13 research outputs found
Ordinary user experiences at work: a study of greenhouse growers
We investigate professional greenhouse growers’ user experience (UX) when using climate-management systems in their daily work. We build on the literature on UX, in particular UX at work, and extend it to ordinary UX at work. In a ten-day diary study, we collected data with a general UX instrument (AttrakDiff), a domain-specific instrument, and interviews. We find that AttrakDiff is valid at work; its three-factor structure of pragmatic quality, hedonic identification quality, and hedonic stimulation quality is recognizable in the growers’ responses. In this paper, UX at work is understood as interactions among technology, tasks, structure, and actors. Our data support the recent proposal for the ordinariness of UX at work. We find that during continued use UX at work is middle-of-the-scale, remains largely constant over time, and varies little across use situations. For example, the largest slope of the four AttrakDiff constructs when regressed over the ten days was as small as 0.04. The findings contrast existing assumptions and findings in UX research, which is mainly about extraordinary and positive experiences. In this way, the present study contributes to UX research by calling attention to the mundane, unremarkable, and ordinary user experiences at work
Modélisation synthétique quantitative de plusieurs années d’activité. Quelle articulation entre signification en situation et complexité longitudinale ?
Un problème récurrent des recherches longitudinales sur l’activité humaine est leur absence d’articulation entre modèle analytique qualitatif et modèle synthétique quantitatif d’évolution dynamique. Cette absence engendre des difficultés dans la justification des choix d’analyse et de synthèse et empêche d’aboutir à une démarche déductive sur les dynamiques longitudinales. Dans le cadre d’une recherche empirique et technologique longitudinale de 3 ans sur l’appropriation, cet article discute des conditions de production et de l’utilité d’une modélisation synthétique quantitative de la complexité longitudinale de l’activité individuelle, en articulation avec une méthode analytique qualitative. Plus que la mobilisation d’un modèle seul et pré-donné, le travail de modélisation relève d’une articulation active entre méthodes-modèles analytiques (classiques en analyse d’activité) et méthodes-modèles synthétiques. Cette articulation offre des perspectives d’amélioration des études longitudinales centrées sur l’activité humaine et fournit des supports visuels utiles en projet de conception. Nous discutons des apports et limites de ce travail vis-à -vis de l’analyse de l’activité en ergonomie de langue française et des sciences de la complexité plus souvent mobilisées dans les facteurs humains.One recurring problem in longitudinal research on human activity is the lack of articulation between qualitative analytical models and quantitative synthetic models of the dynamic evolution. This absence makes it difficult to justify analysis and synthesis choices and prevents a deductive approach to longitudinal dynamics. Within the framework of a 3-year longitudinal empirical and technological research on appropriation, this article discusses the conditions of production and the usefulness of a quantitative synthetic model of the longitudinal complexity of individual activity, in conjunction with a qualitative analytical method. More than the mobilization of a single, pre-data model, the modelling work involves an active articulation between analytical model-methods (classical in activity analysis) and synthetic model-methods. This linkage offers prospects for improving longitudinal studies centred on human activity and provides useful visual support for design projects. We discuss the contributions and limits of this work with respect to activity analysis in French-language ergonomics and the complexity sciences most often mobilized in human factors
Lab Testing Beyond Usability: Challenges and Recommendations for Assessing User Experiences
In the “third wave” of human-computer interaction (HCI), the advent of the conceptual approach of UX broadens and changes the HCI landscape. Methods approved before, mainly within the conceptual approach of usability, are still widely used, and yet their adequacy for UX evaluation remains uncertain in many applications. Laboratory testing is undoubtedly the most prominent example of such a method. Hence, in this study, we investigated how the more comprehensive and emotional scope of UX can be assessed by laboratory testing.
In this paper, we report on a use case study involving 70 participants. They first took part in user/laboratory tests and then were asked to evaluate their experience with the two systems (perceived UX) by filling out an AttrakDiff scale and a UX needs fulfillment questionnaire. We conducted post-test interviews to better understand participants’ experiences. We analyzed how the participants’ perceived UX depends on quantitative (e.g., task completion time, task sequence, level of familiarity with the system) and qualitative aspects (think aloud, debriefing interviews) within the laboratory context.
