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? 2022 Elsevier LtdThe product of good design should render a tool invisible for a user who is executing a task. Unfortunately, web applications are often far from invisible to users, who struggle with poor design of websites and ...
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? 2022 Elsevier LtdThe product of good design should render a tool invisible for a user who is executing a task. Unfortunately, web applications are often far from invisible to users, who struggle with poor design of websites and processes in them. We are particularly interested in web processes that involve form filling, so we have been studying how people interact with web forms. Besides cataloguing user interaction problems that are common in web forms, we have noticed that, in many cases, there is a single form element or widget to blame for a certain interaction problem, because such widget is not the most appropriate one for the required input in that particular context. This unfitness of the widget causes an extra burden to the user, which we call interaction effort. In this work we propose measuring the interaction effort of a widget with a unified score based on micro-measures automatically captured from interaction logs. We present the micro-measures that were found relevant to predict the interaction effort in 6 different types of web forms widgets. We describe a large data collection process and prediction models, showing that it is indeed possible to automatically predict a widget interaction effort score by learning from expert human ratings. We consequently believe that the interaction effort could be used as an effective metric to compare small variations in a design in terms of user experience.
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Libraries serve an important role in accessing information, delivering services, and fostering a sense of community. Libraries must ask whether they are serving all of their community members equitably. People with disabilities ne...
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Libraries serve an important role in accessing information, delivering services, and fostering a sense of community. Libraries must ask whether they are serving all of their community members equitably. People with disabilities need to be able to access the libraries fully. This article first provides an overview of approaches for moving beyond compliance in the development and delivery of services to people with disabilities. It explores barriers to accessing services for people with disabilities and ways to overcome them. Lastly, it outlines daily interaction tips in providing service to people with disabilities.
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Within the field of ergonomics, the concepts of usability, user experience and accessibility have played an increasingly important role. The present paper examined the meaning of these concepts and their relationship to each other...
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Within the field of ergonomics, the concepts of usability, user experience and accessibility have played an increasingly important role. The present paper examined the meaning of these concepts and their relationship to each other, which included an analysis of the definitions, methods, and typical outcome measures employed. Despite some concerns in the literature about the utility of usability, user experience and accessibility as umbrella terms, we provide arguments for their continued use. The article proposes how the three concepts and their different perspectives can be integrated. We propose the term 'interaction experience' (IX) as a higher-level concept. Due to the multi-facetted nature of umbrella concepts, we suggest using spider charts as a means to report the results of evaluating artefacts with regard to usability, user experience and accessibility. Practitioner Summary:A better integration of the concepts of usability, user experience and accessibility is expected to provide some benefits to practitioners. We propose employing spider charts for reporting the outcome of artefact evaluations regarding the three concepts. This may help practitioners interpret the characteristics of a device at a glance.
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The user experience (UX) is a critical issue in both the product design and service sector. Ensuring that customers can easily understand a product or service and thus ensuring higher satisfaction with the customer-product (servic...
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The user experience (UX) is a critical issue in both the product design and service sector. Ensuring that customers can easily understand a product or service and thus ensuring higher satisfaction with the customer-product (service) interaction process is essential for survival among competitive industries. However, few studies have attempted to integrate all relevant factors into a comprehensive model of UX. The present study addresses this need by proposing a conceptual UX interaction model that incorporates the characteristics of usability and user interaction level based on quality of experience. A method to apply the model and the steps to implement the data collection and analysis are also proposed. The UX interaction model requires a systematic approach to: (1) decompose the product or service characteristics during a UX interaction process; (2) determine typology of UX items of each characteristic; and (3) select appropriate and feasible strategies to improve these UX items. A quantitative survey for mobile phone users was developed to investigate differences among types of UX and product characteristics. This study provides valuable empirical evidence on the UX interaction model for particular industries where superior quality service experiences are to be achieved.
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A majority of video summarization systems use linear representations, such as rectangular storyboards and timelines at linear scales. In this paper, we propose a novel nonlinear dynamic representation called SpiralTape that summar...
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A majority of video summarization systems use linear representations, such as rectangular storyboards and timelines at linear scales. In this paper, we propose a novel nonlinear dynamic representation called SpiralTape that summarizes a video in a smooth spiral pattern. SpiralTape provides an unusual and fresh activity suitable for stimulating environments such as science and technology museums, in which children or young individuals can have enjoyable experiences that create meaningful learning outcomes. In addition, SpiralTape provides an uninterrupted overall structure of video content and takes design principles including compactness, continuity, efficient overview, and interactivity into consideration. A working SpiralTape system was developed and deployed in pilot applications and exhibitions. Elaborate user studies with evaluation benchmarks on multiple metrics were conducted to compare SpiralTape with two representative linear video summarization methods and a state-of-the-art radial video visualization. The evaluation results demonstrate the effectiveness and natural interaction performance of SpiralTape.
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The technology supporting Interactive Digital Narrative (IDN) is of particular significance to cultural heritage research. IDN technology provides a means of engagement in cultural heritage sites, a medium for culturally significa...
