14,123 research outputs found

    Social Roles and Baseline Proxemic Preferences for a Domestic Service Robot

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    © The Author(s) 2014. This article is published with open access at Springerlink.com. This article is distributed under the terms of the Creative Commons Attribution License which permits any use, distribution, and reproduction in any medium, provided the original author(s) and the source are credited. The work described in this paper was conducted within the EU Integrated Projects LIREC (LIving with Robots and intEractive Companions, funded by the European Commission under contract numbers FP7 215554, and partly funded by the ACCOMPANY project, a part of the European Union’s Seventh Framework Programme (FP7/2007–2013) under grant agreement n287624The goal of our research is to develop socially acceptable behavior for domestic robots in a setting where a user and the robot are sharing the same physical space and interact with each other in close proximity. Specifically, our research focuses on approach distances and directions in the context of a robot handing over an object to a userPeer reviewe

    The Contemporary Understanding of User Experience in Practice

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    User Experience (UX) has been a buzzword in agile literature in recent years. However, often UX remains as a vague concept and it may be hard to understand the very nature of it in the context of agile software development. This paper explores the multifaceted UX literature, emphasizes the multi-dimensional nature of the concept and organizes the current state-of-the-art knowledge. As a starting point to better understand the contemporary meaning of UX assigned by practitioners, we selected four UX blogs and performed an analysis using a framework derived from the literature review. The preliminary results show that the practitioners more often focus on interaction between product and user and view UX from design perspective predominantly. While the economical perspective receives little attention in literature, it is evident in practitioners writings. Our study opens up a promising line of request of the contemporary meaning of UX in practice.Comment: 8 pages, 1 figure, 3 table

    Anticipating user eXperience with a desired product: The AUX framework

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    Positive user experience (UX) has become a key factor in designing interactive products. It acts as a differentiator which can determine a product’s success on the mature market. However, current UX frameworks and methods do not fully support the early stages of product design and development. During these phases, assessment of UX is challenging as no actual user-product interaction can be tested. This qualitative study investigated anticipated user experience (AUX) to address this problem. Using the co-discovery method, participants were asked to imagine a desired product, anticipate experiences with it, and discuss their views with another participant. Fourteen sub-categories emerged from the data, and relationships among them were defined through co-occurrence analysis. These data formed the basis of the AUX framework which consists of two networks which elucidate 1) how users imagine a desired product and 2) how they anticipate positive experiences with that product. Through this AUX framework, important factors in the process of imagining future products and experiences were learnt, including the way in which these factors interrelate. Focusing on and exploring each component of the two networks in the framework will allow designers to obtain a deeper understanding of the required pragmatic and hedonic qualities of product, intended uses of product, user characteristics, potential contexts of experience, and anticipated emotions embedded within the experience. This understanding, in turn, will help designers to better foresee users’ underlying needs and to focus on the most important aspects of their positive experience. Therefore, the use of the AUX framework in the early stages of product development will contribute to the design for pleasurable UX

    Understanding User Behavioral Intention to Adopt a Search Engine that Promotes Sustainable Water Management

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    An increase in users’ online searches, the social concern for an efficient management of resources such as water, and the appearance of more and more digital platforms for sustainable purposes to conduct online searches lead us to reflect more on the users’ behavioral intention with respect to search engines that support sustainable projects like water management projects. Another issue to consider is the factors that determine the adoption of such search engines. In the present study, we aim to identify the factors that determine the intention to adopt a search engine, such as Lilo, that favors sustainable water management. To this end, a model based on the Theory of Planned Behavior (TPB) is proposed. The methodology used is the Structural Equation Modeling (SEM) analysis with the Analysis of Moment Structures (AMOS). The results demonstrate that individuals who intend to use a search engine are influenced by hedonic motivations, which drive their feeling of contentment with the search. Similarly, the success of search engines is found to be closely related to the ability a search engine grants to its users to generate a social or environmental impact, rather than users’ trust in what they do or in their results. However, according to our results, habit is also an important factor that has both a direct and an indirect impact on users’ behavioral intention to adopt different search engines