Results indicate that the laboratory setting has a strong impact on the participants’ perceived UX, and support a discussion of the quality and limitations of laboratory evaluations regarding UX assessment. In this paper, we have identified concrete challenges and have provided solutions and tips useful for both practitioners and researchers who seek to account for the subjective, situated, and temporal nature of the UX in their assessments
Modelação sintética quantitativa de vários anos de atividade: qual é a relação entre significado na situação e complexidade longitudinal?
Um problema recorrente na investigação longitudinal sobre a atividade humana Ă© a falta de articulação entre modelos analĂticos qualitativos e modelos sintĂ©ticos quantitativos de evolução dinâmica. Esta ausĂŞncia cria dificuldades na justificação das escolhas de análise e sĂntese e impede uma abordagem dedutiva das dinâmicas longitudinais. No âmbito de uma investigação empĂrica e tecnolĂłgica longitudinal de 3 anos sobre apropriação, este artigo discute as condições de produção e a utilidade de um modelo sintĂ©tico quantitativo da complexidade longitudinal da atividade individual, em articulação com um mĂ©todo analĂtico qualitativo. Mais do que a mobilização de um modelo Ăşnico de dados prĂ©vios, o trabalho de modelação envolve uma articulação ativa entre modelos-mĂ©todos analĂticos (clássicos na análise de atividade) e modelos-mĂ©todos sintĂ©ticos. Discutimos as contribuições e limites deste trabalho no que diz respeito Ă análise da atividade na ergonomia de lĂngua francesa e as ciĂŞncias da complexidade mais frequentemente mobilizadas em fatores humanos.Un problema recurrente en la investigaciĂłn longitudinal sobre la actividad humana es la falta de articulaciĂłn entre los modelos analĂticos cualitativos y los modelos sintĂ©ticos cuantitativos de la evoluciĂłn dinámica. Esta ausencia crea dificultades para justificar las opciones de análisis y sĂntesis e impide un enfoque deductivo de la dinámica longitudinal. En el marco de una investigaciĂłn empĂrica y tecnolĂłgica longitudinal de tres años sobre la apropiaciĂłn, este artĂculo analiza las condiciones de producciĂłn y la utilidad de un modelo sintĂ©tico cuantitativo de la complejidad longitudinal de la actividad individual, junto con un mĂ©todo analĂtico cualitativo. Más que la movilizaciĂłn de un Ăşnico modelo de datos previo, la labor de modelizaciĂłn supone una articulaciĂłn activa entre los mĂ©todos de modelos analĂticos (clásicos en el análisis de actividades) y los mĂ©todos de modelos sintĂ©ticos. Discutimos las contribuciones y los lĂmites del presente trabajo con respecto al análisis de la actividad efectuado por la ergonomĂa de lengua francesa y a las ciencias de la complejidad que se movilizan más a menudo en los factores humanos.Un problème rĂ©current des recherches longitudinales sur l’activitĂ© humaine est leur absence d’articulation entre modèle analytique qualitatif et modèle synthĂ©tique quantitatif d’évolution dynamique. Cette absence engendre des difficultĂ©s dans la justification des choix d’analyse et de synthèse et empĂŞche d’aboutir Ă une dĂ©marche dĂ©ductive sur les dynamiques longitudinales. Dans le cadre d’une recherche empirique et technologique longitudinale de 3 ans sur l’appropriation, cet article discute des conditions de production et de l’utilitĂ© d’une modĂ©lisation synthĂ©tique quantitative de la complexitĂ© longitudinale de l’activitĂ© individuelle, en articulation avec une mĂ©thode analytique qualitative. Plus que la mobilisation d’un modèle seul et prĂ©-donnĂ©, le travail de modĂ©lisation relève d’une articulation active entre mĂ©thodes-modèles analytiques (classiques en analyse d’activitĂ©) et mĂ©thodes-modèles synthĂ©tiques. Nous discutons des apports et limites de ce travail vis-Ă -vis de l’analyse de l’activitĂ© en