Search results for "User"

showing 10 items of 1060 documents

Measuring expectation for an affordance gap on a smartphone user interface and its usage among older adults

2020

The smartphone has become a ubiquitous mobile communication tool that plays a crucial role in the daily lives for Malaysian older adults. However, it is not easy for older adults to learn new interaction modes and adopt the smartphone user interface. In this paper, we aim to examine the affordances of a smartphone user interface and its usage by older adults through the lens of Norman’s execution/evaluation action cycle (EEAC) framework. A mobile-user interaction study was administered with four tasks. A paired sample t-test was conducted to analyze the affordance gap between different levels of expectation. The results revealed that three tasks (making phone calls, adding contacts, and usi…

Social Psychologybusiness.industryComputer scienceCommunicationMobile appsexecution/evaluation action cyclekäyttöaffordanceThrough-the-lens meteringälypuhelimetHuman-Computer InteractionPaired samplesPhoneHuman–computer interactionodotuksetsmartphone user interfaceMobile telephonyEvaluation - actionUser interfacebusinessAffordanceexpectationolder adultsaikuiset
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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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The interplay between media-for-monitoring and media-for-searching: How news media trigger searches and edits in Wikipedia

2016

This study investigates how traditional news media and Internet services have become entangled in recipients’ habits of gathering information on current topics. Push media enable citizens to scan the issue environment while pull media enable them to seek out in-depth information if information needs have been elicited. Furthermore, content quality in many pull media may increase when more users generate content, removing flaws and adding information. We expected that TV and newspaper coverage of an issue will lead to increases in (a) searches for and (b) user edits in related articles in the online encyclopedia Wikipedia. Our findings reliably support the hypotheses, but the extent to whic…

Sociology and Political Sciencebusiness.industryComputer scienceInformation seekingCommunication05 social sciencesInternet privacyUser-generated content050801 communication & media studiesInformation needsMedia relationsPage view0506 political scienceWorld Wide Web0508 media and communicationsOnline encyclopedia050602 political science & public administrationThe InternetbusinessNews mediaNew Media & Society
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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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‘I’m still the master of the machine.’ Internet users’ awareness of algorithmic decision-making and their perception of its effect on their autonomy

2020

Algorithms are an integral part of our everyday lives and shape the selection and presentation of information and communication on the internet. At the same time, media users are faced with a lack of control and transparency when interacting with these systems because algorithms largely remain black boxes to end users. Relying on the notion that algorithms are socio-technical systems that comprise both technical and human components, this paper examines internet users’ awareness of algorithms in different areas of internet use and inquires into users’ perceptions of the impact of algorithms on their autonomy when interacting online. Empirically, we rely on qualitative interviews with 30 Ger…

Sociotechnical systembusiness.industryComputer scienceCommunicationmedia_common.quotation_subject05 social sciencesInternet privacy050801 communication & media studiesLibrary and Information SciencesTransparency (behavior)0506 political sciencePresentation0508 media and communicationsPerception050602 political science & public administrationSelection (linguistics)The InternetInternet usersbusinessAutonomymedia_common
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Sociodemographic Characteristics and Interests of FeverApp Users

2021

The FeverApp Registry is a model registry focusing on pediatric fever using a mobile app to collect data and present recommendations. The recorded interactions can clarify the relationship between user documentation and user information. This initial evaluation regarding features of participants and usage intensity of educational video, information library, and documentation of fever events covers the runtime of FeverApp for the first 14 months. Of the 1592 users, the educational opening video was viewed by 41.5%, the Info Library was viewed by 37.5%, and fever events were documented by 55.5%. In the current sample, the role of a mother (p &lt

Software documentation020205 medical informaticsHealth Toxicology and MutagenesisApplied psychologylcsh:Medicine02 engineering and technologyregistryArticleTask (project management)03 medical and health sciencesCurrent sample0302 clinical medicineDocumentation0202 electrical engineering electronic engineering information engineeringHumans030212 general & internal medicineRegistriesguidelinesChildFeverAppUser informationfeverData collectionbusiness.industrylcsh:RPublic Health Environmental and Occupational HealthMobile appsecological momentary assessmentuser behaviorUsabilityMobile Applicationsusabilitysociodemographic characteristicsbusinessPsychologyfeasibilityInternational Journal of Environmental Research and Public Health
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A topology-constrained distance network algorithm for protein structure determination from NOESY data.

2005

This article formulates the multidi- mensional nuclear Overhauser effect spectroscopy (NOESY) interpretation problem using graph theory and presents a novel, bottom-up, topology-con- strained distance network analysis algorithm for NOESY cross peak interpretation using assigned resonances. AutoStructure is a software suite that implements this topology-constrained distance net- work analysis algorithm and iteratively generates structures using the three-dimensional (3D) protein structure calculation programs XPLOR/CNS or DY- ANA. The minimum input for AutoStructure in- cludes the amino acid sequence, a list of resonance assignments, and lists of 2D, 3D, and/or 4D-NOESY cross peaks. AutoStru…

Software suiteMagnetic Resonance SpectroscopybiologyProtein ConformationProteinsReproducibility of ResultsGraph theoryNuclear Overhauser effectCyanaModels TheoreticalNet (mathematics)biology.organism_classificationCrystallography X-RayBiochemistryProtein Structure SecondaryInterpretation (model theory)CrystallographyProtein structureStructural BiologyImage Processing Computer-AssistedMolecular BiologyTwo-dimensional nuclear magnetic resonance spectroscopyAlgorithmAlgorithmsMathematicsProteins
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