Search results for "user experience design"

showing 10 items of 86 documents

Sociability in Virtual Reality

2021

This study investigates sociability in the context of immersive Virtual Reality (VR). A Design Science Research process was applied, and three iterative development versions of a VR application were studied. Sociability around the technology was investigated with two theoretical perspectives: social presence and social interactions. The results of qualitative interviews and observations as well as a quantitative experiment are combined to make a proposal for four design principles enhancing the beneficial sociability of VR systems. These principles address the importance of ease-of-use and personalization in the activation of a customer, customer empowerment and emancipation through familia…

Iterative and incremental developmentComputer sciencebusiness.industryProcess (engineering)media_common.quotation_subject05 social sciencesGeneral EngineeringContext (language use)Virtual realityPersonalizationUser experience designHuman–computer interaction0502 economics and business050211 marketingDesign science researchEmpowermentbusiness050203 business & managementmedia_commonACM Transactions on Social Computing
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The role of culture and personality traits in board game habits and attitudes: Cross-cultural comparison between Denmark, Germany, and USA

2021

Abstract This study investigated whether variations in personality traits are related to board game usage patterns and attitudes, and whether such associations are expressed differently across countries that reflect different cultural orientations and values. A cross-sectional online survey was distributed among 486 Danes, Germans, and Americans, whose personalities were assessed through the NEO-FFI questionnaire. Participants also indicated their liking levels, attitudes, and playing frequency of board games. Results showed significant associations between personality traits and board game-related attitudes and habits. However, these associations were moderated by culture and primarily pre…

MarketingGermanDanishUser experience designbusiness.industrylanguageBig Five personality traitsPsychologybusinessPersonality psychologyCross-cultural studiesSocial psychologylanguage.human_languageJournal of Retailing and Consumer Services
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An Empirical Study on Female Participation in Software Project Courses

2019

Gender issues in software engineering education are gaining research attention due to the desire to promote female participation in the field. The objective of this work is to enhance the understanding of female students' participation in software engineering projects to support gender-aware course optimization. Since 2015, we have investigated the participation of female students in terms of software engineering activities and team dynamics in a software project course that involves a real customer. We found that female students are more active with project management and requirement engineering, while they remain under-represented in highly complex or specific tasks, i.e. architecture wor…

Medical educationComputingMilieux_THECOMPUTINGPROFESSIONRequirements engineeringbusiness.industrySignificant difference020207 software engineering02 engineering and technologyEmpirical researchSoftwareWork (electrical)User experience design020204 information systemsComputingMilieux_COMPUTERSANDEDUCATION0202 electrical engineering electronic engineering information engineeringArchitectureProject managementbusinessPsychology2019 IEEE/ACM 41st International Conference on Software Engineering: Companion Proceedings (ICSE-Companion)
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A Comparison of the User Experiences of Primary Care Electronic Health Record Systems

2020

Digital health records play an important role for the information flow in primary care organizations that carry out services at patient’s home. Mobile digital solutions have improved the access to up-dated care information at the patient’s home, facilitating new ways for clinical workflow and care delivery. This paper presents a study comparing the user experiences of two electronic health record systems in two primary care organizations in Norway. Qualitative research methods were applied with interviews and observations made between 2017 and 2019 where clinical end-users of primary care electronic health records participated. The study showed that the systems had an important function for…

Medical educationWorkflowUser experience designProcess (engineering)business.industrymedia_common.quotation_subjectInformation flow (information theory)BusinessFunction (engineering)Digital healthMobile deviceQualitative researchmedia_common
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User experience-based information retrieval from semistar data ontologies

2019

The time necessary for the doubling of medical knowledge is rapidly decreasing. In such circumstances, it is of utmost importance for the information retrieval process to be rapid, convenient and straightforward. However, it often lacks at least one of these properties. Several obstacles prohibit domain experts extracting knowledge from their databases without involving the third party in the form of IT professionals. The main limitation is usually the complexity of querying languages and tools. This paper proposes the approach of using a keywords-containing natural language for querying the database and exploiting the system that could automatically translate such queries to already existi…

Medical knowledgeInformation retrievalComputer scienceProcess (engineering)business.industryOntology-based data integration02 engineering and technologyQuery languageData structureDomain (software engineering)User experience design020204 information systems0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingbusinessNatural language
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Extending and validating gestUI using technical action research

