6,467 research outputs found

    Study of Experience Value Design Method by Movie Prototyping

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    従来、プロダクトデザインにおいて製品を評価する際、製品の見た目の美しさや、機能の充実、性能の良さ、価格の安さなど、製品自体がもつモノとしての価値が注目されてきた。しかし近年、市場の変化や製品のコモデティ化によりモノ中心の考え方が飽和し、製品を評価する際の観点も変化してきた。製品を介してどのような体験が得られるのかという製品のコトとしての価値がフォーカスされるようになり、モノづくりからコトづくりへと発想が移っている。その結果、デザインの場において人間中心設計(HCD)やユーザエクスペリエンス(UX)という考え方が重視され、それらを達成するための手法が取り入られるようになった。製品やシステムの利用前、利用中、利用後、そして利用時間全体というユーザが製品に関わる場面全体を通して得られる体験について、楽しい、心地よいといった「良い体験」を提供することがUXデザインの目標である。そのためuxデザインを実践する際、製品やシステムを利用するユーザの振る舞いや思考、感情についてその時間変化に焦点を当てて観察することは重要である。UXデザインの手法の一つであるカスタマージャーニーマップは、時間軸に沿ってユーザの行動や思考、感情、利用する道具などを構造化し図解する手法である。uxデザインにおいて、最も重要な手法の一つにプロトタイピングがある。プロトタイプを試作することで開発の初期段階からユーザのフィードバックを得ることができたり、開発フェーズに合わせて検証、改善したりすることができる。プロトタイプにはスケッチやダーテイプロトタイプ、テクニカルプロトタイプ、そしてムービープロトタイプなど開発の段階や目的に応じて様々な形がある。ムービープロトタイプはユーザと製品やシステムの間にあるストーリーを描くために試作されることが多い。その製品やシステムがあることでユーザにどのような体験をもたらすかという一連のストーリーを考えることはuxデザインにおいて非常に重要な要素であり、ストーリーボードなどの手法でも取り組まれている。中でもムービープロトタイプはプロトタイプそのものが時間軸を伴い動的なものであるため、一連のストーリーを通してuxデザインで重要な時間軸によるユーザの振る舞いや、思考、感情の変化を描写することに長けているといえる。また、プロトタイプ内ではあくまでシステムが機能しているかのように撮影すればよいため、実働するモデルや機能を伴ったUIなどを必要とせず、まだ存在しない製品やシステムについても手軽に描けるというのもムービープロトタイピングの特徴である。このように、製品やシステムがあることで「こんな体験ができる」ということを間接的に体験でき、製品やシステムが持つストーリーを共有するのがムービープロトタイプである。近年、スマートフォンの普及により動画の撮影及び編集がより手軽になったこと、さらにuxデザインにおけるストーリーの重要性などから、ムービープロトタイピングは多くの企業やデザイナーによって注目され、取り組まれるようになってきている。一方で、UXデザインについての研究が広く行われるようになったものの、ムービープロトタイピングについての研究は未だ盛んではなく、デザインの現場でも手探りで行っていることが多い。そのため、ムービープロトタイピングを通して何を描き伝えたいのか、そのためにどの程度の予算が必要なのかなどがバラバラになり、開発の段階や目的に応じたプロトタイプを制作できないといった問題が生じている。以上のことから、本研究では現在公開されているムービープロトタイプを分析し、UXデザインにおける時間軸によるユーザの振る舞いや思考、感情の変化や、製品及びシステムがもたらすストーリーを描写し共有可能なものとするためのムービープロトタイピングの手法について検討することを目的とする。まず、3本のムービープロトタイプを分析しムービープロトタイプを制作する上での描写のポイントをUXの観点から抽出した。抽出したポイントは〈形〉〈機能〉〈使い方〉〈人物〉〈状況〉〈感情〉の6つである。次に、抽出した6つのポイントが他のムービープロトタイプにおいてどのように描かれているかを秒単位で記録し、その特徴ごとにムービープロトタイプの分類を行った。さらに、UXにおける時間の重要性とストーリー、シナリオに着目し、上記の6つのポイントに加えて、利用前、利用中、利用後、利用時間全体の「ユーザエクスペリエンスの期間」の観点から再度ムービープロトタイプの分析を行った。分析結果からムービープロトタイプ制作における描写や構成上の要素を明らかにし、ムービープロトタイプの制作手法を提案する。最後に、それらの提案、考察をふまえ、今回提案したムービープロトタイピング手法について今後の展望を述べて結論とする。UX design is an experience designing method when people use products and services. In UX design, movie prototyping is used for sharing User eXperience among departments. In this study, we analyzed some movies for products and services, and extracted six points of depiction when making movie prototyping. The points are shape, function, usage, person, scene and feeling. Next, we analyzed other 44 movies based these points. As a result, we found that it is important to emphasize Time spans of user experience and contexts of UX when designers compose user stories about products and services. Finally, we created and proposed a framework for constructing a story focusing on Time spans of user experience and contexts of UX. By incorporating this framework, it is possible to produce movie prototyping that clearly depict the experience value.首都大学東京, 2019-03-25, 修士(芸術工学)首都大学東

