Search results for "User Experience"

showing 10 items of 117 documents

The eXtensible Dynamic Presentation Manager for content adaptation

2008

Human Computer Interaction studies deals with systems and tools that are able to improve user experience during interaction with computer. For this purpose, modern web application are expected to supply multimodal and multi-channel access, adaptivity and transcoding features. We will present in this work the eXtensible Dynamic Presentation Manager (XDPM) which is a set of innovative tools that support the eXtensible Presentation Language (XPL) in the adaptation of contents to different working contexts. The adaptation is performed according to the delivery context information which have been formalized by means of a profiler system. A profile holds information about the specific access devi…

Settore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniMultimediaComputer sciencebusiness.industryContent adaptationcomputer.software_genreApplication softwareUser experience designDesign patterns presentation languagesWeb applicationSoftware systemAdaptation (computer science)businesscomputerPresentation ManagerContent management
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A Multichannel Information System to Build and Deliver Rich User-Experiences in Exhibits and Museums

2011

In this article a multichannel information system to build and deliver rich user experiences in exhibits and museums is presented. The system was designed to use information about a particular exhibit or museum while delivering a wide user experience based on different distribution channels. The overall information is used to build different solutions that can be delivered simultaneously on different media from touch-screen installations to portable devices like smart phones. Moreover, all the devices signed in the environment are able to communicate to each others to increase the level of the usability of the system. A case study and analysis of experimental results are also provided.

Settore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniMultimediaComputer sciencebusiness.industrySatellite broadcastingUsabilitycomputer.software_genrePersonalizationExhibitionUser experience designServerGlobal Positioning SystemInformation systemMultichannel Information System User-experience exhibition integration musuems personalizationbusinesscomputer
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User Psychology in Interaction Design: The Role of Design Ontologies

2008

In the various forms of interaction design, it is essential to analyze, understand, and predict human behavior. This is equally true with devices such as information systems that are meant to interact with people. The importance of these problems has inspired scientists to develop numerous approaches to investigate and explicate human actions. However, they have mainly been characterized by intuitive and folk psychological approaches to the human mentality in interaction. To improve the scientific foundations of design, we present here a psychology-based approach to collecting user knowledge, as well as a related design practice. The former can be called user psychology and the latter the a…

Short Message ServiceUser experience designProcess (engineering)business.industryManagement scienceUser knowledgeFolk psychologyInformation systemInteraction designExperience designPsychologybusiness
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Human Technology : Toward the Second Decade

2015

The inaugural issue of Human Technology: An Interdisciplinary Journal on Humans in ICT Environments was published in 2005. The 10 volumes of two to three issues comprise well over 2000 pages. Upon starting as editor in chief in January 2015, I browsed through the archives and noticed that just over 100 articles had been published in the journal. Examining these titles, it is evident that they address a wide variety of topics. Nevertheless, four broad themes emerge:  The user of technology, with such foci as user experience, user characteristics, usability, user interface, and, on a more theoretical level, cognition;  The learner in a technological environment, covering aspects such as inf…

Social Psychologybusiness.industryCommunicationmedia_common.quotation_subjectCollaborative learningUsabilityInteraction designpääkirjoituksetInformal learningCreativityHuman-Computer InteractionWorld Wide WebUser experience designInformation and Communications TechnologySociologyUser interfaceta518businessmedia_commonHuman Technology
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From Technology to the Human User

2008

When thinking of users, it is possible to look at them from a variety of perspectives. One essential way of considering users within the human–technology environment involves technical concepts. In this manner, we define what users should be able to do with a particular technical system. As such, there are tasks to accomplish and goals to reach by means of some technology, and therefore specific operations must be carried out in order to reach those goals or fulfill those tasks. For example, if someone wishes to buy boots from an eShop, it is necessary to get onto the Internet, find the eShop, find the boots, load them into a virtual shopping cart, and follow the process to check out. Savvy…

Social Psychologybusiness.industryComputer scienceProcess (engineering)CommunicationUser modelingUser requirements documentVariety (cybernetics)User interface designHuman-Computer InteractionUser experience designHuman–computer interactionUser interfacebusinessDesign technologyHuman Technology: An Interdisciplinary Journal on Humans in ICT Environments
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Help! Is my Chatbot Falling into the Uncanny Valley? : An Empirical Study of User Experience in Human-Chatbot Interaction

2019

Original article available at http://dx.doi.org/10.17011/ht/urn.201902201607 Advances in artificial intelligence strengthen chatbots’ ability to resemble human conversational agents. For some application areas, it may be tempting not to be transparent regarding a conversational agent’s nature as chatbot or human. However, the uncanny valley theory suggests that such lack in transparency may cause uneasy feelings in the user. In this study, we combined quantitative and qualitative methods to investigate this issue. First, we used a 2 x 2 experimental research design (n = 28) to investigate effects of lack in transparency on the perceived pleasantness of the conversation in addition to percei…

