19 research outputs found

    Design, development, and usability evaluation of a system for adding and editing social media banners in the immersive street-level 3D virtual city

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    Abstract In this paper, we present design and implementation of a system for adding and visualizing social media content in an immersive street-level 3D virtual city environment. The system enables its users to add banners anywhere in the virtual 3D environment, typically on building façades, walls, or on the ground. The banner’s owner is then able to edit the banner and select the social media platform to load the content from, thereby creating a social media content banner with a specific ID. The system supports four social media platforms: Facebook, Twitter, Pinterest, and Flickr. Users can also customize banners’ position, rotation, and the visual elements such as text, images and colors. To evaluate our system’s usability, we conducted an iterative usability evaluation with 12 participants. Each evaluation round with three participants indicated improvements to the system, which were implemented before next evaluation round. Finally, after the last modifications, system was found to be easy to use by average users and only a little help was needed for non-experienced users. We believe this system could provide added value for the business owners and users by enabling social media content to be add on the 3D virtual city and use it as a marketing platform

    Visual design examples in the evaluation of anticipated user experience at the early phases of research and development

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    Abstract User experience research has focused mainly on understanding user experiences during or directly after use. However, studies that focus on anticipated user experiences are scarce. Different methods and metrics have also been developed to measure user experience, but only a few are suitable for evaluating visual user interface design in an anticipated use situation. Moreover, these methods do not provide guidance on how to create suitable examples for research. This thesis investigates how anticipated user experiences, needs, and wishes for visual user interface design can be studied in the early development phase. Furthermore, it investigates how visual design examples can be created and used in these studies as well as their benefits. To answer these questions, it was necessary to create and evaluate prototypes and visual design examples in the user early development phase user experience studies. The examples allowed the study of how interactive elements of user interfaces should be visually designed to draw users’ attention to them. In addition, the thesis explains the means of increasing the visibility of an interactive object and the impact of its use context on its visual design. A constructive design research approach is used in this thesis. The research material is compiled from the artifacts and results of the seven user studies. The main data collection and analysis methods are qualitative, supported with some quantitative methods. The main contribution of this thesis is a practical EDE method for creating visual design examples and evaluating them in early development phase anticipated user experience studies focused on the visual design of a user interface. The second contribution of this thesis is user experience-based preliminary suggestions for the design of interactive elements within the studied user interfaces. The findings are useful for both practitioners and researchers dealing with user experience and visual user interface design.Tiivistelmä Käyttäjäkokemustutkimus on keskittynyt käyttäjien kokemuksiin varsinaisen käytön aikana tai heti sen jälkeen. Kiinnostus ennakoidun käyttäjäkokemuksen tutkimukseen ennen käyttötilannetta on herännyt vasta hiljattain. Käyttäjäkokemuksen arviointi- ja mittausmenetelmiä on kehitetty paljon, mutta vain harvat niistä sopivat visuaalisen käyttöliittymäsuunnittelun tutkimiseen ennakoidussa käyttötilanteessa. Menetelmät eivät myöskään opasta arviointiin sopivien visuaalisten esimerkkien suunnittelussa. Tutkielmassa selvitetään, miten käyttäjien ennakoituja kokemuksia, tarpeita ja toiveita visuaalisesta käyttöliittymäsuunnittelusta voidaan tutkia tuotekehityksen alkuvaiheessa. Lisäksi selvitetään, kuinka visuaalisia esimerkkejä voidaan luoda ja käyttää alkuvaiheen ennakoidun käyttäjäkokemuksen arvioinneissa sekä pohditaan niiden etuja tutkimuksille. Jotta näihin kysymyksiin voidaan vastata, täytyi luoda prototyyppejä ja visuaalisia esimerkkejä sekä arvioida niitä käyttäjätutkimuksissa. Esimerkkien avulla tutkitaan, miten vuorovaikutteisia käyttöliittymäelementtejä tulisi visuaalisesti esittää, jotta käyttäjä erottaisi ne muusta sisällöstä. Lisäksi selvitetään, miten elementin vuorovaikutteista ilmettä voitaisiin vahvistaa sekä arvioidaan sovellusympäristön vaikutusta elementin visuaaliseen esittämiseen. Tutkimuksen lähestymistapa on konstruktiivinen suunnittelun tutkimus. Aineisto muodostuu artefakteista ja seitsemän käyttäjäkokemustutkimuksen tuloksista. Tutkimusten tiedonkeruumenetelmät ja aineiston analyysimenetelmät ovat laadullisia. Lisämenetelminä on käytetty myös määrällisiä mittareita ja analyysimenetelmiä. Tutkielman päätulos on käytännöllinen EDE-menetelmä, joka on tarkoitettu visuaalisten esimerkkien luontiin ja arviointiin alkuvaiheen ennakoiduissa käyttäjäkokemustutkimuksissa, jotka keskittyvät tuotteen visuaaliseen suunnitteluun. Tutkielman toinen tulos on käyttäjäkokemuspohjaiset alustavat suositukset tutkittujen käyttöliittymien vuorovaikutteisten elementtien visuaaliseen suunnitteluun. Tulokset palvelevat visuaalisen käyttöliittymäsuunnittelun tai käyttäjäkokemuksen parissa työskenteleviä tutkijoita ja teollisuuden ammatinharjoittajia

