52 research outputs found

    Towards a Theoretical Framework of Acceptance of Virtual Reality Technology: Evidence from 360-Video Concert

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    We examine the use of 360-degree video technology in a live music event with the aim to explore the factors leading to acceptance of the VR use case and technology, to reduce the knowledge gap about this topic. We collected self-reported, quantitative data from 23 participants and investigated the user experience during the VR mediated 360-video concert and the acceptance of the 360-video for concert participation and VR technology use. We found that acceptance of the novel VR-based communication approach was correlated mainly with perceived usefulness. Furthermore, the perceived usefulness was only correlated with fun, but not flow and immersion. We outline the results in a new theoretical framework for studying and predicting the relationships between individual characteristics, user experience, VR evaluation, content and device, and the acceptance of 360-video mediated musical events and VR technology. Implications for VR acceptance theory and design practice are discussed

    One Design Rule to Rule Them All: Towards a Universal Golden Rule for Designers of Human-Technology Interaction

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    This article aims at raising awareness and dialogue about ethical dimensions of human-technology design of socio-technical systems in general, the Human-Computer Interaction (HCI) designer responsibility towards users, stakeholders and society in particular, as well as the raise of the dark side of design and the responses of the HCI community to it. This article identifies four dimensions in human-technology interaction design ethics and proposes a universal golden rule for human-technology interaction design. To sum up these different aspects of ethical design and the responsibilities of a designer, this position article concludes with a proposed universal golden rule for designing human-technology interactions: Design as easy to use, honest, sustainable, and safe human-technology interactions as you would want others to design for you

    A survey of Game Usability Practices in Northern European Game Companies

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    In today’s heavily competitive game market, it has become very important to make a game that stands out from the other games. Even though the game design might not be very unique, a game can still offer a better playing experience by having a better usability than a similar game with worse usability. The human-computer interaction research could provide game companies with the practical tools and methods needed to improve the game usability. This study investigates the views of the Northern European game companies on the concept of game usability, the extent to which the game companies utilize usability methods, and the methods they use. Data from two surveys conducted in Northern European game companies were analyzed; the unit of analysis of the survey data was company. The respondents – professionals with different roles in game development – regarded usability as a broad concept and rated it as having high importance in games. Game companies used multitude of usability methods, but these methods and their usage have not stabilized. Surprisingly, only a few game companies used heuristic evaluation, mostly employing in-house game usability heuristics

    “Simplifying” Digital Complexity? A Socio-Technical Perspective. Editorial Introduction to Issue 33 of CSIMQ

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    This thematic issue of four papers focuses on the importance of a socio-technical perspective in research and practice. A socio-technical perspective sees an organization as a combination of two components – a social and a technical one. The real pattern of behavior in the organization is determined by how well these parts fit each other. While analyzing system problems of getting things done, adequate consideration should be given to technology as well as informal and formal interactions of people with the technology as well as with other people using the technology. The papers in this issue present the sociotechnical perspective as a lens enabling researchers and practitioners to simplify the digital complexity in the socio-technical context

    Analysis of Usability Cost-Benefit Models

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    There are few development organizations that have fully integrated usability activities as an integral part of their product development projects. One reason for this is that the benefits of better usability are not visible for the management. In this paper, the characteristics of selected published usability cost-benefit models are analyzed. These models have different approaches for identifying, approaching and categorizing the costs and benefits of usability. The analyzed models provide general guidelines for estimating the costs and benefits of usability but in most cases provide only little details. It is proposed that the business type of development organization and the type of the developed product as variables could be taken into account when analyzing the benefits of better usability

    Introducing Usability Activities into Open Source Software Development Projects – Searching for a Suitable Approach

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    Usability is an important quality characteristic of software products and systems. Different approaches for introducing usability activities into SW development have not yet been evaluated with respect to open source software (OSS). This paper tests the introduction of usability activities through four empirical case studies in the OSS development context. Case studies were carried out using four OSS projects that were not commercially supported. Empirical analysis suggests that usability specialists should become members of the OSS community, but, at the same time, should keep an objective view. The usability activities had substantially more impact when specialists introduced and carried them out as fellow members of the OSS community than as usability consultants from outside the community. The importance of management commitment for usability activities is discussed in the OSS context. The challenge of adapting usability and OSS development philosophies together should be researched further

    Reflections on the Use of Psychophysiology in Studying Reading on Digital Media

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    This study reports the results of an experiment for studying the reading experience on digital media using frontal electroencephalographic (EEG) alpha asymmetry, an index of approach/withdrawal motivation. Natural reading of a newspaper on the traditional print medium and a tablet computer were compared. Reading the print newspaper induced relatively greater left frontal cortical activation, suggesting higher approach motivation during reading on paper than on a tablet. The observed differences are moderated by individual differences in personality type (BIS/BAS scales), reading style, and experience with a tablet computer. BAS Drive and Fun Seeking subscales showed a significant negative effect on frontal EEG asymmetry when reading on tablet; increases in the Drive and Fun Seeking scores predicted lower approach motivation. In addition, the analysis of reading profile and demographics showed that focused readers experienced greater approach motivation during reading the print newspaper and a higher experience with a tablet computer was not found congruent with higher approach motivation during reading on a tablet. Implications for information systems research and design practice are discussed

    Once You Step Over the First Line, You Become Sensitized to the Next: Towards a Gateway Theory of Online Participation

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    This article proposes a gateway theory as a promising alternative to the traditional antecedents-based view of online participation. The traditional view contends that people plan their online participation based on some rational motivations, leading to a foreseeable route. We arrived at our proposition through two entrance stories. These stories offer rich descriptions of formative experiences and consequent participation progression. Our proposition of the gateway theory consists of two parts: First, participation occurs with uncertainty, involving trial and error, unknown risks and rewards, and the availability of technology-facilitated services. Second, participation consists of sequences of activities, in which each step sensitizes the person to opportunities previously not acknowledged. Consistent with the metaphor of the gateway, the first encounter may often be the most critical step. We argue that the gateway theory offers major opportunities for future research, particularly in conceptualizing the early stages of an individual’s path of online participation

    The Good, the Bad, and the Divergent in Game-based Learning : Player Experiences of a Serious Game for Climate Change Engagement

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    Engaging citizens with climate change is an urgent and complex issue. Gamified initiatives such as game-based learning are used to promote awareness, emotional connection, and action, but we would benefit from more examples of how players truly play serious games and learn through them, especially regarding climate change, which presents unique characteristics as a learning topic. Thus, we developed a digital game about climate change and pandemics and thematically analyzed 12 players' experiences with it, including their relationship with the designed path, their possible deviations, and their engagement with the topic. Among our findings, we observe that progressing does not always involve interacting exactly as designed, and that game features that would be problematic otherwise can be accepted in the context of education. We also found that players may resist engaging in morally controversial in-game actions, give up in advance, or progress without understanding their actions' meaning. They also take actions diverging from a purely learning-oriented purpose, such as talking to and trying to interact with characters. Furthermore, game-based climate change engagement is complex and transcends learning new information. The results imply that game-based learning experiences cannot be completely guided, but designers are encouraged to clarify instructions to avoid moments of confused progress. In addition, players can frame educational games as different from entertainment ones in, e.g., their acceptable text amount, but not necessarily in terms of playful affordances. Accessibility and transparency should be addressed too. Importantly, the pedagogical and engaging value of adding playful interactions allowing for player autonomy, surprise, and character attachment should be considered. These can support player engagement and therefore maximize the educational value of games. Regarding climate change, we provide cognitive, affective and behavioral implications, including a call for designs that consider player agency and context.publishedVersionPeer reviewe
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