5,243 research outputs found

    Interplay between User Experience (UX) evaluation and system development

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    User Experience (UX) is a maturing research area pertaining to as well as extending beyond the traditional usability. Issues in the realm of usability may be amplified in UX because of its larger scope. Four key non-orthogonal issues are definition, modeling, method selection, and interplay between evaluation and development. Leveraging the legacy of a series of related research activities, this Special Issue (SI) aims to develop a deeper understanding of how evaluation feedback shapes software development, especially when experiential qualities such as fun, trust, esthetic values are concerned. Three articles addressing this specific topic from different perspectives and with different approaches are included in this SI.Law, EL.; Abrahao Gonzales, SM. (2014). Interplay between User Experience (UX) evaluation and system development. International Journal of Human-Computer Studies. 72(6):523-525. doi:10.1016/j.ijhcs.2014.03.003S52352572

    Glitchspace:teaching programming through puzzles in cyberspace

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    There is an increasing need to address the player experience in games-based learning. Whilst games offer enormous potential as learning experiences, the balance between entertainment and education must be carefully designed and delivered. Successful commercial games tend to focus gameplay above any educational aspects. In contrast, games designed for educational purposes have a habit of sacrificing entertainment for educational value which can result in a decline in player engagement. For both, the player experience is critical as it can have a profound effect on both the commercial success of the game and in delivering the educational engagement. As part of an Interface-funded research project Abertay University worked with the independent games company, Space Budgie, to enhance the user experience of their educational game Glitchspace. The game aimed to teach basic coding principles and terminology in an entertaining way. The game sets the player inside a Mondrian-inspired cyberspace world where to progress the player needs to reprogramme the world around them to solve puzzles. The main objective of the academic-industry collaborative project was to analyse the user experience (UX) of the game to increase its educational value for a standalone educational version. The UX design focused on both pragmatic and hedonic qualities such playability, usability and the psychological impact of the game. The empirical study of the UX design allowed all parties to develop a deeper understanding of how the game was being played and the initial reactions to the game by the player. The core research question that the study sought to answer was whether when designing an educational game, UX design could improve philosophical concepts like motivation and engagement to foster better learning experiences.</p

    A Conceptual UX-aware Model of Requirements

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    User eXperience (UX) is becoming increasingly important for success of software products. Yet, many companies still face various challenges in their work with UX. Part of these challenges relate to inadequate knowledge and awareness of UX and that current UX models are commonly not practical nor well integrated into existing Software Engineering (SE) models and concepts. Therefore, we present a conceptual UX-aware model of requirements for software development practitioners. This layered model shows the interrelation between UX and functional and quality requirements. The model is developed based on current models of UX and software quality characteristics. Through the model we highlight the main differences between various requirement types in particular essentially subjective and accidentally subjective quality requirements. We also present the result of an initial validation of the model through interviews with 12 practitioners and researchers. Our results show that the model can raise practitioners' knowledge and awareness of UX in particular in relation to requirement and testing activities. It can also facilitate UX-related communication among stakeholders with different backgrounds.Comment: 6th International Working Conference on Human-Centred Software Engineerin

    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

    Linking an integrated framework with appropriate methods for measuring QoE

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    Quality of Experience (QoE) has recently gained recognition for being an important determinant of the success of new technologies. Despite the growing interest in QoE, research into this area is still fragmented. Similar - but separate - efforts are being carried out in technical as well as user oriented research domains, which are rarely communicating with each other. In this paper, we take a multidisciplinary approach and review both user oriented and technical definitions on Quality of Experience (including the related concept of User Experience). We propose a detailed and comprehensive framework that integrates both perspectives. Finally, we take a first step at linking methods for measuring QoE with this framework

    The usefulness of Usability and User Experience evaluation methods on an e-Learning platform development from a developer's perspective: A case study

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    The development of a web platform is a complex and interdisciplinary task, where people with different roles such as project manager, designer or developer participate. Different usability and User Experience evaluation methods can be used in each stage of the development life cycle, but not all of them have the same influence in the software development and in the final product or system. This article presents the study of the impact of these methods applied in the context of an e-Learning platform development. The results show that the impact has been strong from a developer's perspective. Developer team members considered that usability and User Experience evaluation allowed them mainly to identify design mistakes, improve the platform's usability and understand the end users and their needs in a better way. Interviews with potential users, clickmaps and scrollmaps were rated as the most useful methods. Finally, these methods were considered unanimously very useful in the context of the entire software development, only comparable to SCRUM meetings and overcoming the rest of involved factors

