considering MX when understanding how developers interact with modeling tools and the complexities of modeling and associated tooling. [ABSTRACT FROM AUTHOR]
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- 2024
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15. Incorporating Human Judgment in AI-Assisted Content Development: The HEAT Heuristic.
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Verhulsdonck, Gustav, Weible, Jennifer, Stambler, Danielle Mollie, Howard, Tharon, and Tham, Jason
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ARTIFICIAL intelligence , *GENERATIVE artificial intelligence , *ENTHALPY , *JUDGMENT (Psychology) , *QUALITY control - Abstract
Purpose: As technical and professional communicators (TPCs) use AI to develop content, inaccuracies due to AI limitations are introduced; it is vital TPCs evaluate AI-generated content to improve accuracy and human-centeredness. In this article, we present a human-in-the-loop AI content heuristic (HEAT: Human experience, Expertise, Accuracy, and Trust) as a rating mechanism. Method: This exploratory case study evaluated the quality of content generated by ChatGPT from the perspective of beginner TPC students. We used multiple prompting strategies asking ChatGPT to create documentation on personas using two Darwin Information Type Architecture (DITA) information types namely, concept topics and task instructions, and we evaluated the results with HEAT. Results: HEAT had good intraclass correlation coefficient (ICC) reliability (.743 pilot; .825 for scenarios) indicating its fitness as a heuristic for evaluating generative AI output. The findings indicate that ChatGPT was generally good at writing concept topics; however, it performed less well creating step-by-step task instructions. Expert TPC input helped develop a better prompt for improved output. We also found that tokenization in ChatGPT (the way it breaks up text) has a large role in terms of noncompliance with format specifications. Conclusion: There is a need for TPCs to (1) develop new models for AI-assisted content creation, (2) recognize the impact of different prompting strategies on developing specific structured authoring units such as concept and task topics, and (3) be aware of the limitations of AI such as ChatGPT. Human-in-the-loop quality check mechanisms, such as HEAT, can help validate and modify AI-generated content to better serve end users. [ABSTRACT FROM AUTHOR]
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- 2024
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16. Exploring Digital Affordances in Online Mental Health Resources: A Scoping Review of Methodologies and Populations.
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Harris, Donald
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MENTAL health , *SUPPORT groups , *USER experience , *DATABASE searching , *SOCIAL types , *SOCIAL media - Abstract
AbstractThis scoping review synthesizes research on the affordances of Online Mental Health Resources (OMHRs) utilizing the PRISMA-ScR framework. Aimed at understanding how different affordances are investigated in research focused on OMHRs, the review searched four databases, identifying 14 relevant studies from an initial pool of 453 records. Results highlight a variety of affordances, such as social sharing, accessibility, anonymity, and personalization, and how they differ across OMHR types like social media, online support groups, and web-based therapies. These findings also identify opportunities and suggestions for future research in the field to better understand the role of specific affordances in enhancing the utility and user experience of OMHRs. Recommendations for areas of future research are discussed. [ABSTRACT FROM AUTHOR]
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- 2024
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17. Exploring the context of use for voice user interfaces: Toward context‐dependent user experience quality testing.
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Klein, Andreas M., Deutschländer, Jana, Kölln, Kristina, Rauschenberger, Maria, and Escalona, Maria José
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USER experience , *USER interfaces , *CONCEPTUAL structures , *HUMAN voice , *PEOPLE with disabilities - Abstract
Voice user interface (VUI) systems, such as Alexa, Siri, and Google Assistant, are popular and widely available. Still, challenges such as privacy and the ability to have a dialog remain. In the latter example, the user expects a human‐like conversation, that is, that the VUI understands the dialog and its context. However, this VUI feature of context‐aware interaction is rather error prone. For this reason, we intend to explore the VUI context of use and its impact on interaction, that is, relevant user experience (UX). We see a demand for context‐dependent UX measurement because analyzing the context of use and UX assessment are both critical human‐centered design (HCD) methods. Therefore, we examine the VUI context of use by asking users about how, where, and for what they use VUIs, as well as their UX and improvement proposals. We interviewed people with disabilities who rely on VUIs and people without disabilities who use VUIs for convenience or fun. We identified VUI context‐of‐use categories and factors and explored their impacts on relevant UX qualities. Our result is a matrix containing these elements; thus, it provides an overview of the contextual UX of our target group's VUI interaction. We intend to develop a VUI context‐of‐use conceptual structure in the future based on this matrix, which is needed to create an automated context‐dependent UX measurement recommendation tool for VUIs. This conceptual structure could also be useful for automated UX testing in the context of VUI. [ABSTRACT FROM AUTHOR]
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- 2024
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18. Characterizing UX Assessment in the Context of Immersive Experiences: A Systematic Mapping Study.
