96 research outputs found
A Systematic Literature Review of User Experience Evaluation Scales for Human-Robot Collaboration
In the last decade, the field of Human-Robot Collaboration (HRC) has received much attention from both research institutions and industries. Robot technologies are in fact deployed in many different areas (e.g., industrial processes, people assistance) to support an effective collaboration between humans and robots. In this transdisciplinary context, User eXperience (UX) has inevitably to be considered to achieve an effective HRC, namely to allow the robots to better respond to the users’ needs and thus improve the interaction quality. The present paper reviews the evaluation scales used in HRC scenarios, focusing on the application context and evaluated aspects. In particular, a systematic review was conducted based on the following questions: (RQ1) which evaluation scales are adopted within the HRI scenario with collaborative tasks?, and (RQ2) how the UX and user satisfaction are assessed?. The records analysis highlighted that the UX aspects are not sufficiently examined in the current HRC design practice, particularly in the industrial field. This is most likely due to a lack of standardized scales. To respond to this recognized need, a set of dimensions to be considered in a new UX evaluation scale were proposed
Beyond the user preferences:Aligning the prototype design to the users' expectations
It is important for practitioners to conceptualize and tailor a prototype in tune with the users’ expectations in the early stages of the design life cycle so the modifications of the product design in advanced phases are kept to a minimum. According to user preference studies, the aesthetic and the usability of a system play an important role in the user appraisal and selection of a product. However, user preferences are just a part of the equation. The fact that a user prefers one product over the other does not mean that he or she would necessarily buy it. To understand the factors affecting the user's assessment of a product before the actual use of the product and the user's intention to purchase the product we conducted a study, reported in this article. Our study, a modification of a well-known protocol, considers the users’ preferences of six simulated smartphones each with different combination of attributes. A sample consisting of 365 participants was involved in our analysis. Our results confirm that the main basis for the users’ pre-use preferences is the aesthetics of the product, whereas our results suggest that the main basis for the user's intention to purchase are the expected usability of the product. Moreover, our analysis reveals that the personal characteristics of the users have different effects on both the users’ preferences and their intention to purchase a product. These results suggest that the designers should carefully balance the aesthetics and usability features of a prototype in tune with the users expectations. If the conceptualization of a product is done properly the redesign cycles after the usability testing can be reduced and speed up the process for releasing the product on the market
Relationship between trust and usability in virtual environments: An ongoing study
Usability and trust have been observed to be related in several domains including web retail, information systems, and e-health. Trust in technology reflects beliefs about the attributes of a technology. Research has shown that trust is a key factor for the success of different systems – e.g., e-market, e-commerce, and social networks. Trust in technology can be supported or prevented by the perceived usability. Therefore, a low level of usability could compromise an individual’s trust in their use of a technology, resulting in a negative attitude towards a product. Even if this relationship has been seen as important in the fields listed above, there is limited research which empirically assesses trust and usability in virtual reality (VR). This work will present the first set of data on the relationship between usability and trust in VR. To gather this data, three different VR systems (Desktop 3D tool, CAVE, and a flight simulator) were tested. The findings show that (i) the best-known questionnaire to measure usability and trust could be applied to VR, (ii) there is a strong relationship between people’s satisfaction and trust in the use of VR, (iii) the relationship between usability and trust exists for different systems
Feedback digitalization preferences in online and hybrid classroom:Experiences from lockdown and implications for post-pandemic education
Purpose
This research aims to explore digital feedback needs/preferences in online education during lockdown and the implications for post-pandemic education.
Design/methodology/approach
An empirical study approach was used to explore feedback needs and experiences from educational institutions in the Netherlands and Germany (N = 247) using a survey method.
Findings
The results showed that instruments supporting features for effortless interactivity are among the highly preferred options for giving/receiving feedback in online/hybrid classrooms, which are in addition also opted for post-pandemic education. The analysis also showed that, when communicating feedback digitally, more inclusive formats are preferred, e.g. informing learners about how they perform compared to peers. The increased need for comparative performance-oriented feedback, however, may affect students' goal orientations. In general, the results of this study suggest that while interactivity features of online instruments are key to ensuring social presence when using digital forms of feedback, balancing online with offline approaches should be recommended.
Originality/value
This research contributes to the gap in the scientific literature on feedback digitalization. Most of the existing research are in the domain of automated feedback generated by various learning environments, while literature on digital feedback in online classrooms, e.g. empirical studies on preferences for typology, formats and communication channels for digital feedback, to the best of the authors’ knowledge is largely lacking. The findings and recommendations of this study extend their relevance to post-pandemic education for which hybrid classroom is opted among the highly preferred formats by survey respondents
Effectiveness of a multi-device 3D virtual environment application to train car service maintenance procedures
This paper reports a study which demonstrates the advantages of using virtual-reality based systems for training automotive assembly tasks. Sixty participants were randomly assigned to one of the following three training experience to learn a car service procedure: i) observational training through video instruction; ii) an experiential virtual training and trial in a CAVE; and iii) an experiential virtual training and trial through a portable 3D interactive table. Results show that virtual trained participants, after the training, can remember significantly better (
- …