ergonomie de langue française et des sciences de la complexitĂ© plus souvent mobilisĂ©es dans les facteurs humains.A recurring problem in longitudinal research on human activity is the lack of articulation between qualitative analytical models and quantitative synthetic models of the dynamic evolution. This absence creates difficulties in justifying the choices of analysis and synthesis and prevents a deductive approach to longitudinal dynamics. Within the framework of a 3-year longitudinal empirical and technological research on appropriation, this paper discusses the conditions of production and the usefulness of a quantitative synthetic model of the longitudinal complexity of individual activity, in conjunction with a qualitative analytical method. More than the mobilization of a single, pre-data model, the modeling work involves an active articulation between analytical model-methods (classical in activity analysis) and synthetic model-methods. We discuss the contributions and limits of this work with respect to activity analysis in French-language ergonomics and the complexity sciences more often mobilized in human factors
Web-based survey tool and its evaluation
Retrospektiivisessä pitkän aikavälin käyttäjäkokemustutkimuksessa ollaan kiinnostuneita tuotteen tai palvelun käyttöön liittyvistä muistikuvista. Eräs tapa kerätä retrospektiivistä käyttäjäkokemustietoa on käyränpiirtotehtävä, jossa vastaaja piirtää käyttäjäkokemuksensa laadusta kuvaajan. Tässä työssä jatkokehitettiin ja arvioitiin käyränpiirtotehtäviin perustuvaa web-kyselytyökalua, jolla voi toteuttaa retrospektiivisiä pitkän aikavälin käyttäjäkokemuksen etätutkimuksia.
Jatkokehitykseen kuului lukuisia ominaisuuksia ja näkymiä, joista tärkeimmät ovat vastausten tarkasteluun kehitetty näkymä, mobiilivastausnäkymä ja pitkittäistutkimuksia tukeva kyselytyyppi. Järjestelmä kehitettiin PHP-kielellä CodeIgniter-kehyksen avulla. Kuvaajat toteutettiin Highcharts-kirjastolla.
Työssä myös toteutettiin järjestelmän nykyisen toteutuksen arviointi. Arvioinnissa toteutusta verrattiin järjestelmälle asetettuihin vaatimuksiin, joista rakennettiin laatukriteeripuu. Arvioinnissa huomioitiin järjestelmän sopivuus käyttöön, tehokkuus ja ylläpidettävyys. Arvioinnin pohjalta järjestelmän havaittiin olevan ominaisuusvalikoimaltaan kattava, mutta joidenkin näkymien käytettävyydessä on vielä puutteita. Teknologiavalinnat ja perusarkkitehtuuri todettiin onnistuneiksi. Eräästä näkymästä löytyi merkittävä tehokkuusongelma. Ylläpidettävyysarvioinnissa kooditiedostojen pituus ja rakenne havaittiin ongelmalliseksi. Tehokkuuteen ja ylläpidettävyyteen vaikuttivat negatiivisesti myös eräät monimutkaiset syötteenkäsittely- ja kommunikointisekvenssit. Lisäksi kehitysprosessissa itsessään oli puutteita erityisesti testauksen ja dokumentoinnin suhteen.
Työssä saatiin järjestelmään onnistuneesti kehitettyä lähes kaikki projektin aikana toteutettaviksi suunnitellut ominaisuudet. Lisäksi arvioinnissa saatiin kattava käsitys toteutuksen vahvuuksista ja ongelmakohdista. Lopuksi muodostettiin lista parannus- ja jatkokehityssuosituksista. Suosituksista olennaisimmat ovat järjestelmän kattava testaaminen, tulosten tarkastelunäkymän suorituskyvyn parantaminen käyräobjektien laiskalla alustamisella, syötteenkäsittelyn erottaminen omaksi kerroksekseen ja joidenkin epäideaalien sekvenssien uudelleensuunnittelu
TelevisĂŁo interativa (ITV) e dispositivos second-screen: caracterĂsticas de uma aplicação de disponibilização de cupões
O aparecimento das tecnologias, nomeadamente aplicações para dispositivos móveis tem facilitado, em diversos aspetos, o quotidiano das pessoas. Face a isto, diversos setores do mercado fazem questão de acompanhar esta evolução e garantir que os seus clientes acedam a produtos, informações e suas vantagens à distância de um clique.
