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1.
The technical enablers for mobile augmented reality (MAR) are becoming robust enough to allow the development of MAR services that are truly valuable for consumers. Such services would provide a novel interface to the ubiquitous digital information in the physical world, hence serving in great variety of contexts and everyday human activities. To ensure the acceptance and success of future MAR services, their development should be based on knowledge about potential end users’ expectations and requirements. We conducted 16 semi-structured interview sessions with 28 participants in shopping centres, which can be considered as a fruitful context for MAR services. We aimed to elicit new knowledge about (1) the characteristics of the expected user experience and (2) central user requirements related to MAR in such a context. From a pragmatic viewpoint, the participants expected MAR services to catalyse their sense of efficiency, empower them with novel context-sensitive and proactive functionalities and raise their awareness of the information related to their surroundings with an intuitive interface. Emotionally, MAR services were expected to offer stimulating and pleasant experiences, such as playfulness, inspiration, liveliness, collectivity and surprise. The user experience categories and user requirements that were identified can serve as targets for the design of user experience of future MAR services.  相似文献   

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On a basic level, perception of user control over media content should be partially a function of control option availability. At the same time, prior user experience with control options should interact with control availability to produce joint effects on control perception. To assess these ideas, we present experimental data from 101 University students in the United States. Participants engaged a documentary in one of three ways: by simply watching the documentary, by watching the documentary with the option of using typical VCR-type controls (such as fast-forward or reverse), or by watching and having available both VCR-type controls and scene sequencing control. Data support our hypotheses. While there was a generally positive relationship between exposure to user control options and user control perception across all participants, those participants with relatively less prior experience with Internet-based applications demonstrated a somewhat different relationship between control availability and control perception.  相似文献   

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The increasing need for active and accessible learning in the inclusive knowledge society drives the demand for e-learning that engages users much more effectively than ever before. In this context, it is crucial to conduct research that embraces innovation in user sensitive design, or else influential individual user differences may be overlooked. The objective of this paper is to explore the creation of successful e-learning systems that are able to increase users’ learning performance and enhance their personal learning experiences. The paper reports two converging and complimentary approaches, namely case studies and experimentation. First, case studies are used to explore the extent to which effective e-learning systems comply with eight specific factors. Of the eight, accessibility, individual differences and student modeling turn out to be the weakest points in current practice. Second, an empirical study investigates the influences of user individual user differences on users’ learning outcomes in an e-learning environment. The experiment found that individual differences in motivation to learn and expectations about e-learning significantly impacted users’ learning achievements. Third, based on these studies, improvements in research methodology are identified towards greater consideration of user sensitive research issues, thus enabling us to outline improved experimental procedures. Further experiment results should provide us with better insights into the arguments needed to carefully assess benefits of developing and involving a user model in an e-learning application. Consequently, evaluation and justification could now encompass both system performance as well as user performance.  相似文献   

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Findings are summarized from a study which set out to identify cognitive stumbling blocks in the user interface of a large computer system used by telephone operators in Australia. Intermittent observations were made of operators' actions in the workplace over a period of eight months before, during and after system implementation. Numerous weaknesses were identified in the user interface, but the most interesting aspect of the study turned out to be the analysis of the overall jobs operators are required to do, as a by-product of the intended study. The insight into operator job demands led to changes in job selection criteria and training, which were found to match actual job demands quite poorly at the time the study was conducted. The paper describes the process by which the usability assessment of the user-system interface led to a comprehensive job analysis. Supporting quantitative data are presented, together with anecdotal examples which demonstrate the importance of conducting systems analysis in the working context, thereby maximizing the ecological value of the resulting research data.  相似文献   

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Although videoconferencing systems are increasingly becoming important in the support of geographically dispersed groups, there are few studies that identify the types of tasks that are most effectively performed within videoconferenced meetings. This study investigates the relationship between (a) technology quality and communication activity during videoconferenced meetings, and (b) the intention of participants to support subsequent meetings. The data consists of a sample (n=295) of participants in a group videoconferencing system trial conducted by twenty government departments and incorporated bodies. Meeting sessions involved real work activities chosen by each of the participating groups. The results show that perceptions about the quality of technology and the communication activity conducted during the session are significantly related to the intentions of participants to support the use of the technology. Contrary to what might have been presumed, the findings also sbow that a significant majority of the participating groups chose communication activities least suited to the processing capabilities of the videoconferencing media.  相似文献   