Social Psychologylcsh:T58.5-58.64business.industrylcsh:Information technologyCommunicationchatbotUncanny valleycomputer.software_genreChatbotuncanny valleyHuman-Computer InteractionFalling (accident)Empirical researchUser experience designChatbotsAestheticsuser experiencemedicineHuman–chatbot interactionmedicine.symptomPsychologybusinesshuman–chatbot interactioncomputerChatbot
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Toward hyper-realistic and interactive social VR experiences in live TV scenarios

2022

© 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes,creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. Social Virtual Reality (VR) allows multiple distributed users getting together in shared virtual environments to socially interact and/or collaborate. This article explores the applicability and potential of Social VR in the broadcast sector, focusing on a live TV show use case. For such a purpose, a novel and ligh…

Social VR:Enginyeria de la telecomunicació::Telemàtica i xarxes d'ordinadors [Àrees temàtiques de la UPC]Computer scienceSocial TVStereoscopyBroadbandVirtual realityInteractive mediaSession (web analytics)Virtual realitylaw.inventionUser experience designlawHuman–computer interactionComunicacions mòbils Sistemes deMedia TechnologyImmersive mediaElectrical and Electronic EngineeringRepresentation (mathematics)Immersive TVInteractive televisionBroadcastbusiness.industryVolumetric mediaKeyingVR TVObjective testMobile communication systemsbusiness
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Sosiaalialan asiakastietojärjestelmissä paljon parannettavaa: käyttäjäkokemukset 2019

2020

Sosiaali- ja terveydenhuollon digitalisaatiolle on asetettu paljon odotuksia niin palveluiden laadun, saavutettavuuden kuin tehokkuuden osalta. Asiakas- ja potilastietojärjestelmiltä odotetaan paljon tavoitteiden saavuttamiseksi. Asiakastietojärjestelmät ovat laajasti käytössä sosiaalialalla, mutta niiden käyttöä työvälineenä ja niiden avulla saavutettuja hyötyjä on tutkittu ammattilaisten näkökulmasta vain vähän. Keväällä 2019 kartoitettiin ensimmäistä kertaa valtakunnallisesti sosiaalialan ammattilaisten käyttäjäkokemuksia asiakastietojärjestelmistä. Tässä artikkelissa kuvataan kyselytutkimuksen toteutus ja tulokset eniten käytettyjen tuotemerkkien osalta. Tutkimus toimii pilottina vuonna…

Social WorkKnowledge managementmedia_common.quotation_subjectComputer applications to medicine. Medical informaticssocial work [http://www.yso.fi/onto/yso/p3286]R858-859.7kyselytutkimusSocial Welfarekäytettävyys [http://www.yso.fi/onto/yso/p3785]kyselytutkimus [http://www.yso.fi/onto/yso/p10631]Tieteelliset artikkelit / Scientific papersinformation systemsOnline SystemskäyttöliittymätUser experience designsosiaalialan ammattilainen3141 TerveystiedeHealth care050602 political science & public administrationInformation systemsosiaalihuolto0501 psychology and cognitive sciencesTime managementQuality (business)media_commontietojärjestelmätbusiness.industrysocial work05 social scienceskäyttäjäkokemus [http://www.yso.fi/onto/yso/p25337]Usability0506 political scienceAsiakastietojärjestelmäsosiaalihuolto [http://www.yso.fi/onto/yso/p3281]sosiaalityöAttitudeuser-computer interfacesurveys and questionnairesSurvey data collectionsocial welfare [http://www.yso.fi/onto/yso/p3281]Public aspects of medicineRA1-1270Psychologybusinesssocial sciencessurvey-tutkimussocial welfare050104 developmental & child psychologyFinnish Journal of eHealth and eWelfare
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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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Mobile Mental Wellness Training for Stress Management: Feasibility and Design Implications Based on a One-Month Field Study

2013

Background: Prevention and management of work-related stress and related mental problems is a great challenge. Mobile applications are a promising way to integrate prevention strategies into the everyday lives of citizens. Objective: The objectives of this study was to study the usage, acceptance, and usefulness of a mobile mental wellness training application among working-age individuals, and to derive preliminary design implications for mobile apps for stress management. Methods: Oiva, a mobile app based on acceptance and commitment therapy (ACT), was designed to support active learning of skills related to mental wellness through brief ACT-based exercises in the daily life. A one-month …

Stress managementApplied psychologydesignHealth InformaticsInformation technologyAcceptance and commitment therapyasseptance and commitment therapystressSDG 3 - Good Health and Well-beingUser experience designNursinguser experienceEveryday lifemHealthta515Original Papermobile phonebusiness.industryT58.5-58.64Mental healthacceptance and commitment therapyMobile phoneActive learning/dk/atira/pure/sustainabledevelopmentgoals/good_health_and_well_beingPublic aspects of medicineRA1-1270Psychologybusinessfield studiesmental healthJMIR mHealth and uHealth
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