15,151 research outputs found

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

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    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

    Web Mediators for Accessible Browsing

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    We present a highly accurate method for classifying web pages based on link percentage, which is the percentage of text characters that are parts of links normalized by the number of all text characters on a web page. K-means clustering is used to create unique thresholds to differentiate index pages and article pages on individual web sites. Index pages contain mostly links to articles and other indices, while article pages contain mostly text. We also present a novel link grouping algorithm using agglomerative hierarchical clustering that groups links in the same spatial neighborhood together while preserving link structure. Grouping allows users with severe disabilities to use a scan-based mechanism to tab through a web page and select items. In experiments, we saw up to a 40-fold reduction in the number of commands needed to click on a link with a scan-based interface, which shows that we can vastly improve the rate of communication for users with disabilities. We used web page classification and link grouping to alter web page display on an accessible web browser that we developed to make a usable browsing interface for users with disabilities. Our classification method consistently outperformed a baseline classifier even when using minimal data to generate article and index clusters, and achieved classification accuracy of 94.0% on web sites with well-formed or slightly malformed HTML, compared with 80.1% accuracy for the baseline classifier.National Science Foundation (IIS-0308213, IIS-039009, IIS-0093367, P200A01031, EIA-0202067

    On the design of television as a service based on average TV watching

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    Ten households were interviewed about their TV watching to inform the design of TV services. Our participants were average TV viewers who had Internet access but were not technically advanced or frequent users of the Internet as a source for TV material. We found that the flow of programs that broadcast television brings to viewers was the most important motivation for our participants to turn to the TV on-demand possibilities they had access to. Examples of triggers were social cues from people talking about things seen on TV, or time-shifting issues such as missing all or part of programs in the broadcast flow. Special interests such as sports were also a strong motivation for on-demand behavior. For the viewers, linear and on-demand TV watching was intertwined. We conclude that on-demand services should be integrated with broadcast TV in the design of future TV services

    Web Acceptance and Usage Model: A Comparison between Goal-directed and Experiential Web Users

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    In this paper we analyse the Web acceptance and usage between goal-directed users and experiential users, incorporating intrinsic motives to improve the particular and explanatory TAM value –traditionally related to extrinsic motives-. A field study was conducted to validate measures used to operationalize model variables and to test the hypothesised network of relationships. The data analysis method used was Partial Least Squares (PLS).The empirical results provided strong support for the hypotheses, highlighting the roles of flow, ease of use and usefulness in determining the actual use of the Web among experiential and goal-directed users. In contrast with previous research that suggests that flow would be more likely to occur during experiential activities than goal-directed activities, we found clear evidence of flow for goal-directed activities. In particular the study findings indicate that flow might play a powerfulrole in determining the attitude towards usage,intention to useand, in turn,actual Web use among experiential and goal-directed users

    Using Variable Dwell Time to Accelerate Gaze-Based Web Browsing with Two-Step Selection

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    In order to avoid the "Midas Touch" problem, gaze-based interfaces for selection often introduce a dwell time: a fixed amount of time the user must fixate upon an object before it is selected. Past interfaces have used a uniform dwell time across all objects. Here, we propose a gaze-based browser using a two-step selection policy with variable dwell time. In the first step, a command, e.g. "back" or "select", is chosen from a menu using a dwell time that is constant across the different commands. In the second step, if the "select" command is chosen, the user selects a hyperlink using a dwell time that varies between different hyperlinks. We assign shorter dwell times to more likely hyperlinks and longer dwell times to less likely hyperlinks. In order to infer the likelihood each hyperlink will be selected, we have developed a probabilistic model of natural gaze behavior while surfing the web. We have evaluated a number of heuristic and probabilistic methods for varying the dwell times using both simulation and experiment. Our results demonstrate that varying dwell time improves the user experience in comparison with fixed dwell time, resulting in fewer errors and increased speed. While all of the methods for varying dwell time resulted in improved performance, the probabilistic models yielded much greater gains than the simple heuristics. The best performing model reduces error rate by 50% compared to 100ms uniform dwell time while maintaining a similar response time. It reduces response time by 60% compared to 300ms uniform dwell time while maintaining a similar error rate.Comment: This is an Accepted Manuscript of an article published by Taylor & Francis in the International Journal of Human-Computer Interaction on 30 March, 2018, available online: http://www.tandfonline.com/10.1080/10447318.2018.1452351 . For an eprint of the final published article, please access: https://www.tandfonline.com/eprint/T9d4cNwwRUqXPPiZYm8Z/ful

    Web 2.0 and folksonomies in a library context

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2011 ElsevierLibraries have a societal purpose and this role has become increasingly important as new technologies enable organizations to support, enable and enhance the participation of users in assuming an active role in the creation and communication of information. Folksonomies, a Web 2.0 technology, represent such an example. Folksonomies result from individuals freely tagging resources available to them on a computer network. In a library environment folksonomies have the potential of overcoming certain limitations of traditional classification systems such as the Library of Congress Subject Headings (LCSH). Typical limitations of this type of classification systems include, for example, the rigidity of the underlying taxonomical structures and the difficulty of introducing change in the categories. Folksonomies represent a supporting technology to existing classification systems helping to describe library resources more flexibly, dynamically and openly. As a review of the current literature shows, the adoption of folksonomies in libraries is novel and limited research has been carried out in the area. This paper presents research into the adoption of folksonomies for a University library. A Web 2.0 system was developed, based on the requirements collected from library stakeholders, and integrated with the existing library computer system. An evaluation of the work was carried out in the form of a survey in order to understand the possible reactions of users to folksonomies as well as the effects on their behavior. The broad conclusion of this work is that folksonomies seem to have a beneficial effect on users’ involvement as active library participants as well as encourage users to browse the catalogue in more depth

    The relationship of (perceived) epistemic cognition to interaction with resources on the internet

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    Information seeking and processing are key literacy practices. However, they are activities that students, across a range of ages, struggle with. These information seeking processes can be viewed through the lens of epistemic cognition: beliefs regarding the source, justification, complexity, and certainty of knowledge. In the research reported in this article we build on established research in this area, which has typically used self-report psychometric and behavior data, and information seeking tasks involving closed-document sets. We take a novel approach in applying established self-report measures to a large-scale, naturalistic, study environment, pointing to the potential of analysis of dialogue, web-navigation – including sites visited – and other trace data, to support more traditional self-report mechanisms. Our analysis suggests that prior work demonstrating relationships between self-report indicators is not paralleled in investigation of the hypothesized relationships between self-report and trace-indicators. However, there are clear epistemic features of this trace data. The article thus demonstrates the potential of behavioral learning analytic data in understanding how epistemic cognition is brought to bear in rich information seeking and processing tasks
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