    Contributions to Web Accessibility: Device-tailored Evaluation, User-tailored Interface Generation and the Interplay with User Experience

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    149 p.AbstractThe Web has an incredible importance in our modern society and for many people it has become a fundamental part of their lives. It enables us to Access a huge amount of information, and use a wide range of services related to diverse areas of our daily activities, which has the potential of making our lives easier. Its ubiquitous nature and advances in mobile devices have led to the possibility of accessing the Web any time and from anywhere. This has numerous and obvious advantages, but at the same time it poses challenges related to the Universal Design (UD), as websites need to adapt to the existing diversity of users, devices and interaction contexts. For instance, to ensure the accessibility of a website, in addition to the human diversity, the features of the existing computing devices with access to the Internet, as well as features of the environment where the interaction will occur have to be considered. Similarly, this information can be used when checking the accessibility of websites, so that evaluations are closer to what users are really experiencing when accessing the websites.In this thesis a device tailored web accessibility evaluation framework and an automated web-based user tailored interface generator are presented. The evaluation framework deals with device specific information. Empiricaldata showed that more accurate and reliable accessibility reports are obtained in comparison to performing evaluations that do not consider device specific information. The interface generator takes into consideration information about users and their interaction context, in order to adapt web based user interfaces. From the conducted case study it was concluded that the automatically generated user tailored user interfaces were fully operable.These two tools can be of great help for web developers to create and maintain accessible content for a wide range of users and interaction contexts. Accessible and adapted user interfaces do not necessarily provide users with an enhanced experience though. With the aim of investigating how accessible user interfaces influence the experience of users and understanding if accessibility is related to a better user experience, a user testing was conducted. In order to investigate this relationship, data from 11 participants was elicited about their subjective accessibility perceptions and their user experience with four websites with different levels of accessibility. Results showed that participants¿ user experience and their perceived web accessibility are closely related. In addition, web accessibility is correlated to three attributes (typical - original, conservative - innovative, lame - exciting) of the hedonic quality stimulation dimension of the user experience. These findings provide the web community with additional knowledge about the interactions between the user experience and web accessibility. LaburpenaWeb-ak izugarrizko garrantzia dauka gure gaur egungo gizartean, eta persona askorentzat beraien bizitzan funtsezkoa bihurtu da. Web-ak informazio kantitate handirako atzipena eta eguneroko ekintzekin erlazionatutako zerbitzu anitz erabiltzea ahalbidetzen du, beraz gure bizitza errazteko ahalmena dauka. Bere nonahiko izaerak eta gailu mugikorretan gertatu diren aurrerakuntzek,Web-a edozein momentutan eta edozein lekuan atzitzeko aukera eragin dute. Honek abantai anitz ditu, baina aldi berean Diseinu Unibertsalarekin zerikusia duten erronkak sortzen ditu. Adibidez, webgune baten irisgarritasuna ziurtatzeko, pertsonen aniztasunaz gain, Interneterako atzipena duten dispositiboen eta elkarrekintza gertatzen den inguruaren ezaugarriak hartu behar dira kontuan. Informazio hori ere erabili daiteke web guneen irisgarritasuna ebaluatzeko, era honetan ebaluazioek, erabiltzaileak web gunea atzitzerakoan duten esperientzarekin antza gehiago izango dute.Tesi honetan, web irisgarritasuna dispositibo mugikorren arabera ebaluatzen duen tresna bat eta erabiltzailei egokitzen diren Web-ean oinarritutako interfazeak automatikoki sortzen dituen sistema bat aurkezten dira. Ebaluazio tresnak dispositibo mugikorren ezaugarrien informazio espezifikoa erabiltzen du. Datu enpirikoen arabera, irisgarritasun ebaluazio txostenak zehatzagoak eta fidagarriagoak dira dispositibo mugikorren inguruko informazio espezifikoa erabiltzen bada irisgarritasun ebaluazioetan. Interfazeak sortzen dituen sistemak, erabiltzaileen eta elkarrekintza gertatzen den inguruneko informazioa erabiltzen du. Burututako ikerketa kasu baten emaitzen arabera, sistemak sortutako erabiltzaileei egokitutako interfazeak guztiz funtzionalak zirela ondorioztatu zen.Bi tresna hauek, eduki irisgarria mantentzeko eta sortzeko oso lagungarriak izan daitezke web garaitzaileentzat. Batez ere erabiltzaile anitz eta elkarrekintza ingurune desberdin ugari existitzen direla kontuan izanda. Interface irisgarri eta egokituek ordea, ez dute beti erabiltzaileen esperientzia hobetzen. Interfaze irisgarriek