Search results for "User"
showing 10 items of 1060 documents
Minimalism for the Win : User-Centered Design for Guidance in Industrial Maintenance
2022
Background: We conducted an exploratory study to test the delivery of technical instructions built on the principles of minimalism. The aim was to investigate how we could support target users’ skill levels in a context-sensitive manner. Literature review: Related work examines minimalism, user needs and profiling, and industrial maintenance and technician experience. Research questions: 1. How can the semantic structure of DITA XML be utilized in delivering technical information to users based on their skill levels? 2. How would a layered system of information support the principles of minimalism? Methodology: We created material and tested the concept in user studies with maintenance pers…
Capturing User Experiences of Mobile Information Technology with the Repertory Grid Technique
2010
We describe the application of the repertory grid technique (RGT) as a tool for capturing the user experience of technological artifacts. In noting the artificiality of assessing the emotional impact of interactive artifacts in isolation from cognitive judgments, we argue that HCI techniques must provide practical solutions regarding how to assess the holistic meaning of users’ interactive experiences. RGT is a candidate for this role. This paper takes the reader step by step through setting up, conducting, and analyzing a RGT study. RGT is a technique on the border between qualitative and quantitative research, unique in that it respects the wholeness of cognition and does not separate the…
Resurssien haltuunoton esittäminen mobiilipeleissä ja Clash of Clans -pelin resurssien haltuunoton heuristinen arviointi
2015
Resurssienhaltuunottoonpieniosaaudiovisuaalistapelisuunnittelua. Resurssienantaminenpelaajalleonmyöstärkeätapapitääylläpelaajanmielenkiin- toa peliin, ja niiden myyminen taas tärkeä osa pelin monetisaatiota. Tässä tutkiel- massa kuvaillaan pelin Clash of Clans tapaa esittää resurssien haltuunottoa ja ar- vioidaannäitätapojamobiilipelienpelattavuusheuristiikoilla.Tuloksinasaatiin,että Clash of Clans noudatti viittä kuudesta heuristiikasta. Huomionarvoista on kuiten- kin se, että hyödynnetyt heuristiikkakokoelmat ovat ajalta ennen free-to-play mo- biilipelaamisen yleistymistä. Resource gathering is an important part of audiovisual game design. Gi- ving resources to the player is also importan…
Grounding the innovation of future technologies
2005
Mobile and ubiquitous technologies can potentially change the role of information and communication technology in human lives. Empirical, human-centered approaches are emerging as an alternative to technology-driven approaches in the innovation of these technologies. Three necessary empirical stages, intertwined with analytical ones and with each informing and grounding the succeeding stages, are analyzed. First, needfinding is utilized to discover societal and individual demands for technology. Second, observational and experimental studies examine the social and cognitive preconditions for interaction. From these two steps, a hypothesis is formulated regarding how technology will change e…
Designing New learning Environments for Music - Implementing the MobiKid experience
2009
In 2006-2008 a mobile software application MobiKid for children aged 3-6 was developed to allow children to sing, record and listen to the songs independently at home. They could even forward the recorded songs to be downloaded from a server by their teacher and relatives. With not yet completed user interface (UI) features the program offered children a motivating context for singing and musical creativity. The child-centered MobiKid UI was developed collaboratively by different experts of music education and software engineering. MobiKid pilot study was expected to reflect the preliminary requirements for child-centered software and usability features for further development among informa…
Lost or not? : designing and evaluating user interfaces of mobile map services : the viewpoint of supporting users' location awareness
2016
The motivation for this thesis arose from the problem of people getting lost, both with and without mobile maps. I will answer a primary research question: 1) How can we support users’ location awareness with mobile map applications? As an ad-dition to this, I have the following sub-questions: a) Why do people get lost even when using a mobile map application? b) What are the best practices to support navigation? c) How can we research what the important objects in the natural environment are that should be emphasized in mobile maps? d) How do we prevent the user from focusing on the map service at the expense of perceiving the location in the real environment? e) What would a good mobile m…
Mobile phone use before and during the COVID-19 pandemic : a panel study of older adults in seven countries
2023
The aim of this study was to investigate the changes in older adults’ mobile phone use from before to during the COVID-19 pandemic. The media displacement and digital divide approaches served as the theoretical frameworks of the study. The data were drawn from the 2018 and 2020 waves of the Aging + Communication + Technology cross-national longitudinal panel study. The sample consisted of older Internet users, aged 62 to 96 (in 2018), from Austria, Canada, Finland, Israel, the Netherlands, Romania, and Spain, who participated in both waves (N = 4,398). Latent class analysis and latent transition analysis with multinomial regression models were the main methods applied to the data. With rega…
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…
User Expressions Translated into Requirements
2010
Grounding the development of mobile and ubiquitous services on actual needs and behaviors of users, rather than on designers’ intuition, is a well-established tradition. However, gathering data about users in different contexts usually results in large amounts of data that have to be analyzed and translated into requirements. This crucial activity and its outcome are often shaped by the preconceptions of the developers or researchers. Despite this subjectivity, the translation process is seldom transparent. The aim of this paper, therefore, is to contribute to the field by presenting a process for translating user expressions into needs and later into requirements using Reiss’ taxonomy of h…
Terminoloģijas lietojums mobilo iekārtu lietošanas instrukcijās
2018
Maģistra darbā pētīts terminoloģijas lietojums mobilo iekārtu lietošanas instrukcijās. Darba mērķis ir izpētīt vienotas terminoloģijas pieejamību tehniskās nozares terminoloģijai, kura izmantota mobilo iekārtu lietošanas pamācībās. Pētījumā izmantotās metodes ir teorētisko materiālu (grāmatu un publikāciju) apskats un izmantotās terminoloģijas un tās tulkojumu analīze. Pētījuma rezultāti liecina, ka lielākajai daļai no atlasītajiem terminiem nav pieejams vienots tulkojums, vai termins darināts latviešu valodā, kas secīgi noved pie situācijas, kurā tulkotājs kļūst par valodnieku, kuram jādarina terminoloģiskās frāzes.