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Marques, Leonardo, Barcellos, Monalessa P., Gadelha, Bruno, and Conte, Tayana
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USER experience - Abstract
AbstractAn immersive experience is a multisensory experience across a journey or task that’s contextually relevant, enabled by a combination of interactions that create intuitive and emotional value for the user. As the technological landscape has evolved, immersive experiences have become increasingly integrated into our lives. The rise of immersive experiences comes with a focus on how to evaluate those experiences considering User Experience (UX). UX is a multifaceted construct, and its importance differs according to the type of experience. In this scenario, knowing how to evaluate UX is fundamental to understanding whether immersive experiences are pleasant. Despite some attempts to address the UX, a systematic approach to addressing UX in the immersive context still needs to be developed. This paper presents a Systematic Literature Mapping (SLM) to investigate how UX evaluations have been performed and the main UX dimensions that should be considered in immersive experiences, such as engagement, presence, and immersion. Our main result is a theoretical model that we proposed based on the UX definitions and relations from the literature. Our model can help study the relations between UX dimensions, establishing the primary UX dimensions regarding immersive experiences, and as a base for developing new UX evaluation techniques. [ABSTRACT FROM AUTHOR]
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- 2024
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19. Interaction and Design Barriers for Older Adults in Food Delivery Apps: A Usability Study.
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Juliá-Nehme, Begoña and Rosell, Javiera
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AbstractThis study aims to evaluate the usability of two Food Delivery Apps (FDAs) available in the market with a sample of older adults. We performed a usability study of basic tasks required to purchase groceries with 12 participants (Mage = 70.92, SD = 4.56). Results showed that interaction experience with both apps was similar. Most participants could perform the tasks, but not efficiently. Tasks that took the longest mean time were adding the first product to the cart and scheduling the delivery service. We found 22 interface barriers for FDA1 and 23 for FDA2. The most frequent errors were caused by a lack of a clear roadmap to guide the purchase process, unclear feedback when adding products, information overload, and difficulty distinguishing interactive buttons from text/icons and mandatory actions from optional ones. System Usability Scale results were below the suggested cut-off point of 68. We provide recommendations that could help design accessible FDAs for older adults and make them easier to use for everyone. [ABSTRACT FROM AUTHOR]
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- 2024
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20. Patients' UX Impact on Medication Adherence in Czech Pilot Study for Chronically Ill.
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Gergely, Ondrej, Mazalová, Romana, Štýbnar, Michal, Hlavinka, Antonín, Goodfellow, Nicola, Scott, Michael, Fleming, Glenda, Jochmannová, Leona, and Stanke, Ladislav
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PATIENT compliance , *CHRONICALLY ill , *USER experience , *CHRONIC obstructive pulmonary disease , *OLDER patients - Abstract
This article presents a comprehensive and multistage approach to the development of the user experience (UX) for an mHealth application targeting older adult patients with chronic diseases, specifically chronic heart failure and chronic obstructive pulmonary disease. The study adopts a mixed methods approach, incorporating both quantitative and qualitative components. The underlying hypothesis posits that baseline medicine adherence knowledge (measured by the MARS questionnaire), beliefs about medicines (measured by the BMQ questionnaire), and level of user experience (measured by the SUS and UEQ questionnaires) act as predictors of adherence change after a period of usage of the mHealth application. However, contrary to our expectations, the results did not demonstrate the anticipated relationship between the variables examined. Nevertheless, the qualitative component of the research revealed that patients, in general, expressed satisfaction with the application. It is important to note that the pilot testing phase revealed a notable prevalence of technical issues, which may have influenced participants' perception of the overall UX. These findings contribute to the understanding of UX development in the context of mHealth applications for older adults with chronic diseases and emphasise the importance of addressing technical challenges to enhance user satisfaction and engagement. [ABSTRACT FROM AUTHOR]
