Spelling suggestions: "subject:"userexperience"" "subject:"usersexperience""
101 |
Designing Coherent Interactions for Virtual RealityYu, Run 26 August 2019 (has links)
Coherence describes the validity of the internal rules that drive the behaviors of a virtual environment (VE) in presenting a credible scenario. A VR system with a high level of coherence could lead to strong plausibility illusion, which is a key component of the sense of presence. There are few existing studies centered around coherence, and they tend to put the user in a passive role when experiencing the VE without emphasizing on their active participation in the interaction. This dissertation makes up this gap by connecting the concept of coherence with fundamental 3D user interface design that focuses on the algorithms that map the user's actions to the VE's behaviors. Specifically, we inspect the design of coherent interactions for two complicated tasks, namely travel and object manipulation. For travel, we propose a family of redirected walking techniques called "narrative driven cell-based redirection", which lets the user traverse a VE that's much larger than the physical space without breaking the coherence of the scenario. For object manipulation, we propose the novel concept of physics coherence to capture whether an interface conforms to the rules of physics and design several novel techniques that try to balance between physics coherence and usability. Together, we provide some useful tools for designing coherent interactions and discuss how coherence affects user experience in VR interaction. / Doctor of Philosophy / To create a virtual reality (VR) experience that feels plausible, it’s important to consider the validity of the internal rules that drive the behaviors of the virtual environment (VE), which we call “coherence” of a VR system. We discuss how to support coherence in two types of fundamental VR interaction. The first one is travel, which concerns moving the viewpoint around following the user’s intention. For this task, we propose a family of novel interaction techniques called “narrative driven cell-based redirection”, which lets the user traverse a VE that’s much larger than the physical space without breaking the coherence of the scenario. The second one is object manipulation, which is about controlling a virtual object using hand input. For this task, we propose the novel concept of physics coherence to capture whether the interaction conforms to the rules of physics and design several novel techniques that try to balance between physics coherence and controllability. Together, we provide some useful tools for designing coherent interactions and discuss how coherence affects user experience in VR interaction.
|
102 |
User Experiences with Data-Intensive Bioinformatics Resources: A Distributed Cognition PerspectivePark, Jongsoon 04 June 2015 (has links)
Advances in science and computing technology have accelerated the development and dissemination of a wide range of big data platforms such as bioinformatics into the biomedical and life sciences environments. Bioinformatics brings the promise of enabling life scientists to easily and effectively access large and complex data sets in new ways, thus promoting scientific discoveries by for example generating, validating, and refining hypotheses based on in silico analysis (performed on computer). Meanwhile, life scientists still face challenges in working with big data sets such as difficulties in data extraction and analyses arising from distributed and heterogeneous databases, user interface inconsistencies and discrepancies in results. Moreover, the interdisciplinary nature of modern science adds to significant gaps in scientists' performance caused by limited proficiency levels with bioinformatics resources and a lack of common language across different disciplines.
Although developers of bioinformatics platforms are slowly beginning to move away from function-oriented software engineering approaches and towards to user-centered design approaches, they rarely consider users' value, and expectations that embrace different user contexts. Further, there is an absence of research that specifically aims to support the broad range of users from multiple fields of study, including 'wet' (lab-based) and dry' (computational) research communities.
Therefore, the ultimate goal of this research is to investigate life scientists' user experiences with knowledge resources and derive design implications for delivering consistent user experiences across different user classes in order to better support data-intensive research communities. To achieve this research goal, we used the theory of distributed cognition as a framework for representing the dynamic interactions among end users and knowledge resources within computer-supported and -mediated environments. To be specific, this research focused on how online bioinformatics resources can be improved in order to both mitigate performance differences among the diverse user classes and better support distributed cognitive activities in data-intensive interdisciplinary research environments. This research consists of three parts: (1) understanding user experience levels with current bioinformatics resources and key determinants to encourage distributed cognitive activities, especially knowledge networking, (2) gaining in-depth understanding of scientists' insight generation behavior and human performance associated with individual differences (i.e., research roles and cognitive styles), and (3) identifying in-context usefulness, and barriers to make better use of bioinformatics resources in real working research contexts and derive design considerations to satisfactorily support positive user experiences. To achieve our research goals, we used a mixed-methods research approach that combines both quantitative (Study 1 and 2) and qualitative (Study 3) methods.
