1,698,004 research outputs found

    Measuring Usability and User Experience of the Marketplace of Jogjaplaza.id Using UEQ and USE Questionnaire

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    Good USAbility and user experience are indicators to measure the quality of information system. Among multiple e-marketplace service providers, manager is expected to provide understandable and learnable service and enjoyable user experience. Jogjaplaza.id is an e-marketplace managed by local government for small medium enterprise. The aim of this paper is to measure USAbility and user experience of small medium enterprise towards Jogjaplaza.id. By using UEQmethod and USE Questionnaire, it could be concluded that Jogjaplaza.id is easy to understand and to learn. Jogjaplaza.id shows positive evaluation for pragmatic and hedonic aspects. However, users perceive lower level of innovation at Jogjaplaza.id. Users assume that the service provided by Jogjaplaza.id is not supporting e-commerce transaction although it is enjoyable and easy to use

    Enhancing User Experience for Multi-Screen Social TV Streaming over Wireless Networks

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    Recently, multi-screen cloud social TV is invented to transform TV into social experience. People watching the same content on social TV may come from different locations, while freely interact with each other through text, image, audio and video. This crucial virtual living-room experience adds social aspects into existing performance metrics. In this paper, we parse social TV user experience into three elements (i.e., inter-user delay, video quality of experience (QoE), and resource efficiency), and provide a joint analytical framework to enhance user experience. Specifically, we propose a cloud-based optimal playback rate allocation scheme to maximize the overall QoE while upper bounding inter-user delay. Experiment results show that our algorithm achieves near-optimal tradeoff between inter-user delay and video quality, and demonstrates resilient performance even under very fast wireless channel fading.Comment: submitted to IEEE GLOBECOM 201

    Malicious User Experience Design Research for Cybersecurity

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    This paper explores the factors and theory behind the user-centered research that is necessary to create a successful game-like prototype, and user experience, for malicious users in a cybersecurity context. We explore what is known about successful addictive design in the fields of video games and gambling to understand the allure of breaking into a system, and the joy of thwarting the security to reach a goal or a reward of data. Based on the malicious user research, game user research, and using the GameFlow framework, we propose a novel malicious user experience design approac

    User quality of experience of mulsemedia applications

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    User Quality of Experience (QoE) is of fundamental importance in multimedia applications and has been extensively studied for decades. However, user QoE in the context of the emerging multiple-sensorial media (mulsemedia) services, which involve different media components than the traditional multimedia applications, have not been comprehensively studied. This article presents the results of subjective tests which have investigated user perception of mulsemedia content. In particular, the impact of intensity of certain mulsemedia components including haptic and airflow on user-perceived experience are studied. Results demonstrate that by making use of mulsemedia the overall user enjoyment levels increased by up to 77%

    Effects of user experience on user resistance to change to the voice user interface of an in‑vehicle infotainment system: Implications for platform and standards competition

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    This study examines the effects of user experience on user resistance to change—particularly, on the relationship between user resistance to change and its antecedents (i.e. switching costs and perceived value) in the context of the voice user interface of an in-vehicle infotainment (IVI) system. This research offers several salient findings. First, it shows that user experience positively moderates the relationship between uncertainty costs (one type of switching cost) and user resistance. It also negatively moderates the association between perceived value and user resistance. Second, the research test results demonstrate that users with a high degree of prior experience with the voice user interface of other smart devices exhibit low user resistance to change to the voice user interface in an IVI system. Third, we show that three types of switching costs (transition costs, in particular) may directly influence users to resist a change to the voice user interface. Fourth, our test results empirically demonstrate that both switching costs and perceived value affect user resistance to change in the context of an IVI system, which differs from the traditional IS research setting (i.e. enterprise systems). These findings may guide not only platform leaders in designing user interfaces, user experiences, and marketing strategies, but also firms that want to defend themselves from platform envelopment while devising defensive strategies in platform and standards competition

    Framework for Electroencephalography-based Evaluation of User Experience

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    Measuring brain activity with electroencephalography (EEG) is mature enough to assess mental states. Combined with existing methods, such tool can be used to strengthen the understanding of user experience. We contribute a set of methods to estimate continuously the user's mental workload, attention and recognition of interaction errors during different interaction tasks. We validate these measures on a controlled virtual environment and show how they can be used to compare different interaction techniques or devices, by comparing here a keyboard and a touch-based interface. Thanks to such a framework, EEG becomes a promising method to improve the overall usability of complex computer systems.Comment: in ACM. CHI '16 - SIGCHI Conference on Human Factors in Computing System, May 2016, San Jose, United State
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