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- 2024
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21. Rule #55 / / Doctors Aren’t Porters
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McCoubrie, Paul and McCoubrie, Paul
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- 2024
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22. Testing Anchors, User Experience and Usability Among 4 Game Elements in a Kindy Immersive Augmented Reality Game
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Lee, Chien-Sing, Sue-Lyn, Yeap, Letisha, Goos, Gerhard, Series Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Gervasi, Osvaldo, editor, Murgante, Beniamino, editor, Garau, Chiara, editor, Taniar, David, editor, C. Rocha, Ana Maria A., editor, and Faginas Lago, Maria Noelia, editor
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- 2024
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23. Are Dark Patterns Self-destructive for Service Providers?: Revealing Their Impacts on Usability and User Satisfaction
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Kojima, Toi, Aiba, Tomoya, Maeda, Soshi, Arai, Hiromi, Nishigaki, Masakatsu, Ohki, Tetsushi, Goos, Gerhard, Series Editor, Hartmanis, Juris, Founding Editor, van Leeuwen, Jan, Series Editor, Hutchison, David, Editorial Board Member, Kanade, Takeo, Editorial Board Member, Kittler, Josef, Editorial Board Member, Kleinberg, Jon M., Editorial Board Member, Kobsa, Alfred, Series Editor, Mattern, Friedemann, Editorial Board Member, Mitchell, John C., Editorial Board Member, Naor, Moni, Editorial Board Member, Nierstrasz, Oscar, Series Editor, Pandu Rangan, C., Editorial Board Member, Sudan, Madhu, Series Editor, Terzopoulos, Demetri, Editorial Board Member, Tygar, Doug, Editorial Board Member, Weikum, Gerhard, Series Editor, Vardi, Moshe Y, Series Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Nah, Fiona Fui-Hoon, editor, and Siau, Keng Leng, editor
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- 2024
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24. Personalize Mobile Game Interface Design
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Gui, Yuchen, Zhao, Fan, Goos, Gerhard, Series Editor, Hartmanis, Juris, Founding Editor, van Leeuwen, Jan, Series Editor, Hutchison, David, Editorial Board Member, Kanade, Takeo, Editorial Board Member, Kittler, Josef, Editorial Board Member, Kleinberg, Jon M., Editorial Board Member, Kobsa, Alfred, Series Editor, Mattern, Friedemann, Editorial Board Member, Mitchell, John C., Editorial Board Member, Naor, Moni, Editorial Board Member, Nierstrasz, Oscar, Series Editor, Pandu Rangan, C., Editorial Board Member, Sudan, Madhu, Series Editor, Terzopoulos, Demetri, Editorial Board Member, Tygar, Doug, Editorial Board Member, Weikum, Gerhard, Series Editor, Vardi, Moshe Y, Series Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, and Fang, Xiaowen, editor
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- 2024
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25. Virtual Reality Meets Low Vision: The Development and Analysis of MagniVR as an Assistive Technology
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Kaya, Cem, Ersoy, Baha Mert, Karaca, Murat, Goos, Gerhard, Series Editor, Hartmanis, Juris, Founding Editor, van Leeuwen, Jan, Series Editor, Hutchison, David, Editorial Board Member, Kanade, Takeo, Editorial Board Member, Kittler, Josef, Editorial Board Member, Kleinberg, Jon M., Editorial Board Member, Kobsa, Alfred, Series Editor, Mattern, Friedemann, Editorial Board Member, Mitchell, John C., Editorial Board Member, Naor, Moni, Editorial Board Member, Nierstrasz, Oscar, Series Editor, Pandu Rangan, C., Editorial Board Member, Sudan, Madhu, Series Editor, Terzopoulos, Demetri, Editorial Board Member, Tygar, Doug, Editorial Board Member, Weikum, Gerhard, Series Editor, Vardi, Moshe Y, Series Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Antona, Margherita, editor, and Stephanidis, Constantine, editor
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- 2024
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26. A Study on the Interaction of the Elderly with Digital Games Under the User Experience Approach
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de Assis, Meuriam Silva, Garbuio, Thiago Siqueira, Martins, Valéria Farinazzo, Eliseo, Maria Amelia, Filipe, Joaquim, Editorial Board Member, Ghosh, Ashish, Editorial Board Member, Prates, Raquel Oliveira, Editorial Board Member, Zhou, Lizhu, Editorial Board Member, Ruiz, Pablo H., editor, Agredo-Delgado, Vanessa, editor, and Mon, Alicia, editor
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- 2024
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27. The Effect of Dark Patterns and User Knowledge on User Experience and Decision-Making