    Exploring the Referral and Usage of Science Fiction in HCI Literature

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    Research on science fiction (sci-fi) in scientific publications has indicated the usage of sci-fi stories, movies or shows to inspire novel Human-Computer Interaction (HCI) research. Yet no studies have analysed sci-fi in a top-ranked computer science conference at present. For that reason, we examine the CHI main track for the presence and nature of sci-fi referrals in relationship to HCI research. We search for six sci-fi terms in a dataset of 5812 CHI main proceedings and code the context of 175 sci-fi referrals in 83 papers indexed in the CHI main track. In our results, we categorize these papers into five contemporary HCI research themes wherein sci-fi and HCI interconnect: 1) Theoretical Design Research; 2) New Interactions; 3) Human-Body Modification or Extension; 4) Human-Robot Interaction and Artificial Intelligence; and 5) Visions of Computing and HCI. In conclusion, we discuss results and implications located in the promising arena of sci-fi and HCI research.Comment: v1: 20 pages, 4 figures, 3 tables, HCI International 2018 accepted submission v2: 20 pages, 4 figures, 3 tables, added link/doi for Springer proceedin

    Paper Prototyping a Social Mobile Service

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    Methods for design and evaluation of interactive applications are not readily applicable to mobile services. By modifying an existing paper prototyping method we evaluated a mobile social service for providing user-based tips in a shopping mall. The evaluation showed that tips can be pushed to users and that they can accept that a complex user interface is presented on a small screen. Although the evaluation took place in an office environment, we received feedback on functionality of the service in the context of the shopping mall. Our evaluation indicates that simple prototyping techniques can be used for informative evaluations of mobile services that are heavily context dependent

    Integrated Scenario-based Design Methodology for Collaborative Technology Innovation

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    The paper presents a scenario-based methodology developed and tested throughout cooperative research and development projects. It is aimed at supporting information technology innovation with an end-to-end Human and Social Sciences assistance. This methodology provides an integrated approach combining a vision of the potential users, business aspects and technological challenges throughout the design process. An original combination of different methods is proposed and experimented: user-centred design, scenario-based design, user and functional requirements analysis, business value analysis, user acceptance studies, and visualization methods. This methodology has been implemented in three European R&D projects, in the domain of the telecommunications and Internet infrastructure. The key contributions of this approach are that it unifies brings together visions of the users, potential business value and technology challenges thanks to scenario construction.Scenario-based design ; user requirements ; business economics ; functional requirements ; visualization

