714 research outputs found

    Towards a Framework for Supporting User Satisfaction of Conversational Agents according to the Usability Norm DIN EN ISO 9241-11

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    The acceptance and use of conversational user interfaces (CUIs) which are for example used in Conversational Agents (CAs) such as Alexa and Siri are crucially dependent on their usability—which is often lacking in practice according to user reviews. Referring to the usability norm DIN EN ISO 9241-11, a usable product, system or service can be used to achieve specified goals with high levels of effectiveness, efficiency, and satisfaction. However, in the case of conversational agents, the bidirectional interaction experience differs from the use of other input devices. We are proposing a conceptual framework for evaluating the design of CAs with regard to the interaction principles as per DIN EN ISO 9241-110. To increase the level of satisfaction in particular, we focus on the new principle of user engagement in order to ensure trust and welfare and specifically self-determination to ensure the success and positive user experience of CUIs

    A Critique of Personas as representations of "the other" in Cross-Cultural Technology Design

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    A literature review on cross-cultural personas reveals both, a trend in projects lacking accomplishment and personas reinforcing previous biases. We first suggest why failures or incompleteness may have ensued, while then we entice a thoughtful alteration of the design process by creating and validating personas together with those that they embody. Personas created in people's own terms support the design of technologies by truly satisfying users' needs and drives. Examining the experiences of those working "out there", and our practises, we conclude persona is a vital designerly artefact to empowering people in representing themselves. A persona-based study on User-Created Persona in Namibia contrasts the current persona status-quo via an ongoing co-design effort with urban and rural non-designers. However we argue persona as a design device must ease its implicit colonial tendency to and impulses in depicting "the other". Instead we endorse serenity, mindfulness and local enabling in design at large and in the African context in particular

    I see myself, therefore I purchase: factors influencing consumer attitudes towards m-commerce AR apps

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    Mobile commerce (m-commerce) is starting to represent a significant share of e-commerce. The use of Augmented Reality (AR) by brands to convey information about their products - within the store and mainly as mobile apps – makes it possible for researchers and managers to understand consumer reactions. Although attitudes towards AR have been studied, the overall effect of distinct aspects such as the influence of others, the imagery, projection and perceived presence, has not been tackled as far as we know. Therefore, we conducted a study on 218 undergraduate students, using a pre-test post-test experimental design to address the following questions: (1) Do AR media characteristics affect consumer attitudes towards the medium in a mobile shopping context? Also, (2) Do the opinion and physical presence of people influence the attitude towards an m-commerce AR app? It found that AR characteristics such as projection and imagery positively influence attitudes towards m-commerce AR apps, whereas social variables did not have any influence.info:eu-repo/semantics/publishedVersio

    Designing Personas for Expressive Robots: Personality in the New Breed of Moving, Speaking, and Colorful Social Home Robots

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    Imbuing robots with personality has been shown to be an effective design approach in HRI, promoting user trust and acceptance. We explore personality design in a non-anthropomorphic voice-assisted home robot. Our design approach developed three distinct robot personas: Butler, Buddy, and Sidekick, intended to differ in proactivity and emotional impact. Persona differences were signaled to users by a combination of humanoid (speech, intonation), and indirect cues (colors and movement). We use Big Five personality theory to evaluate perceived differences between personas in an exploratory Wizard of Oz study. Participants were largely able to recognize underlying personality traits expressed through these cue combinations in ways that were consistent with our design goals. The proactive Buddy persona was judged as more Extravert than the more passive Sidekick persona, and the Butler persona was perceived as more Conscientious and less Neurotic than either Buddy or Butler personas. Users also had clear preferences between different personas; they wanted robots that mimicked but accentuated their own personality. Results suggest that future designs might exploit abstract cues to signal personality traits

    Dramatistic User Experience Design: The Usability Testing of an e-Government System in A Non-Western Setting

