7,783 research outputs found

    Designing and evaluating mobile multimedia user experiences in public urban places: Making sense of the field

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    The majority of the world’s population now lives in cities (United Nations, 2008) resulting in an urban densification requiring people to live in closer proximity and share urban infrastructure such as streets, public transport, and parks within cities. However, “physical closeness does not mean social closeness” (Wellman, 2001, p. 234). Whereas it is a common practice to greet and chat with people you cross paths with in smaller villages, urban life is mainly anonymous and does not automatically come with a sense of community per se. Wellman (2001, p. 228) defines community “as networks of interpersonal ties that provide sociability, support, information, a sense of belonging and social identity.” While on the move or during leisure time, urban dwellers use their interactive information communication technology (ICT) devices to connect to their spatially distributed community while in an anonymous space. Putnam (1995) argues that available technology privatises and individualises the leisure time of urban dwellers. Furthermore, ICT is sometimes used to build a “cocoon” while in public to avoid direct contact with collocated people (Mainwaring et al., 2005; Bassoli et al., 2007; Crawford, 2008). Instead of using ICT devices to seclude oneself from the surrounding urban environment and the collocated people within, such devices could also be utilised to engage urban dwellers more with the urban environment and the urban dwellers within. Urban sociologists found that “what attracts people most, it would appear, is other people” (Whyte, 1980, p. 19) and “people and human activity are the greatest object of attention and interest” (Gehl, 1987, p. 31). On the other hand, sociologist Erving Goffman describes the concept of civil inattention, acknowledging strangers’ presence while in public but not interacting with them (Goffman, 1966). With this in mind, it appears that there is a contradiction between how people are using ICT in urban public places and for what reasons and how people use public urban places and how they behave and react to other collocated people. On the other hand there is an opportunity to employ ICT to create and influence experiences of people collocated in public urban places. The widespread use of location aware mobile devices equipped with Internet access is creating networked localities, a digital layer of geo-coded information on top of the physical world (Gordon & de Souza e Silva, 2011). Foursquare.com is an example of a location based 118 Mobile Multimedia – User and Technology Perspectives social network (LBSN) that enables urban dwellers to virtually check-in into places at which they are physically present in an urban space. Users compete over ‘mayorships’ of places with Foursquare friends as well as strangers and can share recommendations about the space. The research field of Urban Informatics is interested in these kinds of digital urban multimedia augmentations and how such augmentations, mediated through technology, can create or influence the UX of public urban places. “Urban informatics is the study, design, and practice of urban experiences across different urban contexts that are created by new opportunities of real-time, ubiquitous technology and the augmentation that mediates the physical and digital layers of people networks and urban infrastructures” (Foth et al., 2011, p. 4). One possibility to augment the urban space is to enable citizens to digitally interact with spaces and urban dwellers collocated in the past, present, and future. “Adding digital layer to the existing physical and social layers could facilitate new forms of interaction that reshape urban life” (Kjeldskov & Paay, 2006, p. 60). This methodological chapter investigates how the design of UX through such digital placebased mobile multimedia augmentations can be guided and evaluated. First, we describe three different applications that aim to create and influence the urban UX through mobile mediated interactions. Based on a review of literature, we describe how our integrated framework for designing and evaluating urban informatics experiences has been constructed. We conclude the chapter with a reflective discussion on the proposed framework

    Ambulatory assessment in neuropsychology : applications in multiple sclerosis research

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    The Influence of Product Aesthetics and Usability over the Course of Time: A Longitudinal Field Experiment

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    A longitudinal field experiment was carried out over a period of two weeks to examine the influence of product aesthetics and inherent product usability. A 2 x 2 x 3 mixed design was used in the study, with product aesthetics (high / low) and usability (high / low) being manipulated as between-subjects variables and exposure time as a repeated-measures variable (3 levels). A sample of 60 mobile phone users was tested during a multiple-session usability test. A range of outcome variables was measured, including performance, perceived usability, perceived aesthetics, and emotion. A major finding was that the positive effect of an aesthetically appealing product on perceived usability, reported in many previous studies, began to wane with increasing exposure time. The data provided similar evidence for emotion, which also showed changes as a function of exposure time. The study has methodological implications for the future design of usability tests, notably suggesting the need for longitudinal approaches in usability research

