11,846 research outputs found

    Beyond Usability: A Rubric to Evaluate the Emotional Impact of E-commerce Homepages

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    Given the popularity of usability testing, why do people still feel uncomfortable interacting with websites? Could it be because usability testing does not address the user experience but rather tends to deal with efficiency and navigation but seldom with experience? The current implementation of usability research heavily relies on quantitative analysis when the nature of the issue is qualitative. Few studies have adequate scope to include both quantitative and qualitative analysis. Activity theory describes several elements involved in human activity. By incorporating Activity Theory with quantitative and qualitative measures of user experience, the designer will be better able to assess the affective impact of a website design. The purpose of this study is to create a suitable instrument to measure and predict affective and experiential aspects of web interaction. The resulting instrument will provide affective data relevant to the overall emotional and experiential response to a website

    ENHANCING USERS’ EXPERIENCE WITH SMART MOBILE TECHNOLOGY

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    The aim of this thesis is to investigate mobile guides for use with smartphones. Mobile guides have been successfully used to provide information, personalisation and navigation for the user. The researcher also wanted to ascertain how and in what ways mobile guides can enhance users' experience. This research involved designing and developing web based applications to run on smartphones. Four studies were conducted, two of which involved testing of the particular application. The applications tested were a museum mobile guide application and a university mobile guide mapping application. Initial testing examined the prototype work for the ‘Chronology of His Majesty Sultan Haji Hassanal Bolkiah’ application. The results were used to assess the potential of using similar mobile guides in Brunei Darussalam’s museums. The second study involved testing of the ‘Kent LiveMap’ application for use at the University of Kent. Students at the university tested this mapping application, which uses crowdsourcing of information to provide live data. The results were promising and indicate that users' experience was enhanced when using the application. Overall results from testing and using the two applications that were developed as part of this thesis show that mobile guides have the potential to be implemented in Brunei Darussalam’s museums and on campus at the University of Kent. However, modifications to both applications are required to fulfil their potential and take them beyond the prototype stage in order to be fully functioning and commercially viable

    Designing Restaurant Digital Menus to Enhance User Experience

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    Menu is a primary marketing and communication tools in the restaurants industry. Business-to-consumer digital devices are widely used in both daily life and business, especially the hospitality industry. Menus have a history of 260 years and now more restaurants are revising menus and starting to use digital menus. Marketing research and reports from Nation\u27s Restaurant and New York Times show that digital menu helps restaurants to increase profit by making food more accessible, selling more and requiring less labor in comparison to the traditional printed paper menu. The design principles and user interface are different in print menu and digital menus and we need design guidelines for new generation of digital menus. Digital menus also offer great opportunities of customization and personalization for using interaction to enhance user experience.There is little research that has been done in the graphic design and human computer interaction field for digital menu design. It seems that digital menus create a more effective and flexible way of reading and ordering while at the same time people have different experiences and expectations for using digital menus with interaction, not to mention personalization and customization will create better user experience. Currently no specific research shows how typography, orientation, layout and columns work for digital menus; what the efficient ways of arranging all the elements in digital menus are, and how images, graphic elements and descriptions would help to communicate with viewers

    VR/Urban: spread.gun - design process and challenges in developing a shared encounter for media façades

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    Designing novel interaction concepts for urban environments is not only a technical challenge in terms of scale, safety, portability and deployment, but also a challenge of designing for social configurations and spatial settings. To outline what it takes to create a consistent and interactive experience in urban space, we describe the concept and multidisciplinary design process of VR/Urban's media intervention tool called Spread.gun, which was created for the Media Façade Festival 2008 in Berlin. Main design aims were the anticipation of urban space, situational system configuration and embodied interaction. This case study also reflects on the specific technical, organizational and infrastructural challenges encountered when developing media façade installations

    Painting an apple with an apple : a tangible tabletop interface for painting with physical objects

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    We introduce UnicrePaint, a digital painting system that allows the user to paint with physical objects by acquiring three parameters from the interacting object: the form, the color pattern and the contact pressure. The design of the system is motivated by a hypothesis that integrating direct input from physical objects with digital painting offers unique creative experiences to the user. A major technical challenge in implementing UnicrePaint is to resolve the conflict between input and output, i.e., to be able to capture the form and color pattern of contacting objects from a camera, while at the same time be able to present the captured data using a projector. We present a solution for this problem. We implemented a prototype and carried out a user study with fifteen novice users. Additionally, five professional users with art-related backgrounds participated in a user study to obtain insights into how professionals might view our system. The results show that UnicrePaint offers unique experiences with painting in a creative manner. Also, its potentials beyond mere artwork are suggested

    Investigating Tangible and Hybrid Interactions to Augment the Reading Experience

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    For thousands of years, we as humans have been passing knowledge and telling stories through tangibly rich methods, beginning with writing on walls and even-tually evolving to printed books of today. However, the introduction of digital documents has recently created a world that has traded tangible richness for digital convenience. This thesis demonstrates innovative, tangible interfaces to help de-velop a possible future where digital documents can incorporate tangible elements. Furthermore, during our research, we discovered a pattern amongst people, where a hybrid approach to documents is becoming adopted. This discovery led to the investigation of hybrid experiences and the development of a system in which users can seamlessly switch between the physical and digital worlds.Each chapter of this thesis investigates a function of reading and its method both physically and digitally. Firstly we investigate the act of turning a page, a simple yet integral task of reading a modern book. This chapter explores materials and methods of bringing a tangible page-turning experience to digital books, followed by a user study and evaluation. Following this, we explore the use of tangible materials for side of device interactions. For example, printed books have many, frequently hundreds of pages, often have their edges felt, ruffled and flicked. Sev-eral interactions can be invoked through page edges, which are entirely removed from digital books. We design, develop and evaluate a guitar string-based system as a metaphor for page edges on a digital device.Many of us in this modern age carry on our person a smartphone, pretty much at all times. Smartphones have given us the ability to retrieve and read books wherever and whenever we please. However, the majority of people still prefer to read using physical methods. Having multiple formats to choose from has introduced a hybrid reading experience, where one might read physically at home and digitally whilst commuting, for example. We explore this experience, and the chapter follows a human-centred design approach to investigate, design, develop, and evaluate a digital bookmark system to switch between digital and physical books seamlessly

    Emerging technologies for learning (volume 1)

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    Collection of 5 articles on emerging technologies and trend

    Shape: A 3D Modeling Tool for Astrophysics

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    We present a flexible interactive 3D morpho-kinematical modeling application for astrophysics. Compared to other systems, our application reduces the restrictions on the physical assumptions, data type and amount that is required for a reconstruction of an object's morphology. It is one of the first publicly available tools to apply interactive graphics to astrophysical modeling. The tool allows astrophysicists to provide a-priori knowledge about the object by interactively defining 3D structural elements. By direct comparison of model prediction with observational data, model parameters can then be automatically optimized to fit the observation. The tool has already been successfully used in a number of astrophysical research projects.Comment: 13 pages, 11 figures, accepted for publication in the "IEEE Transactions on Visualization and Computer Graphics
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