First, as a baseline for subsequent studies, we conducted an empirical survey to examine 1) user experience levels with current bioinformatics resources, 2) important criteria to adequately support user requirements, 3) levels of knowledge networking (i.e., knowledge sharing and use) and relationship to users' larger set of distributed cognitive activities, and, 4) key barriers and enablers of knowledge networking. We collected responses from 179 scientists and our findings revealed that lack of integration, inconsistent results and user interfaces across bioinformatics resources, and perceived steep learning curves are current limitations to productive user experiences. Performance-related factors such as speed and responsiveness of resources and ease of use ranked relatively high as important criteria for bioinformatics resources. Our research also confirmed that source credibility, fear of getting scooped, and certain motivation factors (i.e., reciprocal benefit, reputation, and altruism) have an influence on scientists' intention to engage in distributed cognitive activities.
Second, we conducted a laboratory experiment with a sample of 16 scientists in the broad area of bench and application sciences. We elicited 1) behavior characteristics, 2) insight characteristics, 3) gaze characteristics, and 4) human errors in relation to individual differences (i.e., research roles such as bench and application scientists, cognitive styles such as field-independent and dependent people) to identify whether human performance gaps exist. Our results (1) confirmed significant differences with respect to insight generation behavior and human performance depending on research roles, and (2) identified some relationships between scientists' cognitive styles and human performance.
Third, we collected a rich set of qualitative data from 6 scientists using a longitudinal diary study and a focus group session. The specific objective of this study was to identify in-context usefulness and barriers to using knowledge resources in a real work context to subsequently derive focused design implications. For this work, we examined 1) the types of distributed cognitive activities participants performed, 2) the challenges and alternative actions they faced, 3) important criteria that influenced tasks, and 4) values to support distributed cognitive activities. Based on the empirical findings of this study, we suggest design considerations to support scientists' distributed cognitive activities from user experience perspectives.
Overall, this research provides insights and implications for user interface design in order to support data-intensive interdisciplinary communities. Given the importance of today's knowledge-based interdisciplinary society, our findings can also serve as an impetus for accelerating a collaborative culture of scientific discovery in online biomedical and life science research communities. The findings can contribute to the design of online bioinformatics resources to support diverse groups of professionals from different disciplinary backgrounds. Consequently, the implications of these findings can help user experience professionals and system developers working in biomedical and life sciences who seek ways to better support research communities from user experience perspectives. / Ph. D.
|
103 |
Design: Encouraging Sustainability Through PersuasionYang, Yushi 14 June 2013 (has links)
The thesis proposes a mobile app design along with an innovative business plan aiming to encourage sustainable purchasing. To uncover the limitations in current design practices, firstly, represented examples of sustainable design were reviewed. Then, in an attempt to bridge the gap between sustainability and design commercialization, the techniques of persuasion were studied. It is to figure out how to incorporate hot triggers into computational technologies. As an outcome of the study, the final deliverable is a social networking application that provides sustainable product reviews.
Instead of following a traditional sustainable design framework, the final deliverable focuses on creating an efficient supply-and-demand circulation for sustainable products. It delivers a unique corporate proposition showing how the system works, gaining modest profits while promoting sustainable development. Based on an online survey and the user study, the value of the proposed idea was validated. Also, the usability and functionality of the app were improved based on participant feedback. / Master of Science
|
104 |
Application and evaluation of methods for merging user experience design with agilesoftware developmentEriksson Vikner, Mikael January 2016 (has links)
Cinnober is an organization that develops advanced software solutions for financial institutions. As a part of the technology toolkit used at Cinnober there is a web framework with which GUI development can be driven from the data available on the server, through configuration rather than development. Rather than having the user interface emerge as a result of technology and available data, they would like to explore a software development model driven by user centered design. Cinnober practices scrum, an agile software development framework, which has proven difficult to integrate with user centered design. This thesis strives to identify suitable methods for performing user centered design in the environment of agile software development. A development process based on scrum, lean UX, staggered sprints and the effect map was then utilized and evaluated in a short development project at Cinnober. Utilizing and evaluating those methods yielded valuable input which can be of use in future development efforts. While there was plenty of positive feedback from the development team there was also some room for improvement. Additionally, there are quite a few pieces missing in order for the utilized development process to cover all aspects considered important in one of the most commonly cited definitions of user centered design.
|
105 |
Paired Evaluation: Preliminary Report from the Pilot Evaluation of the Paired AppGabb, J., Aicken, C., Di Martino, Salvatore, Witney, T. 18 May 2021 (has links)
Yes / Romantic relationships are extremely important to people’s happiness and well-being, yet many
people do not seek advice with relationship issues or may do so only once serious problems arise.
