31 research outputs found

    Limits of Kansei – Kansei unlimited

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    This article discusses momentary limitations of the Kansei Engineering methods. There are for example the focus on the evaluation of colour and form factors, as well as the highly time consuming creation of the questionnaires. To overcome these limits we firstly suggest the integration of word lists from related research fields, like sociology and cognitive psychology on product emotions in the Kansei questionnaires. Thereafter we present a study on the wide range of Kansei attributes treated in an industrial setting. Concept words used by designers are being collected through word maps and categorized into attributes. In a third step we introduce a user-product interaction schema in which the Kansei attributes from the study are positioned. This schema unfolds potential expansion points for future applications of Kansei engineering beyond its current limits

    Right, No Matter Why: AI Fact-checking and AI Authority in Health-related Inquiry Settings

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    Previous research on expert advice-taking shows that humans exhibit two contradictory behaviors: on the one hand, people tend to overvalue their own opinions undervaluing the expert opinion, and on the other, people often defer to other people's advice even if the advice itself is rather obviously wrong. In our study, we conduct an exploratory evaluation of users' AI-advice accepting behavior when evaluating the truthfulness of a health-related statement in different "advice quality" settings. We find that even feedback that is confined to just stating that "the AI thinks that the statement is false/true" results in more than half of people moving their statement veracity assessment towards the AI suggestion. The different types of advice given influence the acceptance rates, but the sheer effect of getting a suggestion is often bigger than the suggestion-type effect

    Enhancing the Design Process by Embedding HCI Research into Experience Triggers

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    Over the last decade, User Experience (UX) has become a core concept in the field of Human-Computer Interaction (HCI). Beyond the fact of understanding and assessing the User Experience derived from the use of interactive systems, practitioners and researchers from a wide range of disciplines are now facing the challenges of designing for User Experience. Some authors have pinpointed the existence of a gap between the theoretical knowledge developed in HCI Research and the practical knowledge actually used by designers to create rich experiences with interactive artefacts. A special focus of this paper is to translate theoretical work into experiential objects (or situations) called “Experience Triggers” [1]. Through their materiality, these artefacts bring emotions and sensations to the design process and designers can immerge into and understand the theories on experience. As a consequence of this immersion, the final product designed by the team is assumed to be more experiential. Experience Triggers are introduced here as a new tool for science-based UX design

    The Perceived Influence of E-Shopping Cues on Customers’ Buying Decisions

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    peer reviewedE-shopping sites use a variety of design elements that affect the shopping process and lead customers to favorable buying decisions. Such elements also play a significant role as impulse buying behavior triggers. In this exploratory study based on online questionnaires (N = 401), we investigated customers’ perception of the influence of eleven common e-shopping cues on their buying decisions and explored the connection between the perceived influence of the cues and the respondents’ gender, education level, and neuroticism. We found (1) that participants group the e-shopping cues by their influence power; (2) participants’ gender and educational level contribute to a more critical/favorable perception of some shopping cues; (3) a connection between a higher level of neuroticism and greater perceived influence of shopping cues, which results in lower shopping risks. Drawing on our research, we offer several design recommendations for the advancement of e-shopping websites, particularly concerning the implementation of e-shopping cues.10. Reduced inequalitie

    Empathy in Design Scale: Development and Initial Insights

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    Empathy towards users is crucial to the design of user-centered technologies and services. Previous research focused on defining empathy and its role in the design process for triggering empathy for end-users. However, there is a lack of empathy measurement instruments in design. Most previous work focused on designers, overlooking the need for other stakeholders to develop empathy towards the users to break organizational silos and deliver high-quality user-centered services and products. In this contribution, we share the preliminary stages of the development of an empathy scale for service design. We build on empathy literature from psychology and design to define 18 items representing four empathy dimensions. We report on the definition of these dimensions and their underlying items, and present preliminary studies in which we reviewed the first version of the scale with experts and stakeholders

    Uncovering factors influencing railway passenger experiences through love and breakup declarations

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    While existing approaches for assessing passenger experience are often limited to surveys of customer satisfaction, societal and technological challenges push the railway industry to adopt a user-centric approach to the design of their service. We used the love and breakup method in a study involving N = 53 passengers making a declaration to their railway company to collect qualitative feedback on the passenger experience. The method allowed to gather personal, emotional, and contextual insights into passengers’ experiences that can inform the transportation service design process. We describe 21 factors and 8 needs influencing the passenger experience, thereby consolidating and deepening prior work in the railway context. Using the lens of user experience theories, we argue that the service should be assessed against fulfilling these needs, which can act as guiding principles regarding service improvement. The study also presents valuable insights into the love and breakup method to explore service experiences

    User experienced dimensions in product design : a consolidation of what academic researchers know and what design practitioners do

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    Experience has become the new paradigm of product design. Designers seek to anticipate emotions or associations a user might have when in contact with their design. The factors that influence human product perception are diverse. We firstly show which product dimensions are currently investigated by design researchers. It becomes obvious that besides the usual suspects: form and colour, emotion and associations, there must be many others. We conducted a study to identify these and to estimate their pertinence in actual product conception. Word-based techniques like retrospective verbalization and mind mapping were employed. Semantic descriptors, analogies, and functionalities were highly represented. Sensations and emotions did only appear marginally among the abstract dimensions. The same low occurrence was seen for production procedures among the concrete dimensions. Other interesting dimensions found were interaction gestures, design motifs, and product components. An additional analysis of the participant mind maps on relations between the various dimensions showed many connections between e.g. material and texture or semantics and colour. Yet, these were rarely related to sensations and emotions. The insights widen the perspective on unexploited opportunities for design researchers to develop further conception strategies that allow the anticipation of user experience in product design.ANR COSINU
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