82 research outputs found

    Anthropomorphic Design: Emotional Perception for Deformable Object

    Get PDF
    Despite the increasing number of studies on user experience (UX) and user interfaces (UI), few studies have examined emotional interaction between humans and deformable objects. In the current study, we investigated how the anthropomorphic design of a flexible display interacts with emotion. For 101 unique 3D images in which an object was bent at different axes, 281 participants were asked to report how strongly the object evoked five elemental emotions (e.g., happiness, disgust, anger, fear, and sadness) in an online survey. People rated the object’s shape using three emotional categories: happiness, disgust–anger, and sadness–fear. It was also found that a combination of axis of bending (horizontal or diagonal axis) and convexity (bending convexly or concavely) predicted emotional valence, underpinning the anthropomorphic design of flexible displays. Our findings provide empirical evidence that axis of bending and convexity can be an important antecedent of emotional interaction with flexible objects, triggering at least three types of emotion in users

    Reconciling the Personalization-Privacy Paradox: Exploring Privacy Boundaries in Online Personalized Advertising

    Get PDF
    To reconcile the personalization-privacy paradox, we adopt the privacy as a state view and define privacy as a state of information boundary rule-following. We further identify five types of boundaries underlying some of the important implicit rules of maintaining privacy: communication channel, platform, device, temporal, and purpose boundaries. Using an online vignette survey, we investigated how each of these boundary types affected users’ privacy perceptions when they were subjected to personalized advertisements. Using fixed- and random-effects models, we investigated how violating different boundary rules leads to changes in perceived privacy. Our results show that all five boundary types are significant predictors of perceived privacy within individuals. The communication channel, device, and business versus private purpose are significant predictors of perceived privacy across the whole sample. Temporal boundaries and platform boundaries failed to achieve statistical significance when evaluated simultaneously with the other factors across the whole sample. This means that for each individual, observing the rules of these five boundary types leads to higher perceived privacy than not observing these conditions. Taken as a whole, observing communication channel, device, and business versus private purpose boundaries also leads to higher averages of perceived privacy across the whole sample. Theoretical and practical implications are discussed based on the result

    EXPLORING THE ACCESSIBILITY OF HOME-BASED, VOICE-CONTROLLED INTELLIGENT PERSONAL ASSISTANTS

    Get PDF
    From an accessibility perspective, home-based, voice-controlled intelligent personal assistants (IPAs) have the potential to greatly expand speech interaction beyond dictation and screenreader output. This research examines the accessibility of off-the-shelf IPAs (e.g., Amazon Echo) by conducting two exploratory studies. To explore the use of IPAs by people with disabilities, we analyzed 346 Amazon Echo reviews mentioning users with disabilities, followed by interviews with 16 visually impaired IPA users. Although some accessibility challenges exist, individuals with a range of disabilities are using IPAs, including unexpected uses such as speech therapy and memory aids. The second study involved a three-week deployment of Echo Dot, a popular IPA, with five older adults who use technology infrequently. Findings indicate preferences for using IPAs over traditional computing devices. We identify design implications to improve IPAs for this population. Both studies highlight issues of discoverability and the need for feature-rich voice-based applications. The findings of this research can inform future work on accessible voice-based IPAs

    Brand reputation and crisis management: Playstation Network case study

    Get PDF
    Este trabalho irá ser desenvolvido no contexto de uma tese de mestrado e será um estudo de caso acerca da Playstation Network, um serviço de jogos multijogadores online e de entrega de media digital da Sony Computer Entertainment, inc. destinado a ser usado na consola Playstation 3 e também na Playstation Portable. Este trabalho irá focar-se nos Estados Unidos da América, pois este é o país melhor representado na Playstation Network com mais de 30 milhões de utilizadores (Sony, 2010) e é também o país com mais estudos e informação acerca do mercado dos videojogos. A Playstation Network foi lançada no dia 10 de Novembro de 2006, ao mesmo tempo que a Playstation 3 no Japão. Desde então tem tido sucesso e hoje a rede tem aproximadamente 130 servidores, 50 programas de software e 77 milhões de utilizadores registados (Sony, 2011). Este estudo de caso irá centrar-se no encerramento deste serviço por 26 dias, desde o dia 20 de Abril de 2011até ao dia 15 de Maio de 2011, devido a um ataque externo à rede que resultou no comprometimento da informação pessoal dos utilizadores guardada nos servidores. Este ataque teve impacto não só nas marcas Sony e Playstation, especialmente na sua reputação entre os consumidores, mas também na indústria online, já que este ataque expôs os problemas que podem existir na segurança relativamente à informação pessoal. Neste trabalho iremos explicar o problema e o que aconteceu à Playstation Network. Iremos também olhar para as marcas envolvidas e fazer uma revisão de literatura sobre relações públicas, gestão de marcas, reputação de marcas, gestão de crises e privacidade online. Iremos também analisar as ações da Sony em reação a este evento e como poderia ter gerido esta situação de crise melhor.This work will be developed in the context of a marketing master thesis and it will be a Case Study concerning the Playstation Network, an online multiplayer gaming and digital media delivery service provided by Sony Computer Entertainment, inc. for use with Sony’s home console, the Playstation 3 and its handheld, the Playstation Portable. The scope of this work will be in the United States as it is the best represented country on the Playstation Network with more than 30 million users (Sony, 2011) and it is also the country with more studies and information regarding the video games market. Playstation Network was launched in November 10, 2006, along with the Playstation 3 launch in Japan. Since then it has had a great success and today it consists of approximately 130 servers, 50 software programs and 77 million registered accounts (Sony, 2011). This Case Study regards the shutdown of this service for 26 days, from April 20 to May 15 (2011), due to an external attack to the network that resulted in the compromise of the personal information of the users stored on the servers. This attack had an impact not only on the Sony and Playstation brands, particularly in their reputation among consumers, but also on the online business industry, since this attack brought to light the problem of personal information security. In this work, we will explain the problem and what happened to the Playstation Network. We will also look into all the brands involved and do a literature review on public relations, brand management, brand reputation, crisis management and online privacy. We will also analyze what Sony did in reaction to this event and how it could have better managed this crisis situation

