Search results for "User Experience"
showing 10 items of 117 documents
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…
What Do Chinese Entrepreneurs Think about Entrepreneurship: A Case Study of Popular Essays on Zhisland
2020
Entrepreneurship is becoming increasingly essential in this current era of the knowledge economy. It contributes to the innovation of products and services as well as improved processes. In the long-run, it can also improve the sustainability of the economy by depicting better efficiency and social goals. To stimulate entrepreneurship, it is essential to investigate the thinking behind entrepreneurship or what entrepreneurs think about entrepreneurship. Such investigations should encompass the mental images of entrepreneurs. In this regard, content analysis, based on the popular Zhisland essays, may be applied to elicit opinions from Chinese entrepreneurs about activities, critical factors …
Use without training: A case study of evidence-based software design for intuitive use
2019
This paper reviews intuitive software design and outlines the development of an instrument for analysts to evaluate the intuitiveness of software design. Current intuition research outlines three requirements for intuitive use: (a) existing experiential domain knowledge and skills, (b) an unexplainable perception that a novel situation is contextually familiar, and (c) successful application of users’ previously acquired experiential knowledge and skills. A case study illustrates how these requirements can be specified, implemented, and evaluated. Questions to evaluate the characteristics of intuitive design and use resulted in an intuitive use evaluation of 3.2 on a scale of 0–4, indicatin…
Validation of the Virtual Reality Neuroscience Questionnaire: Maximum Duration of Immersive Virtual Reality Sessions Without the Presence of Pertinen…
2019
Research suggests that the duration of a VR session modulates the presence and intensity of VRISE, but there are no suggestions regarding the appropriate maximum duration of VR sessions. The implementation of high-end VR HMDs in conjunction with ergonomic VR software seems to mitigate the presence of VRISE substantially. However, a brief tool does not currently exist to appraise and report both the quality of software features and VRISE intensity quantitatively. The VRNQ was developed to assess the quality of VR software in terms of user experience, game mechanics, in-game assistance, and VRISE. Forty participants aged between 28 and 43 years were recruited (18 gamers and 22 non-gamers) for…
Technological Competence Is a Pre-condition for Effective Implementation of Virtual Reality Head Mounted Displays in Human Neuroscience: A Technologi…
2019
Immersive virtual reality (VR) emerges as a promising research and clinical tool. However, several studies suggest that VR induced adverse symptoms and effects (VRISE) may undermine the health and safety standards, and the reliability of the scientific results. In the current literature review, the technical reasons for the adverse symptomatology are investigated to provide suggestions and technological knowledge for the implementation of VR head-mounted display (HMD) systems in cognitive neuroscience. The technological systematic literature indicated features pertinent to display, sound, motion tracking, navigation, ergonomic interactions, user experience, and computer hardware that should…
Towards Psychologically based Personalised Modelling of Emotions Using Associative Classifiers
2016
Learning environments, among other user-centred applications, are excellent candidates to trial Computational Emotions and their algorithms to enhance user experience and to expand the system usability. However, this was not feasible because of the paucity in affordable consumer technologies that support the requirements of systems with advanced cognitive capabilities. Microsoft Kinect provides an accessible and affordable technology that can enable cognitive features such as facial expressions extraction and emotions detection. However, it comes with its own additional challenges, such as the limited number of extracted Animation Units (AUs). This paper presents a new approach that attempt…
Exergaming Experiences of Older Adults:A Critical Incident Study
2019
Satisfied or Frustrated? A Qualitative Analysis of Need Satisfying and Need Frustrating Experiences of Engaging With Digital Health Technology in Chr…
2020
Introduction: Digital health technologies such as self-monitoring devices and apps are becoming increasingly important as tools to promote healthy habits and support individuals in their self-care. There is still a scarcity of research that builds on motivational theory to better understand the functioning of digital health technologies. The self-determination theory (SDT) is a macro theory of motivation that delineates three basic psychological needs that are linked to different types of motivation and lead to well-being when satisfied and illbeing when frustrated. Objective: To explore how the use of a digital tool for self-monitoring and communication with healthcare satisfies or frustra…
User Experiences and Satisfaction with an Electronic Health Record System
2019
Electronic health records have a crucial role for communication and information management in health care organizations. Electronic health records have improved the access to up-dated medical information at the point-of-care, but they have also been linked to usability issues and user problems. This paper presents a study about the user experience among health care professionals regarding an electronic health record system in Norway. Qualitative research methods were used, with interviews and observations made at a university hospital, where 14 clinical end-users of an electronic health record system contributed. The aim was to study the user experiences and the user satisfaction regarding …