Search results for "experience design"

showing 10 items of 92 documents

Mobile Mental Wellness Training for Stress Management: Feasibility and Design Implications Based on a One-Month Field Study

2013

Background: Prevention and management of work-related stress and related mental problems is a great challenge. Mobile applications are a promising way to integrate prevention strategies into the everyday lives of citizens. Objective: The objectives of this study was to study the usage, acceptance, and usefulness of a mobile mental wellness training application among working-age individuals, and to derive preliminary design implications for mobile apps for stress management. Methods: Oiva, a mobile app based on acceptance and commitment therapy (ACT), was designed to support active learning of skills related to mental wellness through brief ACT-based exercises in the daily life. A one-month …

Stress managementApplied psychologydesignHealth InformaticsInformation technologyAcceptance and commitment therapyasseptance and commitment therapystressSDG 3 - Good Health and Well-beingUser experience designNursinguser experienceEveryday lifemHealthta515Original Papermobile phonebusiness.industryT58.5-58.64Mental healthacceptance and commitment therapyMobile phoneActive learning/dk/atira/pure/sustainabledevelopmentgoals/good_health_and_well_beingPublic aspects of medicineRA1-1270Psychologybusinessfield studiesmental healthJMIR mHealth and uHealth
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Introduction to Expanding Universes : Exploring Games and Transmedial Ways of World-building

2018

Transmedia is a wide concept, as by definition, it is a network of various media forms. It includes also games, both digital and more traditional forms of games. Transmedia productions are often built around a certain television series, but in some cases a digital game has been the core production as well. Games, however, have not been looked at in detail in their role as a part of a transmedia whole. It is important to pay attention to the specificity of games as a media form, to their product-audience relation, and to the way how they incorporate playfulness into that relation. Even in cases where games are just a minor part of the production, the playfulness involved in transmedia user p…

Structure (mathematical logic)ScrutinyRelation (database)business.industryTelevision seriesMedia studiesComputingMilieux_PERSONALCOMPUTINGtransmediaCore (game theory)pelitUser experience designSelection (linguistics)Sociologybusinessgames
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Emotional Dimensions of User Experience ? A User Psychological Analysis

2014

User psychology is a human–technology interaction research approach that uses psychological concepts, theories, and findings to structure problems of human–technology interaction. As the notion of user experience has become central in human–technology interaction research and in product development, it is necessary to investigate the user psychology of user experience. This analysis of emotional human–technology interaction is based on the psychological theory of basic emotions. Three studies, two laboratory experiments, and one field study are used to investigate the basic emotions and the emotional mind involved in user experience. The first and second experiments study the measurement of…

Structure (mathematical logic)business.industryField (Bourdieu)Emotion classificationHuman Factors and ErgonomicsPsychological analysisComputer Science ApplicationsHuman-Computer InteractionUser experience designHuman–computer interactionPsychological TheoryNew product developmentPsychologybusinessta515Cognitive psychologyInternational Journal of Human-Computer Interaction
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The EU-project United4Health: User-centred design of an information system for a Norwegian telemedicine service.

2015

Introduction Organizational changes of health care services in Norway brought to light a need for new clinical pathways. This study presents the design and evaluation of an information system for a new telemedicine service for chronic obstructive pulmonary disease patients after hospital discharge. Methods A user-centred design approach was employed composed of a workshop with end-users, two user tests and a field trial. For data collection, qualitative methods such as observations, semi-structured interviews and a questionnaire were used. Results User workshop’s outcome informed the implementation of the system initial prototype, evaluated by end-users in a usability laboratory. Several us…

TelemedicineProcess management020205 medical informaticsHealth Informatics02 engineering and technologycomputer.software_genreHealth informaticsEducationInterviews as Topic03 medical and health sciencesHealth Information SystemsPulmonary Disease Chronic ObstructiveUser-Computer Interface0302 clinical medicineUser experience designSoftware DesignHeuristic evaluationSurveys and QuestionnairesHealth care0202 electrical engineering electronic engineering information engineeringInformation systemmedia_common.cataloged_instanceHumans030212 general & internal medicineEuropean UnionEuropean unionmedia_commonService (business)Multimediabusiness.industryNorwayTelemedicinebusinesscomputerJournal of telemedicine and telecare
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Designing Gesture-Based Control for Factory Automation

2013

We report the development and evaluation of a gesture-based interaction prototype for controlling the loading station of a factory automation system. In this context, gesture-based interaction has the potential to free users from the tedious physical controls but it must also account for safety considerations and users’ perceptions. We evaluated the gesture interaction concept in the field to understand its applicability to industrial settings. Our findings suggest that gesture-based interaction is an emotional, physically charged experience that has the potential to enhance the work process. Participants’ feedback also highlighted challenges related to the reliability of gesture recognitio…

