1,494 research outputs found

    Design and Evaluation of a Short Version of the User Experience Questionnaire (UEQ-S)

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    The user experience questionnaire (UEQ) is a widely used questionnaire to measure the subjective impression of users towards the user experience of products. The UEQ is a semantic differential with 26 items. Filling out the UEQ takes approximately 3-5 minutes, i.e. the UEQ is already reasonably efficient concerning the time required to answer all items. However, there exist several valid application scenarios, where filling out the entire UEQ appears impractical. This paper deals with the creation of an 8 item short version of the UEQ, which is optimized for these specific application scenarios. First validations of this short version are also described

    Comparative study of user experience on mobile pedestrian navigation between digital map interface and location-based augmented reality

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    Fast-paced mobile technology development has permitted augmented reality experiences to be delivered on mobile pedestrian navigation context. The fact that the more prevalent of this technology commonly will substituting the digital map visualization to present the geo-location information is still debatable. This paper comprises a report on a field study comparing about user experience when interacting with different modes of mobile electronic assistance in the context of pedestrian navigation interfaces which utilize location-based augmented reality (AR) and two-dimensional digital map to visualize the points of interest (POIs) location in the vicinity of the user. The study was conducted with two subsequent experiments in the Zhongli District, Taoyuan City, Taiwan. The study involved 10 participants aged between 22 and 28 years with different experiences in using smartphones and navigation systems. Navigation performance was measured based on a usability approach on pragmatic quality and hedonic quality like effectiveness (success rate of task completion), efficiency (task completion time) and satisfaction in real outdoor conditions. The evaluation findings have been cross-checked with the user’s personal comments. We aim at eliciting knowledge about user requirements related to mobile pedestrian interfaces and evaluating user experience from pragmatic and hedonic viewpoints. Results show that in the context of pedestrian navigation, digital map interfaces lead to significantly better navigation performance in pragmatic attributes in comparison to AR interfaces. Nevertheless, the study also reveals that location-based AR is more valued by participants in hedonic qualities and overall performance

    Ordinary user experiences at work: a study of greenhouse growers

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    We investigate professional greenhouse growers’ user experience (UX) when using climate-management systems in their daily work. We build on the literature on UX, in particular UX at work, and extend it to ordinary UX at work. In a ten-day diary study, we collected data with a general UX instrument (AttrakDiff), a domain-specific instrument, and interviews. We find that AttrakDiff is valid at work; its three-factor structure of pragmatic quality, hedonic identification quality, and hedonic stimulation quality is recognizable in the growers’ responses. In this paper, UX at work is understood as interactions among technology, tasks, structure, and actors. Our data support the recent proposal for the ordinariness of UX at work. We find that during continued use UX at work is middle-of-the-scale, remains largely constant over time, and varies little across use situations. For example, the largest slope of the four AttrakDiff constructs when regressed over the ten days was as small as 0.04. The findings contrast existing assumptions and findings in UX research, which is mainly about extraordinary and positive experiences. In this way, the present study contributes to UX research by calling attention to the mundane, unremarkable, and ordinary user experiences at work

    Design of Web-Based Cashier and Spare Part Warehouse Application Display (Case Study at Surya Motor Shop)

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    A cashier and spare parts warehouse application is an information system facilitating financial reporting and items inventory systems. This has become a necessity in almost all fields of large and small-scale businesses in every country. The information system that belongs to Surya Motor Shop does not have a display that can facilitate users in operating the company's financial and transaction systems in accordance with company needs. This information system uses Bootstrap with HTML, CSS, and Javascript programming languages. In this paper, an interactive display was developed, so as to be able to accommodate web users' responses, by developing a prototype using Bootstrap at the Surya Motor Shop. This was carried out to digitize the transaction system, making it easier to report the items inventory and financial reporting of the company. The prototype development was developed using the The Elements of User Experience method, a user-centered design process. After developing the prototype, a test was carried out to determine the quality of the user experience. The test employed the User Experience Questionnaire (UEQ) method. UEQ testing shown that the prototype interface developed had a positive level of user experience. Compared with the benchmarks set by UEQ, the test results were above the mean benchmark, except for the pull factor which was still below the benchmark average