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Naheyan, Tasneem, Oyibo, Kiemute, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Baghaei, Nilufar, editor, Ali, Raian, editor, Win, Khin, editor, and Oyibo, Kiemute, editor
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- 2024
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28. Vorgehensweisen für menschzentrierte Datenanalyseprojekte : Eine Reise zum erfolgreichen Umsetzen von datengetriebenen Projekten
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Bühler, Adrienne, Rösch, Andrea, Schötz, Anette, Ruzicka, Birko, Nordmann, Céline, Dar, Daniaal, Ferstl, Hermann, Joachimbauer, Julian, Doukas, Michael, Sindram, Tanja, Huber, Thomas, Deuse, Jochen, editor, Klinkenberg, Ralf, editor, and West, Nikolai, editor
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- 2024
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29. User Experience Centred Design for Chinese Seniors’ Community Employment
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Zhu, Tianrui, Filipe, Joaquim, Editorial Board Member, Ghosh, Ashish, Editorial Board Member, Prates, Raquel Oliveira, Editorial Board Member, Zhou, Lizhu, Editorial Board Member, Stephanidis, Constantine, editor, Antona, Margherita, editor, Ntoa, Stavroula, editor, and Salvendy, Gavriel, editor
- Published
- 2024
- Full Text
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30. Augmented Reality Towards Industry 5.0: Improving Voice and Tap Interaction Based on User Experience Feedback
- Author
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Carrança, Alexandre, Sousa, Nuno, Rocha, José, Santos, Eduardo, Evangelista, Luis, Ferreira, António, Adão, Telmo, Sousa, Emanuel, Margolis, Iara, Angrisani, Leopoldo, Series Editor, Arteaga, Marco, Series Editor, Chakraborty, Samarjit, Series Editor, Chen, Jiming, Series Editor, Chen, Shanben, Series Editor, Chen, Tan Kay, Series Editor, Dillmann, Rüdiger, Series Editor, Duan, Haibin, Series Editor, Ferrari, Gianluigi, Series Editor, Ferre, Manuel, Series Editor, Jabbari, Faryar, Series Editor, Jia, Limin, Series Editor, Kacprzyk, Janusz, Series Editor, Khamis, Alaa, Series Editor, Kroeger, Torsten, Series Editor, Li, Yong, Series Editor, Liang, Qilian, Series Editor, Martín, Ferran, Series Editor, Ming, Tan Cher, Series Editor, Minker, Wolfgang, Series Editor, Misra, Pradeep, Series Editor, Mukhopadhyay, Subhas, Series Editor, Ning, Cun-Zheng, Series Editor, Nishida, Toyoaki, Series Editor, Oneto, Luca, Series Editor, Panigrahi, Bijaya Ketan, Series Editor, Pascucci, Federica, Series Editor, Qin, Yong, Series Editor, Seng, Gan Woon, Series Editor, Speidel, Joachim, Series Editor, Veiga, Germano, Series Editor, Wu, Haitao, Series Editor, Zamboni, Walter, Series Editor, Zhang, Junjie James, Series Editor, Tan, Kay Chen, Series Editor, and Ma, Yongsheng, editor
- Published
- 2024
- Full Text
- View/download PDF
31. Data-Driven Design in e-Commerce: Contribution of Customer Data Applied to User Experience
- Author
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de Matos Monteiro, Joana, da Silva, Firmino Oliveira, Kacprzyk, Janusz, Series Editor, Gomide, Fernando, Advisory Editor, Kaynak, Okyay, Advisory Editor, Liu, Derong, Advisory Editor, Pedrycz, Witold, Advisory Editor, Polycarpou, Marios M., Advisory Editor, Rudas, Imre J., Advisory Editor, Wang, Jun, Advisory Editor, Yang, Xin-She, editor, Sherratt, R. Simon, editor, Dey, Nilanjan, editor, and Joshi, Amit, editor
- Published
- 2024
- Full Text
- View/download PDF
32. A Portrait of Emotion: Empowering Self-Expression through AI-Generated Art
- Author
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Lee, Yoon Kyung, Park, Yong-Ha, and Hahn, Sowon
- Subjects
Artificial Intelligence ,Psychology ,Art and Cognition ,Creativity ,Embodied Cognition ,Emotion ,Human Factors ,Human-computer interaction ,Intelligent agents ,Interactive behavior ,Natural Language Processing ,Semantics of language ,UX ,Case studies ,Computer-based experiment ,Neural Networks ,Qualitative Analysis ,Quantitative Behavior - Abstract
We investigated the potential and limitations of generative artificial intelligence (AI) in reflecting the authors' cognitive processes through creative expression. The focus is on the AI-generated artwork's ability to understand human intent (alignment) and visually represent emotions based on criteria such as creativity, aesthetic, novelty, amusement, and depth. Results show a preference for images based on the descriptions of the authors' emotions over the main events. We also found that images that overrepresent specific elements or stereotypes negatively impact AI alignment. Our findings suggest that AI could facilitate creativity and the self-expression of emotions. Our research framework with generative AIs can help design AI-based interventions in related fields (e.g., mental health education, therapy, and counseling). The full version of the paper can be found at https://arxiv.org/abs/2304.13324.
