7,713 research outputs found

    Visual aesthetics and the user experience

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    User experience is conceptualized as a phenomenon consisting of instrumental and non-instrumental quality perceptions as well as emotional user reactions. Visual aesthetics is defined as one non-instrumental quality and available methods are applied to measure the perception of visual aesthetics of interactive systems. Selected results of two studies are reported that addressed the influence of perceived usability and visual aesthetics on emotional user reactions and consequences of user experience and studied the effect of user characteristics and contextual parameters on these relations. The results show that usability and visual aesthetics can be perceived independently. Furthermore, the relevance of perceived visual aesthetics for emotional user reactions and consequences of user experience is demonstrated. However, the results reveal that the importance depends on user characteristics, e.g. the centrality of visual product aesthetics, and context parameters, e.g. the goaldirectedness of the interaction

    Designing for experience: Example experience design projects on workspace

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    Thesis (Master)--Izmir Institute of Technology, Industrial Design, Izmir, 2006Includes bibliographical references (leaves: 94-95)Text in English; Abstract: Turkish and Englishxv, 96 leavesThe great experiences can be deliberate and are based upon principles that have been proven. This thesis study explored the most important of these principles before the practical study. After that, the study focused on making a practical study on the workspace domain in three main phases.In the data collecting phase, experience data was collected for a workspace domain by observing workspace activities. Used methods were photographing, informal interviews, field notes and ethnographic observation. In the data modeling phase, a data model were constructed. Pattern language was used as a base for re-modeling the experience data. The data model is simply a framework that allows the designer to document, collect, communicate and understand all design related information quickly and easily. During the design phase, this framework became the design guideline and was used as a roadmap for every single design idea.Framework also gives the opportunity of defining relations from patterns to patterns and from design ideas to patterns. This flexible opportunity lets the designer visualize experience scenarios with design ideas in a higher level of understanding. Framework has a special data encapsulation format which is inherited from pattern language. According to that format, short pattern names, short essence paragraphs and other sections makes easier to remember, communicate and connect the patterns with new ideas. At the end of the design phase, three different products which are actively related with the experience patterns were designed

    UX research: uma proposta baseada no desenvolvimento do portal da UA

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    As a process inherent to the HCI area, UX Research can be seen as a strategy that supports the development of digital products, namely when usability and accessibility guidelines are used to drive the approach adopted. Practices and strategies based on user experience can facilitate understanding the generation of inputs to drive the digital products development as well as support requirements. In this context, this research is focused on the observation of the UX Research process in the development of the new web portal of the University of Aveiro aiming to investigate how UX Research practice can support the methodological approach used, regarding requirements support, identification of typology interface problems, and collection of information towards the continuous improvement of the development of the University of Aveiro (UA) New Portal. For this purpose, a Mixed Methodology was used based on the Grounded Theory framework, by the inductive process of data observation, delimited to the observation of the new News area of the web portal. Data saturation allowed us to know which UX Research sources had more capacity to raise data from the end-users, support requirements, identify types of interface problems, and supply the development of product solutions. As a consequence of the data processing, this research presents a UXR flow proposal to support data collection and engage stakeholders with the end-user needs and interests.Como um processo inerente à área de Interação Humano-Computador (HCI), a Investigação em Experiência do Utilizador (UX Research) pode ser vista como uma estratégia de apoio ao desenvolvimento de produtos digitais quando princípios de usabilidade e acessibilidade são utilizados para impulsionar a abordagem adoptada. Práticas e estratégias baseadas na coleta de dados relativos à experiência do utilizador podem facilitar a geração de inputs para impulsionar desenvolvimento de produtos digitais bem como suportar a defesa de requisitos. Neste contexto, esta investigação está centrada na observação do processo de UX Research no desenvolvimento do novo portal web da Universidade de Aveiro com o objetivo de compreender como a prática da Investigação em UX pode apoiar a abordagem metodológica utilizada, no que diz respeito ao suporte de requisitos, identificação de tipologias de problemas da interface, e recolha de informação para a melhoria contínua do desenvolvimento do Novo Portal da Universidade de Aveiro (UA). Para este fim, foi utilizada uma Metodologia Mista, Qualiquantitativa fundamentada na estrutura de Grounded Theory, em que parte-se do processo indutivo da observação dos dados, delimitado à observação da nova Área de Notícias do portal web. O tratamento estatístico permitiu saber quais as fontes da UX Research com maior capacidade para levantar dados dos utilizadores finais, qual delas mais dá suporte aos requisitos, ajuda na identificação de tipos de problemas da interface, e apoia o desenvolvimento de soluções de produto. Como consequência do processamento de dados, esta investigação apresenta uma proposta de fluxo de Investigação em UX para apoiar a recolha de dados e motivar os envolvidos no processo para atender as necessidades e interesses dos utilizadores finais.Mestrado em Comunicação Multimédi

