Search results for "experience design"

showing 10 items of 92 documents

THE IMPORTANCE OF THE PARADIGM SHIFT IN THE DEVELOPMENT OF DESIGN INDUSTRY AND DESIGN EDUCATION

2015

Literature about design development and the current situation of the essence of trends in this field allow for the defining of design as an independent branch. Analysis of design and education regulations highlights the conflict between reality and gaps that exist in European statistical standards and International Standard Classification of Education. The purpose of this study is to explore complex problems in the field of design and design education which determines the need for Paradigm Shift for further development of these branches, as well as to present proposals for definitions of key terms of design and offer proposals for a new design education classification. This research will sh…

EngineeringStrategic designdesign; design thinking; visual art; classification; education; LatviaManagement scienceDesign educationbusiness.industryParadigm shiftInternational Standard Classification of EducationEnvironmental graphic designDesign thinkingExperience designbusinessField (computer science)SOCIETY, INTEGRATION, EDUCATION. Proceedings of the International Scientific Conference
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Beyond MAYA for game-changing multisensory design

2017

With information technology becoming ever more embedded in our surrounding everyday things, the nature of interactions and the way we experience digitalization is becoming increasingly embodied. Thus, growing effort is placed on examining the multisensory nature of interaction experience. From a design perspective, increased knowledge of how people experience materials and how to design to encourage varying material experiences opens new opportunities for the generation of rich multisensory user experience, and accomplishing game-changing results. In particular, the innovation space opened up by understanding people's material expectations of designs is significant. An experiment (N = 78) w…

Engineeringmedia_common.quotation_subjectdesign0211 other engineering and technologies02 engineering and technologysurpriseSpace (commercial competition)User experience designHuman–computer interactionuser experience0501 psychology and cognitive sciences050107 human factors021106 design practice & managementmedia_commonta113Focus (computing)ta213business.industry05 social sciencesPerspective (graphical)Information technologymultisensorySightSurprisematerialEmbodied cognitionbusinessSocial psychologyexpectationsProceedings of the 21st International Academic Mindtrek Conference
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A Topic-Case Driven Methodology for Web Course Design

2008

A topic-case driven methodology for a web course design and realization process is based on software engineering metaphors for capturing the necessary steps in creating web courses by means of a content-based development method. The methodology combines instructional issues to design phases that guide teachers and instructors to design and implement online courses. The methodology has been used by students of computer science, teacher education as well as professional university educators from different educational fields. The results from these experiences have been reported as case studies. In this chapter, the methodology is introduced with the summarized results from three case studies.

Engineeringmedicine.medical_specialtyMultimediabusiness.industryExperience designcomputer.software_genreTechnical designCourse (navigation)World Wide WebDesign educationWeb designComputingMilieux_COMPUTERSANDEDUCATIONmedicinebusinesscomputerWeb modeling
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What Do Chinese Entrepreneurs Think about Entrepreneurship: A Case Study of Popular Essays on Zhisland

2020

Entrepreneurship is becoming increasingly essential in this current era of the knowledge economy. It contributes to the innovation of products and services as well as improved processes. In the long-run, it can also improve the sustainability of the economy by depicting better efficiency and social goals. To stimulate entrepreneurship, it is essential to investigate the thinking behind entrepreneurship or what entrepreneurs think about entrepreneurship. Such investigations should encompass the mental images of entrepreneurs. In this regard, content analysis, based on the popular Zhisland essays, may be applied to elicit opinions from Chinese entrepreneurs about activities, critical factors …

Entrepreneurshipcontent analysislcsh:Management. Industrial managementSociology and Political ScienceCausal loop diagrammental imageDevelopmententrepreneurshiplcsh:Business050905 science studiesUser experience design0502 economics and businessddc:650MarketingRisk managementbusiness.industryKnowledge economy05 social sciencesentrepreneurcausal loop diagramContent analysislcsh:HD28-70Human resource managementSustainabilitysystem dynamics0509 other social sciencesbusinesslcsh:HF5001-6182General Economics Econometrics and Finance050203 business & managementJournal of Open Innovation: Technology, Market and Complexity
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Use without training: A case study of evidence-based software design for intuitive use

2019

This paper reviews intuitive software design and outlines the development of an instrument for analysts to evaluate the intuitiveness of software design. Current intuition research outlines three requirements for intuitive use: (a) existing experiential domain knowledge and skills, (b) an unexplainable perception that a novel situation is contextually familiar, and (c) successful application of users’ previously acquired experiential knowledge and skills. A case study illustrates how these requirements can be specified, implemented, and evaluated. Questions to evaluate the characteristics of intuitive design and use resulted in an intuitive use evaluation of 3.2 on a scale of 0–4, indicatin…

Evidence-based practiceintuitive designSocial PsychologyComputer sciencebusiness.industryCommunicationaffordancesinteraction designsystem analysisUsabilityInteraction designintuitionusabilityHuman-Computer InteractionUser experience designHuman–computer interactionuser experienceSoftware designbusinessAffordanceIntuitionHuman Technology
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Validation of the Virtual Reality Neuroscience Questionnaire: Maximum Duration of Immersive Virtual Reality Sessions Without the Presence of Pertinen…