- Published
- 2023
33. Friendly-Bot: The Impact of Chatbot Appearance and Relationship Style on User Trust
- Author
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Bae, Seoyeon, Lee, Yoon Kyung, and Hahn, Sowon
- Subjects
Artificial Intelligence ,Psychology ,Empathy ,Human Factors ,Human-computer interaction ,Intelligent agents ,Social cognition ,UX ,Qualitative Analysis ,Quantitative Behavior - Abstract
With AIs becoming prevalent in our daily lives, it is still controversial whether they are a reliable conversational assistant. We, therefore, developed a chatbot, a Friendly-Bot, where users can share interpersonal experiences (e.g., friendship and romantic relationships). We then manipulated chatbot appearances into two types: robot and human-looking. We found that chatbot appearance predicted users’ trust. Participants preferred the robot-looking chatbot over the human-looking one. Participants also showed higher trust in robot-looking chatbots when conversing about positive interpersonal relationships. Participants showed a different pattern of trust depending on the appearance condition: positive experience led to higher trust in robot-looking condition, whereas the opposite was observed in human-looking condition. Our findings show how chatbot appearance influences rapport-building in AI-assisted interactions (e.g., counseling).
- Published
- 2023
34. AR Classroom usability studies: Implications for enhancing educational technology
- Author
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Aguilar, Samantha D., Crabb, Katherine, Stautler, James, and Burte, Heather
- Subjects
Education ,Psychology ,Embodied Cognition ,Human-computer interaction ,Learning ,Spatial cognition ,UX ,Computer-based experiment ,Qualitative Analysis ,Quantitative Behavior - Abstract
Augmented reality (AR) can enhance students' learning within problem-solving and abstract thinking domains and enhance traditional pedagogy focused on mathematical technical and theoretical knowledge (Wang et al., 2018). Two usability studies examined user interactions and learning of three-dimensional (3D) matrix algebra after using one of two versions (virtual versus physical) of the AR Classroom. The AR Classroom facilitates the learning of geometric transformations and their mathematics through virtual interactions (using sliders to view rotations overlaid onto a LEGO model) or physical interactions (physically rotating a LEGO model) to help in cognitive offloading and spatial thinking related to 3D transformations and matrix algebra through embodied learning. Quantitative and qualitative analyses of the first usability test revealed modifications that could improve usability, and analyses of the second usability test revealed the impact of those modifications. Implications of findings for a variety of other educational technologies will be discussed.
- Published
- 2023
35. User’s acceptance of an AI-based software to promote attention control
- Author
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Herbst, Veronika, Stock, Adrian, Bareiß, Laura, and Wirzberger, Maria
- Subjects
Computer Science ,Behavioral Science ,Human-computer interaction ,Skill acquisition and learning ,UX - Abstract
Advanced digitization and related information overload foster the prevalence of disruptive stimuli that constantly challenge people in learning and working contexts. The high variety of potential distractions increasingly reduces attention and subsequently minimizes capacities for productive study and work habits. Addressing this challenge, intelligent training software can leverage metacognitive feedback to support people with resisting situational temptations and keeping focused on meaningful tasks. While pilot studies indicate benefits to strengthen attention control skills, they also show hesitation towards using such software at all. Hence, the present study investigates users’ acceptance towards an AI-based software to promote attention control in more detail. A sample of 71 volunteers completed a survey based on the Unified Theory of Acceptance and Use of Technology (UTAUT) to identify factors determining people’s willingness to use the software. Results indicate that performance expectancy is an important predictor to consider when introducing the software to potential target groups.
- Published
- 2023
36. Are Facial Expressions Predictors for the Sense of Agency in a Dot Control Task?
- Author
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Frenzel, Tina, Brand, Daniel, and Ragni, Marco
- Subjects
Psychology ,Face Processing ,UX - Abstract
In assessing the sense of agency (SoA) in the field, researchers are often confronted with the limitations of conventional methods (e.g., retrospectivity, task-disruption). Generally, facial analysis offers a promising possibility to overcome these obstacles by directly collecting objective data in real-time and without any need for contact. This paper examines the applicability of face tracking for SoA assessment by investigating whether facial expressions can be used to derive information about the extent to which users feel in control in interactions with technical systems. In a laboratory experiment (N = 27) based on the dot control task, we manipulated SoA via task difficulty and explored the effects on facial expression patterns. Three action units in the region of the mouth were observed to be characteristic facial indicators of SoA. These findings support the suitability of facial expressions for SoA evaluation as well as the potential of face tracking for monitoring SoA in various practical fields of application (e.g., automated driving).
