Search results for "User Experience"

showing 10 items of 117 documents

2021

Abstract Background As virtual reality (VR) has become more accessible, it has increasingly come into focus for clinical application. Therapy with VR shows potential as an engaging, effective, and economic way to improve cognitive abilities following a stroke. Objectives While application of VR in clinical settings appears promising, its widespread use will crucially depend on acceptance of immersive head mounted display virtual reality (HMD-VR) systems when used in different patient groups. This study aimed to investigate acceptance of HMD-VR in stroke patients compared to a control group of healthy age-matched adults. Methods The attitude towards HMD-VR, as one of the most important predi…

medicine.medical_specialtyPoint (typography)business.industryOptical head-mounted displayCognitionGeneral MedicineVirtual realityPhysical medicine and rehabilitationUser experience designScale (social sciences)Memory spanmedicineTechnology acceptance modelPsychologybusinessComputers in Human Behavior Reports
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Exergaming Experiences of Older Adults: A Critical Incident Study

2019

Exergaming is a form of digital gaming requiring physical effort from the player. There has been a growing interest towards exergaming in academia. However, only a very limited number of exergaming studies have given a voice to older adults and investigated their experiences. This study investigates what kinds of exergaming experiences are perceived as the most meaningful ones among older adults (referred in this study as people over 50 years of age). That is, the experiences which they perceive or remember as “unusually positive or negative”. To meet this purpose, this study takes a qualitative approach and uses the critical incident technique, a well-established technique to collect and c…

hyvinvointiteknologiakuntoliikuntauser experiencecritical incidentsexergamingkäyttäjäkokemuskeski-ikäisetdigital wellnessolder adultsikääntyneetdigitaaliset pelitexergames
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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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Increasingly emotional design for growingly pragmatic users? A report from Finland

2012

Researchers and practitioners in the field of information and communication technologies (ICT) have for a while been embracing the concepts of user and consumer experience as well as emotions in design, encouraging the industry to emphasise hedonic and symbolic qualities of products and services, over and beyond their utilitarian characteristics. However, the idea that mobile phone users, for instance, seek increasingly experience-rich, personalised products can not be taken for granted. Therefore, it is valuable to investigate the degree to which users really share designers' increasingly socio-emotional stances. The presented longitudinal study investigated users' mobile phone-related pro…

business.industryInternet privacyGeneral Social SciencesBrand loyaltyHuman-Computer InteractionWorld Wide WebArts and Humanities (miscellaneous)User experience designMobile phoneInformation and Communications TechnologyDevelopmental and Educational PsychologyMeaning (existential)Product (category theory)Dimension (data warehouse)Construct (philosophy)businessPsychologyBehaviour & Information Technology
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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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Usability issues of clinical and research applications of virtual reality in older people: A systematic review

2020

Aging is a condition that may be characterized by a decline in physical, sensory, and mental capacities, while increased morbidity and multimorbidity may be associated with disability. A wide range of clinical conditions (e.g., frailty, mild cognitive impairment, metabolic syndrome) and age-related diseases (e.g., Alzheimer's and Parkinson's disease, cancer, sarcopenia, cardiovascular and respiratory diseases) affect older people. Virtual reality (VR) is a novel and promising tool for assessment and rehabilitation in older people. Usability is a crucial factor that must be considered when designing virtual systems for medicine. We conducted a systematic review with Preferred Reporting Items…

Agingmedicine.medical_treatmentApplied psychologyUsabilityContext (language use)DiseaseVirtual realityAssessmentAffect (psychology)050105 experimental psychologyVirtual realitylcsh:RC321-57103 medical and health sciencesBehavioral Neuroscience0302 clinical medicineUser experience designmedicineSettore M-PSI/01 - PSICOLOGIA GENERALE0501 psychology and cognitive scienceslcsh:Neurosciences. Biological psychiatry. NeuropsychiatryBiological PsychiatryRehabilitationbusiness.industry05 social sciencesRehabilitationUsabilityHuman NeuroscienceUser-experiencePsychiatry and Mental healthNeuropsychology and Physiological PsychologySystematic reviewNeurologySystematic ReviewbusinessPsychology030217 neurology & neurosurgery
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Intelligent eye

2010

This paper describes Intelligent Eye, a mobile phone interactive leisure guide that offers location-based multimedia information. The information offered is related to the user's position, so the main goal of this work is the development of an efficient system to detect where the user is pointing his/her camera at by means of a content-based image retrieval algorithm (CBIR). The CBIR procedure uses color histograms in the HS color space extracted from images, and employs Kullback-Leibler divergence as the similarity measure. Intelligent Eye can be used in a wide range of camera-equipped mobile phones; however, efficiency is improved if GPS data is available. In order to outperform other sys…

business.industryComputer scienceComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONSimilarity measureColor spaceReal imageUser experience designMobile phoneGlobal Positioning SystemContext awarenessComputer visionArtificial intelligencebusinessImage retrievalProceedings of the 12th International Conference on Information Integration and Web-based Applications & Services
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Gender differences in usage and user experience of Oiva App

2015

Previous research has indicated that gender is an important demographic to consider when designing effective and tailored technology interventions. Despite this need, gender differences is still an understudied topic in the field of technology interventions. The objective of this study was to study gender differences in usage and user experience of a mental wellness app called Oiva. Gender differences in the app’s effect on the participants’ mental well-being were also investigated. Oiva is a stand-alone mental wellness app that aims to increase its users’ psychological flexibility by teaching Acceptance and Commitment Therapy (ACT) based skills. The study population of the current study wa…

mobile phonesukupuolierothyväksymis- ja omistautumisterapiamental well-beingmobile applicationacceptance and commitment therapymobile designhenkinen hyvinvointihealth behaviorgender differencesuser experienceOiva App (mobiilisovellus)mobiilisovelluksetkäyttäjäkokemus
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Exergaming Experiences of Older Adults:A Critical Incident Study

2019

GerontologyUser experience designbusiness.industryPsychologybusinessHumanizing Technology for a Sustainable Society
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A Comparison of the User Experiences of Primary Care Electronic Health Record Systems

2020

Digital health records play an important role for the information flow in primary care organizations that carry out services at patient’s home. Mobile digital solutions have improved the access to up-dated care information at the patient’s home, facilitating new ways for clinical workflow and care delivery. This paper presents a study comparing the user experiences of two electronic health record systems in two primary care organizations in Norway. Qualitative research methods were applied with interviews and observations made between 2017 and 2019 where clinical end-users of primary care electronic health records participated. The study showed that the systems had an important function for…

Medical educationWorkflowUser experience designProcess (engineering)business.industrymedia_common.quotation_subjectInformation flow (information theory)BusinessFunction (engineering)Digital healthMobile deviceQualitative researchmedia_common
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