1,480 research outputs found

    How Acceptable Is This? How User Experience Factors Can Broaden our Understanding of the Acceptance of Privacy Trade-Offs

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    Privacy is a timely topic that is increasingly scrutinized in the public eye. In spite of privacy and security breaches, people still frequently compromise their privacy in exchange for certain benefits of a technology or a service. This study builds on both technology acceptance (TA) and user experience (UX) research in order to explore and build hypotheses regarding additional dimensions that might play a role in the acceptability of privacy tradeoffs that are not currently accounted for in TA models. Using four scenarios describing situations with potential privacy trade-offs, we conducted a focus group study with 8 groups of participants (N = 32). Our results suggest that factors influencing privacy trade-offs go beyond existing TA factors alone. A technology's perceived usefulness plays an important role, as well as dimensions related to context, previous experiences, perceived autonomy and the feeling of control over the data being shared

    Does Persuasive Technology Make Smartphones More Addictive? -- An Empirical Study of Chinese University Students

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    With the development of computer hardware, computers with persuasion have become more powerful and influential than ever. The latest trends show that Persuasive Technology integrates with cutting-edge technologies, such as Natural Language Processing, Big Data, and Machine Learning algorithms. As persuasion is becoming increasingly intelligent and subtle, it is urgent to reflect on the dark sides of Persuasive Technology. The study aims to investigate one of Persuasive Technology's accusations, making smartphones more addictive to its users. The study uses questionnaires and in-depth interviews to examine the impact of persuasive technologies on young smartphone users. The participants of the study are 18 to 26 years old Chinese university students. Ten interviewees were sampled randomly from the survey results. Eight interviewees shared their smartphone screen time for three consecutive weeks after the interview. Among the 183 participants, 84.70% (n=155) spend over (or equal to) four hours per day on their smartphone, 44.26% (n=81) indicate that smartphones negatively affect their studies or professional life. Ten interviewees evaluated that they could reduce screen time by 37% if they could avoid all persuasive functions. Five out of eight interviewees reduced their screen time by 16.72% three weeks after the interviews by voluntarily turning off some persuasive functions on their smartphones. This study provides empirical evidence to argue that persuasive technologies increase users' screen time and contribute to the addictive behaviours of young smartphone users. Some commonly used persuasive design principles could have negative long term impacts on users. To sum up, the ethical problems that Human-computer interaction (HCI) designers face and users' neglected rights of acknowledgement were discussed

    Lab Testing Beyond Usability: Challenges and Recommendations for Assessing User Experiences

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    In the “third wave” of human-computer interaction (HCI), the advent of the conceptual approach of UX broadens and changes the HCI landscape. Methods approved before, mainly within the conceptual approach of usability, are still widely used, and yet their adequacy for UX evaluation remains uncertain in many applications. Laboratory testing is undoubtedly the most prominent example of such a method. Hence, in this study, we investigated how the more comprehensive and emotional scope of UX can be assessed by laboratory testing. In this paper, we report on a use case study involving 70 participants. They first took part in user/laboratory tests and then were asked to evaluate their experience with the two systems (perceived UX) by filling out an AttrakDiff scale and a UX needs fulfillment questionnaire. We conducted post-test interviews to better understand participants’ experiences. We analyzed how the participants’ perceived UX depends on quantitative (e.g., task completion time, task sequence, level of familiarity with the system) and qualitative aspects (think aloud, debriefing interviews) within the laboratory context. Results indicate that the laboratory setting has a strong impact on the participants’ perceived UX, and support a discussion of the quality and limitations of laboratory evaluations regarding UX assessment. In this paper, we have identified concrete challenges and have provided solutions and tips useful for both practitioners and researchers who seek to account for the subjective, situated, and temporal nature of the UX in their assessments

    The vocabulary of Learner-Space Interactions - Understanding learning spaces experience through the repertory grid method

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    Higher education institutions are facing new educational challenges and are striving for an evolution in pedagogical practices. This evolution is accompanied by the need for innovative learning spaces to support students in the development of “21st century skills”. Designing these spaces requires a deep understanding of learners’ needs and experiences. User-centered design therefore appears as an adequate process to understand learning experiences in relation to spatial design. In this paper, we describe how the repertory grid method has been used to explore students’ perceptions of learning environments (N = 26). We identified 381 personal constructs (contrasted word pairs) associated with learning spaces and grouped them into seven categories (22 subcategories), ranked by number of occurrences. This study provides a basis for the development of a vocabulary of learners-spaces interactions, in support of the design and assessment of learning space experiences

    A UX Approach to Privacy and Security: the Impact of User, Contextual and System-Related Factors

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    This position paper lays out current and future studies which we conduct on the UX aspects of security and privacy, our goal being to understand which factors influence privacy-related decision-making. We advocate using UX design methods in order to study interindividual differences, system-related and contextual factors involved in privacy and security attitudes and behaviors. These results will contribute to user-tailored and personalized privacy initiatives and guide the design of future technologies

    Towards User Empowerment: Bridging the Gap in Health Misinformation Protection on Social Networks

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    Health misinformation in social networks requires immediate attention due to its severe consequences, as exemplified by the COVID-19 pandemic response on social media. However, the existing solutions designed to combat misinformation generally overlook the unique characteristics of health misinformation domain. Through a review of relevant literature and a critical analysis of current anti-misinformation solutions, we have identified significant user-side issues that undermine the effectiveness of existing approaches in addressing health misinformation. To tackle these issues, we put forth several strategies to empower users in combating health misinformation. Our research contributes to understanding the challenges associated with health misinformation correction on social networks

    A Semiautomated Multilayer Picking Algorithm for Ice-sheet Radar Echograms Applied to Ground-Based Near-Surface Data

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    Snow accumulation over an ice sheet is the sole mass input, making it a primary measurement for understanding the past, present, and future mass balance. Near-surface frequency-modulated continuous-wave (FMCW) radars image isochronous firn layers recording accumulation histories. The Semiautomated Multilayer Picking Algorithm (SAMPA) was designed and developed to trace annual accumulation layers in polar firn from both airborne and ground-based radars. The SAMPA algorithm is based on the Radon transform (RT) computed by blocks and angular orientations over a radar echogram. For each echogram's block, the RT maps firn segmented-layer features into peaks, which are picked using amplitude and width threshold parameters of peaks. A backward RT is then computed for each corresponding block, mapping the peaks back into picked segmented-layers. The segmented layers are then connected and smoothed to achieve a final layer pick across the echogram. Once input parameters are trained, SAMPA operates autonomously and can process hundreds of kilometers of radar data picking more than 40 layers. SAMPA final pick results and layer numbering still require a cursory manual adjustment to correct noncontinuous picks, which are likely not annual, and to correct for inconsistency in layer numbering. Despite the manual effort to train and check SAMPA results, it is an efficient tool for picking multiple accumulation layers in polar firn, reducing time over manual digitizing efforts. The trackability of good detected layers is greater than 90%

    User Experience Design for E-Voting: How mental models align with security mechanisms

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    This paper presents a mobile application for vote-casting and vote-verification based on the Selene e-voting protocol and explains how it was developed and implemented using the User Experience Design process. The resulting interface was tested with 38 participants, and user experience data was collected via questionnaires and semi-structured interviews on user experience and perceived security. Results concerning the impact of displaying security mechanisms on UX were presented in a complementary paper. Here we expand on this analysis by studying the mental models revealed during the interviews and compare them with theoretical security notions. Finally, we propose a list of improvements for designs of future voting protocols.Comment: E-Vote-ID 2019 TalTech Proceeding
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