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Currently, few studies focus on analysing the degree of the Player eXperience (PX) in video games. Video games have now become interactive entertainment systems with a high economic impact on society; these are interactive systems characterised by their subjectivity, which differ from other systems in that their main objective is to entertain and amuse the user (player). This work discusses the analysis and evaluation of the User eXperience (UX) in interactive entertainment systems, exploring how usability, given its definition, objectives and the fact it is one of the main dimensions of UX, is not sufficient to characterise the PX, giving rise to a new concept: Playability. In this paper, we present a framework for the analysis and evaluation of the UX in video games. The results show the need and importance of a framework to help us understand and measure the experience that players feel using these types of interactive systems, in order to improve the experience during play time. The proposed framework characterises the experience using attributes to identify and properties to measure UX. It thus provides a multifaceted analysis mechanism to assess the impact of the gaming experience and its relationship with the elements of a video game. We therefore present a system to represent UX based on this framework, with the aim of ensuring and measuring a satisfactory experience of the entertainment system. Finally, we discuss a practical experiment in which an evaluation of the playability of a commercial video game was carried out using the methods proposed in this work.  相似文献   

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In providing a better experience to users in terms of product usage, we focus on the important concept of a user-centred design (UCD), and explore a new approach to user experience (UX), with the effort to understand experience-driven innovation. Based on the conceptual framework of experiential network and the results of multiple case studies covering 643 successfully designed products or services providing an optimised UX, we categorise the UX context into the following four representative types: individualisation, combination, integration, and ecosystem. Furthermore, we identify the essential UCD concepts that reflect the core needs and expectations of users in each of the designed contexts, that is, specialty, usefulness, usability, and fluency. Finally, we discuss the dynamic concepts that help achieve a successful experience innovation. We expect these findings to play a crucial role in the development of novel design concepts or strategies, not only to better understand the needs of contemporary users, but also to better understand the dynamics of innovation.  相似文献   

9.
Research on recommender systems typically focuses on the accuracy of prediction algorithms. Because accuracy only partially constitutes the user experience of a recommender system, this paper proposes a framework that takes a user-centric approach to recommender system evaluation. The framework links objective system aspects to objective user behavior through a series of perceptual and evaluative constructs (called subjective system aspects and experience, respectively). Furthermore, it incorporates the influence of personal and situational characteristics on the user experience. This paper reviews how current literature maps to the framework and identifies several gaps in existing work. Consequently, the framework is validated with four field trials and two controlled experiments and analyzed using Structural Equation Modeling. The results of these studies show that subjective system aspects and experience variables are invaluable in explaining why and how the user experience of recommender systems comes about. In all studies we observe that perceptions of recommendation quality and/or variety are important mediators in predicting the effects of objective system aspects on the three components of user experience: process (e.g. perceived effort, difficulty), system (e.g. perceived system effectiveness) and outcome (e.g. choice satisfaction). Furthermore, we find that these subjective aspects have strong and sometimes interesting behavioral correlates (e.g. reduced browsing indicates higher system effectiveness). They also show several tradeoffs between system aspects and personal and situational characteristics (e.g. the amount of preference feedback users provide is a tradeoff between perceived system usefulness and privacy concerns). These results, as well as the validated framework itself, provide a platform for future research on the user-centric evaluation of recommender systems.  相似文献   

10.
With the advance of digital acquisition and storage technology, people got used to take photos at will and to record almost any event with (many) photos. However, large amounts of photos without appropriate organization for access and consumption raise several potential problems, reducing the users’ quality of experience. Therefore, to facilitate an effective photo selection and organization process making the consumption process more enjoyable, it is useful to develop advanced image analysis and presentation tools, eventually integrating also some music content in a synchronized way, to further boost the photo presentation user experience. As people’s time is getting more precious and scarce, the availability of applications able to automatically generate a musical slideshow as a pleasant way to consume large amounts of photos is highly desirable. In this context, this paper describes the context and motivation for the development of a musical slideshow application, the architecture designed and the entire signal processing flow implemented. To assess the performance of this multimedia application, a user evaluation methodology was designed and applied with promising results, showing that the developed application is able to create entertaining and efficient photo presentation experiences.  相似文献   

11.
In the Internet era, users’ fundamental privacy and anonymity rights have received significant research and regulatory attention. This is not only a result of the exponential growth of data that users generate when accomplishing their daily task by means of computing devices with advanced capabilities, but also because of inherent data properties that allow them to be linked with a real or soft identity. Service providers exploit these facts for user monitoring and identification, albeit impacting users’ anonymity, based mainly on personal identifiable information or on sensors that generate unique data to provide personalized services. In this paper, we report on the feasibility of user identification using general system features like memory, CPU and network data, as provided by the underlying operating system. We provide a general framework based on supervised machine learning algorithms both for distinguishing users and informing them about their anonymity exposure. We conduct a series of experiments to collect trial datasets for users’ engagement on a shared computing platform. We evaluate various well-known classifiers in terms of their effectiveness in distinguishing users, and we perform a sensitivity analysis of their configuration setup to discover optimal settings under diverse conditions. Furthermore, we examine the bounds of sampling data to eliminate the chances of user identification and thus promote anonymity. Overall results show that under certain configurations users’ anonymity can be preserved, while in other cases users’ identification can be inferred with high accuracy, without relying on personal identifiable information.  相似文献   