2017

gestUI is a model-driven method with tool support to define custom gestures and to include gesture-based interaction in existing user software system interfaces. So far, gestUI had been limited to the definition of the same gesture catalogue for all users of the software system. In this paper, we extend gestUI to permit individual users to define their own custom gesture catalogue and redefine some custom gestures in case of difficulty in using or remembering them. After extending gestUI, we applied technical action research from the FP7 CaaS project's Capability Design Tool with the aim of assessing its acceptance in an industrial setting. We also analysed its perceived ease-of-use and use…

Model-Driven DevelopmentComputer sciencebusiness.industryDesign toolIndustrial setting020207 software engineeringContext (language use)02 engineering and technologyGesture-Based InteractionHuman-Computer InteractionUser ExperienceUser experience designHuman–computer interactionTechnical-Action Research0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingSoftware systemUser interfaceAction researchbusinessSoftware engineeringGesture2017 11th International Conference on Research Challenges in Information Science (RCIS)
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Discounted Prototyping of Virtual Reality Solutions for Science Education

2017

Science education requires experimental work for learners to achieve the intended learning outcomes, which sometimes involve abstract concepts by nature. Advances in digital technology can help learners to undertake experimental work, which would otherwise be costly, either due to the scarcity of laboratory equipment or safety requirements. However, one of the major concerns resides into how to design usable learning solutions from the users’ perspective. That would require the involvement of users at all stages of design and development process, even if the technology itself could still be in its infancy. It can be very helpful to present the new design concepts to potential users at a ver…

MultimediaComputer scienceProcess (engineering)business.industrymedia_common.quotation_subjectVirtual realityUSablecomputer.software_genreScience educationTest (assessment)ScarcityUser experience designHuman–computer interactionDesign processbusinesscomputermedia_common
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Combining traditional and indirect augmented reality for indoor crowded environments. A case study on the Casa Batlló museum

2017

Abstract Mobile audio-guides are currently being used in museums to enhance the visitors’ experience. Over the past few years, some Augmented Reality (AR) solutions have been explored in this context, making it possible to provide augmented visual and sonic stimuli through the use of smartphones. However, the special conditions of museums (e.g. artificial markers cannot be used, small, crowded rooms, etc.) and the limited computational capacity of smartphones mean that there are important restrictions in the use of this technology. In this paper we introduce a novel mobile augmented guide for the Casa Batllo museum (Barcelona, Spain) which is based on a combination of traditional and indire…

MultimediaComputer sciencebusiness.industryGeneral Engineering020207 software engineeringContext (language use)02 engineering and technologycomputer.software_genreComputer Graphics and Computer-Aided DesignHuman-Computer InteractionUser experience design0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingAugmented realitybusinesscomputerComputers & Graphics
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Narratives of satisfying and unsatisfying experiences of current mobile augmented reality applications

2012

Over the last few years, mobile applications demonstrating Augmented Reality (AR) - such as Layar, Junaio and Google Goggles - have been introduced to consumers. We conducted an online survey to explore the user experience (UX) of early stage mobile AR applications available in the market in spring 2011, covering both location-based AR browsers and image recognition AR applications for object-based interaction. We identify various types of experiences such applications have evoked by qualitatively analyzing 84 users' narratives of their most satisfying and unsatisfying experiences. The results highlight, for example, experiences of awareness of surroundings, empowerment, positive surprise, …

MultimediaComputer sciencebusiness.industrymedia_common.quotation_subjectNoveltyExperience designcomputer.software_genreMixed realitySurpriseUser experience designHuman–computer interactionLocation-based serviceImmersion (virtual reality)NarrativeAugmented realitybusinessEmpowermentta512computermedia_commonProceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Measuring user responses to interactive stories: Towards a standardized assessment tool

2010

With the increasing number of prototypes and market applications of interactive storytelling, the understanding and optimization of how end users respond to computer-mediated interactive narratives is of growing importance. Based on a conceptual model of user experiences in interactive storytelling, a measurement instrument for empirical user-based research was developed. We report findings from an initial test of the self-report scales that was conducted with N=80 players of the adventure game "Fahrenheit". Interactivity was manipulated experimentally in order to validate the measures. Results suggest that the scales will be useful for comparing user responses to 'real' interactive storyte…

MultimediaEnd userbusiness.industryComputer science05 social sciencesComputingMilieux_PERSONALCOMPUTINGConceptual model (computer science)050801 communication & media studiesAdventurecomputer.software_genreInteractive storytelling0508 media and communicationsInteractivityUser experience designHuman–computer interaction0501 psychology and cognitive sciencesNarrativebusinesscomputer050107 human factorsInteractive media
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