User experience designbusiness.industryComputer scienceHuman–computer interactionProcess (engineering)Gesture recognitionTotally integrated automationContext (language use)businessProcess automation systemAutomationGesture
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Investigating the User Experience of Virtual Reality Rehabilitation Solution for Biomechatronics Laboratory and Home Environment

2021

Virtual reality (VR) technology is a promising tool in physical rehabilitation. Research indicates that VR-supported rehabilitation is beneficial for task-specific training, multi-sensory feedback, diversified rehabilitation tasks, and patient motivation. Our first goal was to create a biomechatronics laboratory with a VR setup for increasing immersion and a motion platform to provide realistic feedback to patients. The second goal was to investigate possibilities to replicate features of the biomechatronics laboratory in a home-based training system using commercially available components. The laboratory comprises of a motion platform with 6-degrees-of-freedom (Rexroth eMotion), fitted wit…

VDP::Teknologi: 500::Informasjons- og kommunikasjonsteknologi: 550::Datateknologi: 551Computer scienceHeadset0206 medical engineeringTraining systemOculus02 engineering and technologyVirtual reality03 medical and health sciences0302 clinical medicineUser experience designHuman–computer interactionuser experienceImmersion (virtual reality)General Materials Sciencephysical rehabilitationbusiness.industryUsabilityQA75.5-76.95020601 biomedical engineeringBiomechatronicsbiomechatronics labhome systemElectronic computers. Computer sciencevirtual realitybusiness030217 neurology & neurosurgeryFrontiers in Virtual Reality
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An Evaluation Matrix to Compare Computer Hydrological Models for Flood Predictions

2020

In order to predict and control the impacts of floods in torrents, it is important to verify the simulation accuracy of the most used hydrological models. The performance verification is particularly needed for applications in watersheds with peculiar climatic and geomorphological characteristics, such as the Mediterranean torrents. Moreover, in addition to the accuracy, other factors affect the choice of software by stakeholders (users, modellers, researchers, etc.). This study introduces a &ldquo

WatershedComputer scienceComputationMIKE11 NAMsurface runoffrainfall–runoff transformationHEC-HMSMIKE 11Oceanographycomputer.software_genrerainfall–runoff transformationSettore ICAR/01 - IdraulicaSoftwareUser experience designHEC-HMSSCS-CN methodlcsh:ScienceWaste Management and DisposalEarth-Surface ProcessesWater Science and TechnologyvalidationFlood mythbusiness.industryHorton methodcalibrationWEC-FLOODSWMMsurface runofflcsh:QData miningUser interfacebusinesscomputer
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Bridging Heritage and Tourist UX: A Socially-Driven Perspective

2016

The paper illustrates the potential of smart-phones as a medium of exchange of memories and experiences. Our application aims at providing diverse types of cultural user experience: to enable tourists to explore new places from a social-driven perceptive; to support new forms of connection and interaction between users and information (data exchange, contents sharing, feedback); to compose interactive narrative conveying the richness of information of interest to the user; to allow users to experience the narrative and underlying physical environment as a mixed-reality experience while allowing for deeper, context-specific exploration at any time through AR system.

World Wide WebCultural heritageUser experience designComputer scienceData exchangebusiness.industryPerspective (graphical)Augmented realityNarrativebusinessTourismBridging (programming)
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Multi-Control Virtual Reality Driving Simulator

2019

Immersive technologies (virtual and augmented reality) started gaining a lot of ground over the past few years initially in the video game industry, followed by simulators and finally integrated into many other classic applications. This paper aims to analyze how users respond to using new controlling devices in a scene designed as a driving simulator (race car track). The landscape and the controls are specifically tailored for interactions within immersive environments. In order to understand the capabilities of the experimental application and evaluate the new controls, several tests were conducted. The results are presented from a user experience perspective, emphasizing qualities, side…

business.industryComputer science05 social sciencesControl (management)Perspective (graphical)Driving simulator050801 communication & media studiesVirtual reality0506 political scienceImmersive technology0508 media and communicationsUser experience designHuman–computer interaction050602 political science & public administrationAugmented realitybusinessVideo game2019 21st International Symposium on Symbolic and Numeric Algorithms for Scientific Computing (SYNASC)
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Intelligent eye

2010

This paper describes Intelligent Eye, a mobile phone interactive leisure guide that offers location-based multimedia information. The information offered is related to the user's position, so the main goal of this work is the development of an efficient system to detect where the user is pointing his/her camera at by means of a content-based image retrieval algorithm (CBIR). The CBIR procedure uses color histograms in the HS color space extracted from images, and employs Kullback-Leibler divergence as the similarity measure. Intelligent Eye can be used in a wide range of camera-equipped mobile phones; however, efficiency is improved if GPS data is available. In order to outperform other sys…

business.industryComputer scienceComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONSimilarity measureColor spaceReal imageUser experience designMobile phoneGlobal Positioning SystemContext awarenessComputer visionArtificial intelligencebusinessImage retrievalProceedings of the 12th International Conference on Information Integration and Web-based Applications & Services
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