93,593 research outputs found

    Measuring Mobile User Experience Instruments for Research and Practice

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    User experience (UX) research focuses in large part on how users subjectively evaluate digital products, services, and software. In the mobile computing domain, however, UX researchers currently face limitations in the multifaceted measures that they can apply to assess specific mobile device and software combinations. Currently available measures can produce only single-score usability measures (e.g., the well-known system usability scale and its variants) or cover only a part of the mobile device-software user experience (e.g., the recently developed mobile application usability instrument). This paper adds two multifaceted survey instruments to the toolkit of UX researchers and practitioners: the mobile user experience (MUX) instrument, a 15-item instrument tailored toward scholarly research, and the short-form sMUX, a six-item instrument intended for use in practical settings or other situations where survey length is constrained

    Teaching Cultural Heritage using Mobile Augmented Reality

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    open2noThe relationship between augmented reality, mobile learning, gamification and non-formal education methods provide a great potential. The AR-CIMUVE Augmented Reality for the Walled Cities of the Veneto is an original project in collaboration with Italia Nostra and other associations which deal with transmitting our cultural heritage and which teach primary and middle school children the cultural and historical importance of the Veneto’s and the surrounding territories’ walled cities. In this learning experience students will explore how our environment has developed across the ages using the mobile devices with the technical back-up of the AR App. This will allow them to see maps, examine data, 3D models and will enable them to judge and improve their skills. From a pedagogical and educational point of view the emphasis is on a constructivist social-cultural approach which helps students to become active citizens more aware of their historical identity.openPetrucco, Corrado; Agostini, DanielePetrucco, Corrado; Agostini, Daniel

    The sound motion controller: a distributed system for interactive music performance

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    We developed an interactive system for music performance, able to control sound parameters in a responsive way with respect to the user’s movements. This system is conceived as a mobile application, provided with beat tracking and an expressive parameter modulation, interacting with motion sensors and effector units, which are connected to a music output, such as synthesizers or sound effects. We describe the various types of usage of our system and our achievements, aimed to increase the expression of music performance and provide an aid to music interaction. The results obtained outline a first level of integration and foresee future cognitive and technological research related to it

    Controlled Experiments

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    Finnish consumers' expectations on developments and changes in payment habits. Survey in connection with the research project 'Finnish payment habits 2010'

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    The Bank of Finland’s Finnish Payment Habits 2010 project predicts that Finnish payment habits will face substantial changes. The causes for these changes include: the standardisation and integration of European payment systems, development of payment services-related legislation and regulation at EU level, changes in payment services-related cost factors and pricing, and new opportunities offered by technological advances. The last few years have seen a surge in new payment instruments and services. Increasing reliance on information and communication technology is characteristic to the development of these payment instruments, the vast majority of which have however failed to entice consumers. To increase our understanding of changes in payment patterns, this report analyses consumer needs, tastes and payment habits as new payment systems are adopted. Research data was collected in September 2005 using a mail-survey covering the central payment methods and addressed to 2,000 randomly-sampled Finnish consumers. According to our findings, security and trustworthiness are the most important characteristics of any new payment instrument. Other essential characteristics are the ability to produce good transaction-related information, compatibility with shopping and payment habits, accessibility, ease of use, time and cost savings, as well as time and place independence. New payment instruments – electronic billing and paying for shopping by mobile phone – are not likely to supersede conventional payment methods by 2010 when judged by the aforementioned characteristics: Trust and cost factors do not separate consumers well-disposed towards electronic bills and mobile payments from those set against these payment methods. A relatively restricted group of differentiating factors was found. Ease of use is a common differentiating factor for both electronic bills and mobile payments adoption. Additionally, accessibility is a differentiating characteristic in mobile payments adoption.payment habits; payment services to consumers; consumer behaviour; diffusion of innovations; theory of planned behaviour (TPB)
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