564 research outputs found

    Measuring user experience for virtual reality

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    In recent years, Virtual Reality (VR) and 3D User Interfaces (3DUI) have seen a drastic increase in popularity, especially in terms of consumer-ready hardware and software. These technologies have the potential to create new experiences that combine the advantages of reality and virtuality. While the technology for input as well as output devices is market ready, only a few solutions for everyday VR - online shopping, games, or movies - exist, and empirical knowledge about performance and user preferences is lacking. All this makes the development and design of human-centered user interfaces for VR a great challenge. This thesis investigates the evaluation and design of interactive VR experiences. We introduce the Virtual Reality User Experience (VRUX) model based on VR-specific external factors and evaluation metrics such as task performance and user preference. Based on our novel UX evaluation approach, we contribute by exploring the following directions: shopping in virtual environments, as well as text entry and menu control in the context of everyday VR. Along with this, we summarize our findings by design spaces and guidelines for choosing optimal interfaces and controls in VR.In den letzten Jahren haben Virtual Reality (VR) und 3D User Interfaces (3DUI) stark an Popularität gewonnen, insbesondere bei Hard- und Software im Konsumerbereich. Diese Technologien haben das Potenzial, neue Erfahrungen zu schaffen, die die Vorteile von Realität und Virtualität kombinieren. Während die Technologie sowohl für Eingabe- als auch für Ausgabegeräte marktreif ist, existieren nur wenige Lösungen für den Alltag in VR - wie Online-Shopping, Spiele oder Filme - und es fehlt an empirischem Wissen über Leistung und Benutzerpräferenzen. Dies macht die Entwicklung und Gestaltung von benutzerzentrierten Benutzeroberflächen für VR zu einer großen Herausforderung. Diese Arbeit beschäftigt sich mit der Evaluation und Gestaltung von interaktiven VR-Erfahrungen. Es wird das Virtual Reality User Experience (VRUX)- Modell eingeführt, das auf VR-spezifischen externen Faktoren und Bewertungskennzahlen wie Leistung und Benutzerpräferenz basiert. Basierend auf unserem neuartigen UX-Evaluierungsansatz leisten wir einen Beitrag, indem wir folgende interaktive Anwendungsbereiche untersuchen: Einkaufen in virtuellen Umgebungen sowie Texteingabe und Menüsteuerung im Kontext des täglichen VR. Die Ergebnisse werden außerdem mittels Richtlinien zur Auswahl optimaler Schnittstellen in VR zusammengefasst

    Towards Design Theory for Accessible IT Artefacts

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    Accessibility in the use of information technology (IT) artefacts, such as websites, applications, and user interfaces, means that they are designed in such a way that people with the broadest range of abilities can use them. However, although accessibility is a human right, IT artefacts often remain inaccessible. Aside from the available accessibility guidelines, we need sufficient design theories that explicitly state how accessibility should be addressed and designed to develop accessible IT artefacts for all users. This dissertation summarises four articles that address this problem. These studies are conducted with qualitative approaches that include a narrative literature review, a systematic literature review and a design science method comprising a participatory design and interviews. The first article develops an explaining theory of accessibility to gain an understanding of the construct of accessibility, showing possible variables of human abilities, tasks and contexts and their relationships in IT use. The second article illustrates the factors in management, development, user, and IT artefact features, including the roles and actions that these domains have and how they affect the realisation of accessibility. The other two articles contribute to accessibility guidance to improve and support content creators’ text production and writing process of accessible online text in the web context. The dissertation underscores three key determinants of the knowledge of accessibility: (1) assumptions of users’ abilities; (2) users’ actual needs; and (3) factors in the development chain. The foregoing factors contribute to the knowledge of accessibility and would help researchers, particularly design scientists, form prescriptive knowledge for practitioners to achieve accessible IT artefacts. Thus, researchers could better identify the variables, relationships and affecting factors in human abilities, management, development, content creation, tasks, and contexts that need to be addressed when designing IT artefacts for certain tasks and use contexts.Informaatioteknologia-artefaktien (IT-artefaktien), kuten verkkosivustojen, sovellusten ja käyttöliittymien saavutettavuus tarkoittaa sitä, että ihmiset erilaisine ominaisuuksineen ja kykyineen voivat käyttää niitä. Vaikka saavutettavuus on ihmisoikeus, IT-artefaktit eivät kuitenkaan ole aina saavutettavia. Käytettävissä olevista saavutettavuusohjeista huolimatta tarvitsemme suunnitteluteorioita, jotka ohjaavat IT-artefaktien suunnittelua, jotta niistä tulisi saavutettavia kaikille IT-artefaktin käyttäjille. Tämä väitöskirja on yhteenveto neljästä artikkelista, jotka käsittelevät tätä ongelmaa. Tutkimukset ovat tehty laadullisilla menetelmillä, joihin on sisältynyt narratiivinen kirjallisuuskatsaus, systemaattinen kirjallisuuskatsaus sekä suunnittelutieteellinen menetelmä sisältäen osallistavan suunnittelun ja haastattelut. Ensimmäisessä artikkelissa kehitetään kuvaileva saavutettavuuden teoria, jolla saadaan käsitys saavutettavuuden rakenteesta ja joka näyttää mahdolliset muuttujat ihmisen kyvyissä, tehtävissä ja konteksteissa, sekä niiden väliset suhteet. Toinen artikkeli kuvaa saavutettavuuteen vaikuttavia tekijöitä johtamisen, kehityksen, käyttäjän ja IT-artefaktin ominaisuuksien näkökulmista, mukaan lukien roolit ja toimenpiteet, joita näillä kohteilla on. Kaksi muuta artikkelia kehittävät ohjeistuksen sisällöntuottajien työn tueksi saavutettavan verkkotekstin tuottamiseksi. Väitöskirjassa esitetään kolme ratkaisevaa tekijää saavutettavuuden tietämyksessä: (1) olettamukset käyttäjien kyvyistä (2) käyttäjien todelliset tarpeet ja (3) tekijät kehitysketjussa. Näiden tekijöiden tuntemus auttaa erityisesti suunnittelutieteilijöitä muodostamaan ohjaavaa tietoa ammattilaisille saavutettavien IT-artefaktien saavuttamiseksi. Täten tutkijat voivat paremmin tunnistaa muuttujat, niiden väliset suhteet ja saavutettavuuteen vaikuttavat tekijät, jotka liittyvät käyttäjän kykyihin, johtamiseen, kehittämiseen, sisällöntuottamiseen, tehtäviin ja kontekstiin, kun IT-artefaktia suunnitellaan tiettyä tehtävää ja käyttökontekstia varten.fi=vertaisarvioitu|en=peerReviewed

