Search results for "User experience"
showing 10 items of 117 documents
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…
Evaluating the user experience of omnidirectional VR walking simulators
2020
Abstract Omnidirectional treadmills (ODTs) have been traditionally proposed as a promising solution for users’ navigation in large-scale virtual environments. These mechanical devices enable users to perform locomotive motion with 360-deg freedom, while keeping their position fixed in the physical world. However, most locomotion approaches based on omnidirectional treadmills have presented either high acquisition or maintenance costs, being the capabilities of the general public, or a limited reliability. In this paper, we present a comparative usability and acceptance study with real users evaluating the two most common approaches for the development of this type of Virtual Reality (VR) wa…
A reflective characterisation of occasional user
2017
This work revisits established user classifications and aims to characterise a historically unspecified user category, the Occasional User (OU). Three user categories, novice, intermediate and expert, have dominated the work of user interface (UI) designers, researchers and educators for decades. These categories were created to conceptualise user's needs, strategies and goals around the 80s. Since then, UI paradigm shifts, such as direct manipulation and touch, along with other advances in technology, gave new access to people with little computer knowledge. This fact produced a diversification of the existing user categories not observed in the literature review of traditional classificat…
Evaluation of user experience goal fulfillment
2014
In this paper, the results of a user experience (UX) goal evaluation study are reported. The study was carried out as a part of a research and development project of a novel remote operator station (ROS) for container gantry crane operation in port yards. The objectives of the study were both to compare the UXs of two different user interface concepts and to give feedback on how well the UX goals experience of safe operation, sense of control, and feeling of presence are fulfilled with the developed ROS prototype. According to the results, the experience of safe operation and feeling of presence were not supported with the current version of the system. However, there was much better suppor…
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…
Formidable Bracelet, Beautiful Lantern
2013
We live in an experience economy. The more saturated the global market becomes with products offering the same functions, services and quality, the more companies are wanting to appeal to the intangible needs and desires of consumers. To achieve this, designers and researchers are turning inwards to investigate the psychological factors affecting peoples' relationships and reactions towards design properties. For this reason, design semantics studies on user experience have been advancing all the time. Much emphasis has been placed on visual product experience, as well as the relationship between brand perception and user experience. These are important steps, which are referred to in this …
From Design to Service Design, and Co-production
2019
This paper was presented at the KU Leuven Public Governance Institute IIAS Study Group on ‘Coproduction of Public Services’ seventh annual conference, Leuven, Belgium, 28 May 2019.
User Experience as a Challenge for Cognitive Psychology and Ergonomics
2011
Research on human–technology interaction has been concerned with assessing the experience of interacting with technology that is already in the process of being designed. However, the challenge nowadays is to help industry find out what technology should be designed. In this new context, cognitive psychology and ergonomics should be able to assist the innovation process through an analysis of the actions that constitute human life and the role that technology plays in these actions. In this paper, we present our approach to the definition of the role of cognitive psychologists and cognitive ergonomists in the innovation process. We aim to define new concepts and methodologies that would hel…
Socio-emotional Experience in Human Technology Interaction Design – A Fashion Framework Proposal
2021
Technology designers and developers can be understood as social experience (SE) mediators. In user experience (UX), notions of SE have served to identify and define the factors contributing to human-technology interaction (HTI). Three dominant perspectives have been promoted in UX discourse: 1) SE of brand, brand value and consumer culture; 2) technology design as mediator of human-to-human interactions; and 3) meaning generation through action and interaction between actors. Symbolic interactionalism understands meaning as occurring through dialogue, in the construction of the social self, promoting self-reflection as a social construction. This theorisation of social experience is valuabl…
Designing for Positive User Experience in Work Contexts: Experience Categories and their Applications
2018
Experience categories describe repeatedly occurring qualities of positive experiences that can be used for the analysis and generation of new/further/more positive experiences. This paper describes experience categories for the workplace. Based on 345 reports of positive user experiences in the workplace, we identified 17 experience categories through qualitative content analysis and describe their necessary and optional attributes. We believe that experience categories can support analysis and design activities for the work place in three ways: (a) using the questions derived from experience interviews to analyze existing positive experiences in work contexts, (b) explaining the potential …