139,489 research outputs found

    "Touch me": workshop on tactile user experience evaluation methods

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    In this workshop we plan to explore the possibilities and challenges of physical objects and materials for evaluating the User Experience (UX) of interactive systems. These objects should face shortfalls of current UX evaluation methods and allow for a qualitative (or even quantitative), playful and holistic evaluation of UX -- without interfering with the users' personal experiences during interaction. This provides a tactile enhancement to a solely visual stimulation as used in classical evaluation methods. The workshop serves as a basis for networking and community building with interested HCI researchers, designers and practitioners and should encourage further development of the field of tactile UX evaluation

    User Experience Evaluation in BCI: Filling the Gap

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    Brain-computer interface (BCI) systems can improve the user experience (UX) when used in entertainment technologies. Improved UX can enhance user acceptance, improve quality of life and also increase the system performance of a BCI system. Therefore, the evaluation of UX is essential in BCI research. However, BCI systems are generally evaluated according to the system aspect only so there is no methodology to evaluate UX in BCI systems. This paper gives an overview of such methods from the human-computer interaction field and discusses their possible uses in BCI research

    A Lifecycle for User Experience Management in Agile Development

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    Context. Agile methods are increasingly being used by companies, to develop digital products and services faster and more effectively. Today's users not only demand products that are easy to use, but also products with a high User Experience (UX). Agile methods themselves do not directly support the development of products with a good user experience. In combination with UX activities, it is potentially possible to develop a good UX. Objective. The objective of this PhD thesis is to develop a UX Lifecycle, to manage the user experience in the context of Agile methods. With this UX Lifecycle, Agile teams can manage the UX of their product, in a targeted way. Method. We developed the UX Lifecycle step by step, according to the Design Science Research Methodology. First, we conducted a Structured Literature Review (SLR) to determine the state of the art of UX management. The result of the SLR concludes in a GAP analysis. On this basis, we derived requirements for UX management. These requirements were then implemented in the UX Lifecycle. In developing the UX Lifecycle, we developed additional methods (UX Poker, UEQ KPI, and IPA), to be used when deploying the UX Lifecycle. Each of these methods has been validated in studies, with a total of 497 respondents from three countries (Germany, England, and Spain). Finally, we validated the UX Lifecycle, as a whole, with a Delphi study, with a total of 24 international experts from four countries (Germany, Argentina, Spain, and Poland). Results. The iterative UX Lifecycle (Figure 1) consists of five steps: Initial Step 0 ‘Preparation’, Step 1 ‘UX Poker’ (before development/Estimated UX), Step 2 ‘Evaluate Prototype’ (during development/Probable UX), Step 3 ‘Evaluate Product Increment’ (after development/Implemented UX), and a subsequent Step 4 ‘UX Retrospective’. With its five steps, the UX Lifecycle provides the structure for continuously measuring and evaluating the UX, in the various phases. This makes it possible to develop the UX in a targeted manner, and to check it permanently. In addition, we have developed the UX Poker method. With this method, the User Experience can be determined by the Agile team, in the early phases of development. The evaluation study of UX Poker has indicated that UX Poker can be used to estimate the UX for user stories. In addition, UX Poker inspires a discussion about UX, that results in a common understanding of the UX of the product. To interpret the results from the evaluation of a prototype and product increment, we developed or derived the User Experience Questionnaire KPI and Importance-Performance Analysis. In a first study, we were able to successfully apply the two methods and, in combination with established UEQ methods, derive recommendations for action, regarding the improvement of the UX. This would not have been possible without their use. The results of the Delphi study, to validate the UX Lifecycle, reached consensus after two rounds. The results of the evaluation and the comments lead to the conclusion, that the UX Lifecycle has a sufficiently positive effect on UX management. Conclusion. The goal-oriented focus on UX factors and their improvement, as propagated in the UX Lifecycle, are a good way of implementing UX management in a goal-oriented manner. By comparing the results from UX Poker, the evaluation of the prototype, and product increment, the Agile team can learn more about developing a better UX, within a UX retrospective. The UX Lifecycle will have a positive effect on UX management. The use of individual components of the UX Lifecycle, such as UX Poker or Importance-Performance Analysis, already helps an Agile team to improve the user experience. But only in combination with the UX Lifecycle and the individual methods and approaches presented in this PhD thesis, is a management of the user experience in a targeted manner possible, in our view. This was the initial idea of this PhD thesis, which we are convinced we could implement

    Comparison of UX evaluation methods through evaluation of UX of the prototype of a matching platform for the rental housing market in Finland – Sopia.

