Search results for "user experience design"
showing 10 items of 86 documents
User Psychology in Interaction Design: The Role of Design Ontologies
2008
In the various forms of interaction design, it is essential to analyze, understand, and predict human behavior. This is equally true with devices such as information systems that are meant to interact with people. The importance of these problems has inspired scientists to develop numerous approaches to investigate and explicate human actions. However, they have mainly been characterized by intuitive and folk psychological approaches to the human mentality in interaction. To improve the scientific foundations of design, we present here a psychology-based approach to collecting user knowledge, as well as a related design practice. The former can be called user psychology and the latter the a…
Human Technology : Toward the Second Decade
2015
The inaugural issue of Human Technology: An Interdisciplinary Journal on Humans in ICT Environments was published in 2005. The 10 volumes of two to three issues comprise well over 2000 pages. Upon starting as editor in chief in January 2015, I browsed through the archives and noticed that just over 100 articles had been published in the journal. Examining these titles, it is evident that they address a wide variety of topics. Nevertheless, four broad themes emerge: The user of technology, with such foci as user experience, user characteristics, usability, user interface, and, on a more theoretical level, cognition; The learner in a technological environment, covering aspects such as inf…
From Technology to the Human User
2008
When thinking of users, it is possible to look at them from a variety of perspectives. One essential way of considering users within the human–technology environment involves technical concepts. In this manner, we define what users should be able to do with a particular technical system. As such, there are tasks to accomplish and goals to reach by means of some technology, and therefore specific operations must be carried out in order to reach those goals or fulfill those tasks. For example, if someone wishes to buy boots from an eShop, it is necessary to get onto the Internet, find the eShop, find the boots, load them into a virtual shopping cart, and follow the process to check out. Savvy…
Help! Is my Chatbot Falling into the Uncanny Valley? : An Empirical Study of User Experience in Human-Chatbot Interaction
2019
Original article available at http://dx.doi.org/10.17011/ht/urn.201902201607 Advances in artificial intelligence strengthen chatbots’ ability to resemble human conversational agents. For some application areas, it may be tempting not to be transparent regarding a conversational agent’s nature as chatbot or human. However, the uncanny valley theory suggests that such lack in transparency may cause uneasy feelings in the user. In this study, we combined quantitative and qualitative methods to investigate this issue. First, we used a 2 x 2 experimental research design (n = 28) to investigate effects of lack in transparency on the perceived pleasantness of the conversation in addition to percei…
Toward hyper-realistic and interactive social VR experiences in live TV scenarios
2022
© 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes,creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. Social Virtual Reality (VR) allows multiple distributed users getting together in shared virtual environments to socially interact and/or collaborate. This article explores the applicability and potential of Social VR in the broadcast sector, focusing on a live TV show use case. For such a purpose, a novel and ligh…
Sosiaalialan asiakastietojärjestelmissä paljon parannettavaa: käyttäjäkokemukset 2019
2020
Sosiaali- ja terveydenhuollon digitalisaatiolle on asetettu paljon odotuksia niin palveluiden laadun, saavutettavuuden kuin tehokkuuden osalta. Asiakas- ja potilastietojärjestelmiltä odotetaan paljon tavoitteiden saavuttamiseksi. Asiakastietojärjestelmät ovat laajasti käytössä sosiaalialalla, mutta niiden käyttöä työvälineenä ja niiden avulla saavutettuja hyötyjä on tutkittu ammattilaisten näkökulmasta vain vähän. Keväällä 2019 kartoitettiin ensimmäistä kertaa valtakunnallisesti sosiaalialan ammattilaisten käyttäjäkokemuksia asiakastietojärjestelmistä. Tässä artikkelissa kuvataan kyselytutkimuksen toteutus ja tulokset eniten käytettyjen tuotemerkkien osalta. Tutkimus toimii pilottina vuonna…
Defining user experience goals to guide the design of industrial systems
2015
The key prerequisite for experience-driven design is to define what experience to design for. User experience (UX) goals concretise the intended experience. Based on our own case studies from industrial environments and a literature study, we propose five different approaches to acquiring insight and inspiration for UX goal setting: Brand, Theory, Empathy, Technology, and Vision. Each approach brings in a different viewpoint, thus supporting the multidisciplinary character of UX. The Brand approach ensures that the UX goals are in line with the company's brand promise. The Theory approach utilises the available scientific knowledge of human behaviour. The Empathy approach focuses on knowing…
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 …
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…
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…