Esta dissertação incide nas funcionalidades e caracterĂsticas essenciais para uma aplicação mĂłvel de disponibilização de descontos direcionada para qualquer indivĂduo com mais de dezoito anos. A investigadora em conjunto com a equipa Smartly e a alticeLabs conceptualizaram e desenvolveram uma aplicação mĂłvel com esse objetivo.
ConcluĂdo o protĂłtipo da aplicação e, com o propĂłsito de priorizar as necessidades reais dos consumidores, foram realizados testes de usabilidade e experiĂŞncia de utilizador com vinte e trĂŞs indivĂduos. Primeiramente, foi feito um inquĂ©rito de hábitos de consumo de televisĂŁo, dispositivos mĂłveis e cupões de desconto. De seguida, e apĂłs a interação com a aplicação, foi realizado um inquĂ©rito de avaliação da mesma e, para terminar, uma entrevista para obter informações mais detalhadas. Esta fase, permitiu avaliar a pertinĂŞncia da utilização de aplicações de cupões de desconto assim como, perceber se o produto desenvolvido obedece Ă s expetativas dos utilizadores.
Em suma, o objetivo deste projeto foi compreender a importância dos elementos visuais, funcionais e de interação que devem fazer parte de uma aplicação móvel de disponibilização de descontos, de modo a destacar a sua experiência de utilização por parte dos seus utilizadores.Technology emergence, in particular apps for mobile devices have facilitated, in various aspects, people’s everyday life. This being so, several market sectors insist on following this evolution and guarantee that their clientes access all the products, informations and benefits at a click’s distance.
This dissertation focuses on essential funcionalities and characteristics for a mobile app that provides discounts for any user over 18 years old. The investigator, along with team Smartly and alticeLabs conceptualized and developed a mobile app for that purpose.
Completed the app’s prototype and, with the purpose of prioritizing the consumer’s real needs, usability and user experience tests were made with twenty three individuals. Firstly, a survey was made for the television’s , mobile devices’ and discount coupons’ consumer habits. Thereafter, and after interacting with the app, a survey was made to evaluate it, followed by an interview to obtain more detailed information. This phase allowed to evaluate the applicability of discount coupon’s apps relevance, as well as understand if the developed product follows the user’s expectations.
In conclusion, this project’s goal was to comprehend the importance of visual, functional and interaction elements that should be a part of a mobile app that provides discounts in order to highlight it’s use experience by the users.Mestrado em Comunicação Multimédi
Emotions in archetypal media content
Emotion is an intriguing and mysterious psychological phenomenon. While everyone
seems to know what it is, researchers have not yet come to consensus on its definition, and
many questions still remain unanswered. While the nature of emotion is yet to discover,
the design community has noticed is importance, and poses the challenge of how emotion
could inform design. We see the necessity to follow the state of the art in psychology and
initiate the undertaking by exploring the emotional qualities in various types of media
content. The first part of this thesis aims at constructing a theoretical framework. Recent
years have seen empirical studies suggest that emotion could be unconscious. While this is
to be further justified, scientists are motivated to reconsider current theories of emotion to
account for this phenomenon. In light of this, we integrate these studies about unconscious
emotion into our literature review. An overview from theory to practice is illustrated to
provide a reference for viewing the current states in application domains, such as affective
computing and emotional design. This review offers a holistic understanding about
emotion from various perspectives, which allow us to look for new directions in future
studies.
Based on our review, we see a promising direction by applying psychoanalysis methods
to analyze the media content as affective stimuli, and these stimuli can be evaluated
by using quantitative measures to investigate the connection between the content and the
corresponding emotions. The analysis on the media content is based on a psychoanalysis
theoryÂżthe theory of archetypesÂżproposed by Carl Jung. He argues that there exists a
universal pattern in humansÂż unconscious thoughts, which can be manifested as symbolic
content in various forms of narratives, such as myth and fairy tales. Today, this archetypal
symbolic content can be seen in modern media, particularly in movies. By applying the
Jungian approach, we analyzed the symbolic meaning in movie scenes and edit these feature
scenes into a collection of archetypal media content, which serve as the experimental
materials for later explorations.
