11 research outputs found
Can User Experience affect buying intention? A case study on the evaluation of exercise equipment.
Treadmills are increasingly loaded with digital technology for assisting the
individual during the workout sessions by providing information for tracking
relevant training parameters. Also, this technology makes exercise more pleasurable
by keeping the user connected to her/his digital ecosystem (e.g. social networking,
access to multimedia content). Although there is an increasing interest in digital
technologies to be used in fitness, a cursory literature search shows that the interest
towards gym equipment is currently limited to the hardware component, thus
making biomechanics the focus of the investigation. Other types of contributions are
very rare and mostly focused on the design of tools for special populations (e.g.
elderly, disabilities) as well as for promoting physical activity monitoring (eHealth).
In the present study information on the perceived usability of the interface was
collected and analysed along with opinions about buying intention and estimated
pricing. Twenty-three individuals were tested after using a treadmill (Technogym
S.p.A.) equipped with an interface allowing equipment and training management,
activity monitoring and user entertainment. Results indicated a significant influence
of perceived usability of the interface on the intention of buying the whole system,
thus suggesting the existence of a ROI of Human-Centred Design strategies
UX Goals 2012 - How to Utilize User Experience Goals in Design? Proceedings of the workshop in conjuction with NordiCHI 2012, October 14, 2012, Copenhagen, Denmark
This is the proceedings of the workshop UX Goals 2012 – “How to Utilize User Experience Goals in Design?” held on October 14th, 2012 in Copenhagen, Denmark in conjunction with NordiCHI2012 (http://www.nordichi2012.org/).To design technology that is capable of enabling, promoting and/or demonstrating specific user experience it is important to set experiential goals for the design. Such goal setting approach is receiving increasing attention in design and development of interactive systems – not only in relation to everyday consumer technology but also in work related systems