erabiltzaileen esperientzian duen eragina ikertzeko, eta ea irisgarritasuna erabiltzaileen esperientziaren hobekuntzarekin erlazionatuta dagoen ulertzeko, erabiltzaile proba bat burutu zen. Hamaika erabiltzaileen irisgarritasun pertzepzioa eta erabiltzaile esperentzia aztertu ziren lau web gune ezberdinen inguruan, gune bakoitzak irisgarritasun maila ezberdin bat zuelarik. Emaitzen arabera, erabiltzaileen esperientzia eta irisgarritasun pertzepzioa oso lotuta daude. Gainera web irisgarritasuna, erabiltzaile esperientziaren hiru atributuekin (antigoaleko - original, atzerakoi - berritzaile, aspergarri - interesgarri) erlazionatuta dagoela ikusi zen. Emaitza hauek, web irisgarritasunaren eta erabiltzaile esperientziaren arteko erlazioari buruzko ezagutza gehitzen du web komunitatera. ResumenLa Web tiene una importancia increíble en nuestra sociedad moderna, y para muchas personas se ha convertido en una parte fundamental de sus vidas. Nos posibilita el acceso a una gran cantidad de información, y el uso de un gran abanico de servicios relacionados con diversas áreas de nuestras actividades diarias, lo que tiene el potencial de hacernos la vida más fácil. Su naturaleza ubicua y los avances en los dispositivos móviles han posibilitado el acceso a la Web en cualquier momento y desde cualquier sitio. Esto tiene numerosas y obvias ventajas, pero a su vez plantea retos en relación al Diseño Universal, debido a que los sitios web tienen que estar adaptados a diversos dispositivos y contextos de interacción. Para asegurar la accesibilidad de un sitio web, además de la diversidad humana, hay que tener en cuenta también las características de los dispositivos con acceso a Internet, incluso las del entorno donde ocurre la interacción. De forma similar, esa información se puede usar al evaluar la accesibilidad de los sitios web, de manera que las evaluaciones estén más cerca de lo que los usuarios experimentan al acceder a un sitio web.En esta tesis se presenta una herramienta para evaluar la accesibilidad web a medida de los dispositivos móviles, y un sistema para la generación automática de interfaces web adaptadas al usuario. La herramienta de evaluación automática maneja información específica de dispositivos móviles. Los datos empíricos demuestran que se obtienen informes más precisos y fiables en comparación a realizar evaluaciones donde no se tiene en cuenta información específica de los dispositivos. El sistema generador de interfaces maneja información relativa a los usuarios y su contexto de interacción. Mediante el caso de estudio llevado a cabo, se concluyó que las interfaces generadas automáticamente adaptadas a los usuarios eran completamente operables.Éstas dos herramientas pueden ser de gran ayuda para los desarrolladores web para la creación y mantenimiento del contenido accesible teniendo en cuenta un amplio rango de usuarios y contextos de interacción. Sin embargo, las interfaces accesibles y adaptadas no necesariamente proporcionan una experiencia de usuario mejorada. Con el objetivo de investigar como influyen las interfaces accesibles en la experiencia de los usuarios, y entender si la accesibilidad esta relacionada con una mejora en la experiencia de usuario, se realizó una prueba de usuario. Para investigar esta relación, se analizaron datos de los 11 participantes sobre sus percepciones de accesibilidad y su experiencia de usuario con cuatro sitios web con diferentes niveles de accesibilidad. Los resultados demuestran que la experiencia de usuario y la accesibilidad percibida de los participantes están estrechamente relacionadas. Además, la accesibilidad web está correlacionada con tres atributos (típica - original, conservadora - innovadora, aburrida - interesante) de la cualidad hedónica de la experiencia de usuario. Estos resultados aportan a la comunidad web conocimiento adicional sobre la interacción entre la experiencia de usuario y la accesibilidad web

    Exploring Research through Design in Animal-Computer Interaction

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    This paper explores Research through Design (RtD) as a potential methodology for developing new interactive experiences for animals. We present an example study from an on-going project and examine whether RtD offers an appropriate framework for developing knowledge in the context of Animal-Computer Interaction, as well as considering how best to document such work. We discuss the design journey we undertook to develop interactive systems for captive elephants and the extent to which RtD has enabled us to explore concept development and documentation of research. As a result of our explorations, we propose that particular aspects of RtD can help ACI researchers gain fresh perspectives on the design of technology-enabled devices for non-human animals. We argue that these methods of working can support the investigation of particular and complex situations where no idiomatic interactions yet exist, where collaborative practice is desirable and where the designed objects themselves offer a conceptual window for future research and development
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