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    This dissertation investigates rhetorical situatedness as a factor that culturally designates users’ motives in adopting a new technology. The application of Kenneth Burke’s dramatism extends the discussion about the situation where an interaction takes place to include acting and meaning-making in Non-Western settings as contextual and situated. This expansion is essential to reinforce the understanding of how cultural contexts impact users’ motives, specifically users from Non-Western settings, to adopt a technology. The traditional Human-Computer Interaction (HCI) research stresses mechanical and technical aspects between a user (agent) and a technology device (agency) in order to reduce user errors. This approach isolates the rhetorical situation of interaction in a computer interface, thus eliding the cultural situatedness by regarding the situation as something fixed, such as in a laboratory. Adding a cultural context provides a fuller picture of this interaction. Using a civic records online system called e-Lampid, which is administered by Surabaya City Government in Indonesia as a case study, I discover five elements of situatedness that contribute significantly to weave acting and meaning-making into a culturally informed interaction. User motives are shaped by internal and external situations that are collective, local, and both onsite and off. Dramatism is a tool for analysis and production that prioritizes cultural awareness. Dramatistic User Experience (UX) design offers analytical, comprehensive, and systematic perspectives on the design process. Dramatistic UX integrates three different approaches: usability testing, rhetorical awareness of situations, and needs analysis. The synergy of dramatism, user experience, and design thinking provides a holistic approach to construct a rhetorically grounded and culturally contingent user experience design

    Wearables at work:preferences from an employee’s perspective

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    This exploratory study aims to obtain a first impression of the wishes and needs of employees on the use of wearables at work for health promotion. 76 employ-ees with a mean age of 40 years old (SD ±11.7) filled in a survey after trying out a wearable. Most employees see the potential of using wearable devices for workplace health promotion. However, according to employees, some negative aspects should be overcome before wearables can effectively contribute to health promotion. The most mentioned negative aspects were poor visualization and un-pleasantness of wearing. Specifically for the workplace, employees were con-cerned about the privacy of data collection

    The experience as a document: designing for the future of collaborative remembering in digital archives

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    How does it feel when we remember together on-line? Who gets to say what it is worth to be remembered? To understand how the user experience of participation is affecting the formation of collective memories in the context of online environments, first it is important to take into consideration how the notion of memory has been transformed under the influence of the digital revolution. I aim to contribute to the field of User Experience (UX) research theorizing on the felt experience of users from a memory perspective, taking into consideration aspects linked to both personal and collective memories in the context of connected environments.Harassment and hate speech in connected conversational environments are specially targeted to women and underprivileged communities, which has become a problem for digital archives of vernacular creativity (Burgess, J. E. 2007) such as YouTube, Twitter, Reddit and Wikipedia. An evaluation of the user experience of underprivileged communities in creative archives such as Wikipedia indicates the urgency for building a feminist space where women and queer folks can focus on knowledge production and learning without being harassed. The theoretical models and designs that I propose are a result of a series of prototype testing and case studies focused on cognitive tools for a mediated human memory operating inside transactive memory systems. With them, aims to imagine the means by which feminist protocols for UX design and research can assist in the building and maintenance of the archive as a safe/brave space.Working with perspectives from media theory, memory theory and gender studies and centering the user experience of participation for women, queer folks, people of colour (POC) and other vulnerable and underrepresented communities as the main focus of inquiring, my research takes an interdisciplinary approach to interrogate how online misogyny and other forms of abuse are perceived by communities placed outside the center of the hegemonic normativity, and how the user experience of online abuse is affecting the formation of collective memories in the context of online environments

    Investigating an Open Source based platform strategy at Sony Ericsson

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    Purpose: The purpose of the thesis is to investigate whether the future development of the Digital Home creates incentives for Sony Ericsson to initiate an Open Source based platform strategy. Issues: The main issues presented: To create future scenarios of the Digital Home environment and describe its ecosystem of consumer electronics and mobile phones. To investigate the competitive advantage for Sony Ericsson to implement an Open Source based platform in each of these scenarios. Method: In order to succeed with the purpose, the current market situation is studied and development trends are identified. A prediction of the development of the industry is made on the basis of a Micro Delphi analysis in combination with studying written sources. Future scenarios are constructed and used as a foundation for the analysis. Conclusions: The scenarios presented in this paper all create incentives for Sony Ericsson to initiate an Open Source based platform strategy. Such a strategy would put the company in a good position if an Open Source based platform, especially a Linux platform, would become one of the leading. An Open Source based platform has the potential to become leading due to the nature of Open Source which attracts third party development especially from Internet service providers, crucial for survival in the industry. With an Open Source based platform, there is also an opportunity for Sony Ericsson to create a common platform with Sony and together build an ecosystem of devices for the future Digital Home. However, due to the instable value chain and the uncertainty of its structure in five years, it is the authors’ believe that an Open Source based platform should not constitute the single one, but be one of several in a platform portfolio where an Open Source based platform would be the long-term strategy

    Social Control Experience Design:A Cross-Domain Investigation on Media

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