580 research outputs found

    Aesthetic interaction consistency: exploring the foundation for static and dynamic aesthetics

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    Aesthetics is a powerful means for creating consistency across a product range. During the design process consistency is subject to risk. The existing tools do not integrate static as well as dynamic approaches. This paper explores how to integrate and combine both. The framework considers that, firstly, the users perceive the product thought all their senses (product presentation). Based on the perceptions, users will interact through gestures or movements (user action). These action will create a product reaction (product reaction). Finally, the frame has been applied in an experiment

    Overcoming the Stigma Associated with Assistive Devices

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    This paper focuses on the stigma associated with current assistive devices. Through examples from literature on stigma and preliminary results from an ongoing empirical study, the paper presents how users experience assistive devices and how assistive devices become stigmatizing. Drawing from Erving Goffman’s insights into the management of stigma, the paper explores the ways stigma related to assistive devices could be challenged from the viewpoint of design. The paper introduces how people with physical disabilities have tried to manage the stigma in order to have assistive devices that express their identities. The paper concludes with implications for design and suggests personalization as a means of overcoming the stigma associated with assistive devices

    User Experience of Geocaching and Its Application to Tourism and Education

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    Advances in technology have provided new ways of using entertainment and game technology to foster human interaction. Games and playing with games have always been an important part of people’s everyday lives. Traditionally, human-computer interaction (HCI) research was seen as a psychological cognitive science focused on human factors, with engineering sciences as the computer science part of it. Although cognitive science has made significant progress over the past decade, the influence of people’s emotions on design networks is increasingly important, especially when the primary goal is to challenge and entertain users (Norman 2002). Game developers have explored the key issues in game design and identified that the driving force in the success of games is user experience. User-centered design integrates knowledge of users’ activity practices, needs, and preferences into the design process. Geocaching is a location-based treasure hunt game created by a community of players. Players use GPS (Global Position System) technology to find “treasures” and create their own geocaches; the game can be developed when the players invent caches and used more imagination to creations the caches. This doctoral dissertation explores user experience of geocaching and its applications in tourism and education. Globally, based on the Geocaching.com webpage, geocaching has been played about 180 countries and there are more than 10 million registered geocachers worldwide (Geocaching.com, 25.11.2014). This dissertation develops and presents an interaction model called the GameFlow Experience model that can be used to support the design of treasure hunt applications in tourism and education contexts. The GameFlow Model presents and clarifies various experiences; it provides such experiences in a real-life context, offers desirable design targets to be utilized in service design, and offers a perspective to consider when evaluating the success of adventure game concepts. User-centered game designs have adapted to human factor research in mainstream computing science. For many years, the user-centered design approach has been the most important research field in software development. Research has been focusing on user-centered design in software development such as office programs, but the same ideas and theories that will reflect the needs of a user-centered research are now also being applied to game design (Charles et al. 2005.) For several years, we have seen a growing interest in user experience design. Digital games are experience providers, and game developers need tools to better understand the user experience related to products and services they