    Consumers motivations to use self-checkout

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    Esta dissertação de mestrado tem como objetivo compreender a motivação dos consumidores para usar a opção de self-service checkout e entender o perfil dos seus usuários. Para atingir o objetivo, foi desenvolvida uma profunda revisão da literatura e, com esses fundamentos, foi proposto um modelo. Para validar as hipóteses elaboradas, um questionário on-line foi realizado e testado com 251 participantes. Para analisar os resultados, foi criada um modelo de Partial Least Squares Structural Equation Modelling (PLS-SEM). Os resultados revelaram que os benefícios Economias de Tempo e Controlo estão positivamente correlacionados com a intenção de uso de um self-service checkout. Mas que uma característica psicológica como Necessidade de Interação representa um impacto negativo na intenção de uso. Também foi possível concluir que os consumidores mais velhos tendem a ser menos propensos ao uso de tecnologias de self-checkout. Habitualmente os self-checkouts estão mais presentes em supermercados. Contudo, estão a tornar-se numa tendência em diferentes tipos de retalho, como restaurantes, moda, lojas de desporto, beleza, entre outros. Para além da função típica de pagamento, algumas destas self-service checkouts têm funções adicionais e mais interativas. Quando bem aceites pelos consumidores e implementados corretamente, as caixas de self-checkout permitem que as empresas obtenham eficiência e reduzam custos. No entanto, embora, como regra geral, a aceitação de self-checkout esteja a aumentar, é importante ter em consideração que a implementação desta tecnologia representa: investimentos monetários, realocação de funções de funcionários, risco de roubo, e possível falta de aceitação por parte do cliente. Esta dissertação oferece informações relevantes que podem ser usadas do ponto de vista empresarial, para quem tenciona implementar ou publicitar um serviço semelhante.This master thesis aims to understand the consumers' motivation to use self-checkout and understand the profile of its users. To achieve the objective, a deep literature review was developed, and with those foundations, a model was proposed. In order to validate the designed hypotheses, an online survey was conducted and contended with 251 participants. To analyze its results, a Partial Least Squares Structural Equation Modelling (PLS-SEM) was created. The research reveals that benefits such as Time-Saving and Control are positively correlated with the Intention of Usage of a self-service technology (SST). But that a trait such as Need for Interaction represents a negative impact on the intention of usage. It was also possible to conclude that older consumers tend to be less prone to the usage of self-service technologies. Self-service checkouts were usually seen at supermarkets but are becoming a trend across different types of retails such as restaurants, fashion, sports, beauty, among others. As well as additional features, rather than the only common option to pay. When well accepted and correctly implemented, self-service checkouts allow companies to gain efficiency and reduce costs. However, even though, as a general rule, the self-service check-out acceptance by consumers, and use are increasing, it is important to take into account what the implementation of self-service technology (SST) represents: monetary investments, employee and employee's job function reallocation, risk of robbery and ultimately potential lack of customer acceptance. This paper provides important insights that can be used from a managerial point of view when thinking of implementing or advertising it an SST. Understandings of the traits of these consumers, demographics and preferences

    Smart Packaging in Intralogistics: An Evaluation Study of Human-Technology Interaction in Applying New Collaboration Technologies

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    Handling and packaging of heterogeneous products with different weights and sizes with optimal packaging schemes is a challenging task for the e-commerce industry. Furthermore, to keep the packaging process on a standardized level independent of the experience level of the employee, the demand of digital human-centered solutions is increasing. Against this background, two different digital assistance systems to indicate packaging order and scheme – Augmented Reality (AR) based data glasses and a LED based packaging assistant - were developed. In a laboratory study the interaction between human and both digital devices regarding subjective workload, usability, user experience, physical complaints and objective measurements was evaluated – with a conventional paper list as control group. Results indicate that both the AR and LED interface are appropriate solutions to assist warehouse workers in packaging. However, it can be supposed that the LED interface seems to be a better method in terms of physical and especially visual strains

    User experience improvement of japanese language mobile learning application through mental model and A/B testing

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    Advances in smartphone technology have led to the strong emergence of mobile learning (m-learning) on the market to support foreign language learning purposes, especially for the Japanese language. No matter what kind of m-learning application, their goal should help learners to learn the Japanese language independently. However, popular Japanese m-learning applications only accommodate on enhancing reading, vocabulary and writing ability so that user experience issues are still prevalent and may affect the learning outcome. In the context of user experience, usability is one of the essential factors in mobile application development to determine the level of the application’s user experience. In this paper, we advocate for a user experience improvement by using the mental model and A/B testing. The mental model is used to reflect the user’s inner thinking mode. A comparative approach was used to investigate the performance of 20 high-grade students with homogenous backgrounds and coursework. User experience level was measured based on the usability approach on pragmatic quality and hedonic quality like effectiveness (success rate of task completion), efficiency (task completion time) and satisfaction. The results then compared with an existing Japanese m-learning to gather the insight of improvement of our proposed method. Experimental results show that both m-learning versions proved can enhance learner performance in pragmatic attributes. Nevertheless, the study also reveals that an m-learning that employs the conversational mental model in the learning process is more valued by participants in hedonic qualities. Mean that the proposed m-learning which is developed with the mental model consideration and designed using A/B testing is able to provide conversational learning experience intuitively

    Do Women and Men Perceive User Experience Differently?

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    We study three web sites to see whether there are systematic differences between women and men in their rating of the user experience of the sites. One of the sites addresses especially the target group of women, another the target group of men, whereas the third site is neutral in this respect. The selection of the sites was safeguarded with gender screening. The participants in the study rated the three chosen websites with the questionnaires UEQ and VISAWI-S. The results indicate that there are no substantial differences in the perception of the UX between men and women. Personal attitudes and preferences seem to have a substantially greater influence than sex
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