    Visual aesthetics and user experience: a multiple-session experiment

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    The article reports a longitudinal lab experiment, in which the influence of product aesthetics and inherent product usability was examined over a period of 7 weeks. Using a 2 × 2 × 7 mixed design, visual aesthetics (high vs. low) and usability (high vs. low) were manipulated as between-subjects variables whereas exposure time was used as a repeated-measures variable. One hundred and ten participants took part in the study, during which they carried out typical tasks of operating a fully automated coffee machine. We measured user experience by using the following outcome variables: perceived usability, perceived attractiveness, performance, affect, workload and perceived coffee quality (gustatory aesthetics). We found no effect of visual aesthetics on user experience (including perceived usability as the chief outcome variable), which is in contrast to a considerable number of previous studies. The absence of such an effect might be associated with influencing factors that have not yet been given sufficient attention (e.g., user identification with product, sensory dominance, characteristics of specific products)

    Role of Emotions and Aesthetics in ICT Usage for Underserved Communities: A NeuroIS Investigation

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    Usability and efficiency has received lot of attention in terms of ICT usage and attitude however non instrumental factors like emotions and aesthetics and their impact on ICT usage attitude and performance has not been extensively tested. Further underserved communities are focused communities that have limitations in terms of formal and functional literacy and technology experience. Aesthetics have been shown to be an important predictor of usage but this has not been tested in underserved communities. Also positive emotions have been linked to greater ICT usage as well as aesthetic experience. Measurement of factors like emotions, aesthetic preferences and ICT usage has so far been restricted to questionnaires however we propose to use objective measures like brain imaging technique (EEG) to supplement existing methodologies. The current paper is a research in progress that addresses potential role of aesthetics and emotions for understanding aesthetic preferences and ICT usages in underserved communities

    Aesthetics in the Adoption of Information and Communication Technology

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    Borrowing from Davis’ (1989) Technology Acceptance Model (TAM), Venkatesh and Morris (2000) TAM2 and Kant’s (1790) Theory of Aesthetics; we aim to expand on the contributions and frameworks provided by the literature by testing the nomological relationships between aesthetic judgment, user’s personality and the adoption of innovation in Information and Communication Technology (ICT). This study contributes an exploratory scale for the measurement of aesthetics in ICT. Survey data is utilized to explain perceived aesthetics, moderated by aesthetic centrality of a user, in addition to perceived usefulness, as dimensions of an ICT product that influence adoption intent. Preliminary results also show a weakening influence of social norms, non-significant ease of use indicators. We propose a shift in the paradigm of adoption of ICT innovation in which design, brand affinity and usefulness define the competitiveness of an ICT device in today’s market

    Flourishing Trim tabs Designing business models that catalyze strongly sustainable enterprises: An exploration of Design variety using tools for collaborative modelling modes.

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    Business models are designed - intentionally and/or by default - by factors that affect the way in which the firm operates in relationship to business’ actors, purpose, place and definition of success over time. The business model, when reviewed as a single unit framework, is effective in providing a lens of experimentation for innovation within that firm (Weiller and Neely, 2013). Part of the research being done in business model innovation is how to develop and use a growing library of visualization tools, participatory design methods and systemic design frameworks in combination with well-researched ontologies. In the context of the UN Sustainable Development Goals and the pursuit of designing business models with the mission to do good to do well, the tools we use to design with, matter. The tools must allow for the inclusion of participants by adapting to a variety of inquiry modes and cognitive abilities, and support participants in re-framing profit-normative narratives to strongly sustainable business model narratives. In this research I looked to examine the design and development of a dialogic design tool, specific to the Flourishing Business Canvas v2.0 (FBC v2.0), that compliments its use from the perspective of different user cognitive abilities and modes of inquiry. The research questions asked relate to exploring what might be a human centred, systemic design approach to Sustainable Business Model Innovation, and how might we explore the variety of collaborative modelling modes in designing Strongly Sustainable (Flourishing) enterprises? This research frames the Business Model Canvas and aforementioned dialogic design tool as a Graphic User Interface (GUI) in the process of Business Model Innovation. It further hints at the act of modelling, using the tools, as a nascent inquiry into how second-order cybernetics plays out in the exploration of design variety using tools for collaborative modelling modes in the discussion. This is a systemic design research project conducted as design action research. It was enacted via a collaboration between Halmstad University in Sweden and Ghent University in Belgium. It was conducted with the support of the Strategic Innovation Lab (sLab) at OCAD University
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