have created. This thesis aims to present what the user experience is in geocaching and treasure hunt games and how it can be used to develop new concepts for the treasure hunt. Engineers, designers, and researchers should have a clear understanding of what user experience is, what its parts are, and most importantly, how we can influence user satisfaction. In addition, we need to understand how users interact with electronic products and people, and how different elements synergize their experiences. This doctoral dissertation represents pioneering work on the user experience of geocaching and treasure hunt games in the context of tourism and education. The research also provides a model for game developers who are planning treasure hunt concepts.Teknologinen kehitys on tarjonnut uusia tapoja hyödyntää viihdettä ja peliteknologiaa ihmisten välisessä vuorovaikutuksessa. Pelit ja niiden pelaaminen on ollut aina tärkeä osa ihmisten arkipäivää. Ihmisen ja tietokoneen välisen vuorovaikutuksen tutkimus, human-computer interaction research (HCI), on perinteisesti nähty kognitiivisena psykologiana, johon kuuluvat inhimilliset tekijät, sekä insinööritieteenä, johon sisältyy tietojenkäsittelytiede. Vaikka kognitiivinen tiede on kehittynyt viime vuosina valtavasti, suunnitteluverkostoihin vaikuttavat ihmisten tunteet ovat yhä tärkeämmässä osassa, erityisesti silloin kun tavoitteena on haastaa ja viihdyttää käyttäjiä. (Norman 2002.) Pelinkehittäjät ovat selvittäneet pelisuunnittelun kannalta olennaisia tekijöitä ja tunnistaneet, että pelien menestyksen salaisuus on käyttäjäkokemus. Käyttäjäkeskeisessä suunnittelussa käyttäjien toiminnan käytäntöjen, tarpeiden ja toiveiden tuntemus tuodaan mukaan suunnitteluprosessiin. Geokätköily on paikannukseen perustuva aarteenetsintäpeli, jonka pelaajat ovat luoneet yhdessä. Pelaajat käyttävät GPS-teknologiaa "aarteiden" etsimiseen ja lisäävät omia geokätkökohteita ja peli kehittyy jatkuvasti pelaajien keksiessä kätköjä, jotka vaativat yhä enemmän mielikuvitusta. Tässäväitöskirjassa tutkitaan geokätköilyn käyttäjäkokemusta ja sen sovelluksia koulutuksen- ja matkailunaloilla. Perustuen Geocaching.com websivustoon geokätköilyä pelataan noin 180 maassa, ja rekisteröityneitä käyttäjiä on yli kymmenen miljoonaa eri puolilla maailmaa (Geocaching.com, 25.11.2014). Tässä tutkielmassa esitellään vuorovaikutusmalli nimeltään GameFlow Experience -mallia, jota voidaan käyttää aarteenetsintäsovellusten suunnittelussa koulutuksen- ja matkailualojen konteksteissa. GameFlow Experience -malli esittelee ja selventää erilaisia kokemuksia - se esittelee ne todellisessa kontekstissa, tarjoaa erilaisia suunnittelutavoitteita palvelusuunnittelua varten sekä näkökulman, joka tulisi ottaa huomioon seikkailupelien menestystä arvioitaessa. Käyttäjäkeskeisessä pelisuunnittelussa on sovellettu inhimillisten tekijöiden tutkimusta valtavirran tietojenkäsittelytieteeseen. Useiden vuosien ajan, käyttäjäkeskeisen suunnittelun lähestymistavasta on tullut tärkein tutkimusala ohjelmistokehityksessä. Tutkimus on keskittynyt ohjelmistojen kehitykseen käyttäjäkeskeisessä suunnittelussa etenkin toimisto-ohjelmistoihin, mutta samoja ideoita ja teorioita, jotka heijastavat yhteiskunnan tarpeita käyttäjäkeskeisessä tutkimuksessa sovelletaan nyt myös pelisuunnitteluun. (Charles ja ym. 2005.) Kiinnostus käyttäjäkokemuksen suunnitteluun on kasvanut jo useiden vuosien ajan. Digitaaliset pelit tarjoavat kokemuksia, ja pelisuunnittelijat tarvitsevatkin työkaluja, joiden avulla voidaan entistä paremmin ymmärtää tuotteiden ja palvelujen luomia käyttäjäkokemuksia. Tutkimuksen tavoitteena on esitellä käyttäjäkokemusta ja miten sitä voidaan käyttää uusien aarteenmetsästyskonseptien kehittämiseen. Insinööreillä, suunnittelijoilla ja tutkijoilla tulisi olla selkeä käsitys siitä, mikä käyttäjäkokemus on, mitkä ovat sen osat ja mikä tärkeintä, miten voimme vaikuttaa käyttäjän tyytyväisyyteen. Lisäksi pitäisi ymmärtää, miten käyttäjät toimivat elektronisten tuotteiden kanssa sekä miten ihmiset toimivat vuorovaikutuksessa toistensa kanssa ja miten eri osat vaikuttavat yhdessä käyttäjien kokemuksiin. Väitöskirja on pioneerityö käyttäjäkokemuksesta geokätköilyssä ja aarteenetsintä peleissä matkailun ja opetuksen kontekstissa. Tutkimus antaa myös mallin pelin kehittäjille, jotka suunnittelevat aarteenetsintäkonsepteja.Siirretty Doriast

    The Impact of Combining Gestalt Theories with Interface Design Guidelines in Designing User Interfaces