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The majority of Internet users do not read privacy policies because of their lengthy verbose format, although they are still the main source of information for users about how their data are collected and used. Consequently, as shown by many studies, users do not trust online services with respect to the use of their private data. Furthermore, they find it unfair that their data are used to generate revenue by online services without their knowledge or without their benefit from this.In this paper, we take as main assumption that the control of their private data and also caring about their interests would restore the trust of users. Based on an empirical model, we conducted an experimental comparative study of user trust by offering to two groups of participants the possibility to adhere to a service with a privacy policy presented in one of two different formats: the first, a conventional privacy policy and the second, designed according to the privacy policy model studied in this paper.We collected, through a survey, 717 responses from participants. The results show that allowing personalization and management in privacy policies affects user trust and makes online services appear more trustworthy to their users.  相似文献   

16.
The influence of aging on computer interaction has been widely analyzed in human–computer interaction research literature. Despite this, there are no age-based user maps that could support the user-interface customization. Studying the specific needs and constraints of these groups is crucial in order to adapt a user interface to the user’s interaction requirements. This work studies the performance of a sample of participants on three different basic tasks (pointing, dragging and dropping, and text selection) and the influence of age for each of them. It is concluded that this influence differs between specific activities. A group profile map that can support automatic classification in the future has been obtained.  相似文献   

17.
Advances in technology and display hardware have allowed the resolution of monitors – and video games – to incrementally improve over the past three decades. However, little research has been done in preparation for the resolutions that will be available in the future if this trend continues. We developed a number of display prototypes to explore the different aspects of gaming on large, high-resolution displays.By running a series of experiments, we were not only able to evaluate the benefits of these displays for gaming, but also identify potential user interface and hardware issues that can arise. Building on these results, various interface designs were developed to better notify the user of passive and critical game information as well as to overcome difficulties with mouse-based interaction on these displays. Different display form factors and user input devices are also explored in order to determine how they can further enhance the gaming experience. In many cases, the new techniques can be applied to single-monitor games and solve the same problems in real-world, high-resolution applications.  相似文献   

18.
Design thinking has recently gained significant attention as a potential approach to address major global problems. Although its practice is proven to contribute to advance organizational efficiency and address user needs, lack of understanding about its practice in social organizations limits our understanding about its social context. With this background, we study how users persuade social organizations to adopt design thinking. We conducted a qualitative study in four social organizations in India during 2008–2013 and interviewed 38 respondents to answer our research question. Our results indicate that the designer roles are blurred when social organizations adopt design thinking, where users in the form of interconnecting agency reduce the gap between designers and communities.  相似文献   

19.
The out-of-box experience (OOBE) has been identified as a significant factor contributing to user perception and acceptance of products and technologies. Whilst there has been considerable emphasis placed on formalising methodological procedures for evaluating the OOBE and on the creation of positive user experiences through appropriate interfaces and applications, relatively little work has been undertaken examining how the OOBE is impacted when the experience itself covers a range of (possibly interconnected) devices. In this paper we report the results of an empirical study which examined the OOBE when a Personal Digital Assistant (PDA) and Head Mounted Device (HMD) were configured and then connected for inter-operability purposes. Our findings show that type of device has a considerable impact on the OOBE, with the ask of interconnecting devices having a detrimental effect on the OOBE. The OOBE, however, is in main unaffected by user type and gender.  相似文献   

20.
This study explores the determinants of the e-learning continuance intention of users with different levels of e-learning experience and examines the moderating effects of e-learning experience on the relationships among the determinants. The research hypotheses are empirically validated using the responses received from a survey of 256 users. The results reveal that negative critical incidents and attitude are the main determinants of the users’ intention to continue using the e-learning, irrespective of their level of e-learning experience. In addition, the findings show that the user’s experience of the e-learning service plays a moderating role. The impact of negative critical incidents on perceived ease of use is greater for less experienced users. By contrast, the impact of negative critical incidents on perceived usefulness is greater for more experienced users. Perceived ease of use has a more critical effect on the attitude and continuance intention of less experienced users, whereas perceived usefulness is found to be a stronger determinant of the attitude and behavioral intention of more experienced users. Moreover, the relationship between satisfaction and continuance intention is stronger for less experienced users than for more experienced users. The implications of the present findings for research and managerial practice are analyzed and discussed.  相似文献   

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