Search results for "experience design"

showing 10 items of 92 documents

User experiences of a mobile mental well-being intervention among pregnant women

2016

Postnatal depression affects 10 to 15 percent of women after childbirth. Acceptance and commitment therapy (ACT) is associated with better mental well-being and lower levels of depression. Digital ACT solutions enable providing potentially cost-effective access to interventions. This paper reports the user experiences of an ACT-based mobile mental well-being intervention among pregnant women. Twenty-nine mothers were recruited to a 6-month study. Usage rates were collected via usage logs and user experiences via questionnaires and interviews. The total usage time of the application was about 53 min per user. The application was perceived easy to use. The most common barriers of use were: co…

020205 medical informaticsUser experiencebusiness.industryWell-beingPsychological interventionAcceptance and commitment therapyIntervention02 engineering and technologyAcceptance and commitment therapyPostnatal depression03 medical and health sciences0302 clinical medicineNursingUser experience designmHealthSDG 3 - Good Health and Well-beingMobile phoneIntervention (counseling)Well-being0202 electrical engineering electronic engineering information engineeringChildbirth030212 general & internal medicinePsychologybusinessmHealth
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Ensuring Diverse User Experiences and Accessibility While Developing the TeSLA e-Assessment System

2019

The TeSLA project, with its new, innovative approaches for e-assessment, offers a great possibility for increasing the educational equality and making higher education studies available for all. It has been estimated that 10–15% of students in higher education institutions have some disabilities or special educational needs. At online universities or in online programmes, the number is even higher. These numbers emphasise the importance of the universal design for learning as a leading principle while developing the digital learning environments and e-assessment procedures. In this chapter, we describe the key elements of ensuring the accessibility of the TeSLA e-assessment system during th…

030506 rehabilitationKnowledge managementHigher educationkoulutusteknologiaoppiminenComputer sciencearviointimenetelmätstudent with special educational needs and disabilities (SEND student)luottamuksellisuus03 medical and health sciencesTeSLA ProjectvammaisuusUser experience designerityisopetusverkko-opiskeluuser experienceetäopetusComputingMilieux_COMPUTERSANDEDUCATIONerityiskasvatusverkkoarviointiTeSLA-projektiDigital learninge-assessmentetäopiskeluspecial educational needskäytettävyysbusiness.industry4. Education05 social sciences050301 educationUniversal Design for LearningUsabilityaccessibilityusabilityE-assessmente-arviointidisabilitysaavutettavuusKey (cryptography)Special educational needskäyttäjäkokemus0305 other medical sciencebusiness0503 educationarviointi
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User-Oriented Interface for Monitoring Affective Diseases in Patients with Bipolar Disorder Using Mobile Devices

2020

Nowadays the design of interfaces on mobile devices in the field of mental health is being studied to be applied in the functional criteria related to usability and user experience (UX). This article presents a methodological and conceptual development of an innovative telematics application oriented to control and management relapse prevention in bipolar disorder patients created by the Psychiatry and Clinical Psychology Unit of La Fe Hospital and the Polytechnic University of Valencia. Application called e-therapy aims to control affective diseases in bipolar disorder through the use of computer-assisted tests related to depression and mania among others. Its development and design took i…

050103 clinical psychologybusiness.industry05 social sciencesApplied psychologyUsabilitymedicine.diseaseRelapse preventionMental health030227 psychiatry03 medical and health sciences0302 clinical medicineMoodUser experience designmedicine0501 psychology and cognitive sciencesBipolar disordermedicine.symptomPsychologybusinessmHealthMania
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Phone-Controlled Delivery of NGN Services into Residential Environments

2008

The horizontally layered architecture of the IMS/NGN standards family enables the delivery of services independent of access network and requesting device. In this article, the authors propose a further separation of service control and delivery, allowing the requesting device - in particular a user's mobile phone - to invite other devices (we will focus on DLNA appliances) into the service delivery, enhancing both user experience and service design flexibility. The proposed solution builds on exploiting proximity technologies (e.g. barcodes, NFC) for pairing the control device with a remote environment. Motivated by scenarios, the architecture concepts are explained and a prototype that wa…

Access networkMultimediabusiness.industryService delivery frameworkComputer scienceService designcomputer.software_genreUser experience designMobile phoneUniversal Plug and PlayNext-generation networkVDP::Technology: 500::Information and communication technology: 550::Telecommunication: 552Mobile telephonybusinesscomputerComputer network
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Usability issues of clinical and research applications of virtual reality in older people: A systematic review

2020

Aging is a condition that may be characterized by a decline in physical, sensory, and mental capacities, while increased morbidity and multimorbidity may be associated with disability. A wide range of clinical conditions (e.g., frailty, mild cognitive impairment, metabolic syndrome) and age-related diseases (e.g., Alzheimer's and Parkinson's disease, cancer, sarcopenia, cardiovascular and respiratory diseases) affect older people. Virtual reality (VR) is a novel and promising tool for assessment and rehabilitation in older people. Usability is a crucial factor that must be considered when designing virtual systems for medicine. We conducted a systematic review with Preferred Reporting Items…