    Mobile Service Experience Prototyping: A Holistic View of the Service Experience

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    Prototyping is a well-established practice in New Product Development. The increasing importance of New Service Development [NSD] and customer experiences has created a significant interest in Service Experience prototyping [SXP]. However, further research is still needed to better define SXP and how it differs from traditional views. This paper presents the results of an empirical study comparing traditional interface prototyping and SXP. Study results reveal significant differences in the inputs gathered from the two prototyping processes. Mobile Service Experiences bring new challenges to NSD and require an awareness of all the mobility aspects, especially for customer-journeys within self-service situations. Designers cannot control the entire experience as they cannot control all the service process. Some authors propose to take social interaction as a starting point and explore co-experience with prototypes. Though experience prototyping is a rather new method with relevant potential its application to services has not been fully explored. There is also authors who advocate that companies can promote trial experiences, involving simulated activity in a simulated setting, thus enabling customers to assess value-in-service. SXP is a form for testing that enables developers and customers to gain first-hand appreciation of a future service. It differs from the conventional prototyping tools, as service experiences should be seen through a holistic outlook, considering the different service encounters in space and time. This paper presents the results of an empirical where two prototyping processes were implemented and compared - Service Experience Prototype and Interface Experience Prototype. This exploratory study was made with five groups of students from NPD/NSD courses. The experiment consisted on prototyping and testing, the same mobile service with the same set of tasks. Participants worked in groups over two related storyboards, where the same tasks of the mobile service were sketched with the different focus. Participants had to decode service tasks into service experience factors, and over the storyboards create a movie script. Subsequently participants were invited to develop the screenplay and perform it. One group evaluated the service experience focusing on the service interface and the other tested the service experience from a more holistic perspective, involving the service process, people and serviscape, and the different service encounters. Study results indicate that no prototype is best to evaluate all service experience components. The qualitative results revealed that SXP participants were able to create an overall representation of the service experience, highlighting service design issues that could not be so easily discovered by the UXP groups, such as people and social context within which the mobile service is used. On other hand participants of the UXP group could test and evaluate in more depth the tangible dimensions of the service interface. The quantitative results corroborated the qualitative results, as the different experimental situations also provided different inputs to the process. Whereas UXP groups we better able to evaluate and indentify improvements regarding ease of use and learn-ability, ‘SXP groups were felt more able to evaluate and identify improvements regarding the overall service offering, involving physical and social context aspects of the service experience. These results show that the SXP does not substitute, but rather complements UXP, as it considers different goals. The resulting feedback helps to determine advantages and disadvantages of each method on assessing a more holistic approach to SXP and helps designers and service developers to enhance superior service experiences. Prototyping the mobile service experience requires testing the service mobile interface, but it should consider all the elements of the service offering in a continuous contextual change. This research provides a new perspective on SXP, highlighting its contributions to the NSD process, in particular to the increasingly pervasive mobile services where customer experience, is a crucial differentiator

    Developing a MovieBrowser for supporting analysis and browsing of movie content

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    There is a growing awareness of the importance of system evaluation directly with end-users in realistic environments, and as a result some novel applications have been deployed to the real world and evaluated in trial contexts. While this is certainly a desirable trend to relate a technical system to a real user-oriented perspective, most of these efforts do not involve end-user participation right from the start of the development, but only after deploying it. In this paper we describe our research in designing, deploying and assessing the impact of a web-based tool that incorporates multimedia techniques to support movie analysis and browsing for students of film studies. From the very start and throughout the development we utilize methodologies from usability engineering in order to feed in end-user needs and thus tailoring the underlying technical system to those needs. Starting by capturing real users’ current practices and matching them to the available technical elements of the system, we deployed an initial version of our system to University classes for a semester during which we obtained an extensive amount of rich usage data. We describe the process and some of the findings from this trial

    Development, Usability Engineering and Testing of the Video on Demand Service Filmrommet.no

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    Master's thesis in Multimedia and Educational Technology MM500 - University of Agder 2016This thesis describes the design outcomes and user evaluation of the redesigned Filmrommetservice, from a human-centred point of view. Research into several interdisciplinary fields, including interaction design, design principles, usability testing and usage of movies in schools have been assessed in order to design an interface that is easy to use, engages the user and presents meaningful content. Prior to starting designing the new interface, a questionnaire survey comprised of feedback from 116 Filmrommet users was conducted. The qualitative and quantitative data from the survey covering user characteristics, user behaviour, user satisfaction and user needs, was then analysed and put to use in subsequent design activities. Human-centred design activities are described and presented as well as a usability study conducted on 6 teachers and librarians. Digital prototyping and testing was done through the use of Adobe XD and InVision, and a design solution is presented based on the feedback acquired from testing. The concluding redesign of Filmrommet gives suggestions for further development. Findings emphasise the importance of implementing a well-functioning search featureXX50
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