- Published
- 2023
37. Hierarchical Grouping of Simple Visual Scenes
- Author
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Rice, Patrick, Mao, Jiayue (Linda), Zhu, Ziying (Ariana), Wu, Emily, and Byrne, Michael
- Subjects
Psychology ,Human Factors ,Perception ,UX ,Vision - Abstract
Human visual grouping processes consolidate independent visual objects into grouped visual features on the basis of shared characteristics; these visual features can themselves be grouped, resulting in a hierarchical representation of visual grouping information. In the present study, participants provided free-response groupings of a set of stimuli that contained consistent structural relationships between a limited set of visual features. These grouping patterns were evaluated for relationships between specific visual features and the participant’s grouping patterns. We observed that the relative size of the visual features differentiated groupings across levels of the grouping hierarchy, while the form of visual objects and features distinguished separate groups within a particular level of hierarchy. These consistent relationships between visual feature characteristics and placement within a grouping hierarchy can be leveraged to advance computational theories of human visual grouping behavior, which can in turn be applied to effective design for interfaces such as voter ballots.
- Published
- 2023
38. Factors in the Presentation Method of Museum Audio Guides Affecting Human Appreciation Behavior
- Author
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Saito, Mari
- Subjects
Artificial Intelligence ,Psychology ,Action ,Behavioral Science ,Human Factors ,Human-computer interaction ,Intelligent agents ,UX ,Qualitative Analysis ,Quantitative Behavior - Abstract
Audio guides are used for appreciating works in museums. Although factors that influence such appreciation behavior have been studied, little is known about the effect of changing the audio guide presentation method when the viewer uses it. To understand the influence of audio guides on appreciation, this study conducted experiments to identify whether the audio guide presentation method affected viewers’ appreciation behavior. The results demonstrated that changes in speaking speed and presentation timing affected appreciation behavior, whereas priming did not affect appreciation but affected moving behavior. In addition, we examined subjective impressions of appreciation. Consequently, in terms of speaking speed and presentation timing, which affect appreciation time, it became clear that certain conditions made people feel uncomfortable in the subjective evaluation. On the other hand, in priming factors that only affect moving time, no unusual impression was found in the appreciation itself. The findings suggested the possibility of automatically controlling the presentation method without decreasing satisfaction with appreciation.
- Published
- 2023
39. Understanding cognition of laundry habits to foster sustainable behavior
- Author
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Höpfl, Laura and Wirzberger, Maria
- Subjects
Psychology ,Behavioral Science ,UX ,Qualitative Analysis - Abstract
Behavior plays a crucial role in promoting sustainability. In semi-structured user-interviews, ten subjects provided information on their laundry habits.Most participants had little understanding of the unit kilowatt-hours and rarely used the eco-program. Some participants were unaware if their machine has an eco-option. They learned washing from their mothers or taught themselves. However, since the mothers did not know the eco-program, they could not pass on its use. Confronted with resource consumption of modern washing machines, some participants indicated plans for behavioral adjustment. The idea of displaying the price per washing cycle directly on the machine was evaluated positively by most participants.In conclusion, the majority had no conception of their electricity consumption or the eco-program. Results indicate that sustainability is hardly tangible for most people. Hence, making behavioral consequences accessible provides a good starting point for behavioral change.
- Published
- 2023
40. Measuring the Perceived Clutter of Websites.
- Author
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Lewis, James R. and Sauro, Jeff
- Abstract
AbstractPerceived clutter is a potentially important but understudied construct in UX research. In this paper we described the development and assessment of a standardized questionnaire for reliable and valid measurement of perceived clutter of websites. Starting with an initial set of 16 items and two hypothesized factors, a series of exploratory analyses led to a final set of five items, two for the hypothesized construct of Content Clutter (too much irrelevant content like ads and videos) and three for the hypothesized construct of Design Clutter (poor design of relevant information like too much text, an unpleasant layout, or too much visual noise). Confirmatory analyses using an independent dataset showed excellent fit statistics for CFA of the five-item questionnaire and good fit for an SEM of the connections between clutter and other UX constructs. Researchers should exercise caution about generalizing results to other contexts and interfaces, but UX practitioners should be able to use this perceived clutter of websites (PCW) questionnaire when assessing consumer websites. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
41. Towards more trusted virtual physicians: the combinative effects of healthcare chatbot design cues and threat perception on health information trust.
- Author
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Jin, Eunjoo and Eastin, Matthew
- Abstract
Although virtual healthcare assistants have been extensively adopted in the healthcare industry, users still question their reliability. Based on the Computers are Social Actor (CASA) paradigm, the current study conducted an experiment to examine how different chatbot design cues (Chatbot vs. Layperson vs. Doctor) affect users’ trust towards virtual healthcare assistants. Results indicate that the doctor-like design cues and bot-like design cues (vs. layperson-like design cues) elicited significantly greater perceived chatbot expertise, which enhanced users’ trust in health information. This study further found the significant moderating effects of users’ perceived threat on chatbot expertise and privacy concerns. Positive effects of the doctor-like design cue and the bot-like design cue on perceived expertise were found to be significant only for those whose perceived threat was high. Interestingly, the doctor-like design cues led to greater (less) privacy concerns when the perceived threat level was low (high). The findings provide human–computer interaction researchers and chatbot UX/UI designers with important theoretical and practical implications. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
42. Reflect, Assess, Visualize: Cultivating Skill Development in User Experience Education.
- Author
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Rose, Emma J., Putnam, Cynthia, and MacDonald, Craig M.
