Search results for "User Experience"

showing 10 items of 117 documents

Narratives of satisfying and unsatisfying experiences of current mobile augmented reality applications

2012

Over the last few years, mobile applications demonstrating Augmented Reality (AR) - such as Layar, Junaio and Google Goggles - have been introduced to consumers. We conducted an online survey to explore the user experience (UX) of early stage mobile AR applications available in the market in spring 2011, covering both location-based AR browsers and image recognition AR applications for object-based interaction. We identify various types of experiences such applications have evoked by qualitatively analyzing 84 users' narratives of their most satisfying and unsatisfying experiences. The results highlight, for example, experiences of awareness of surroundings, empowerment, positive surprise, …

MultimediaComputer sciencebusiness.industrymedia_common.quotation_subjectNoveltyExperience designcomputer.software_genreMixed realitySurpriseUser experience designHuman–computer interactionLocation-based serviceImmersion (virtual reality)NarrativeAugmented realitybusinessEmpowermentta512computermedia_commonProceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Measuring user responses to interactive stories: Towards a standardized assessment tool

2010

With the increasing number of prototypes and market applications of interactive storytelling, the understanding and optimization of how end users respond to computer-mediated interactive narratives is of growing importance. Based on a conceptual model of user experiences in interactive storytelling, a measurement instrument for empirical user-based research was developed. We report findings from an initial test of the self-report scales that was conducted with N=80 players of the adventure game "Fahrenheit". Interactivity was manipulated experimentally in order to validate the measures. Results suggest that the scales will be useful for comparing user responses to 'real' interactive storyte…

MultimediaEnd userbusiness.industryComputer science05 social sciencesComputingMilieux_PERSONALCOMPUTINGConceptual model (computer science)050801 communication & media studiesAdventurecomputer.software_genreInteractive storytelling0508 media and communicationsInteractivityUser experience designHuman–computer interaction0501 psychology and cognitive sciencesNarrativebusinesscomputer050107 human factorsInteractive media
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Using Prototyping in Authentic Learning of Human-Centred Design of Mobile Apps

2017

Recent advances in mobile technology have seen a sharp increase in the number of mobile applications across various application domains. The challenge remains that many software development teams may lack appropriate competences to design usable and human-centred interactive systems. This can negatively affect the usability and the user experience. In this article, we present how to learn the human-centred design process using an authentic learning approach. Students need to investigate, discuss, construct new knowledge and apply theoretical concepts to address real world problems. The main purpose of authentic learning as a pedagogical approach is to position the subject of study into a re…

Multimediabusiness.industry05 social sciencesSoftware development050301 educationUsabilityInteraction designcomputer.software_genreFlipped classroomSummative assessmentUser experience designProblem-based learningHuman–computer interaction0502 economics and business050211 marketingMobile technologybusiness0503 educationcomputer
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iCanCope With Pain: Cultural Adaptation and Usability Testing of a Self-Management App for Adolescents With Persistent Pain in Norway.

2019

Background: Persistent or chronic pain is a common health problem among adolescents. Thus, it is important that they receive evidence-based strategies for symptom management. iCanCope with Pain is a mobile phone app designed to help adolescents cope with chronic pain. The app comprises 5 evidence- and theory-based features: (I) symptom trackers for pain, sleep, mood, physical function, and energy; (II) goal setting to improve pain and function; (III) a coping toolbox of pain self-management strategies; (IV) social support; and (V) age-appropriate pain education. The iCanCope with Pain app is based on theory, identified health care needs, and current best practices for pain self-management. …

Original Paperself-managementSelf-managementtranslatingDescriptive statisticsbusiness.industrySystem usability scaleApplied psychologyChronic painVDP::Medisinske Fag: 700::Klinisk medisinske fag: 750UsabilityhealthGeneral Medicinemedicine.diseaseUser experience designadolescentmobile appmedicineVDP::Medisinske Fag: 700PsychologybusinessThink aloud protocolchronic painGoal settingJMIR research protocols
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Studying the User Experience in Online Banking Services: An Eye-Tracking Application

2019

Abstract Neuromarketing as research method contrbutes to understanding consumer behavior a step further than traditional marketing research. The aim of the current study is to explore the usability and cognitive understanding of banking services webpages. In this regard, the theoretical part of the article reviews the relevant literature related to neuromarketing as research method and the use of eye-tracker as research technique. Further on, a two-step research design was developed for studying the consumers’ attention and memory during and after viewing two Romanian banking services websites. The results showed that the way information is structured and presented on the webpages influence…