Agingmedicine.medical_treatmentApplied psychologyUsabilityContext (language use)DiseaseVirtual realityAssessmentAffect (psychology)050105 experimental psychologyVirtual realitylcsh:RC321-57103 medical and health sciencesBehavioral Neuroscience0302 clinical medicineUser experience designmedicineSettore M-PSI/01 - PSICOLOGIA GENERALE0501 psychology and cognitive scienceslcsh:Neurosciences. Biological psychiatry. NeuropsychiatryBiological PsychiatryRehabilitationbusiness.industry05 social sciencesRehabilitationUsabilityHuman NeuroscienceUser-experiencePsychiatry and Mental healthNeuropsychology and Physiological PsychologySystematic reviewNeurologySystematic ReviewbusinessPsychology030217 neurology & neurosurgery
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2021

Introduction: Digital health technologies such as self-monitoring devices and apps are becoming increasingly important as tools to promote healthy habits and support individuals in their self-care. There is still a scarcity of research that builds on motivational theory to better understand the functioning of digital health technologies. The self-determination theory (SDT) is a macro theory of motivation that delineates three basic psychological needs that are linked to different types of motivation and lead to well-being when satisfied and illbeing when frustrated.Objective: To explore how the use of a digital tool for self-monitoring and communication with healthcare satisfies or frustrat…

Chronic care020205 medical informaticsbusiness.industryChronic care managementmedia_common.quotation_subjectApplied psychologyPublic Health Environmental and Occupational Health02 engineering and technologyDigital healthUnit of analysisScarcity03 medical and health sciences0302 clinical medicineUser experience designHealth care0202 electrical engineering electronic engineering information engineering030212 general & internal medicinebusinessPsychologyCompetence (human resources)media_commonFrontiers in Public Health
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The experience of no experience Elevator UX and the role of unconscious experience

2013

Elevators are designed to facilitate the smooth and efficient transportation of people from one architectural floor to the next. If they work well, people should not think about the journey at all. Instead, their concentration should remain focused on the activity they were engaged in before entering the elevator usage interaction. In other words, if the design works properly, people should not consciously experience elevator interaction. This paper presents the issue of studying no (conscious) user experience. It takes a theoretical perspective to explain aspects of consciousness and embodiment. While most studies on user experience focus on remarkable and affective interaction experiences…

Cognitive scienceEngineeringFocus (computing)Unconscious mindElevatorbusiness.industrymedia_common.quotation_subjectUser journeyPerspective (graphical)User experience designHuman–computer interactionConsciousnessbusinessmedia_commonProceedings of International Conference on Making Sense of Converging Media
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Hidden Pursuits: Evaluating Gaze-selection via Pursuits when the Stimuli's Trajectory is Partially Hidden

2018

The idea behind gaze interaction using Pursuits is to leverage the human's smooth pursuit eye movements performed when following moving targets. However, humans can also anticipate where a moving target would reappear if it temporarily hides from their view. In this work, we investigate how well users can select targets using Pursuits in cases where the target's trajectory is partially invisible (HiddenPursuits): e.g., can users select a moving target that temporarily hides behind another object? Although HiddenPursuits was not studied in the context of interaction before, understanding how well users can perform HiddenPursuits presents numerous opportunities, particularly for small interfa…

Computer scienceContext (language use)ComputerApplications_COMPUTERSINOTHERSYSTEMS02 engineering and technologySmooth pursuitsilmänliikkeetUser experience designLeverage (negotiation)Human–computer interactiondisplays0202 electrical engineering electronic engineering information engineeringSelection (linguistics)0501 psychology and cognitive sciencesmotion correlation050107 human factorsta113business.industry05 social sciences020207 software engineeringGazeObject (philosophy)näyttölaitteethidden trajectorysmooth pursuitTrajectorykatsebusinessärsykkeet
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Evaluating a Future Remote Control Environment with an Experience-Driven Science Fiction Prototype

2015

The case study presented in this paper aimed at discovering opportunities for ambient intelligence and new interaction methods for a future remote crane-operating environment. The theoretical objective was to carry out an experience-driven research project in an industrial work context, and the practical objective was to create and evaluate a future oriented science fiction prototype. The work was carried out in close co-operation with an industrial partner who was a domain expert in the field of crane industry. The aim was to focus on clearly defined user experience goals to which the industrial partner committed. The consequent immediate objective was to focus on two explicit experiences …

Computer scienceEmerging technologiesremote crane operationuser experience (UX)Sense of communityscience fiction prototypingField (computer science)law.inventionDomain (software engineering)User experience designintelligent environment (IE)Human–computer interactionlawhuman-computer interactionuser experienceta113Ambient intelligencebusiness.industryscience fiction prototyping (SFP)human-computer interaction (HCI)Engineering managementWork (electrical)intelligent environmentbusinessRemote control
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Sonic Interaction Design

2009

Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact's sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The interdisciplinary field of sonic interaction design (SID) challenges these prevalent approaches by considering sound as an active medium that can enable novel sensory and social experiences through interactive technologies. This book offers an overview of the emerging SID research, discussing theories, methods, and practices, with a focus on the multisensory aspects of sonic experience. Sonic Interaction Design gathers contributions from scholars, artists, an…

Computer scienceHuman Factors and Ergonomics02 engineering and technologysonic interaction designEducationVisual artsUser experience designElectronic musicHuman–computer interactionSituatedSonic interaction design0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciences050107 human factorsInterdisciplinaritySettore INF/01 - Informaticabusiness.industryField (Bourdieu)05 social sciencesGeneral Engineering020207 software engineeringMobile musicHuman-Computer InteractionHardware and ArchitecturebusinessSoftwareInternational Journal of Human-Computer Studies
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