In the second part of this thesis, we present three experimental studies that aim at determining
if archetypal media content can be differentiated based on emotional responses.
We adopted the psychoanalytical approach described earlier to collect feature scenes in
movies as archetypal media content. Meanwhile, affective stimuli of explicit emotions are
also included as benchmarks for comparison, such as sadness and joy. Self-reports and
physiological signals are both adopted for measuring emotional responses. These three
studies follow similar experimental design: presenting stimuli and measuring emotion
concurrently. The results of these studies confirm that emotions induced by archetypal
content are different from explicit emotions, and the statistical analysis further indicate
that the predictive model obtained from physiological signals outperforms the model generated
from self-reports while viewing archetypal media content. These results, however,
are opposite to the results gained from affective stimuli of explicit emotions, leading us
to the conclusion that archetypal media content might induce unconscious emotions, and
physiological signals are more effective than self-reports for recognizing emotions induced
by archetypal media content.La emociĂłn es un fenĂłmeno psicolĂłgico intrigante y misterioso. Aunque todo el mundo parece saber lo que es, los investigadores aĂşn no han llegado a un consenso sobre su definiciĂłn, y todavĂa quedan muchas preguntas sin respuesta. Si bien la naturaleza de las emociones está aĂşn por descubrir, la comunidad de profesionales del diseño ha entendido su importancia, y se plantea el desafĂo de interrelacionar ambos mundos, explorando de las cualidades emocionales en diversos tipos de contenido en medios de comunicaciĂłn. La primera parte de esta tesis tiene como objetivo la construcciĂłn de un marco teĂłrico. Recientemente se han realizado estudios empĂricos que sugieren que las emociones puede ser inconscientes. Si bien esto debe justificarse mejor, los cientĂficos están motivados a reconsiderar las teorĂas actuales de la emociĂłn para explicar este fenĂłmeno. En vista de ello, integramos estos estudios sobre las emociones inconscientes en nuestra revisiĂłn de referencias bibliográficas incluyendo dominios de aplicaciĂłn recientes, tales como la ComputaciĂłn Afectiva y el Diseño Emocional. Una direcciĂłn prometedora de investigaciĂłn se basa en la aplicaciĂłn de mĂ©todos del psicoanálisis para analizar contenidos multimedia como estĂmulos afectivos, y estos estĂmulos pueden ser evaluados mediante el uso de medidas cuantitativas para investigar la conexiĂłn entre el contenido y las emociones correspondientes. Este análisis se basa en la teorĂa de los arquetipos propuesto por el psicĂłlogo Carl Jung. El autor sostiene que existe una patrĂłn universal en los pensamientos inconscientes de los personas, que puede manifestarse como un sĂmbolo contenido en las diversas formas de narrativas, como en los mitos y los cuentos de hadas. Hoy en dĂa, estos arquetipos de contenido simbĂłlico se puede ver frecuentemente en los contenidos multimedia modernos, sobre todo en las pelĂculas. Mediante la aplicaciĂłn del enfoque de Jung, analizamos el significado simbĂłlico en escenas de pelĂculas seleccionando las correspondientes a diversos arquetipos, que servirá como material experimental para exploraciones posteriores. En la segunda parte de esta tesis, se presentan tres estudios experimentales que apuntan a determinar si el contenido multimedia arquetĂpico puede diferenciarse en base a respuestas emocionales. Con el enfoque psicoanalĂtico descrito anteriormente para los arquetipos, tambiĂ©n se incluye los estĂmulos afectivos de emociones explĂcitas son como puntos de referencia para la comparaciĂłn, como la tristeza y la alegrĂa. Se realizan auto-informes y se miden señales fisiolĂłgicas para la determinaciĂłn de las respuestas emocionales en todos los experimentos realizados. Los resultados de estos estudios confirman que las emociones inducidas por arquetipos son diferentes de las emociones explĂcitas, y el análisis estadĂstico indica además que el modelo predictivo obtenido a partir de señales fisiolĂłgicas supera el modelo generado por los auto-informes durante la visualizaciĂłn de contenidos multimedia arquetĂpicos. Estos resultados, sin embargo, son opuestos a los resultados obtenidos a partir de los estĂmulos afectivos de emociones explĂcitas, llevándonos a la conclusiĂłn de que los contenidos de los medios arquetĂpicos podrĂa inducir emociones inconscientes, y que las señales fisiolĂłgicas son más eficaces que los auto informes para el reconocimiento de las emociones inducidas por el contenido de medios arquetĂpico. En la tercera parte de esta tesis, exploramos cĂłmo los contenidos arquetĂpicos podrĂan utilizarse para diseñar contenido multimedia mediante "mood boards". Se realizaron dos estudios con diseñadores para responder a la pregunta de investigaciĂłn de si es posible generar contenido emocionalmente rico a travĂ©s de la generaciĂłn automática de contenido arquetĂpico por "mood boards" en comparaciĂłn con el contenido multimedia no arquetĂpico