Paired is a commercially available relationships app. Launched in October 2020, it currently has over
12,000 daily active users, predominantly in the US and UK.
Public self-management of care (i.e. self-help) is target for technological investment, as digital health
and well-being apps gain popularity. There are currently over 318,000 health apps available
worldwide, with a further 200+ new health apps coming onto the market each day. Research has
shown that mobile health (mHealth, i.e. health and well-being apps) can be effective in supporting
behaviour change: helping us to adopt and maintain healthy behaviours. However, many health and
well-being apps are not based on reliable research evidence, the only indication of an app’s quality
deriving from ‘user reviews’. Paired is evidence-based. Focusing on the area of romantic
relationships, it seeks to support and enhance couple relationships, before the point when
professional help may be needed.
Researchers at The Open University (OU) and the University of Brighton evaluated the effectiveness
of Paired, using a mixed methods approach...
We created the Quality of Relationship Index (QRI), a rigorously-developed measure of overall
relationship quality. We found that quality of communication – the underpinning dimension of all
relationship maintenance behaviour – was most strongly related to overall relationship quality...
In developing the QRI, we explored change in different aspects of relationship quality, whilst using
Paired...
Integration of the findings from our analyses of different data sources, and the ‘dose-response’
effect that we consistently observed, together give us confidence that Paired is responsible for the
improvements to relationship quality that its users enjoy. / The Open University
|
106 |
Analyse der Website des Studentenwerk Leipzig nach ausgewählten UX-MethodenBock, Laetitia Desideria 25 June 2024 (has links)
Die Arbeit beschäftigt sich mit dem Teilbereich Usability der User Experience.
Die Website des Studentenwerks Leipzig wird dafür mit den UX-Methoden Persona, User Journey Map und Tree Testing untersucht.
Zuerst werden die einzelnen Methoden vorgestellt und genauer untersuchet, es folgt die Anwendung und eine kurze Auswertung der Ergebnisse.:1 Einleitung 1
1.1 Ziel der Arbeit 1
1.2 User Experience 1
1.3 Das Studentenwerk Leipzig 2
2 Personas 3
2.1 Grundlagen 3
2.2 Erarbeiten der Personas 5
2.3 Erkenntnisse aus der Arbeit mit Personas 6
2.3.1 Über die UX-Methode Personas 6
2.3.2 Anforderungen der Personas 7
3 User Journey Map 11
3.1 Grundlagen 11
3.2 Erstellen der User Journey Maps 13
3.3 Erkenntnisse aus der Arbeit mit Journey Maps 14
4 Tree Testing 15
4.1 Grundlagen 15
4.2 Vorbereiten und Durchführen des Tree Testing 16
4.3 Auswertung des Tree Testing 17
5 Erkannte Schwachstellen und Verbesserungsvorschläge 21
5.1 Ergebnisse aus der Arbeit mit Personas 21
5.2 Ergebnisse aus der Arbeit mit User Journey Maps 21
5.3 Ergebnisse aus der Arbeit mit Tree Tests 26
A Interviewfragen zur Erstellung der Personas 31
B User Journey Maps 33
C Aufgaben für das Tree Testing 37
Literaturverzeichnis 39
|
107 |
Visualisation of sales data for supply chains : How can a dashboard affect the user experience in a data driven interface?Johansson, Theo January 2024 (has links)
REKO-ringar is a community driven initiative focused on supplying locally sourced food, currently conducting sales through Facebook, and are relying on Excel and pen-and-paper to keep track of their sales. This approach results in the absence of standardised practices for data storage and time consuming methods. In collaboration with Nexer, an IT-consultant company, a web application was developed as a new platform for REKO-ringar producers to facilitate their sales. Within the web application a dashboard was implemented and used to answer the research question for this thesis, which aimed to assess the user experience of the dashboard. The methodology involved initial interviews to explore the data structure used by producers for recording distribution occasions and to identify their goals and needs regarding the data. Based on these insights, a data structure was created, and a dashboard was designed, including producer requirements and visualisation theory principles. The final step involved validating the dashboard, which was achieved using a short version of the User Experience Questionnaire (UEQ-S) alongside interviews. The validation results indicated a positive user experience, with the dashboard receiving an overall high UX score.
