Search results for "User experience"
showing 10 items of 117 documents
Factory Workers' Ordinary User Experiences: An Overlooked Perspective
2018
Experiences with technology often are described as exciting and outstanding, for instance, in relation to novel technologies at home or at work. In this article, we aim to complement this perspective by emphasizing people’s mundane and ordinary experiences with technology, that is, unremarkable experiences happening in the background of people’s attention. Based on our investigations of user experience in a semiconductor factory, we show how such ordinary experiences are substantial in workers’ everyday interactions with technology, which are mainly shaped by repetitive activities and routines. However, current conceptions of user experience seem to overlook those mundane experiences and ho…
Experiences from the Use of an Eye-Tracking System in the Wild
2010
Eye-tracking systems have been widely used as a data collection method in the human–computer interaction research field. Eyetracking has typically been applied in stationary environments to evaluate the usability of desktop applications. In the mobile context, user studies with eye-tracking are far more infrequent. In this paper, we report our findings from user tests performed with an eye-tracking system in a forest environment. We present some of the most relevant issues that should be considered when planning a mobile study in the wild using eye-tracking as a data collection method. One of the most challenging finding was the difficulty in identifying where the user actually looked in th…
Literature review data for conceptual framework of UX dimensions
2022
A narrative literature review was conducted to identify 50 most cited research articles on user experience (UX). The focus on finding UX definitions that can be divided into dimensions via conceptual analysis to create of a conceptual analysis framework of UX dimensions that can be utilised in analysing different experience concepts for developing the concept of total experience (TX). ACM Digital Library was utilized as the database. Research articles were selected based on the following inclusion and exclusion criteria. In the ACM Digital Library database, “User Experience” was used as a search keyword. The search resulted in a total of 30,723 publications. Due to a large number of publica…
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…
Aesthetic Appeal and Visual Usability in Four Icon Design Eras
2016
Technological artefacts express time periods in their visual design. Due time, visual culture changes and thus affects the design of pictorial representations in technological products, such as icons in user interfaces. Previous research of temporal aspects in human-computer interaction has been focusing on particular interaction situations, but not on the effects of design eras on user experience. The influence of icon design styles of different eras on aesthetic and usability experiences was studied with the method of primed product comparisons. Affective preferences and their processing times were analysed in order to examine visual usability in terms of semantic distance and aesthetic a…
Evaluating the Authenticity of Virtual Environments: Comparison of Three Devices
2016
Immersive virtual environments (VEs) have the potential to provide novel cost effective ways for evaluating not only new environments and usability scenarios, but also potential user experiences. To achieve this, VEs must be adequately realistic. The level of perceived authenticity can be ascertained by measuring the levels of immersion people experience in their VE interactions. In this paper the degree of authenticity is measured via anauthenticity indexin relation to three different immersive virtual environment devices. These devices include (1) a headband, (2) 3D glasses, and (3) a head-mounted display (HMD). A quick scale for measuring immersion, feeling of control, and simulator sick…
Assisting immersive virtual reality development with user experience design approach
2017
In our study we explored how to design a biography of a late Finnish artist as a VR experience. We conducted a development process assisted by user experience (UX) design methods, which increased the process efficiency, and resulted in a research prototype. Through previous research and our development process, we identified components affecting the user experience. These components are: Immersion, Presence, Disorientation, Sense of Control, Pleasantness, Exploration and Simulator Sickness. From our user study with 13 participants, we were able to draw implications that relate to these components. While the set of components could be incomplete or subject to change, shows that further resea…
The effects of user interface type on player immersion in first-person shooter games
2017
Videopelien vaikutuksia pelaajien käyttäytymiseen on tutkittu laajasti, kuten myös niitä tekijöitä jotka vaikuttavat pelaajien tyytyväisyyteen ja kiinnostukseen videopelejä kohtaan. Tästä huolimatta on puutetta julkisesti saatavilla olevasta empiirisestä tutkimuksesta, joka keskittyisi käyttöliittymän vaikutukseen pelaajan kokemaan immersioon pelin aikana sekä siihen, mikä käyttöliittymissä vaikuttaa immersion kokemuksen syntymiseen. Käyttöliittymät ensimmäisen persoonan kuvakulmasta olevissa videopeleissä voidaan jakaa kahteen eri tyyppiin, diegeettisiin ja epädiegeettisiin käyttöliittymiin. Nämä kaksi eri käyttöliittymätyyppiä saattavat vaikuttaa pelaajan kokemukseen eri tavoin. Parempi y…
Make It Intuitive: An Evaluation Practice Emergent from the Plans and Scripted Behavior of the Computer-Community of Practice
2012
The catch phrase today for system designers is to “make it intuitive,” which begs the question, what is intuitive? The action research discussed in this article was the final stage of the application of grounded theory to user data that provided survey categories (criteria) for system acceptance. A theoretical rationale from the discipline of human–computer interaction was proposed to provide a consistent and repeatable interpretation of the users’ responses to the survey and directly align the responses to software design considerations. To put this work into context, I discuss in this article a case study on the use of the survey to monitor the user experience during the upgrade of an ent…