8,249 research outputs found

    Understanding user experience of mobile video: Framework, measurement, and optimization

    Get PDF
    Since users have become the focus of product/service design in last decade, the term User eXperience (UX) has been frequently used in the field of Human-Computer-Interaction (HCI). Research on UX facilitates a better understanding of the various aspects of the user’s interaction with the product or service. Mobile video, as a new and promising service and research field, has attracted great attention. Due to the significance of UX in the success of mobile video (Jordan, 2002), many researchers have centered on this area, examining users’ expectations, motivations, requirements, and usage context. As a result, many influencing factors have been explored (Buchinger, Kriglstein, Brandt & Hlavacs, 2011; Buchinger, Kriglstein & Hlavacs, 2009). However, a general framework for specific mobile video service is lacking for structuring such a great number of factors. To measure user experience of multimedia services such as mobile video, quality of experience (QoE) has recently become a prominent concept. In contrast to the traditionally used concept quality of service (QoS), QoE not only involves objectively measuring the delivered service but also takes into account user’s needs and desires when using the service, emphasizing the user’s overall acceptability on the service. Many QoE metrics are able to estimate the user perceived quality or acceptability of mobile video, but may be not enough accurate for the overall UX prediction due to the complexity of UX. Only a few frameworks of QoE have addressed more aspects of UX for mobile multimedia applications but need be transformed into practical measures. The challenge of optimizing UX remains adaptations to the resource constrains (e.g., network conditions, mobile device capabilities, and heterogeneous usage contexts) as well as meeting complicated user requirements (e.g., usage purposes and personal preferences). In this chapter, we investigate the existing important UX frameworks, compare their similarities and discuss some important features that fit in the mobile video service. Based on the previous research, we propose a simple UX framework for mobile video application by mapping a variety of influencing factors of UX upon a typical mobile video delivery system. Each component and its factors are explored with comprehensive literature reviews. The proposed framework may benefit in user-centred design of mobile video through taking a complete consideration of UX influences and in improvement of mobile videoservice quality by adjusting the values of certain factors to produce a positive user experience. It may also facilitate relative research in the way of locating important issues to study, clarifying research scopes, and setting up proper study procedures. We then review a great deal of research on UX measurement, including QoE metrics and QoE frameworks of mobile multimedia. Finally, we discuss how to achieve an optimal quality of user experience by focusing on the issues of various aspects of UX of mobile video. In the conclusion, we suggest some open issues for future study

    Designing an interface for a digital movie browsing system in the film studies domain

    Get PDF
    This article explains our work in designing an interface for a digital movie browsing system in the specific application context of film studies. The development of MOVIEBROWSER2 follows some general design guidelines based on an earlier user study with film studies students at Dublin City University. These design guidelines have been used as an input to the MOVIEBROWSER2 system design. The rationale for the interface design decisions has been elaborated. An experiment has been carried out among film studies student, together with a one-semester trial deployment. The results show positive feedback and a better performance in the students’ essay outcome with higher perceived satisfaction level

    Country differences in technology experience: The effect of teletext on iTV adoption in the United Kingdom

    Get PDF
    This study found that participant’s previous teletext experience and previous iTV experience influenced their openness towards using interactive television in planning independent longhaul holidays. The study surveyed participants for their previous interactive media experience (internet, iTV and teletext) before viewing a linear or interactive television destination promotion. Two ad models (impulse and telescopic) were tested from two program formats (travel program segment and ad break in a lifestyle program). These were aired on a video-on-demand network in London (UK) with 164 people out of a total of 375 participating all the way to the final steps of the study. Participants were most experienced with the Internet (mean 6.29 on 1-7scale) and 50% had had experience with an interactive television provider other than the VOD network. 70% had experience with teletext. Overall, participants felt positively towards interactive television as an information source for holiday planning. Those with teletext experience or iTV experience were more open to iTV than those without such experience. Furthermore, actual interaction with the treatment seemed to moderate the previous experience – iTV attractiveness link. This demonstrated that although previous technology experiences can transfer to new media, the actual experience of using the new media is also a powerful factor

    An illustrated framework for the analysis of Web2.0 interactivity

    Get PDF

    Reducing power consumption of mobile thin client devices

    Get PDF

    A User-Centered Open Source Video Browser

    Get PDF
    The main focus of this paper is developing a video browser in a basis concept of User Interface Software Technology (UIST). The study presents a framework for designing video content browser in a keyframe-based that is used such as in digital video libraries or streaming media application. It includes the process of designing and developing the video browser for an enhancement of the existing video browsers such as Fischlar System, Open Video Project, Google Video, Informedia System, and Y ouTube to provide an easy to use system of video browsing. The comparative findings of existing system technologies will be able to investigate and identify the effects of providing context and interactivity that are superior and support the video browser system. Also included is the identification of problems in video browsing from the user's perspectives

    Carrying forward Uses and Grat 2.0: A study of new gratifications for F2P games based on APEX Legends

    Get PDF
    This study employed a Uses and Gratifications (U&G) theoretical framework (MAIN model) to investigate the effects of virtual items in free-to-play (F2P) games on players\u27 satisfaction. Additionally, this study tried to investigate extra satisfaction that players get in the process of consuming virtual items. A mixed-method survey in China with a sample size of 265 participants was utilized to test the research questions. The findings of the study revealed significant variations in satisfaction related to personalization and sociality level between free players and paying players, and the degree was positively correlated with the in-game spending level. In addition, one satisfaction not included in prior research on video games—superiority—was found through qualitative data analysis. Keywords: Virtual items, free-to-play, purchase, Uses and gratifications (U&G
    • 

    corecore