3,650 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

    User Experience Design: Beyond User Interface Design and Usability

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    USER EXPERIENCE JOURNEY WITH MULTIPLE DEVICES AND TELEPRESENCE DURING QUARANTINE

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    Many cities and countries around the world started quarantine and city lockdowns to diminish the spread of Covid-19, configuring the end of the 20th century: the century of technology. The fast growing technology and communication possibilities upgrades human-computer interactions from industrial development before computing to connecting users to many computers in a dynamic ecosystem in pervasive experiences. The new social challenges from quarantine and self-preservation takes home isolation, technology, Internet, family, education, work and communication to surface new sense of things and interactions. Each generation has their own perspectives and mental models about the pandemic times and the use of technology, creating themselves the necessary bridges between channels to make their experience journeys easier and to reach objectives. This research focus on understanding how quarantine and social isolation in Rio de Janeiro affected the 4 generations’ interaction with digital devices and he diversity of channels, how it affected their own sense of space and isolation, influencing communication, entertainment, work and learning. The research was conducted during the quarantine official decree in the city – from March 16th to June 1st

    Enhancing Interaction with Dual-Screen Television Through Display Commonalities

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    Second screening - engaging with a mobile device while watching TV - is ubiquitous. Previous research demonstrates that this is hampered by cognitive and physical disjuncts between the simultaneous content streams. To engage effectively with more than one screen, users must manage their attention, for example, by frequently adjusting their gaze or posture. This can lead to cognitive effort, which leads to disengagement, content sacrifice, and ultimately, affects user experience (UX) negatively. In this paper, we look to improve the design of the dual-screen scenario through \emph{display commonalities}; the mirroring of one content stream (e.g., TV material or second screen content) within the other. We evaluate this design space with professional broadcast practitioners, and then conduct an empirical investigation to determine the impact of the most successful methods towards understanding their impact, and designing towards positive UX with multi-device scenarios

    Technology-based service experience: Creation and evaluation of emergency ambulance services

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    With the rapid development of communication technology and the spreading of mobile devices, mobile applications are involved in people’s everyday life. Technology provides designers with both challenges and possibilities. Service designers also embrace technology to create service systems for better experiences. This study investigates how to improve the emergency ambulance service experience in Rovaniemi with a technology-based service system. A mobile application was designed and tested. The cyclical action research process includes an online questionnaire survey (N=23), semi-structured interviews (N=6) as generative research, and a service prototyping workshop (N=4) as evaluative research. The results from generative research indicate the need for information communication during emergencies, while the results from evaluative research provided more insights for future iteration design. Based on the research data and design outcomes, the study concludes a framework of how to design a technology-based service system by combining service design and UX design

    Regulating Habit-Forming Technology

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    Tech developers, like slot machine designers, strive to maximize the user’s “time on device.” They do so by designing habit-forming products— products that draw consciously on the same behavioral design strategies that the casino industry pioneered. The predictable result is that most tech users spend more time on device than they would like, about five hours of phone time a day, while a substantial minority develop life-changing behavioral problems similar to problem gambling. Other countries have begun to regulate habit-forming tech, and American jurisdictions may soon follow suit. Several state legislatures today are considering bills to regulate “loot boxes,” a highly addictive slot-machine- like mechanic that is common in online video games. The Federal Trade Commission has also announced an investigation into the practice. As public concern mounts, it is surprisingly easy to envision consumer regulation extending beyond video games to other types of apps. Just as tobacco regulations might prohibit brightly colored packaging and fruity flavors, a social media regulation might limit the use of red notification badges or “streaks” that reward users for daily use. It is unclear how much of this regulation could survive First Amendment scrutiny; software, unlike other consumer products, is widely understood as a form of protected “expression.” But it is also unclear whether well-drawn laws to combat compulsive technology use would seriously threaten First Amendment values. At a very low cost to the expressive interests of tech companies, these laws may well enhance the quality and efficacy of online speech by mitigating distraction and promoting deliberation

    Reimagining m-Commerce App Design: The Development of Seductive Marketing through UX

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    To increase the market share of m-Commerce in the retail sector, new user interaction paradigms must be sought to break out of the current saturation of ideas. While the global fashion industry is worth over $2.7 Trillion, less than 15% of sales derive from online transactions. Growth in the m-Commerce platform is slow and unlikely to recapture the monumental shift of the early Web 2.0 era without further innovation. Such change needs to address the overwhelming approach by m-Commerce apps to sell to customers through presenting a stream of products rather than develop an experiential marketing platform. This chapter re-imagines the customer experience of m-Commerce fashion apps to encapsulate seductive and powerful marketing experiences. These experiences are alongside the media traditionally used to make sales within apps. We present a conceptual app framework, grounded in contemporary research in marketing and UX design, inspiring designers and marketers alike in their future developments

    FlightFit: An Application Enabling Air Travelers to Do Stretches Onboard

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    Currently, with the development of economy and the improvement of people\u27s living standards, more people would prefer traveling by air. However, sitting for extended periods of time on a long flight would be an uncomfortable joyless experience and it may have negative implications for health. A study from the World Health Organisation confirmed that the risk of developing venous thromboembolism (VTE) approximately doubles after travel lasting four hours or more. So carrying out some stretches frequently as well as standing up and moving around as often as possible under permitted conditions would help to improve blood circulation and relieve muscle soreness. Designing a system which helps air travelers reduce stiffness and fatigue by doing inflight stretches effectively and conveniently is the ultimate goal of this thesis project. FlightFit is an iOS application which introduces basic stretching techniques to air travelers in an interactive way. Users can not only stretch different muscle groups by following the default sessions visually and acoustically, but can also customize their own stretching plans based on different needs through the application. The thesis project utilizes UI Design, UX Design and Motion Graphics Design methodologies, which aims at providing air travelers an accessible and effective solution to help them improve flexibility and keep body active during long flights. The whole process can be divided into four stages in this project: Research, Design, Evaluation and Implementation. Each stage involves relevant design methodologies, tools and outcomes that take part in the process to make this project highly efficient and usable. The final deliverables of this project are an interactive prototype and a motion prototype for iPhone and iPa
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