    A path model “why-what-how-when” to Implement an IC reporting

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    The purpose of this paper is to present the results of an empirical study and the critical success factors for implementing Intellectual Capital (IC) reporting. Selecting an IC model to be implemented in a specific context at a particular time depends on several contingent factors. In light of this, we propose the following “why-what-how-when” agenda, which will be applied in the case study: 1. Why implement IC reporting in a specific context? 2. What IC approach/tool is suitable to satisfy users’ informational needs? 3. How is the quality of information? 4. When is information available? The research is qualitative and focused on a case study in order to understand the dynamics of a given process. The company analyzed designs and develops Large Systems for Homeland Protection. The analyzed case study shows that there isn’t “one best way” to report on intangibles. Thus, the main critical factors of the process investigated are the following: accurate identification of actors involved in the decision-making process; quality and availability of information. The case study allows us to analyze how changes in decision maker(s), users’ informational needs and information quality can impact the selection of the framework and its relative artifact/tool to be used to report on intangibles

    Brand User Attention Model Based on Online Text Reviews: An Empirical Study of New Energy Automobile Brands

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    Accurately grasping the rules of user behavior and market changes and timely adjusting decisions and strategies are the ways for brand development and innovation. In this paper, we proposed a brand user attention model based on online text review analysis. First of all, we collected and preprocessed the user comment text from the online forum. Secondly, through the LDA topic model and LDAvis visual analysis, the potential topics of user reviews were extracted, and a multi-dimensional feature analysis model was constructed to reveal the users\u27 attention features of brand products. Finally, took the new energy automobile brands as an example, the users\u27 attention features for the different new energy automobile brands were explored and the empirical study was carried out. This study found that the brand user attention model based on online text analysis can effectively extract the characteristics that brand users care about, obtain valuable business insight, and provide support for managers\u27 decision-making

    Designing for behavioural change: reducing the social impacts of product use through design

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    This thesis investigates the feasibility of applying design-led approaches to influence user behaviour to reduce the negative social impacts of products during use. A review of the literature revealed a distinct lack of design-led research in this area. Three promising approaches from other disciplines, however, were found; ecofeedback, behaviour steering and intelligence. The majority of product examples identified did not use a singular approach, but combined two or more approaches. Most of the examples were concepts and focused on the end result. Few commented on the research and development processes undertaken to generate the final design. These limitations reinforced the need for case studies detailing these processes. To this end, two design studies were carried out; a preliminary study using a range of products and a further, more in-depth study on the use of mobile phones. The results of these studies led to the development of a framework of attributes for 'behaviour changing' devices. In response to these findings, two design resources were developed; a detailed design project to reduce the social impacts of mobile phone use in public and a short film on texting whilst on the move. Evaluation by design professionals provided analysis of the effectiveness of these resources and wider reflections on designer's perceived responsibilities for use and the ethics of designing for behavioural change. Collectively, the findings indicated that resources for designing behavioural change should; be explorative not prescriptive, focus on problem solving, be tailored to meet the needs of the intended recipient and ideally be applied in the early 'ideation' stages of the design process. Additionally, the findings indicated that designer's involvement in, and responsibility for, lifecycle impacts must be extended beyond point-of-purchase. Designers, however, are reportedly often unable to influence product development at a strategic level. Prior work, therefore, is needed to engage those at a senior level. Furthermore, the findings strongly indicate that 'behaviour changing' devices must be prototyped and subjected to rigorous consumer testing not only to establish their effectiveness but also to determine their acceptability

    Impact of website navigation on user experience

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    Project Work presented as the partial requirement for obtaining a Master's degree in Data Driven Marketing, specialization in Digital Marketing and AnalyticsThe online interactions between consumers and brands determined the need for companies to have a solid infrastructure to support their users. Furthermore, it is crucial to have a good web navigation system to guarantee that consumers can find, access, and use the information that is displayed within it. But, for customers to be able to navigate successfully, companies must consider the website interface as well. The happy marriage of website architecture and interface creates a cohesive user experience. The present study aims to investigate the effect that website navigation on an e-commerce website. Specifically, in how it can impact Key Performance Indicators such as Conversion Rate, Product Wall View Rate, and Percentage to Product Details Page. The company's subject of study is Company X, specifically Company X’s website. Furthermore, we developed a new main navigation and left-hand navigation design with the aim of improving the User Interface and Experience. We also were able to improve the consumers capacity to accomplish tasks more effectively. eThe model conducted a mixed method approach
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