Search results for "experience design"

showing 10 items of 92 documents

Evaluating the user experience of omnidirectional VR walking simulators

2020

Abstract Omnidirectional treadmills (ODTs) have been traditionally proposed as a promising solution for users’ navigation in large-scale virtual environments. These mechanical devices enable users to perform locomotive motion with 360-deg freedom, while keeping their position fixed in the physical world. However, most locomotion approaches based on omnidirectional treadmills have presented either high acquisition or maintenance costs, being the capabilities of the general public, or a limited reliability. In this paper, we present a comparative usability and acceptance study with real users evaluating the two most common approaches for the development of this type of Virtual Reality (VR) wa…

business.industryComputer scienceReliability (computer networking)05 social sciences020207 software engineeringUsability02 engineering and technologyVirtual realityMotion (physics)Human-Computer InteractionUser experience designHuman–computer interactionCorrelation analysis0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciencesTreadmillbusinessOmnidirectional antenna050107 human factorsSoftwareEntertainment Computing
researchProduct

A reflective characterisation of occasional user

2017

This work revisits established user classifications and aims to characterise a historically unspecified user category, the Occasional User (OU). Three user categories, novice, intermediate and expert, have dominated the work of user interface (UI) designers, researchers and educators for decades. These categories were created to conceptualise user's needs, strategies and goals around the 80s. Since then, UI paradigm shifts, such as direct manipulation and touch, along with other advances in technology, gave new access to people with little computer knowledge. This fact produced a diversification of the existing user categories not observed in the literature review of traditional classificat…

business.industryComputer scienceUser modelingUser journey05 social sciencesComputer user satisfaction02 engineering and technologyUser requirements documentUser interface designHuman-Computer InteractionWorld Wide WebArts and Humanities (miscellaneous)User experience designInterface metaphorHuman–computer interaction020204 information systems0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciencesUser interfacebusiness050107 human factorsGeneral PsychologyComputers in Human Behavior
researchProduct

Evaluation of user experience goal fulfillment

2014

In this paper, the results of a user experience (UX) goal evaluation study are reported. The study was carried out as a part of a research and development project of a novel remote operator station (ROS) for container gantry crane operation in port yards. The objectives of the study were both to compare the UXs of two different user interface concepts and to give feedback on how well the UX goals experience of safe operation, sense of control, and feeling of presence are fulfilled with the developed ROS prototype. According to the results, the experience of safe operation and feeling of presence were not supported with the current version of the system. However, there was much better suppor…

business.industryComputer sciencemedia_common.quotation_subjectevalutioncranesUsabilityPort (computer networking)remote operator stationsRemote operationFeelingUser experience designHuman–computer interactionuser experienceContainer (abstract data type)User interfacebusinessGantry cranemedia_common
researchProduct

Increasingly emotional design for growingly pragmatic users? A report from Finland

2012

Researchers and practitioners in the field of information and communication technologies (ICT) have for a while been embracing the concepts of user and consumer experience as well as emotions in design, encouraging the industry to emphasise hedonic and symbolic qualities of products and services, over and beyond their utilitarian characteristics. However, the idea that mobile phone users, for instance, seek increasingly experience-rich, personalised products can not be taken for granted. Therefore, it is valuable to investigate the degree to which users really share designers' increasingly socio-emotional stances. The presented longitudinal study investigated users' mobile phone-related pro…

business.industryInternet privacyGeneral Social SciencesBrand loyaltyHuman-Computer InteractionWorld Wide WebArts and Humanities (miscellaneous)User experience designMobile phoneInformation and Communications TechnologyDevelopmental and Educational PsychologyMeaning (existential)Product (category theory)Dimension (data warehouse)Construct (philosophy)businessPsychologyBehaviour & Information Technology
researchProduct

Formidable Bracelet, Beautiful Lantern

2013

We live in an experience economy. The more saturated the global market becomes with products offering the same functions, services and quality, the more companies are wanting to appeal to the intangible needs and desires of consumers. To achieve this, designers and researchers are turning inwards to investigate the psychological factors affecting peoples' relationships and reactions towards design properties. For this reason, design semantics studies on user experience have been advancing all the time. Much emphasis has been placed on visual product experience, as well as the relationship between brand perception and user experience. These are important steps, which are referred to in this …

business.industryInterpretation (philosophy)User journeymedia_common.quotation_subjectPerspective (graphical)Empirical researchUser experience designAestheticsPerceptionSemioticsQuality (business)PsychologybusinessSocial psychologymedia_common
researchProduct

Socio-emotional Experience in Human Technology Interaction Design – A Fashion Framework Proposal

2021

Technology designers and developers can be understood as social experience (SE) mediators. In user experience (UX), notions of SE have served to identify and define the factors contributing to human-technology interaction (HTI). Three dominant perspectives have been promoted in UX discourse: 1) SE of brand, brand value and consumer culture; 2) technology design as mediator of human-to-human interactions; and 3) meaning generation through action and interaction between actors. Symbolic interactionalism understands meaning as occurring through dialogue, in the construction of the social self, promoting self-reflection as a social construction. This theorisation of social experience is valuabl…

culture cognitionkognitiovuorovaikutusSocial emotionskäyttäjätihmisen ja tietokoneen vuorovaikutusTemporalityInteraction designemotionssosiaalinen vuorovaikutusSymbolic interactionismhuman-technology interactionUser experience designtunteetfashionTechnology integrationSociologysymbolic interactionismDesign technologybusiness.industrykognitiivinen kulttuurintutkimusSocial constructionismEpistemologysuunnittelumuotoilusocial experiencemuotiteknologiakäyttäjäkokemusbusiness
researchProduct

Designing for Positive User Experience in Work Contexts: Experience Categories and their Applications

2018

Experience categories describe repeatedly occurring qualities of positive experiences that can be used for the analysis and generation of new/further/more positive experiences. This paper describes experience categories for the workplace. Based on 345 reports of positive user experiences in the workplace, we identified 17 experience categories through qualitative content analysis and describe their necessary and optional attributes. We believe that experience categories can support analysis and design activities for the work place in three ways: (a) using the questions derived from experience interviews to analyze existing positive experiences in work contexts, (b) explaining the potential …

experience categoriesinterviewsSocial PsychologyComputer sciencebusiness.industryCommunication05 social sciencesHuman-Computer InteractionworkWork (electrical)User experience designHuman–computer interactionuser experience0502 economics and businesspositive design0501 psychology and cognitive sciencesbusiness050203 business & management050107 human factorsHuman Technology
researchProduct

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
researchProduct

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
researchProduct

Opiskelijoiden työelämä- ja yrittäjyystaitojen edistämistä työelämän toimintakulttuuria simuloimalla ja käsitteitä selkeyttämällä

2020

käsitteetyrittäjyyskasvatuskorkea-asteen koulutusopetusmenetelmättyöelämävalmiudetsimulointiExperience Designertyöelämäyrittäjyys
researchProduct