82 research outputs found
Anthropomorphic Design: Emotional Perception for Deformable Object
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
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
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
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 paÃs
melhor representado na Playstation Network com mais de 30 milhões de utilizadores
(Sony, 2010) e é também o paÃs 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 Ã
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
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Student experiences with instructional videos in online learning environments
Drawing upon qualitative methods of semi-structured interviews and observational talk-through interviews, this qualitative dissertation investigates the ways in which graduate students in an online course context experience online instructional videos. A conceptual framework of user experience and multimodality, as well as the framework of sense-making developed by McCarthy and Wright (2004) guided this study and data analysis. The findings of this dissertation have implications for how students are participating in, interacting with, and making sense of online learning environments. Some of the findings of this research include: (a) students do not necessarily experience course videos as discrete elements (or differentiate them with other aspects of the course); (b) the times and contexts in which students view instructional videos shifts (e.g., between home and commuting); (c) student motivations and expectations shape how they approach and orient themselves towards watching online course videos; and (d) multimodal design elements influence students’ meaning-making of online instructional videos. These data findings are all in support of the overarching conclusion of this dissertation, which is that students have significant agency in these online environments, and their meaning-making of online videos may not align with designers’ intentions. This conclusion argues against deterministic views of design. The emerging findings have design implications related to the creation of learning environments in online spaces, such as: (a) fully integrating videos within the broader instructional design of a course; (b) foregrounding the embedded context of instructional videos; and (c) accounting for the shifting times, places, and contexts in which viewers watch instructional videos. This dissertation is situated in the growing field of online education, in particular higher education, where significant money and resources are increasingly dedicated towards the development of online spaces while still much is unknown in relation to the design, experiences, and impact of these online learning environments
How do different devices impact users' web browsing experience?
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 targeÂted advertising perspeÂctives
How do different devices impact users' web browsing experience?
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 targeÂted advertising perspeÂctives
Design and implementation of a high productivity user interface for a digital dermatoscope
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
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
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