2019

Research suggests that the duration of a VR session modulates the presence and intensity of VRISE, but there are no suggestions regarding the appropriate maximum duration of VR sessions. The implementation of high-end VR HMDs in conjunction with ergonomic VR software seems to mitigate the presence of VRISE substantially. However, a brief tool does not currently exist to appraise and report both the quality of software features and VRISE intensity quantitatively. The VRNQ was developed to assess the quality of VR software in terms of user experience, game mechanics, in-game assistance, and VRISE. Forty participants aged between 28 and 43 years were recruited (18 gamers and 22 non-gamers) for…

FOS: Computer and information sciencesJ.4Computer Science - Human-Computer InteractionB.8neuropsychologyneuroscienceComputer Science - Computers and Society[SCCO]Cognitive scienceBehavioral Neuroscience0302 clinical medicineSoftwareUser experience designB.8; C.4; D.0; J.4Original Research05 social sciencesVirtual RealityNeuropsychologyVR sicknessMultimedia (cs.MM)Psychiatry and Mental healthNeuropsychology and Physiological Psychologymotion sicknessNeurology[SCCO.PSYC]Cognitive science/Psychologycybersicknessvirtual realityPsychologyC.4psychologyVirtual realityCognitive neuroscience050105 experimental psychologylcsh:RC321-571Human-Computer Interaction (cs.HC)03 medical and health sciencesComputers and Society (cs.CY)Immersion (virtual reality)0501 psychology and cognitive sciences[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]lcsh:Neurosciences. Biological psychiatry. NeuropsychiatryBiological PsychiatryGame mechanicsbusiness.industry[SCCO.NEUR]Cognitive science/NeuroscienceVRISEConstruct validityD.0businessNeuroscienceComputer Science - Multimedia030217 neurology & neurosurgeryFrontiers in Human Neuroscience
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Technological Competence Is a Pre-condition for Effective Implementation of Virtual Reality Head Mounted Displays in Human Neuroscience: A Technologi…

2019

Immersive virtual reality (VR) emerges as a promising research and clinical tool. However, several studies suggest that VR induced adverse symptoms and effects (VRISE) may undermine the health and safety standards, and the reliability of the scientific results. In the current literature review, the technical reasons for the adverse symptomatology are investigated to provide suggestions and technological knowledge for the implementation of VR head-mounted display (HMD) systems in cognitive neuroscience. The technological systematic literature indicated features pertinent to display, sound, motion tracking, navigation, ergonomic interactions, user experience, and computer hardware that should…

FOS: Computer and information sciencesJ.4Computer scienceComputer Science - Human-Computer InteractionB.8neuropsychologyneuroscienceComputer Science - Computers and SocietyBehavioral Neuroscience[SCCO]Cognitive science0302 clinical medicineSoftwareUser experience designHuman–computer interactionB.8; C.4; D.0; J.4Reliability (statistics)05 social sciencesHuman factors and ergonomicsCognitionMultimedia (cs.MM)Psychiatry and Mental healthNeuropsychology and Physiological PsychologyNeurology[SCCO.PSYC]Cognitive science/Psychologycybersicknessvirtual realityVRC.4Optical head-mounted displayCognitive neuroscienceVirtual realitypsychology050105 experimental psychologyHuman-Computer Interaction (cs.HC)lcsh:RC321-57103 medical and health sciencesHMDComputers and Society (cs.CY)0501 psychology and cognitive sciences[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]lcsh:Neurosciences. Biological psychiatry. NeuropsychiatryBiological Psychiatrybusiness.industry[SCCO.NEUR]Cognitive science/NeuroscienceVRISEHuman NeuroscienceD.0Systematic ReviewbusinessComputer Science - Multimedia030217 neurology & neurosurgery
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Towards Psychologically based Personalised Modelling of Emotions Using Associative Classifiers

2016

Learning environments, among other user-centred applications, are excellent candidates to trial Computational Emotions and their algorithms to enhance user experience and to expand the system usability. However, this was not feasible because of the paucity in affordable consumer technologies that support the requirements of systems with advanced cognitive capabilities. Microsoft Kinect provides an accessible and affordable technology that can enable cognitive features such as facial expressions extraction and emotions detection. However, it comes with its own additional challenges, such as the limited number of extracted Animation Units (AUs). This paper presents a new approach that attempt…

Facial expressionbusiness.industryComputer scienceSentiment analysisUsabilityCognition0102 computer and information sciences02 engineering and technologyAnimationMachine learningcomputer.software_genre01 natural sciencesHuman-Computer InteractionUser experience design010201 computation theory & mathematicsArtificial Intelligence0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingArtificial intelligencebusinessSet (psychology)computerSoftwareAssociative property
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Exergaming Experiences of Older Adults:A Critical Incident Study

2019

GerontologyUser experience designbusiness.industryPsychologybusinessHumanizing Technology for a Sustainable Society
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User Experiences and Satisfaction with an Electronic Health Record System

2019

Electronic health records have a crucial role for communication and information management in health care organizations. Electronic health records have improved the access to up-dated medical information at the point-of-care, but they have also been linked to usability issues and user problems. This paper presents a study about the user experience among health care professionals regarding an electronic health record system in Norway. Qualitative research methods were used, with interviews and observations made at a university hospital, where 14 clinical end-users of an electronic health record system contributed. The aim was to study the user experiences and the user satisfaction regarding …

Information managementMedical educationbusiness.industryUsabilityWork (electrical)User experience designElectronic health recordHealth careInformation systemVDP::Medisinske Fag: 700businessPsychologyVDP::Teknologi: 500::Informasjons- og kommunikasjonsteknologi: 550Qualitative research
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