- Subjects
PROFESSIONAL competence ,LEARNING theories in education - Abstract
In the field of user experience (UX), there is a wide range of skills that practitioners are expected to acquire and demonstrate as a competitive candidate for a job. Previous research identified three main skill categories of UX practitioners: technical skills, human skills, and dispositions. However, as educators, we have found that students often struggle to understand and incorporate the breadth of the skills they need into their learning and development. To help students identify, assess, and cultivate their skill sets, we designed a pedagogical intervention in the form of an 'advance organizer' that asks students to reflect on their initial and changing skill sets while enrolled in a UX-focused course. In this article, we present the basis of the intervention, including background on learning theories that supported its design. The intervention asks students to read and reflect on an academic article about the desired skills of aspiring UX practitioners, conduct an inventory of their existing and desired skill sets, and design a visualization to represent their current and future skill levels. We report on how the intervention was implemented in three different programs related to UX (one undergraduate, and two graduate programs). An analysis of the resulting assignments suggests the intervention was effective and valuable and helped give students a better sense of the range of skills required in industry. We conclude with considerations for implementing the intervention. [ABSTRACT FROM AUTHOR]
- Published
- 2024
43. Procesos de enseñanza-aprendizaje como experiencias UX.
- Author
-
Leonor Di Stefano, Diana
- Subjects
PUBLISHING ,TEACHING ,DIGITAL learning ,SOCIAL networks ,STUDENTS - Abstract
Copyright of Actas de Diseño is the property of Facultad de Diseno y Comunicacion, Fundacion Universidad de Palermo and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
44. Assessing User Experience in Immersive Virtual Reality Environment: A review of interconnected terms and meanings.
- Author
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Poiet Sampedro, Paula, Santos Andrade, Vinicius, Nucci Porsani, Rodolfo, Zitkus, Emilene, and Pires Nogueira Valente, Vânia Cristina
- Subjects
SHARED virtual environments ,LITERATURE reviews ,VIRTUAL reality ,USER experience ,VIRTUAL design - Abstract
Copyright of Cuadernos del Centro de Estudios de Diseño y Comunicación is the property of Cuadernos del Centro de Estudios de Diseno y Comunicacion and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
45. Developing a Functional User Interface for VR Simulations within Agricultural Equipment Contexts.
- Author
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Brabec, Miroslav, Benda, Tomáš, Benda, Petr, Šimek, Pavel, Havránek, Martin, and Lohr, Václav
- Subjects
- *
USER interfaces , *AGRICULTURAL education , *ACCESS to information , *USER experience , *AGRICULTURE , *AGRICULTURAL equipment , *EYE tracking - Abstract
This study investigates the optimization of VR simulation interfaces for agricultural machinery, emphasizing the critical role of skill development and targeted education in enhancing agricultural efficiency. By utilizing eye-tracking technology, the research evaluates user experience (UX) across two menu designs - panel and radial -in VR settings. Results highlight the significance of intuitive menu design in facilitating user navigation and information access, with the panel menu outperforming the radial menu in usability. Despite some preferences for the radial menu's features, the panel menu is favored for its user-friendly design and ease of access, particularly in agricultural simulations. The findings suggest that effective VR interface design, supported by focused training, can significantly improve operational efficiency in agriculture. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
46. Design-verse technologies. Registro do processo de desmaterialização digital de objetos por Scan para Realidade Virtual.
- Author
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Nucci Porsani, Rodolfo, Alves Junior, Mauro Inácio, Leonardo Demaison, André, Almeida, Lucas G. G., Poiet Sampedro, Paula, Santos Andrade, Vinicius, and Carlos Paschoarelli, Luis
- Subjects
VIRTUAL reality ,USER experience ,NEW product development ,VIRTUAL design ,SHARED virtual environments - Abstract
Copyright of Cuadernos del Centro de Estudios de Diseño y Comunicación is the property of Cuadernos del Centro de Estudios de Diseno y Comunicacion and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
47. Which UX Research method or technique should I take? Assisting software startup professionals in making their choices
- Author
-
Luana de Parolis Bianchini and Luciana Zaina
- Subjects
UX ,UX Research ,Software Startups ,Software Development Professionals ,Thematic Analysis ,Computer software ,QA76.75-76.765 ,Computer engineering. Computer hardware ,TK7885-7895 - Abstract
User Experience (UX) is a field that aids in comprehending the impact of system usage on the user during the product development process. Software startups are entities that deal with cutting-edge products and experience significant growth, even in the face of unpredictability and potential market volatility. UX methods and techniques serve as tools for software start-up professionals to improve their products, establish connections with their customers, and maintain superior software quality. The goal of this paper is to present a thematic map filled with recommendations for the use of approaches, methods, techniques, and tools designed to assist software startup professionals in conducting research with users. We begin by conducting a gray literature review (GLR) on expert websites and blogs to uncover the approaches, methods, techniques, and tools most frequently referenced by industry professionals and their respective objectives. A thematic map was suggested, based on the thematic examination of the GLR findings. We created a web-based catalog named CatUX to facilitate the map’s assessment. We evaluated the catalog’s utilization by professionals from two angles: the use of the catalog and the catalog’s acceptance. The findings indicated that the catalog helped the participants select the most suitable approach, method, technique, and tool for each given scenario.