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The technology supporting Interactive Digital Narrative (IDN) is of particular significance to cultural heritage research. IDN technology provides a means of engagement in cultural heritage sites, a medium for culturally significant stories, and culturally significant story-centric games. While previous work in this space has numerous examples of user experience ( UX) evaluations of the interactive narrative works themselves, there is significantly less in terms of evaluation of technology for authoring IDN, creating a UX research space in this area that is focused on the audience and not authors. We propose to balance this focus by considering the UX of authoring tools more closely. In this work, we undertake a review of the state of the art of authoring tools for IDN, such as story-centric games, and report on a rigorous UX evaluation of representative technologies (n = 21). We also address the challenges of UX research for these tools through an original evaluation methodology where authors complete a story composed of representative story features. Our study leads us to conclude seven UX principles for IDN authoring tools that explore both how authors use tools to create story-focused games and how the interface for these tools impacts the creative process.
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This research aims to formalize the fundamental relationship between user experience, interaction, and metaphors. By doing so, we provide a tool and a methodology to enable the classification of interactive products and consequent...
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This research aims to formalize the fundamental relationship between user experience, interaction, and metaphors. By doing so, we provide a tool and a methodology to enable the classification of interactive products and consequently propose some guidelines for designing interactive products. In complement, we make explicit the notion of metaphors in interaction design through three dimensions: the environment, the product (target), and the perceived reference (source). We finally define a theoretical model of user experience and interaction (experiential interaction) containing human affective and cognitive processes. This research establishes a taxonomy of interactive products based on a survey in which 176 participants evaluated 50 interactive products. This research can be of interest for researchers in interactive products from disciplines of user experience design, human factors, computer science, artificial intelligence, and design science.
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The topic of interactive narrative has been under research for many years. While there is research exploring the development of new algorithms that enable and enhance interactive narratives, few research projects focused on the qu...
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The topic of interactive narrative has been under research for many years. While there is research exploring the development of new algorithms that enable and enhance interactive narratives, few research projects focused on the question of how users interpret and experience an interactive narrative. In this paper we specifically focus on a single user interactive narrative experience since most work within this area focused on technological advancement and less on measurements of participants' experiences. Taking this angle, we aim to report on an in-depth qualitative content analysis study, specifically analyzing users' interpretations, emotions, and behavioral responses to an interactive narrative called Facade. We analyzed user data, including interviews and action logs, which include dialog uttered between participants and characters that inhabit Facade. Results from this analysis are discussed in the paper along with the methodology used and its limitations. These findings uncover several useful lessons that can help guide the design of future single user interactive narratives similar to Facade.
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Healthy living applications have been proposed as an ideal tool for behavior change. The use of gamification in healthcare interventions is gaining popularity, but there is still a need to clarify how to employ the benefit of this...
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Healthy living applications have been proposed as an ideal tool for behavior change. The use of gamification in healthcare interventions is gaining popularity, but there is still a need to clarify how to employ the benefit of this technology for managing children's behavior. This paper proposes a new approach for mapping Gamification Mechanism (GM) to User Behavior Techniques (UBTs) considering User Experience (UX) factors. The reason for this mapping is to provide a list of recommendations for the gamification designers to include new design features in designing and developing the user interface for mobile games to sustain user engagement and to keep using the game for the benefit of changing behavior. The proposed design aims to provide a solution for both the provider (designer) and consumer (user) of the healthcare application. The benefits of the proposed approach help to increase the usability, awareness and attention of the user through engaging in the gamification.
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This paper will present an improved freeze interaction technique in handheld augmented reality. A freeze interaction technique allows users to freeze the augmented view and interact with the virtual content while the camera image ...
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This paper will present an improved freeze interaction technique in handheld augmented reality. A freeze interaction technique allows users to freeze the augmented view and interact with the virtual content while the camera image is still. In the past, the strength of the freeze interaction technique was that it was able to overcome a shaky view by enabling users to experience a comfortable interaction. However, it froze the whole augmented scene. When a virtual object is updating continuously, the real-world view from the camera remains as a still picture until the user unfreezes the scene, thus reducing the real-time augmented reality experience which, to the user, is not attractive enough. To overcome the current problem, a ` Freeze-Object' interaction technique has been implemented for handheld augmented reality. The Freeze-Object interaction technique allows the user to interact with a frozen virtual object in a live real-world scene. A comparative user study was conducted to evaluate the 'Freeze-Object' interaction technique in a handheld touch AR environment. The Freeze-Object interaction technique was compared with the existing freeze technique in terms of user performance and user preference of the interaction technique. Users were asked to perform three basic manipulation tasks (translation, rotation and scaling) using both interaction techniques. The results indicated that there was a significant difference between both techniques with regard to the translation task and that for the overall tasks, the users preferred the Freeze-Object interaction over the existing freeze interaction technique because the former technique allows users to see live the real-world view with a frozen virtual object. The improved freeze interaction technique can be used for various applications, such as interior design and maintenance.
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