    How do different devices impact users' web browsing experience?

    Get PDF
    The digital world presents many interfaces, among which the desktop and mobile device platforms are dominant. Grasping the differential user experience (UX) on these devices is a critical requirement for developing user focused interfaces that can deliver enhanced satisfaction. This study specifically focuses on the user's web browsing experience while using desktop and mobile. The thesis adopts quantitative methodology. This amalgamation presents a comprehensive understanding of the influence of device specific variables, such as loading speed, security concerns and interaction techniques, which are critically analyzed. Moreover, various UX facets including usability, user interface (UI) design, accessibility, content organization, and user satisfaction on both devices were also discussed. Substantial differences are observed in the UX delivered by desktop and mobile devices, dictated by inherent device attributes and user behaviors. Mobile UX is often associated with personal, context sensitive use, while desktop caters more effectively to intensive, extended sessions. A surprising revelation is the existing discrepancy between the increasing popularity of mobile devices and the persistent inability of many websites and applications to provide a satisfactory mobile UX. This issue primarily arises from the ineffective adaptation of desktop-focused designs to the mobile, underscoring the necessity for distinct, device specific strategies in UI development. By furnishing pragmatic strategies for designing efficient, user-friendly and inclusive digital interfaces for both devices; the thesis contributes significantly to the existing body of literature. An emphasis is placed on a device-neutral approach in UX design, taking into consideration the unique capabilities and constraints of each device, thereby enriching the expanding discourse on multiservice user experience. As well as this study contributes to digital marketing and targe­ted advertising perspe­ctives

    How do different devices impact users' web browsing experience?

    Get PDF
    The digital world presents many interfaces, among which the desktop and mobile device platforms are dominant. Grasping the differential user experience (UX) on these devices is a critical requirement for developing user focused interfaces that can deliver enhanced satisfaction. This study specifically focuses on the user's web browsing experience while using desktop and mobile. The thesis adopts quantitative methodology. This amalgamation presents a comprehensive understanding of the influence of device specific variables, such as loading speed, security concerns and interaction techniques, which are critically analyzed. Moreover, various UX facets including usability, user interface (UI) design, accessibility, content organization, and user satisfaction on both devices were also discussed. Substantial differences are observed in the UX delivered by desktop and mobile devices, dictated by inherent device attributes and user behaviors. Mobile UX is often associated with personal, context sensitive use, while desktop caters more effectively to intensive, extended sessions. A surprising revelation is the existing discrepancy between the increasing popularity of mobile devices and the persistent inability of many websites and applications to provide a satisfactory mobile UX. This issue primarily arises from the ineffective adaptation of desktop-focused designs to the mobile, underscoring the necessity for distinct, device specific strategies in UI development. By furnishing pragmatic strategies for designing efficient, user-friendly and inclusive digital interfaces for both devices; the thesis contributes significantly to the existing body of literature. An emphasis is placed on a device-neutral approach in UX design, taking into consideration the unique capabilities and constraints of each device, thereby enriching the expanding discourse on multiservice user experience. As well as this study contributes to digital marketing and targe­ted advertising perspe­ctives

    Design and implementation of a high productivity user interface for a digital dermatoscope

    Get PDF
    Information technology offers great potential for healthcare applications. Modern medicine is increasingly taking advantage of digital imaging and computer-assisted diagnosis. Dermatology is no different. Digital dermatoscopy is emerging as the standard for diagnosis of cutaneous lesions. High quality digital images allow dermatologists to improve accuracy, and to assess the evolution of lesions. However, state-of-the-art technology fails to support dermatologists in daily practice: the available systems on the market increase average visit time, and are expensive. Enabling a highly efficient use of the digital dermatoscope will shorten average visit time, and thus allow screening a higher portion of the population at risk with higher frequenc

    Providing a better user-interface to explore large product spaces

    Get PDF
    Thesis (S.B. and M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2000.Includes bibliographical references (leaves 59-60).y Ankur Chandra.S.B.and M.Eng
    • …
    corecore