|
108 |
FÄRGERS PÅVERKAN PÅ TIDSUPPLEVELSE : Kopplingen mellan designartefakter och användares upplevelse av tid utifrån ett UXperspektiv. / THE EFFECT OF COLORS ON TIME EXPERIENCE : The connection between design artifacts and users experience of time from a UX perspective.Karlberg, Pontus January 2019 (has links)
Enligt tidigare forskning upplever människor att tiden går fortare i lugna trygga miljöer och går långsamt i påfrestande situationer. Något som skapar lugna trygga känslor hos människor är färgen blå medans färgen gul som har ett ständigt tröttande ljus upplevs som påfrestande. Vilket i teorin ska innebära att människor som tittar på något blått upplever att tiden går snabbare än de som betraktar något gult. I föreliggande studie har detta undersökts med två experiment, i första experimentet fick deltagarna slå multiplikationstal på kalkylatorn på en dator medan det var en blå eller gul bakgrund. I det andra experimentet fick deltagarna se en snurra på en gul eller blå bakgrund. I inget av experimenten upptäcktes någon signifikant skillnad. I experimentet var det dessutom fler som svarade att de ville använda den blåa bakgrunden om den fick tiden att upplevas gå fortare än den gula.
|
109 |
Mätning av Tidens Inverkan på Användarupplevelsen : En Fallstudie / Measuring User Experience over Time : A Case StudyOrhagen Brusmark, Alexander January 2015 (has links)
Det finns i dagsläget få tids- och kostnadseffektiva metoder och tekniker för att mäta och utvärdera användarupplevelse över tid. Detta trots att tidsaspekten av användarupplevelsen under de senaste åren har uppmärksammats som en viktig komponent av användarupplevelsen inom människa-dator-interaktionsforskning. UX Curve och iScale är två metoder framtagna för att mäta förändringar i användarupplevelse över tid med hjälp av retrospektion och skapande av grafer över utvecklingen av användarupplevelsens olika dimensioner. Mot bakgrund av dessa metoder togs ett webbaserat utvärderingsverktyg fram med målet att undersöka verktygets förmåga att mäta förändringar i användarupplevelse under en utvärderingsperiod. Verktyget testades på 9 deltagare i en utvärdering av en mailklient under två veckors tid. Resultatet indikerar att utvärderingsverktygets dimensioner samlar upplevelser av relevans för de dimensioner som undersökts men visar också på att ytterligare testning och validering av metod och verktyg behövs för att fastställa att mätningarna är reliabla och att det som mäts är vad som avses mätas.
|
110 |
Extending Game User Experience - Exploring Player Feedback and Satisfaction : The Birth of the PlaysonaStrååt, Björn January 2017 (has links)
Video games are experience-based products and user satisfaction is key for their popularity. To design for as strong an experience as possible, game developers incorporate evaluation methods that help to discover their users’ expectations and needs. Despite such efforts, problems still occur with the game design that lower the user experience. To counter these problems, the evaluation methods should be investigated and improved. To address this need, I have explored various design tools and user experience theories. Applying these in a game evaluation context, I have analyzed user-created game reviews and conducted longitudinal user interview- and game diary studies in connection to playing a newly released game, in other words different methods to take advantage of users' expectations, opinions, attitudes and experiences. One result of the analysis of the obtained data is a set of “slogans” that illustrate how and why users lose interest in a game. A second result is a method for extracting user attitudes from pre-produced user reviews and how this can be used in game development. Thirdly, I introduce an alternative model, aimed at game user experience development, the Playsona. The Playsona is a lightweight tool that introduces a variant of the Persona-method, specifically for video game design. / <p>At the time of the doctoral defense, the following paper was unpublished and had a status as follows: Paper 4: Manuscript.</p>
|
Page generated in 0.0693 seconds