95 research outputs found

    About the nature of Kansei information

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    Kansei studies refer to the more and more holistic consideration of the cognitive and affective processes which occur during user experience. In addition, few studies deal with the experience of the designers during the design process, and its influence on the final design outputs. Historically kansei engineering has been firstly focused on the semantic differential approach. Afterwards emotions were integrated into kansei approaches. The semantic differential approach enabled to evaluate products and then to generate automatically design solutions with semantic input data. Thereafter, evaluations have been completed by physiological measurements in order to reduce the subjectivity involved in those evaluations and also to capture some unconscious reactions. This implementation is still in process. Today kansei studies have been much enriched from the three disciplines of design science, psychology and artificial intelligence. The cross influence between these disciplines brought new dimensions into kansei approaches (multisensory design information, personality, values, and culture, new formalisms and algorithms) which lead progressively towards the consideration of a whole enriched kansei experience. We propose in this paper a description of the nature of kansei information. Then we present some major orientations for kansei evaluation. Finally we propose an overall table gathering information about kansei dimensions and formats.AN

    Eyeface : a new multimethod tool to evaluate the perception of conceptual user experiences

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    Based on the identification of a new multimethod tool necessity, a new tool called Eyeface has been created by combining two different devices: the Eye-tracking and the Facereader. This research work analyses a new multimethod tool to evaluate the user experience perception in the conceptualisation phase within the experience design process. To this end, an experiment has been carried out analysing the correlation between the Eyeface and the Positive and Negative Affect Schedule – Expanded Form (PANAS-X) evaluation tool. The result of this study showed a high similarity between each devicés results, and thus concluded that the Eyeface fits as a concept evaluation tool within the experience design process

    Usability Work in Agile Systems Development Practice:A Systematic Review

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    The effect of responsive web design on the user experience with laptop and smartphone devices

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    The introduction of smartphones with their accompanying capacity to access the Internet, changed the way the Internet is used.Many people now use mobile devices to browse the Web. However, the varying screen sizes of these devices portend some impact on their users’ experience, as the Web content on the devices vary in size and the navigation of pages are also different in the various devices.The advent of the responsive web design (RWD) philosophy, revolutionized the way Web pages are designed and the way they appear to the users in the various devices.RWD makes Web pages to adjust to the size of any devices’ screen irrespective of the device type.In this study, the effect of responsive web design of the user experience with a laptop and smartphone devices while using the e-Ebola Awareness System, (a Web based health awareness portal for Ebola virus disease), was measured and evaluated. The results revealed that users had a better user experience with Smartphones than with laptops while using the system, however, for most of the metrics collected, users’ experiences with the two device types were not significantly different at 95% level of confidence, implying that for those metrics, the responsive web design had a similar effect on the users’ experiences and attitudes

    How Are We Connected? Measuring Audience Galvanic Skin Response of Connected Performances."

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    Accurately measuring the audience response during a performance is a difficult task. This is particularly the\ud case for connected performances. In this paper, we staged a connected performance in which a remote\ud audience enjoyed the performance in real-time. Both objective (galvanic skin response and behaviours) and\ud subjective (interviews) responses from the live and remote audience members were recorded. To capture\ud galvanic skin response, a group of self-built sensors was used to record the electrical conductance of the skin.\ud The results of the measurements showed that both the live and the remote audience members had a similar\ud response to the connected performance even though more vivid artistic artefacts had a stronger effect on the\ud live audience. Some technical issues also influenced the experience of the remote audience. In conclusion we\ud found that the remoteness had little influence on the connected performance

    How are we connected?

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    Accurately measuring the audience response during a performance is a difficult task. This is particularly the case for connected performances. In this paper, we staged a connected performance in which a remote audience enjoyed the performance in real-time. Both objective (galvanic skin response and behaviours) and subjective (interviews) responses from the live and remote audience members were recorded. To capture galvanic skin response, a group of self-built sensors was used to record the electrical conductance of the skin. The results of the measurements showed that both the live and the remote audience members had a similar response to the connected performance even though more vivid artistic artefacts had a stronger effect on the live audience. Some technical issues also influenced the experience of the remote audience. In conclusion we found that the remoteness had little influence on the connected performance

    Usability and user experience evaluation model for investigating coordinated assistive technologies with blind and visually impaired

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    Abstract. The objective of this thesis is to examine how should usability and user experience of a cooperative assistive technology for blind and visually impaired be evaluated in a field setting. The target system in this study was developed by a doctoral student, who was also responsible for conducting an experiment in Pakistan. It is important to evaluate assistive technology for visually impaired because of poor adoption rates, while the number of visually impaired people needing them is going to increase. The research includes literature review on development of assistive technologies, and existing usability and user experience methods. Theory is supported with qualitative and quantitative methods. Discussions with three experts in Finland were held and analysed. An experiment for eleven blind and visually impaired people was conducted in Pakistan. This included interviews, analysed observations, and a validation of a user experience questionnaire, meCUE 2.0. Discussions with the research team and consultations from usability and user experience experts were used to assess the results of the research and to develop an evaluation model suitable for the prototype system in specified setting. The first main finding of this thesis is the developed model called UUXCAT for VIP. It can be used to evaluate cooperative assistive technology in a field setting. Development of the model was an iterative process and is based on synthesis of existing methods and available research. The second main finding is the extended contexts questionnaire. New contexts add dimensions that were missing from other methods. These contexts are trust and confidence, social, physical, and culture, and are relevant to visually impaired and the cooperative aspect of the system. The study is limited by Covid-19 as the planned experiment in Finland was not carried out that could further validate the model

    Practical neurophysiological analysis of readability as a usability dimension

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    This paper discusses opportunities and feasibility of integrating neurophysiologic analysis methods, based on electroencephalography (EEG), in the current landscape of usability evaluation methods. The rapid evolution and growing availability of low-cost, easier to use devices and the accumulated knowledge in feature extraction and processing algorithms allow us to foresee the practicality of this integration. The work presented in this paper is focused on reading and readability, identified as a key element of usability heuristics, and observable in the neurophysiologic signals' space. The experiments are primarily designed to address the discrimination of the reading activity (silent, attentive and continuous) and the verification of decreasing readability, associated with the user's mental workload analysis. The results obtained in the series of experiments demonstrate the validity of the approach for each individual user, and raise the problem of inter-subject variability and the need for designing appropriate calibration procedures for different users

    User experience in cross-cultural contexts

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    This dissertation discusses how interdisciplinary UX teams can consider culturally sensitive design elements during the UX design process. It contributes a state-of-the-art meta review on UX evaluation methods, two software tool artifacts for cross-functional UX teams, and empirical insights in the differing usage behaviors of a website plug-in of French, German and Italian users, website design preferences of Vietnamese and German users, as well as learnings from a field trip that focused on studying privacy and personalization in Mumbai, India. Finally, based on these empirical insights, this work introduces the concept culturally sensitive design that goes beyond traditional cross-cultural design considerations in HCI that do not compare different approaches to consider culturally sensitive product aspects in user research
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