Search results for "User"

showing 10 items of 1060 documents

User Orientation Through Experience: A Study of Hobbyist Knowing in Product Development

2007

Those who are involved in hobbyist communities and share the values and practices of these communities often also innovate new products. Users are important actors in innovations. Recently, a lot of attention has been paid to users in relation to product development processes and especially user innovations. This article points out that product development team members are often simultaneously users themselves and they can be important translators of “hobbyist knowing” into organizational practices. Hobbyist knowing refers to the practice of making sense of situations through concrete activities and participation in particular social and physical circumstances and practices. This article st…

hobbyist knowingComputingMilieux_THECOMPUTINGPROFESSIONuser innovationuser involvementknowledge managementproduct developmentsports instruments
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Energy Management and Smart Grids

2013

The paper outlines energy management concepts and the smart grid evolution. The necessity of considering energy management as a crucial innovation in load supplying to permit a more powerful penetration of renewable energy usage at the building and city level and to perform energy savings and CO2 emissions reduction is pointed out. The driving factors to enhance the current power distribution are presented, and the benefits concerning smart grids are underlined. In the paper, a specific energy management analysis is reported by considering all the electric value chain, and the demand-side management and distributed on site control actions are described. To verify the benefit of energy manag…

household connected appliancesEngineeringControl and Optimizationenergy managementEnergy management020209 energyEnergy Engineering and Power Technology02 engineering and technologySettore ING-IND/32 - Convertitori Macchine E Azionamenti Elettrici7. Clean energyEnergy engineeringlcsh:Technology12. Responsible consumptionjel:Q40jel:Qjel:Q4311. Sustainabilityjel:Q420202 electrical engineering electronic engineering information engineeringjel:Q41Specific energyjel:Q48jel:Q47Electrical and Electronic Engineeringsmart gridEngineering (miscellaneous)Simulationjel:Q49Renewable Energy Sustainability and the Environmentbusiness.industryEnd userlcsh:T020208 electrical & electronic engineeringjel:Q0ecological benefitsenergy management Smart GridsGridenergy management; smart grid; household connected appliances; ecological benefitsjel:Q4Renewable energyEnergy management systemSmart gridRisk analysis (engineering)13. Climate actionbusinessEnergy (miscellaneous)
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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…

human-computer interactionihmisen ja tietokoneen vuorovaikutususer experiencekäyttäjäkokemus
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DEVIATORE DI FLUSSO PER TURBINE IDRAULICHE IN LINEA

2021

Un deviatore di flusso per una turbina idraulica a flusso incrociato presenta una sezione di uscita atta ad essere collegata alla sezione a valle della condotta idraulica per l’immissione di un flusso in uscita del fluido liquido in pressione con un vettore di velocità di uscita avente modulo di uscita (Vo) e direzione di uscita (do) predeterminati, un condotto di scarico per il ripristino del vettore velocità di detto flusso in uscita al modulo in ingresso ed a una direzione di uscita sostanzialmente parallela o coincidente con detta direzione di ingresso (di), in cui detto deviatore comprende, un primo settore immediatamente a valle di detta girante ed atto a variare la direzione del flus…

hydropowercross-flow turbinePower Recovery System (PRS)energy recoveryPressurized diffuser
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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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Status and Prospects of Kanki : An Open Source Cross-Platform Native iRODS Client Application

2016

The current state of development of project Kanki is discussed and some prospects for future development are laid out with reflection on the results of the research IT infrastructure project at the University of Jyväskylä. Kanki is a crossplatform native iRODS client application which was introduced to the iRODS community at the iRODS Users Group Meeting in 2015, and later released as open source. A total of 9 releases have been made, from which the latest 6 have been available in addition to the source code as pre-built binary packages for x86-64 CentOS Linux 6/7 and OS X 10.10+. The Kanki build environment at the University of Jyväskylä is running out of Jenkins continuous integration for…

iRODSgraphical user interfacescontinuous integrationtutkimustietoresearch support servicesclient software
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Development of a Native Cross-Platform iRODS GUI Client

2015

This paper describes activities on the research IT infrastructure development project at the University of Jyväskylä. The main contribution is a cross-platform iRODS client application with a rich graphical user interface. The client application is fully native and builds from a single C++ codebase on all of the platforms on which iRODS 4.0 is supported. The application has a responsive UI with native look & feel and enables drag & drop integration to the desktop. This is made possible by basing the development of the client application on top of the Qt 5 framework and an object-oriented C++ framework for iRODS which is being developed with the client application. The objectoriented framewo…

iRODStutkimustietographical user interfacemetadata managementinfrastructureclient software
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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…

iconComputer sciencemedia_common.quotation_subjectaffective reaction timesaesthetic appeal050105 experimental psychologyUser experience designHuman–computer interactionvisual usabilitysemantic distance0501 psychology and cognitive sciences050107 human factorsmedia_commonVisual culturecomputer.programming_languageta113Communication designbusiness.industry05 social sciencesta6132UsabilityIcon designdesign erasBeautyIconUser interfacebusinesscomputerProceedings of the 2016 CHI Conference on Human Factors in Computing Systems
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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…

immersionArticle SubjectComputer sciencemedia_common.quotation_subject02 engineering and technologycomputer.software_genreQuality of resultshuman-technology interactionlcsh:QA75.5-76.95authenticityHuman–computer interactionuser experience0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)0501 psychology and cognitive sciencesautenttisuus050107 human factorsmedia_commonta113Multimediabusiness.industry05 social sciences020207 software engineeringUsabilityHuman-Computer InteractionFeelingvirtual environmentsSimulator sicknesslcsh:Electronic computers. Computer sciencekäyttäjäkokemusbusinessImmersive virtual environmentcomputerAdvances in Human-Computer Interaction
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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…

immersionEngineering02 engineering and technologyVirtual realitycomputer.software_genreUser experience designHuman–computer interaction0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)0501 psychology and cognitive sciencesta518Design methods050107 human factorsta113Multimediabusiness.industryomnidirectional videoUser journey05 social sciencesuser experience design020207 software engineeringinteractive omnidirectional videoUser interface designSimulator sicknessProcess efficiencyvirtual realitybusinesscomputerProceedings of the 21st International Academic Mindtrek Conference
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