169 research outputs found

    Analysing the Role of Interactivity in User Experience

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    An experimental investigation into the role of interaction in user experience (UX) with a controlled manipulation of interactivity features (e.g. avatars, interactive video) in a university information website is reported. The more interactive version had better affect and hedonic ratings, even though its perceived usability was worse. Analysis of qualitative data showed users were attracted to the interactive features, although they complained about poor usability. The results of the experiments are discussed to consider the role of interactivity in user experience and the differences between users’ quantitative judgements of UX and their comments on interactive features which reveal different perspectives

    Why People Choose Apps: An Evaluation of the Ecology and User Experience of Mobile Applications

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    Purpose To investigate the reasons for users’ choice of mobile applications and how their choice relates to their experience of use. Method A mixed methods study of the factors influencing users’ choice to adopt or abandon mobile applications. Seventy-nine respondents completed a questionnaire recording their top four favourite applications, the frequency of use and user experience measures: aesthetics, content, usability, pleasurable interaction, and overall experience. They also reported up to four abandoned Apps, with any alternatives considered and the reasons for use or abandoning. Follow-up interviews probed the reasons for users’ choice of specific applications. Results/Conclusions Social media was the most favoured category of App, followed by leisure, e-commerce, and communication. Quantitative data shows that content, usability and pleasure predict overall user experience and App acceptance. Interview data indicate that user\u27s choice of downloading and abandoning applications is also influenced by usefulness, usability, content, reliability and contextual factors such as networking and recommendations. Most user App choices appear to be fast-path decisions made without systematic comparison of products

    Using affect to evaluate user engagement

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    User Experience (UX) emerged beyond the traditional views of usability to account for users' emotional response to the aesthetics of an interactive product. This paper outlines the first of a series of studies on User Engagement (UE), a subset of UX, which focuses upon the quality of the within session interactive experience. The aim of this study is to explore affect through the responses to interactive features and how this impacts upon user judgment. Initial findings indicate that websites with more interactive features generate enhanced positive affect within session, which may predominate over a longer term, thus impacting on the overall user experience

    Discovering affect-laden requirements to achieve system acceptance

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    Novel envisioned systems face the risk of rejection by their target user community and the requirements engineer must be sensitive to the factors that will determine acceptance or rejection. Conventionally, technology acceptance is determined by perceived usefulness and ease-of-use, but in some domains other factors play an important role. In healthcare systems, particularly, ethical and emotional factors can be crucial. In this paper we describe an approach to requirements discovery that we developed for such systems. We describe how we have applied our approach to a novel system to passively monitor users for signs of cognitive decline consistent with the onset of dementia. A key challenge was eliciting users’ reactions to emotionally charged events never before experienced by them at first hand. Our goal was to understand the range of users’ emotional responses and their values and motivations, and from these formulate requirements that would maximise the likelihood of acceptance of the system. The problem was heightened by the fact that the key stakeholders were elderly people who represent a poorly studied user constituency. We discuss the elicitation and analysis methodologies used, and our experience with tool support. We conclude by reflecting on the affect issues for RE and for technology acceptance

    A reuse-Oriented Approach for the Construction of Scenario Bases Methods

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    International audienceDespite the recent interest in scenarios, the development of new methods and tools for Requirements Engineering integrating scenario based approaches has been limited. This paper reports on four different processes developed from research undertaken as part of the CREWS project which the authors believe will improve scenario use and make it more systematic. Furthermore CREWS aims to integrate these approaches into a method for scenario-based requirements engineering. To achieve this objective and be able to include existing approaches such as use case analysis we develop a component based approach which reflects a shift towards a reuse-centric approach to method engineering. The paper presents CREWS method and meta-method knowledge through the implementation of an SGML database to store, retrieve and dynamically compose chunks of CREWS processes

    The effect of embodied agents within the user interface

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    The thesis explores the trend in recent years by HCI designers to create an interface which is increasingly more anthropomorphic in nature, due to advances in computer graphics and interface technologies. The thesis has researched the effects of one such manifestation of this anthropomorphic trend on the human user, which embodies the human persona, in the form of embodied agents. The thesis is anchored in the growing area of human-agent interaction studies; and how the agent's appearance in terms of their visual cues (i.e. gender, ethnicity, realism, and attractiveness levels), affects the human user interacting with these artificial entities. The aim of this thesis is to explore how the agents' visual appearance can elicit change in the user's perception and behaviour, in order to improve human-agent design, and the interaction experience for the user. The thesis extends HCI studies investigating the effect of embodied agents, by highlighting the effect of the attractiveness stereotype which can elicit various impressions, stereotypes and behavioural changes within the human user. The thesis results demonstrate that attractive agents were perceived and evaluated more positively, as well being more persuasive than the unattractive agents. Hence, the agents' attractiveness was the main visual cue which played a major role in affecting the participants' opinion and behaviour towards the agents. The thesis advances the current understanding of CASA, by providing evidence to suggest that although users may respond socially to agents; this human-agent experience is not always equal to human-human experience. The thesis concludes by stating that the CASA methodology and Media Equation require some modification and needs to be adapted when applied to human-agent interaction, and especially within the interaction-based context.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Combining data mining and text mining for detection of early stage dementia:the SAMS framework

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    In this paper, we describe the open-source SAMS framework whose novelty lies in bringing together both data collection (keystrokes, mouse movements, application pathways) and text collection (email, documents, diaries) and analysis methodologies. The aim of SAMS is to provide a non-invasive method for large scale collection, secure storage, retrieval and analysis of an individual’s computer usage for the detection of cognitive decline, and to infer whether this decline is consistent with the early stages of dementia. The framework will allow evaluation and study by medical professionals in which data and textual features can be linked to deficits in cognitive domains that are characteristic of dementia. Having described requirements gathering and ethical concerns in previous papers, here we focus on the implementation of the data and text collection components

    Combining mouse and keyboard events with higher level desktop actions to detect mild cognitive impairment

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    We present a desktop monitoring application that combines keyboard, mouse, desktop and application-level activities. It has been developed to discover differences in cognitive functioning amongst older computer users indicative of mild cognitive impairment (MCI). Following requirements capture from clinical domain experts, the tool collects all Microsoft Windows events deemed potentially useful for detecting early clinical indicators of dementia, with a view to further analysis to determine the most pertinent. Further requirements capture from potential end-users has resulted in a system that has little impact on users? daily activities and ensures data security from initial recording of events through to data analysis. We describe two experiments: firstly, volunteers were asked to perform a short set of known tasks; the second (ongoing) experiment is a longitudinal study, with the software currently successfully running on participants? computers
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