Search results for "Experience"
showing 10 items of 1093 documents
The Human Modes of Being in Investigating User Experience
2008
An important challenge for interaction designers is to understand factors that shape user experience, and novel approaches are being developed to establish user experience as a specific field of research. Previous attempts to provide a comprehensive theory of user experience have focused on analyzing sensations and emotions as well as perceptions and behaviors. A holistic view of human experience is still lacking. I argue that a holistic view of the human being is needed to provide the appropriate theoretical foundations for user experience analyses in diverse contexts. In this chapter I introduce a theoretical framework for understanding human experience, and discuss how such a holistic vi…
Unremarkable experiences - Designing the user experience of elevators
2014
Elevators enable people and goods to be transported to great heights at substantial speeds.The feats required technologically for suspension, movement, controls and safety are no less than remarkable. This is increasingly so when considering the competing new heights of skyscrapers. Although technological accomplishments are becoming ever more extraordinary, for the sake of those using the technologies, there is also the need to counter this remarkableness and consider the unremarkable as an experiential design goal. Discourse in user experience (UX) has mainly focused on designing for positive, affective and memorable experiences. However, in the case of utilitarian technologies such as el…
Understanding flow experience from users’ requirements
2015
This paper argues that the concept of flow can be useful in gaining a better understanding of information system users’ flow experience. This paper applies this concept in the requirements development phase of an Internet protocol television e-learning service development project. The findings show that flow experience can be visualised and measured, and that there are differences in how users see and perceive different features. Some features are driven by more experiential needs, whereas others are driven by more task-oriented goals. The findings indicate that the users’ perceived flow experiences can already be measured during the early phases of information systems IS development projec…
Experienced knowledge for the description of maintenance packages
2015
International audience; The presented work is included in the research theme that specifies some means of capitalization andexploitation of knowledge from experience feedback processes in the context of industrial maintenancemanagement. Our research on it is a more precise definition of the proposed project, built with a problemasking how to handle the management of repair packages. Upstream, the knowledge of various expertsare materialized in the form of expert reports. Downstream maintenance wants to quickly repair productsbased on symptoms or change parts in advance. For this, we propose a methodology by analysing thefeedback to improve the response time for maintenance services. This is…
THE IMPORTANCE OF THE PARADIGM SHIFT IN THE DEVELOPMENT OF DESIGN INDUSTRY AND DESIGN EDUCATION
2015
Literature about design development and the current situation of the essence of trends in this field allow for the defining of design as an independent branch. Analysis of design and education regulations highlights the conflict between reality and gaps that exist in European statistical standards and International Standard Classification of Education. The purpose of this study is to explore complex problems in the field of design and design education which determines the need for Paradigm Shift for further development of these branches, as well as to present proposals for definitions of key terms of design and offer proposals for a new design education classification. This research will sh…
Experiences and motivations of the young for participation in virtual worlds
2010
Abstract The aim of this paper is to analyze the motivations and experiences of children to utilize virtual worlds. The paper identifies the activities that children perform in virtual worlds, features they use as well as the reasons for abandoning these virtual worlds. The paper presents results of a qualitative field study. The results indicate that features that are liked in the virtual worlds are similar to games. The main reasons to abandon virtual worlds were increased needs for social networking and better gaming experiences. Students showed interest in using games and virtual worlds at schools, but were generally rather skeptic about this possibility.
Beyond MAYA for game-changing multisensory design
2017
With information technology becoming ever more embedded in our surrounding everyday things, the nature of interactions and the way we experience digitalization is becoming increasingly embodied. Thus, growing effort is placed on examining the multisensory nature of interaction experience. From a design perspective, increased knowledge of how people experience materials and how to design to encourage varying material experiences opens new opportunities for the generation of rich multisensory user experience, and accomplishing game-changing results. In particular, the innovation space opened up by understanding people's material expectations of designs is significant. An experiment (N = 78) w…
A Topic-Case Driven Methodology for Web Course Design
2008
A topic-case driven methodology for a web course design and realization process is based on software engineering metaphors for capturing the necessary steps in creating web courses by means of a content-based development method. The methodology combines instructional issues to design phases that guide teachers and instructors to design and implement online courses. The methodology has been used by students of computer science, teacher education as well as professional university educators from different educational fields. The results from these experiences have been reported as case studies. In this chapter, the methodology is introduced with the summarized results from three case studies.
The Influence of Goal Orientation, Past Language Studies, Overseas Experiences, and Gender Differences on Japanese EFL Learners’ Beliefs, Anxiety, an…
2012
The purpose of this study was to examine how Japanese students’ past language studies, in formal classroom settings during their elementary school years and their overseas experiences before entering university, affected their affective and strategic aspects of English learning in university level English classes within the framework of Goal Theory (Dweck 1986). The participants consisted of 556 EFL learners at two national universities, who were asked to report their age, gender and experience – or lack thereof – with English learning during elementary school, the period of overseas experiences, goal orientations, learning strategy preferences, beliefs, anxiety, and how much time they spen…
Angļu valodas skolotāju pieredzes apkopojums kompetences balstīta mācību procesā nodrošināšanai Eiropas valstīs
2021
Pētījuma aktualitāte izriet no Eiropas Savienības izglītības politikas plānošanas dokumentiem un izvirzītajām prioritātēm, lai uzlabotu skolēnu sniegumu, kā arī, lai apkopotu angļu valodas skolotāju pieredzi, jo visbiežāk tieši valodu skolotāji tiek izvirzīti kā labās prakses piemēri kompetencēs balstīta mācību procesa īstenošanā. Maģistra darba mērķis ir pētīt angļu valodas skolotāju pieredzi kompetencēs balstīta mācību procesa īstenošanā Eiropas Savienības valstīs ar augstiem, vidējiem un zemiem sasniegumiem OECD PISA 2018.gada pētījumā. Balstoties uz teorētiskās literatūras analīzi, maģistra darbā autore analizē kompetenču pieejas jēdzienu un kompetences jēdziena vēsturisko attīstību, kā…