    Designing for awareness in interactions with shared systems:the DASS framework

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    Abstract Most systems that we use in everyday life are shared—because multiple people can interact or because an interaction by one person can affect other people. However, everyday Internet of Things systems are often designed for individual use. Prior research on collaboration technologies (Computer Supported Collaborative Work) has shown that to coordinate system sharing people require awareness of the social context, which interfaces can support by making salient information visible. Although literature exists on how to design for awareness, this can be fragmented and difficult to relate to other application domains. To introduce a broader audience of interaction designers to awareness, we aim to make the available design knowledge more generalizable and operational. With this aim, we construct the Designing for Awareness in Shared Systems framework that gives a structured and comprehensive overview of design considerations for awareness. The framework can stimulate reflection and inform decision-making when designing interactions with shared systems

    Immersive street-level social media in the 3D virtual city:anticipated user experience and conceptual development

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    Abstract In this paper we explore immersive street-level integration of social media content into collaborative virtual 3D city environments on two levels: i) public, where the virtual environment is populated with relevant social media content (e.g. Twitter and Facebook feeds of shops, non-governmetal organizations, the City organization); and ii) personal, where the virtual user, through his/her avatar, is able to access his/her personal social media feeds while immersed in the virtual city. We conducted a qualitative anticipated user experience study with 14 participants in four focus groups, who were asked to create designs of how they imagined social networking services could be integrated into virtual city environments. Further, participants were asked to comment on two visual concepts created by researchers. Results show that people appreciate the concept of having virtual cities populated with up-to-date content from social media services, but linking their own social media accounts is a more complex issue

    Wellbeing in smart environments:definition, measurement, prediction and control

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    Abstract What does well-being mean in the context of smart environments? What restrictions are set, how can well-being be measured and predicted? Can smart environments control or influence individual well-being? We seek to answer these questions by aggregating existing research on well-being and identifying the concepts relevant for smart environments. As a result, we provide a falsifiable definition candidate for well-being in smart environments and outline the experiments necessary for verifying the validity of the definition

    Stepping out of the classroom:anticipated user experiences of web-based mirror world like virtual campus

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    Abstract While three-dimensional virtual learning environments have attracted plenty of research interest, mirror-world-like virtual campuses have been used mainly for virtual tours, promotions, or for simulation purposes. In this article, the authors investigate the use of geographically accurate mirror-world-like virtual campus models as an interactive learning environment. The initial prototype of the virtual campus covers about 2,300 m2 of a university campus and contains basic pedagogical, communicational, and content creation functionalities. A qualitative study with 14 participants explored their anticipated user experiences as well as their needs for the services and functionalities of the virtual campus. The findings suggest that a more profound link of reality and virtuality than just mirroring physical spaces in the virtual realm is needed. A hybrid reality approach is required to foster social community building and collaboration, 3D space design, and service integration. Finally, stepping out of the classroom introduces privacy issues that should be considered carefully

    Anarchy or order on the streets:review based characterization of location based mobile games

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    Abstract Location based mobile games have traditionally relied on implicit codes of conduct, legal ordinances, common social norms, or community emergent rules. However, these games are becoming increasingly popular and enforcing these implicit or explicit restrictions has become difficult. In this paper, we present a critical and systematic review of both commercial and non-commercial location based mobile games. We list selected characteristics of the games and highlight their connection to the affordances and restrictions on urban game arenas. We also demonstrate the feasibility of our characterization by applying it to two recent location based mobile games, Pokemon GO [53] and Street Art Gangs [4]

    “Nice to see you virtually”:thoughtful design and evaluation of virtual avatar of the other user in AR and VR based telexistence systems

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    Abstract This paper presents two studies investigating how physically remote telexistence users wish to see other users visualized as virtual avatars in a) augmented reality, and b) immersive virtual reality while conducting a collaborative task. To answer this research question, a telexistence system was designed and implemented with simple avatar designs. After that, visual examples of alternative avatar representations for both use cases were designed by thoughtfully altering the visual parameters of 36 virtual avatar examples. The avatar designs were first evaluated in a user study with 16 participants in conjunction with using an implemented telexistence system. As a follow-up an online survey with 43 respondents was used to record their preferences regarding virtual avatar appearance. The results suggest that users prefer the other user to be represented in a photorealistic full-body human avatar in both augmented reality and virtual reality due to its humanlike representation and affordances for interaction. In augmented reality, the choice for a hologram full body avatar was also popular due to its see-through appearance, which prevents a mix-up with a real person in the physical space
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