Research design010407 polymersKnowledge managementHF5001-6182Social PsychologyComputer scienceEconomics Econometrics and Finance (miscellaneous)Neuromarketingconsumer attention01 natural sciencesUser experience design0502 economics and businessBusinessMarketing researchConsumer behaviourbusiness.industry05 social sciencesUsabilityCognitionconsumer memoryeye-tracker0104 chemical sciencesbanking servicesBusiness Management and Accounting (miscellaneous)Eye tracking050211 marketingneuromarketingbusinessStudies in Business and Economics
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Status of Nordic research on simulation-based learning in healthcare: an integrative review

2018

This article is distributed under the terms of the Creative Commons Attribution 4.0 International License. Background. Based on common geography, sociopolitics, epidemiology, and healthcare services, the Nordic countries could benefit from increased collaboration and uniformity in the development of simulation-based learning (SBL). To date, only a limited overview exists on the Nordic research literature on SBL and its progress in healthcare education. Therefore, the aim of this study is to fill that gap and suggest directions for future research. Methods. An integrative review design was used. A search was conducted for relevant research published during the period spanning from 1966 to Ju…

Research designintegrative reviewterveydenhoitosykepleielcsh:Computer applications to medicine. Medical informaticssimulation-based learning03 medical and health sciencesPatient safety0302 clinical medicineUser experience designSimulation-based learningHealth caretietokoneavusteinen oppiminensimulaatioharjoittelu030212 general & internal medicineMedical educationsykepleieutdanningbusiness.industryResearchIntegrative reviewHealth services research030208 emergency & critical care medicineGeneral MedicineNordic countries:Medisinske Fag: 700::Helsefag: 800::Sykepleievitenskap: 808 [VDP]lcsh:R858-859.7Thematic analysisbusinessInclusion (education)Qualitative researchAdvances in Simulation
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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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SYMBOLIC INTERACTIONS:TOWARDS A COGNITIVE SCIENTIFIC THEORY OF MEANING IN HUMAN TECHNOLOGY INTERACTION

2015

Information technology has perpetuated the role of symbolism in everyday life practice, through its reliance on sign systems for its creation and operation. Increasingly attention has been placed on applying semiotic techniques to analyze user interface design and usability. Surprisingly, although the move towards symbolic interaction has been one of the most striking components of the digital shift, it has proven difficult to build bridges between semiotics and HTI-design thinking. In this article we argue that the problems in linking semiotic analysis of human technology interaction with modern HTI-design paradigms such as usability or user experience arise from a theoretical gap between …

Semiotics of cultureCognitive scienceMeaning (semiotics)SemiosisUser experience designbusiness.industryHuman–computer interactionSign (semiotics)SemioticsUsabilityInteraction designPsychologybusinessJOURNAL OF ADVANCES IN HUMANITIES
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Systemic Development of Service Innovation

2015

This chapter explores the intrinsic characteristics of services and service systems and presents systemic approach to produce service innovations. The chapter consists of elaborating the characteristics of services and the principles of systemic development, discussing service matrixes, service systems, service strategies and business models, and special challenges related to the development of services and service innovations. Services are always produced in service systems consisting of combination of service personnel and information systems. Customers are involved in these systems by interacting with the front end of service organization. The key issue in service development and innovat…

Service (business)Service innovationService matrixService designService strategiesProcess managementbusiness.industryComputer scienceService designDesign thinkingCustomer relationship managementBusiness modelBusiness modelsUser experience designRadical innovationSystemic innovationInformation systemService innovationUser interfacebusiness
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Joint Radio and Computational Resource Allocation in IoT Fog Computing

2018

The current cloud-based Internet-of-Things (IoT) model has revealed great potential in offering storage and computing services to the IoT users. Fog computing, as an emerging paradigm to complement the cloud computing platform, has been proposed to extend the IoT role to the edge of the network. With fog computing, service providers can exchange the control signals with the users for specific task requirements, and offload users’ delay-sensitive tasks directly to the widely distributed fog nodes at the network edge, and thus improving user experience. So far, most existing works have focused on either the radio or computational resource allocation in the fog computing. In this work, we inve…

Service (systems architecture)IoTEdge deviceComputer Networks and CommunicationsComputer scienceDistributed computingAerospace Engineeringresource allocationCloud computing02 engineering and technologyresursointiComputational resource0203 mechanical engineeringUser experience design0202 electrical engineering electronic engineering information engineeringElectrical and Electronic Engineeringstudent project allocationmatching theoryta113ta213business.industry020302 automobile design & engineering020206 networking & telecommunicationsService providerAutomotive EngineeringResource allocationEnhanced Data Rates for GSM Evolutionfog computingbusinessIEEE Transactions on Vehicular Technology
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