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    Key concepts of this Master’s thesis are user experience (UX), usability, startup and UX evaluation methods. The research question is how startups should evaluate their website’s UX. To answer it I conducted a study of five UX evaluation methods: heuristic evaluation (HE), cognitive walkthrough (CW), tree testing, system usability scale (SUS), brainstorming through theoretical and empirical analysis. I collected empirical data in two ways. First, I interviewed seven UX field practitioners on their experiences of different UX evaluation methods. Second, I applied the evaluation methods to the website prototype of a digital startup called Sopia. To be able to consistently compare the UX evaluation methods, I created a theory-based framework that includes a set of generic parameters describing evaluation methods, and the constraints of the startup. Based on my findings three UX evaluation methods would be useful in the startup context: heuristic evaluation, cognitive walkthrough and brainstorming. Practitioners tend to select flexible, fast and simple evaluation methods. Cognitive walkthrough and brainstorming match these criteria. Cognitive walkthrough when conducted with potential end users, reveals UX mistakes at an early stage of UX design. Brainstorming carried out within the design team afterwards helps to find resolutions for the revealed usability problems. Heuristic evaluation should not be carried out in its traditional definition with usability experts. However, startups should learn 10 heuristics as 10 usability principles to create the ground of good UX. The key contribution of my study is the framework of Minimum Viable UX Evaluation Methods for Startups. The framework represents the list of necessary UX evaluation tools that each startup, despite time, money and human resource constraints, should follow. Each evaluation method, based on my findings, is unavoidable to help the startup to progress with product development

    Knowing me, knowing you. Making user perspectives an integrated part of library design thinking

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    User experience (UX) refers to users\u27 emotions, experiences and behavior when using products, systems and services. Traditionally, UX is applied to assess changes with websites and operating systems, but libraries have started applying the same usability principles to their physical spaces and services. NMC´s Horizon Report 2017 estimates that valuing the user experience is on-trend the coming years. Used as a set of tools in library development, UX methods enables us to understand and improve library users\u27 experiences. Mixing qualitative and quantitative techniques to obtain deeper insights into user needs: A key point being to discover needs users themselves are unaware of. In this paper, we present on-going research on and development of library spaces and services at the University Library of the Norwegian University of Science and Technology. We aim to continuously develop our fifteen libraries as inspiring learning environments for students and researchers. UX methods are central to our projects on a small and large scale, and we have actively sought our users\u27 perspectives during library planning the last five years. However, we will argue that we still need to explore ways of implementing findings from using UX methods, to anchor the importance of user perspectives in library development, and to integrate changes based on UX methods among our coworkers. The paper will present four UX projects at our libraries combining several methods, with examples from the interpretation and processing of collected data. We will discuss (1) why UX is a good model for developing library spaces and services, (2) the challenges of identifying, implementing and evaluating measures, and (3) how involving our coworkers in UX methods is the best way to further integrate UX in developing our libraries. The key to success is knowing both ourselves and our users and their needs, and to use methods with both users and employees in mind

    The Library User Experience: Why it matters and how it can be improved

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    User Experience (UX) encompasses not just usability but a customer’s total experience of products, services, and organizations. This talk focuses on the technology-mediated experience people have with the Libraries. I begin by explaining the key concepts of UX and give some examples of why it matters to us. I will describe a range of UX methods for improving UX and will talk about how those methods can be applied to technology-based products and services in the Libraries. I will also summarize the charter of the new UX consulting group in the Bloomington Libraries and describe we can assist with UX improvements. Although this talk will focus on libraries, most of it will apply to any technology-based project

    UX in the Arab World - Research Trends and Challenges for a Better Understanding and Collaboration

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    During the last decade, a considerable number of studies question how HCI is perceived and how the cultural differences are considered. However, very few focused on eliciting the cultural factors of UX and the underlying integration of UX research methods. In this paper, we overview the literature on UX research in the Arab world. Among others, our findings show that UX research focused on two main themes (1) elicitation of UX guidelines and UX patterns (best UX practices) to match the Arab culture (2) identification of the factors influencing UX in the Arab region. The findings also illustrate existing efforts to raise awareness of HCI and conclude with some research challenges that draw a road map for a better collaboration between Arab researchers and the international community

    Anticipating user eXperience with a desired product: The AUX framework

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    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
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