    General characteristics of anticipated user experience (AUX) with interactive products

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    Providing a positive user experience (UX) has become the key differentiator for products to win a competition in mature markets. To ensure that a product will support enjoyable experiences for its users, assessment of UX should be conducted early during the design and development process. However, most UX frameworks and evaluation techniques focus on understanding and assessing user’s experience with functional prototypes or existing products. This situation delays UX assessment until the late phases of product development which may result in costly design modifications and less desirable products. A qualitative study was conducted to investigate anticipated user experience (AUX) to address this issue. Twenty pairs of participants were asked to imagine an interactive product, draw their product concept, and anticipate their interactions and experiences with it. The data was analyzed to identify general characteristics of AUX. We found that while positive AUX was mostly related to an imagined/desired product, negative AUX was mainly associated with existing products. It was evident that the pragmatic quality of product was fundamental, and significantly influenced user’s anticipated experiences. Furthermore, the hedonic quality of product received more focus in positive than negative AUX. The results also showed that context, user profile, experiential knowledge, and anticipated emotion could be reflected in AUX. The understanding of AUX will help product designers to better foresee the users’ underlying needs and to focus on the most important aspects of their positive experiences, which in turn facilitates the designers to ensure pleasurable UX from the start of the design process

    The Chemical Senses

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    Long-standing neglect of the chemical senses in the philosophy of perception is due, mostly, to their being regarded as ‘lower’ senses. Smell, taste, and chemically irritated touch are thought to produce mere bodily sensations. However, empirically informed theories of perception can show how these senses lead to perception of objective properties, and why they cannot be treated as special cases of perception modelled on vision. The senses of taste, touch, and smell also combine to create unified perceptions of flavour. The nature of these multimodal experiences and the character of our awareness of them puts pressure on the traditional idea that each episode of perception goes one or other of the five senses. Thus, the chemical senses, far from being peripheral to the concerns of the philosophy of perception, may hold important clues to the multisensory nature of perception in general

    Why Do People Adopt, or Reject, Smartphone Password Managers?

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    People use weak passwords for a variety of reasons, the most prescient of these being memory load and inconvenience. The motivation to choose weak passwords is even more compelling on Smartphones because entering complex passwords is particularly time consuming and arduous on small devices. Many of the memory- and inconvenience-related issues can be ameliorated by using a password manager app. Such an app can generate, remember and automatically supply passwords to websites and other apps on the phone. Given this potential, it is unfortunate that these applications have not enjoyed widespread adoption. We carried out a study to find out why this was so, to investigate factors that impeded or encouraged password manager adoption. We found that a number of factors mediated during all three phases of adoption: searching, deciding and trialling. The study’s findings will help us to market these tools more effectively in order to encourage future adoption of password managers

    Why Do Makers Make? Examining Designer Motivations on Thingiverse.com

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    Technological advancements have made a once fictitious dream into a reality. 3D printing has become a popular manufacturing and design technique used all over the world. As this industry becomes more popular, users of these 3D printers are reaching out across the web to share designs, seek help, and build communities of users with similar interests. This study is meant to look at what motivates 3D printing users to participate in online user innovation communities such as Thingiverse.com. This study will explore motivations such as personal needs, financial gains, approval of peers, skill development, and enjoyment. Moreover, it will assess the impact of each of these motivations on the number of designs created by designers within the observation period (May 2017-May 2018) and on the market response to these designs. To study these elements, we first perused research done in previous studies on motivations in brand communities, transactional communities, and user innovation communities to create a literature review. Following the literature review, a survey was created which asked Thingiverse makers 5 sets of questions related to their specific motivations for creating and sharing designs and asked them to provide demographic data as well. The results obtained from this research indicate that the motivation to satisfy a personal need has a marginally significant, negative impact on the number of designs created by a maker while the desire to gain approval from others in the community has a significant, positive effect on market response to those designs. Additionally, it was found that a desire for financial gain has little to no effect on the number of designs created or on the market response, a result which was surprising considering that 25% of the respondents reported earning money from 3D printing. These results and their implications as well as future research directions are outlined in the concluding discussion section
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