12,509 research outputs found
General characteristics of anticipated user experience (AUX) with interactive products
Providing a positive user experience (UX) has become the key differentiator for products to win a competition in mature markets. To ensure that a product will support enjoyable experiences for its users, assessment of UX should be conducted early during the design and development process. However, most UX frameworks and evaluation techniques focus on understanding and assessing user’s experience with functional prototypes or existing products. This situation delays UX assessment until the late phases of product development which may result in costly design modifications and less desirable products. A qualitative study was conducted to investigate anticipated user experience (AUX) to address this issue. Twenty pairs of participants were asked to imagine an interactive product, draw their product concept, and anticipate their interactions and experiences with it. The data was analyzed to identify general characteristics of AUX. We found that while positive AUX was mostly related to an imagined/desired product, negative AUX was mainly associated with existing products. It was evident that the pragmatic quality of product was fundamental, and significantly influenced user’s anticipated experiences. Furthermore, the hedonic quality of product received more focus in positive than negative AUX. The results also showed that context, user profile, experiential knowledge, and anticipated emotion could be reflected in AUX. The understanding of AUX will help product designers to better foresee the users’ underlying needs and to focus on the most important aspects of their positive experiences, which in turn facilitates the designers to ensure pleasurable UX from the start of the design process
Anticipating user eXperience with a desired product: The AUX framework
Positive user experience (UX) has become a key factor in designing interactive products. It acts as a differentiator which can determine a product’s success on the mature market. However, current UX frameworks and methods do not fully support the early stages of product design and development. During these phases, assessment of UX is challenging as no actual user-product interaction can be tested. This qualitative study investigated anticipated user experience (AUX) to address this problem. Using the co-discovery method, participants were asked to imagine a desired product, anticipate experiences with it, and discuss their views with another participant. Fourteen sub-categories emerged from the data, and relationships among them were defined through co-occurrence analysis. These data formed the basis of the AUX framework which consists of two networks which elucidate 1) how users imagine a desired product and 2) how they anticipate positive experiences with that product. Through this AUX framework, important factors in the process of imagining future products and experiences were learnt, including the way in which these factors interrelate. Focusing on and exploring each component of the two networks in the framework will allow designers to obtain a deeper understanding of the required pragmatic and hedonic qualities of product, intended uses of product, user characteristics, potential contexts of experience, and anticipated emotions embedded within the experience. This understanding, in turn, will help designers to better foresee users’ underlying needs and to focus on the most important aspects of their positive experience. Therefore, the use of the AUX framework in the early stages of product development will contribute to the design for pleasurable UX
Improving cross-functional communication about product architecture
Product architecture decisions, such as product modularity, component commonality, and design reuse, are important for balancing costs, responsiveness, quality, and other important business objectives. Firms are challenged with complex tradeoffs between competing design priorities, face the need to facilitate communication between functional silos, and to learn from past experiences. In this paper we present a qualitative approach for systematically evaluating the product architecture of an existing product or product family, linking the original architecture objectives and actual experiences. The intended contribution of our research is to present a framework that brings together a diverse set of product architecture-related decisions that are relevant from a business point of view (and not from a technical point of view) and a set of business performance elements. This framework can be used in workshop that improves cross-functional communication about the product architecture of an existing product family, and this results in practical improvement actions for future architecture design projects. Initial experiences with this approach have been obtained in pilots with Philips domestic appliances & personal care, and Philips consumer electronics
An ideal model of an assistive technology assessment and delivery process
The purpose of the present work is to present some aspects of the Assistive Technology Assessment (ATA) process model compatible with the Position Paper 2012 by AAATE/EASTIN. Three aspects of the ATA process will be discussed in light of three topics of the Position Paper 2012: (i) The dimensions and the measures of the User eXperience (UX) evaluation modelled in the ATA process as a way to verify the efficient and the evidence-based practices of an AT service delivery centre; (ii) The relevance of the presence of the psychologist in the multidisciplinary team of an AT service delivery centre as necessary for a complete person-centred assistive solution empowering users to make their own choices; (iii) The new profession of the psychotechnologist, who explores users needs by seeking a proper assistive solution, leading the multidisciplinary team to observe critical issues and problems. Through the foundation of the Position Paper 2012, the 1995 HEART study, the Matching Person and Technology model, the ICF framework, and the pillars of the ATA process, this paper sets forth a concept and approach that emphasise the personal factors of the individual consumer and UX as key to positively impacting a successful outcome and AT solution
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Attaining social value from electronic government
We define and elaborate a Social Value framework supporting evaluation and attainment of the broader socio-political and socio-economic goals that characterise many electronic government initiatives. The key elements of the framework are the willingness of citizens to (positively) recommend an e-government service to others, based upon personal trust in the service provider, and personal experience of the service, based upon experience of service provision and outcomes. The validity of the framework is explored through an empirical quantitative study of citizens' experiences of a newly introduced e-government system to allocate public social housing. The results of this study include evidence of generic antecedents of trust and willingness to recommend, pointing the way to more general applicability of the framework for designers and managers of electronic government systems
Search Interfaces for Mathematicians
Access to mathematical knowledge has changed dramatically in recent years,
therefore changing mathematical search practices. Our aim with this study is to
scrutinize professional mathematicians' search behavior. With this
understanding we want to be able to reason why mathematicians use which tool
for what search problem in what phase of the search process. To gain these
insights we conducted 24 repertory grid interviews with mathematically inclined
people (ranging from senior professional mathematicians to non-mathematicians).
From the interview data we elicited patterns for the user group
"mathematicians" that can be applied when understanding design issues or
creating new designs for mathematical search interfaces.Comment: conference article "CICM'14: International Conference on Computer
Mathematics 2014", DML-Track: Digital Math Libraries 17 page
Managing evolution and change in web-based teaching and learning environments
The state of the art in information technology and educational technologies is evolving constantly.
Courses taught are subject to constant change from organisational and subject-specific reasons. Evolution
and change affect educators and developers of computer-based teaching and learning environments alike –
both often being unprepared to respond effectively. A large number of educational systems are designed
and developed without change and evolution in mind. We will present our approach to the design and
maintenance of these systems in rapidly evolving environments and illustrate the consequences of evolution
and change for these systems and for the educators and developers responsible for their implementation and
deployment. We discuss various factors of change, illustrated by a Web-based virtual course, with the
objective of raising an awareness of this issue of evolution and change in computer-supported teaching and
learning environments. This discussion leads towards the establishment of a development and management
framework for teaching and learning systems
Visualisation techniques, human perception and the built environment
Historically, architecture has a wealth of visualisation techniques that have evolved throughout the period of structural design, with Virtual Reality (VR) being a relatively recent addition to the toolbox. To date the effectiveness of VR has been demonstrated from conceptualisation through to final stages and maintenance, however, its full potential has yet to be realised (Bouchlaghem et al, 2005). According to Dewey (1934), perceptual integration was predicted to be transformational; as the observer would be able to ‘engage’ with the virtual environment. However, environmental representations are predominately focused on the area of vision, regardless of evidence stating that the experience is multi sensory. In addition, there is a marked lack of research exploring the complex interaction of environmental design and the user, such as the role of attention or conceptual interpretation. This paper identifies the potential of VR models to aid communication for the Built Environment with specific reference to human perception issues
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