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    Software systems are one of the most important technologies that are present in every task that humans and computers perform. Humans perform their tasks by using a computer interface. Graphical user interfaces are the most common interface that developers rely on to create easy-to-use, easy-to-learn and easy-to-understand software systems so that end users can improve their performance. However, many times, developers tend to create software using their own preferences based on their skills and abilities but do not consult theories that would produce better outcomes. We conducted a study to identity whether software that is developed by using Gestalt theories combined with interface development guidelines produces better outcomes compared to software developed using developers’ current skills. Results show that for the present research, participants perceived the system that was developed using such approach had superior quality compared to another that does not. However, results should be taken cautiously

    A UX model for the evaluation of learners' experience on lms platforms over time

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    Although user experience (UX) is dynamic and evolves over time, prior research reported that the learners' experience models developed so far were only for the static evaluation of learners' experiences. So far, no model has been developed for the dynamic summative evaluation of the UX of LMS platforms over time. The objective of this study is to build a UX model that will be used to evaluate learners' experience on LMS over time. The study reviewed relevant literature with the goal of conceptualizing a theoretical model. The Stimuli-Organism-Response (SOR) framework was deployed to model the experience engineering process. To verify the model, 6 UX experts were involved. The model was also validated using a quasi-experimental design involving 900 students. The evaluation was conducted in four time points, once a week for four weeks. From the review, a conceptual UX model was developed for the evaluation of learners' experience with LMS design over time. The outcome of the model verification shows that the experts agreed that the model is adequate for the evaluation of learners' experience on LMS. The results of the model validation indicate that the model was highly statistically significant over time (Week 1: x2(276) = 273 I 9.339, Week2: x2(276) = 23419.626, Week3: x2(276) =18941.900, Week4: x2(276) = 27580.397, p=000<0.01). Each design quality had strong positive effects on the learners' cognitive, sensorimotor and affective states respectively. Furthermore, each of the three organismic states: cognitive, sensorimotor, and affective, had strong positive influence on learners' overall learning experience. These results imply that the experience engineering process was successful. The study fills a significant gap in knowledge by contributing a novel UX model for the evaluation of learners' experience on LMS platforms over time. UX quality assurance practitioners can also utilize the model in the verification and validation of learner experience over tim

    Designers initiating open innovation with multi-stakeholder through co-reflection sessions

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    This paper explores a designerly approach to open innovation initiation as start of the PhD research of the third author. More specifically, it presents the application of co-reflection sessions by designers in a healthcare open innovation project to initiate multi-stakeholder participation. Integrating co-reflection in open innovation initiation provides designers with the opportunity to a) negotiate with and function in multi-disciplinary environments consisting of stakeholder representatives and stakeholder customers (possible end-users); b) analyze complexity and structure of stakeholder ambitions, wishes, concerns and restrictions in order to frame a collaboration space; c) synthesize, visualize and materialize the value proposition to communicate the benefits to multi-stakeholder networks in order to define a design space and motivate their participation; and what is more important, keeping the balance between design thinking and design action. Lessons learned from this study a) can be used to provide a set of skills and practical guidance to designers when initiating open innovation b) define a spectrum for research on how designers can initiate innovation

    Bridging the gap between human and machine trust : applying methods of user-centred design and usability to computer security

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    This work presents methods for improving the usability of security. The work focuses on trust as part of computer security. Methods of usability and user-centred design present an essential starting point for the research. The work uses the methods these fields provide to investigate differences between machine and human trust, as well as how the technical expressions of trust could be made more usable by applying these methods. The thesis is based on nine publications, which present various possibilities to research trust with user-centric methods. The publications proceed chronologically and logically from the first user interviews about trust, trusting attitudes and behaviours in general to the actual design and usability testing of user interfaces for security applications, finally presenting the outcomes and conclusions of the research. The work also presents a review of relevant previous work in the area, concentrating on work done in the fields of usability and user-centred design. The work is of cross-disciplinary nature, falling into the areas of human-computer interaction, computer science and telecommunications. The ultimate goal of the conducted research has been to find out 1) how trust is to be understood in this context; 2) what methods can be used to gain insight into trust thus defined; and, finally, 3) what means can be used to create trust in the end users in online situations, where trust is needed. The work aims at providing insight into how trust can be studied with the methods provided by user-centred design and usability. Further, it investigates how to take understanding of trust formation in humans into account when attempting to design trust-inducing systems and applications. The work includes an analysis and comparison of the methods used: what kinds of methods to study trust exist in the field of usability and user-centred design. Further, it is evaluated, what kind of results and when can be reached with the different methods available, by applying a variety of these methods. Recommendations for the appropriate application of these methods when studying the various parts of trust is one of the outcomes. The results received with the methods used have also been compared with results received by others by applying alternative methods to the same research questions. On a conceptual level, the work contains an analysis of the concept of trust. It also contains a brief investigation into both technical and humane ways to express trust, with a comparison between the two

