Search results for "käyttäjäkokemus"
showing 10 items of 99 documents
What makes a (ro)bot smart? : examining the antecedents of perceived intelligence in the context of using physical robots, software robots, and chatb…
2022
In recent years, the acceptance and use of intelligent robots and other kinds of intelligent systems have begun to gain more and more attention also in information systems research. Here, many studies have found the perceived intelligence of robots to act as one critical antecedent for their acceptance and use, but few studies have focused on the antecedents of perceived intelligence itself. In this study, we aimed to address this gap in prior research by examining the effects of individual intelligence dimensions on the overall intelligence perception of robots in the work context. In addition, we also examined the potential differences in these effects as well as in the individual intelli…
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…
Is it a tool or a toy? How user's conception of a system’s purpose affect their experience and use
2019
The boundary between hedonic and utilitarian information systems has become increasingly blurred during recent years due to the rise of developments such as gamification. Therefore, users may perceive the purpose of the same system differently, ranging from pure utility to pure play. However, in literature that addresses why people adopt and use information systems, the relationship between the users conception of the purpose of the system, and their experience and use of it has not yet been investigated. Therefore, in this study we investigate the interaction effects between users’ utility-fun conceptions of the system and the perceived enjoyment and usefulness from its use, on their post-…
Vasteajan vaikutus emotionaaliseen käyttäjäkokemukseen
2015
Vasteajan vaikutus käyttäjäkokemukseen on kiistaton, mutta vasteaikojen suhteesta käyttäjäkokemukseen ja varsinkin sen emotionaalisiin dimensioihin tarvitaan lisää tutkimustietoa. Lisäksi voimassa olevia suosituksia vasteajan sietokyvyn kynnysarvoista täytyy tarkastaa. Tämän tutkimuksen tavoitteena oli selvittää, millä tavoin matkapuhelin- ja työpöytäsovelluksien yhteydessä eri vasteajat vaikuttavat osaamisen, turhautumisen ja hallinnan tunteeseen. Tutkimuksen koehenkilöt suorittivat tuntikirjaustehtäviä sovelluksella, jonka käyttöliittymän vasteaikaa vaihdeltiin välittömän, 1 sekunnin ja 2 sekunnin välillä. Lisäksi sovelluksen tyyppiä, matkapuhelin- ja työpöytäsovellus, vaihdeltiin. Koehen…
Experiences from the Use of an Eye-Tracking System in the Wild
2010
Eye-tracking systems have been widely used as a data collection method in the human–computer interaction research field. Eyetracking has typically been applied in stationary environments to evaluate the usability of desktop applications. In the mobile context, user studies with eye-tracking are far more infrequent. In this paper, we report our findings from user tests performed with an eye-tracking system in a forest environment. We present some of the most relevant issues that should be considered when planning a mobile study in the wild using eye-tracking as a data collection method. One of the most challenging finding was the difficulty in identifying where the user actually looked in th…
The World Hobbit Project in Finland : Audience responses and transmedial user practices
2016
This article examines audience engagement with The Hobbit fantasy film trilogy as a participatory and transmedial experience. To do so, we use the data collected by The World Hobbit Project in order to investigate the transmedial user practices of the Finnish audience of the trilogy. We will, firstly, look at what kinds of transmedial user practices – and transmedia users – emerge from our data. Secondly, we will ask the following questions: How do transmedia users receive and experience the films? What are the meanings assigned to The Hobbit films and the fantasy texts and user practices related to them, and what do these meanings tell of the broader meanings and uses of fantasy? Doing so,…
Literature review data for conceptual framework of UX dimensions
2022
A narrative literature review was conducted to identify 50 most cited research articles on user experience (UX). The focus on finding UX definitions that can be divided into dimensions via conceptual analysis to create of a conceptual analysis framework of UX dimensions that can be utilised in analysing different experience concepts for developing the concept of total experience (TX). ACM Digital Library was utilized as the database. Research articles were selected based on the following inclusion and exclusion criteria. In the ACM Digital Library database, “User Experience” was used as a search keyword. The search resulted in a total of 30,723 publications. Due to a large number of publica…
Exergaming Experiences of Older Adults: A Critical Incident Study
2019
Exergaming is a form of digital gaming requiring physical effort from the player. There has been a growing interest towards exergaming in academia. However, only a very limited number of exergaming studies have given a voice to older adults and investigated their experiences. This study investigates what kinds of exergaming experiences are perceived as the most meaningful ones among older adults (referred in this study as people over 50 years of age). That is, the experiences which they perceive or remember as “unusually positive or negative”. To meet this purpose, this study takes a qualitative approach and uses the critical incident technique, a well-established technique to collect and c…
”Hei mä lainaisin sellaisen iPadin” – kirjaston ratkaisu e-kirjojen käytön lisäämiseksi
2014
Ikäsidonnaisen kognitiivisen heikentymisen vaikutus käyttäjäkokemukseen
2016
Tämä kandidaatintutkielma käsittelee kirjallisuuskatsauksen muodossa niitä ikäsidonnaisia kognitiivisia muutoksia, jotka vaikuttavat käyttäjäkokemuksen muodostumiseen. Myös ikäsidonnaisen kognitiivisen heikentymisen vaikutuk-sia lieventävät käyttöliittymäsuunnittelun keinot on nostettu esille. Huomion-arvoisia ikäsidonnaisia muutoksia käyttäjäkokemuksen näkökulmasta tapahtuu avaruudellisen hahmotuskyvyn, joustavan älykkyyden sekä työmuistin ja pro-sessointinopeuden heikentyessä. Lisäksi tarkkaavaisuuden häirittävyys, mie-lensisäisten mallien epätarkkuus ja automatisoituneen vasteen muodostamisen vaikeudet liittyvät kiinteästi ikääntymiseen. Ikäsidonnaisen kognitiivisen hei-kentymisen myötä …