- Published
- 2024
- Full Text
- View/download PDF
48. Experiencia de Usuario en Plataformas para discapacidad Cognitiva y de la Comunicación
- Author
-
Andrea Cecilia Cortizo
- Subjects
UX ,HCI ,Accesibilidad ,Usabilidad ,UX smells ,Claims ,Education ,Special aspects of education ,LC8-6691 - Abstract
Motivó esta investigación el conocimiento de que las personas con trastornos cognitivos y de la comunicación, los cuales suelen presentarse con mayor frecuencia en la población adulta, ven afectadas su calidad de vida y la de su entorno cercano, necesitando apoyos para su vida cotidiana y, muchas veces, para llevar adelante sus terapias. Existe en la actualidad oferta terapéutica informatizada destinada a terapias de rehabilitación de personas con las discapacidades mencionadas. Conocer la experiencia de los usuarios (personas con discapacidad cognitiva y/o de la comunicación, sus cuidadores/as y terapeutas) será de gran ayuda para los diseñadores de sistemas informáticos orientados a la rehabilitación o al ocio de las personas con discapacidad. Por lo antedicho se plantearon los objetivos de identificar reclamos de terapeutas usuarios/as de software destinado a personas con trastornos cognitivos y de la comunicación (claims), luego identificar UX smells y recomendaciones de usabilidad. Luego, identificar nuevos claims y categorías de claims, a partir de la experiencia de terapeutas, personas con afasia o trastornos cognitivos y sus cuidadores/as, de la provincia de Buenos Aires, usuarios de productos informáticos, destinados a la rehabilitación del lenguaje de personas con afasia y a la estimulación cognitiva de personas con trastornos cognitivos.
- Published
- 2024
- Full Text
- View/download PDF
49. Motives and fluent interaction in clinical documentation: An experience-based design for a documentation tool in anesthesiology
- Author
-
Tobias Grundgeiger, Christian Juranz, Jörn Hurtienne, and Oliver Happel
- Subjects
Activity theory ,Anesthesiology ,Clinical documentation ,Embodiment ,User experience ,UX ,Medicine - Abstract
Documentation in anesthesiology is important but documentation quality is poor and frequently delayed. Using documentation in anesthesiology, we suggest an experience-based design approach that considers users’ motives and work practices in the design of technology to provide users with the experience of achieving valued motives (activity theory) and a fluent interaction with the environment (embodiment). We conducted an ethnographic study to identify documentation work practices, the anesthesiologists’ motives for documenting, and assess documentation quality. Based on the data and with the theoretical premises of activity theory and embodiment in mind, we designed the functions and interaction of a speech-based documentation tool. Using the Wizard of Oz method in a simulated induction of general anesthesia, we showed that the tool enabled fluent interaction, addressed a motive that anesthesiologists valued, and increased the documentation quality. We demonstrated that an experience-based design can enhance documentation quality and has the potential to contribute to safety and efficiency in safety-critical domains and provide grounds for future decision support systems.
- Published
- 2024
- Full Text
- View/download PDF
50. Industry User Experience Research: A Detailed Account at a Social Media Startup
- Author
-
Ellks, Richard
- Subjects
UX ,User Experience ,Social Media - Abstract
The field of industry User Experience (UX) Research is applied by large scale companies, small startups, and all in between. Companies rely on this research to understand their target audience and determine how to make their product successful in the hands of the consumer. The present work details the projects completed during a UX Research internship for a startup company developing a social media app and relates these experiences to both the coursework within UC Merced’s Cognitive and Information Sciences’ graduate program and cognitive science as a field. These projects include an analysis regarding a mood tracking feature and comparisons to competitor apps, literature reviews on conflict related to friend groups and teenager/young adult social environments, and beta testing of the app in development.
- Published
- 2022
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