Search results for "user experience design"
showing 10 items of 86 documents
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…
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 …
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…
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 …
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…
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…
Virtual reality and 3D printing improve preoperative visualization of 3D liver reconstructions-results from a preclinical comparison of presentation …
2021
BACKGROUND: Preoperative three-dimensional (3D) reconstructions for liver surgery planning have been shown to be effective in reduction of blood loss and operation time. However, the role of the ‘presentation modality’ is not well investigated. We present the first study to compare 3D PDFs, 3D printed models (PR) and virtual reality (VR) 3D models with regard to anatomical orientation and personal preferences in a high volume liver surgery center. METHODS: Thirty participants, 10 medical students, 10 residents, 5 fellows and 5 hepatopancreatobiliary (HPB) experts, assigned the tumor-bearing segments of 20 different patient’s individual liver reconstructions. Liver models were presented in a…
2021
Abstract Background As virtual reality (VR) has become more accessible, it has increasingly come into focus for clinical application. Therapy with VR shows potential as an engaging, effective, and economic way to improve cognitive abilities following a stroke. Objectives While application of VR in clinical settings appears promising, its widespread use will crucially depend on acceptance of immersive head mounted display virtual reality (HMD-VR) systems when used in different patient groups. This study aimed to investigate acceptance of HMD-VR in stroke patients compared to a control group of healthy age-matched adults. Methods The attitude towards HMD-VR, as one of the most important predi…
Comparative ergonomic workflow and user experience analysis of MRI versus fluoroscopy-guided vascular interventions: an iliac angioplasty exemplar ca…
2014
A methodological framework is introduced to assess and compare a conventional fluoroscopy protocol for peripheral angioplasty with a new magnetic resonant imaging (MRI)-guided protocol. Different scenarios were considered during interventions on a perfused arterial phantom with regard to time-based and cognitive task analysis, user experience and ergonomics. Three clinicians with different expertise performed a total of 43 simulated common iliac angioplasties (9 fluoroscopic, 34 MRI-guided) in two blocks of sessions. Six different configurations for MRI guidance were tested in the first block. Four of them were evaluated in the second block and compared to the fluoroscopy protocol. Relevant…
User experience targets as design drivers:A case study on the development of a remote crane operator station
2013
In recent years, the notion of user experience, or UX, as an essential aspect to be addressed in the design and development of technologies has been increasingly discussed. In this paper, we present a case study in which we have used UX targets as the main design drivers and focus areas in developing a new remote operator station user interface for container cranes. UX targets describe the experiential qualities to which the product design should aim at. However, taking UX targets into consideration during product design is challenging, because only little is known about how they would be best operationalized to serve the different phases of the design process. Through our case study, we de…