    SleepCompete: A Smart Bedside Device to Promote Healthy Sleeping Habits in Children

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    We outline SleepCompete: a bedside device that encourages and promotes healthy sleeping behaviour in families, with a particular focus on children, in a fun and useful way. SleepCompete encourages children and their parents to monitor sleeping habits by introducing a ‘sleep score’. By sharing this score with others we propose that SleepCompete persuades its users to improve sleeping habits. We outline the concept of our device and the preliminary study we conducted

    Prototyping Social Action

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    Information technology has made social interaction an increasingly important topic for interaction design and technology development. Today’s mobile technology provides for rich communication and awareness between people, regardless of their whereabouts. When people are gathered together, technology is also often present, influencing or even actively taking part in the social activity. Social action is the essence of many systems studied, developed and prototyped by the design and research community. The problem is that this is often done without proper methodological backing. There is no lack of methods, but a need for an adequate approach: how should circumstances for social action to happen be created, how should it be observed, how should systematic, detailed inferences about it be produced for the purposes of design, and what design-related activities does such research serve? Drawing from ethnomethodology and conversation analysis, this study addresses social action and social prototypes in various settings: at a workplace, in the area of mobile multimedia and the domain of ubiquitous context-aware systems. The main contribution of this study is that it articulates how this framework can be brought into design studies. The cases in this study also demonstrate empirically that this approach works

    A Design Framework for Engaging Collective Interaction Applications for Mobile Devices

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    The main objective of this research is to define the conceptual and technological key factors of engaging collective interaction applications for mobile devices. To answer the problem, a throwaway prototyping software development method is utilized to study design issues. Furthermore, a conceptual framework is constructed in accordance with design science activities. This fundamentally exploratory research is a combination of literature review, design and implementation of mobile device based prototypes, as well as empirical humancomputer interaction studies, which were conducted during the period 2008 - 2012. All the applications described in this thesis were developed mainly for research purposes in order to ensure that attention could be focused on the problem statement. The thesis presents the design process of the novel Engaging Collective Interaction (ECI) framework that can be used to design engaging collective interaction applications for mobile devices e.g. for public events and co-creational spaces such as sport events, schools or exhibitions. The building and evaluating phases of design science combine the existing knowledge and the results of the throwaway prototyping approach. Thus, the framework was constructed from the key factors identified of six developed and piloted prototypes. Finally, the framework was used to design and implement a collective sound sensing application in a classroom setting. The evaluation results indicated that the framework offered knowledge to develop a purposeful application. Furthermore, the evolutionary and iterative framework building process combined together with the throwaway prototyping process can be presented as an unseen Dual Process Prototyping (DPP) model. Therefore it is claimed that: 1) ECI can be used to design engaging collective interaction applications for mobile devices. 2) DPP is an appropriate method to build a framework or a model. This research indicates that the key factors of the presented framework are: collaborative control, gamification, playfulness, active spectatorship, continuous sensing, and collective experience. Further, the results supported the assumption that when the focus is more on activity rather than technology, it has a positive impact on the engagement. As a conclusion, this research has shown that a framework for engaging collective interaction applications for mobile devices can be designed (ECI) and it can be utilized to build an appropriate application. In addition, the framework design process can be presented as a novel model (DPP). The framework does not provide a step-by-step guide for designing applications, but it helps to refine the design of successful ones. The overall benefit of the framework is that developers can pay attention to the factors of engaging application at an early stage of design
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