License to Supervise:Influence of Driving Automation on Driver Licensing
To use highly automated vehicles while a driver remains responsible for safe driving, places new – yet demanding, requirements on the human operator. This is because the automation creates a gap between drivers’ responsibility and the human capabilities to take responsibility, especially for unexpected or time-critical transitions of control. This gap is not being addressed by current practises of driver licensing. Based on literature review, this research collects drivers’ requirements to enable safe transitions in control attuned to human capabilities. This knowledge is intended to help system developers and authorities to identify the requirements on human operators to (re)take responsibility for safe driving after automation
Eliciting User Experience Information in Early Design Phases. The CARE Approach to In-Vehicle UX
Experience-rich input in early phases of a design process can offer valuable information and inspiration to designers. However, there are methodological challenges linked with efforts to understand future user experiences. Experience encompasses multi-layered and tacit data, such as emotions and value, that are important for commercial success but are difficult to elicit from users for existing products, and even more so for concepts in early design phases. At early design phases, the inevitably incomplete representations of product and use context influences the outcomes. It is typically easier to elicit usability-related aspects, meaning that other aspects of experience may be insufficiently addressed. The contribution of this thesis is an approach for eliciting rich user experience (UX) data in early design phases, building on six studies. This thesis employs in-vehicle user experience as a study case, but results are however presented on a methodological level that can also be of use to other interactive products. The overall research questions are: What signifies in-vehicle UX? How can UX data be elicited for input to novel in-vehicle concepts in early design phases?Firstly, the analysis phase of the design process was addressed, where a multi-method approach was employed to study current in-vehicle UX. UX is an umbrella term that has proven difficult to describe and conceptualise in studies. Therefore, the aim of the first study was to better understand what signifies the specific case of in-vehicle UX. Secondly, how to approach and understand user expectations on future autonomous cars was address in the two following studies, in order to address prospective research of novel systems. A method addressing research on user expectations was developed – Setting the Stage for Autonomous Cars. Thirdly, ideation was addressed in a series of workshops, containing generative and creative efforts for ideating future interactive in-vehicle systems. Methods such as enactment, small-scale scenarios, Wizard of Oz, a lo-fi driving simulator and the developed Setting the Stage for Autonomous Cars method were used. The final studies address concept evaluation, and comparatively explore the effects of choosing different product representations (storyboard and interactive prototype) and study contexts (Virtual Reality and in the field) in early UX evaluation. Based on the outcomes of the studies, an approach is proposed – the CARE approach – for enabling richer and more in-depth UX data in early design phases. This approach suggests that there is a need to Contextualise the researched experience (conveying the intended use situation and sentisising the participants to experience), enabling the participant to Act (enabling interaction even at the stages of very lo-fi concepts), supporting Reflection on the experience (enhanced by generative elements in the methods, such as drawing concepts and enacting use) and enabling the participant to Express the experience (in more ways than by just relying on words). Furthermore, the thesis presents findings regarding what signifies in-vehicle UX, for example whole-body, multi-sensory interactions, the importance of the temporal stage of use, the social and multi-device context, and the changing relationship between user and car with increased automation. The results emphasise the importance of addressing the multisensory use situation in each design phase and for participants to express experiences, not only in words but also through enactment and generative techniques