0000000000226106

AUTHOR

Markku Turunen

showing 6 related works from this author

Human-technology choreographies

2014

Bodily movements have traditionally had mostly instrumental value in interaction design. However, movements can also be given a central role in understanding behaviour and in designing technology for humans. This workshop is aiming at taking a fresh, movement-oriented look at the design and evaluation of technology in a wide variety of contexts.

ta113Value (ethics)ChoreographyComputer scienceHuman–computer interactionta6131Body movementInteraction designSpace (commercial competition)Variety (cybernetics)Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational
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Utilizing Experience Goals in Design of Industrial Systems

2017

The core idea of experience-driven design is to define the intended experience before functionality and technology. This is a radical idea for companies that have built their competences around specific technologies. Although many technology companies are willing to shift their focus towards experience-driven design, reports on real-life cases about the utilization of this design approach are rare. As part of an industry-led research program, we introduced experience-driven design to metal industry companies with experience goals as the key technique. Four design cases in three companies showed that the goals are useful in keeping the focus on user experience, but several challenges are sti…

Research programKnowledge managementComputer scienceindustrial systemsExploratory research02 engineering and technologyExperience designexperience goalkäyttäjäkeskeinen suunnittelucase studyUser experience designIndustrial designuser experience0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciencestuotantojärjestelmät050107 human factorsta113Industrial systemsFocus (computing)ta214Product designbusiness.industry05 social sciencesta6132020207 software engineeringEngineering managementexperience design toolsDesign educationexperience-driven designexperience goalsmetalliteollisuuskäyttäjäkokemusbusinessProceedings of the 2017 CHI Conference on Human Factors in Computing Systems
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Defining user experience goals to guide the design of industrial systems

2015

The key prerequisite for experience-driven design is to define what experience to design for. User experience (UX) goals concretise the intended experience. Based on our own case studies from industrial environments and a literature study, we propose five different approaches to acquiring insight and inspiration for UX goal setting: Brand, Theory, Empathy, Technology, and Vision. Each approach brings in a different viewpoint, thus supporting the multidisciplinary character of UX. The Brand approach ensures that the UX goals are in line with the company's brand promise. The Theory approach utilises the available scientific knowledge of human behaviour. The Empathy approach focuses on knowing…

Sociology of scientific knowledgeEngineeringKnowledge managementEmerging technologiesmedia_common.quotation_subjectindustrial systemsecperience-driven designEmpathyArts and Humanities (miscellaneous)User experience designMultidisciplinary approachuser experienceDevelopmental and Educational PsychologyGoal settingmedia_commonta113business.industryGeneral Social Sciencesta6132user ecperience goalViewpointsHuman-Computer InteractionStrategic designexperience-driven designuser experience goalbusinessBehaviour & Information Technology
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Assisting immersive virtual reality development with user experience design approach

2017

In our study we explored how to design a biography of a late Finnish artist as a VR experience. We conducted a development process assisted by user experience (UX) design methods, which increased the process efficiency, and resulted in a research prototype. Through previous research and our development process, we identified components affecting the user experience. These components are: Immersion, Presence, Disorientation, Sense of Control, Pleasantness, Exploration and Simulator Sickness. From our user study with 13 participants, we were able to draw implications that relate to these components. While the set of components could be incomplete or subject to change, shows that further resea…

immersionEngineering02 engineering and technologyVirtual realitycomputer.software_genreUser experience designHuman–computer interaction0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)0501 psychology and cognitive sciencesta518Design methods050107 human factorsta113Multimediabusiness.industryomnidirectional videoUser journey05 social sciencesuser experience design020207 software engineeringinteractive omnidirectional videoUser interface designSimulator sicknessProcess efficiencyvirtual realitybusinesscomputerProceedings of the 21st International Academic Mindtrek Conference
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Is There Any Hope for Developing Automated Translation Technology for Sign Languages?

2021

This article discusses the prerequisites for the machine translation of sign languages. The topic is complex, including questions relating to technology, interaction design, linguistics and culture. At the moment, despite the affordances provided by the technology, automated translation between signed and spoken languages – or between sign languages – is not possible. The very need of such translation and its associated technology can also be questioned. Yet, we believe that contributing to the improvement of sign language detection, processing and even sign language translation to spoken languages in the future is a matter that should not be abandoned. However, we argue that this work shou…

kääntäminenMachine translationComputer science213 Electronic automation and communications engineering electronicsihmisen ja tietokoneen vuorovaikutusinteraction designInteraction designSign languagecomputer.software_genreTranslation (geometry)Linguisticsmachine translationtietokoneavusteinen kääntäminenviittomakielihuman computer interactionautomated sign language translationcomputerSign (mathematics)
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The hierarchy of needs for user experiences in virtual reality

2021

Virtual reality (VR) is rapidly becoming more widely adopted by various industries, and virtual content is just as rapidly becoming available for consumers. However, there is a lack of guidelines and standards for VR content to be held to in terms of experiential design. Because VR is a relatively new media form for consumers, there is a high risk of user attrition due to the novelty of the service. Therefore, if the first experience of the technology is with poorly made content, users will be much less likely to use VR again. Therefore, as various industries and organizations digitalize and adopt emerging technology such as VR, great care should be given to the way the virtual content and …

sisältötuotantoMaslow's hierarchy of needsComputer scienceHuman–computer interaction518 Media and communicationsmediaimmersiivinen journalismijournalismikäyttäjäkokemusVirtual reality113 Computer and information scienceslisätty todellisuusvirtuaalitodellisuus
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