    DATUS: Dashboard Assessment Usability Model: A case study with student dashboards

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    The software market sees the appearance of new companies and products every day. This growth translates into the competition, and the survival of companies is reduced to investment in their products. Universities are also interested in improving their product, education. This improvement can be achieved by investing in the learning experience of students. Usability and user experience play an important role and have been a competitive advantage worth investing. Consequently, new methods have emerged to improve the process of evaluating the usability of products. Despite this growth, there is no direct model for assessing the usability of a dashboard. This gap led to the investigation of this dissertation, a proposal for a new model, Dashboard Assessment Usability Model (DATUS), accompanied by an evaluation method, which can be applied to the evaluation of the usability of dashboards. Eight usability dimensions are included in DATUS, each corresponding to a specific usability facet that has been identified in an existing standard or model and decomposed into a total of 20 metrics. In this sense, to verify if the model created is feasible, and as a contribution to Iscte - Instituto Universitário de Lisboa, a prototype dashboard was designed for the Fénix platform, to which the DATUS model was applied. To test the usability of the dashboards, a behavioural study was conducted with 30 Iscte students. After analysing the results, not only was the feasibility of the proposed model and method confirmed, but positive conclusions were also reached regarding the usability of the prototype.O mercado de software observa o aparecimento de novas empresas e produtos todos os dias. Este crescimento traduz-se em competição e a sobrevivência das empresas resume-se ao investimento nos seus produtos. Também as universidades têm interesse em melhorar o seu produto, o ensino. Esta melhoria pode ser alcançada através de investimento na experiência de aprendizagem dos estudantes. A usabilidade e a experiência do utilizador desempenham um papel importante e demonstram ser uma vantagem competitiva em que vale a pena investir. Consequentemente, têm surgido novos métodos para melhorar o processo de avaliação de usabilidade. Apesar deste crescimento, não existe um modelo claro para avaliar a usabilidade de um dashboard. Esta lacuna levou à investigação desta dissertação, uma proposta de um novo modelo, Dashboard Assessment Usability Model (DATUS), acompanhado por um método de avaliação, que pode ser aplicado à avaliação da usabilidade de dashboards. Estão incluídas no DATUS oito dimensões de usabilidade, cada uma corresponde a uma faceta específica de usabilidade que foi identificada numa normalização ou modelo existente, e decompõem-se num total de 20 métricas. Para verificar se o modelo é viável, e como contribuição para o Iscte - Instituto Universitário de Lisboa, foi desenhado um protótipo de dashboard para a plataforma Fénix, à qual o modelo DATUS foi aplicado. Para testar a usabilidade dos dashboards, foi realizado um estudo comportamental com 30 alunos do Iscte. Após a análise dos resultados, foi confirmada a viabilidade do modelo e do método propostos e retiraram-se conclusões positivas em relação à usabilidade do protótipo
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