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1.
The goal of user experience design in industry is to improve customer satisfaction and loyalty through the utility, ease of use, and pleasure provided in the interaction with a product. So far, user experience studies have mostly focused on short-term evaluations and consequently on aspects relating to the initial adoption of new product designs. Nevertheless, the relationship between the user and the product evolves over long periods of time and the relevance of prolonged use for market success has been recently highlighted. In this paper, we argue for the cost-effective elicitation of longitudinal user experience data. We propose a method called the “UX Curve” which aims at assisting users in retrospectively reporting how and why their experience with a product has changed over time. The usefulness of the UX Curve method was assessed in a qualitative study with 20 mobile phone users. In particular, we investigated how users’ specific memories of their experiences with their mobile phones guide their behavior and their willingness to recommend the product to others. The results suggest that the UX Curve method enables users and researchers to determine the quality of long-term user experience and the influences that improve user experience over time or cause it to deteriorate. The method provided rich qualitative data and we found that an improving trend of perceived attractiveness of mobile phones was related to user satisfaction and willingness to recommend their phone to friends. This highlights that sustaining perceived attractiveness can be a differentiating factor in the user acceptance of personal interactive products such as mobile phones. The study suggests that the proposed method can be used as a straightforward tool for understanding the reasons why user experience improves or worsens in long-term product use and how these reasons relate to customer loyalty.  相似文献   

2.
Stabilization and extraction of 2D barcodes for camera phones   总被引:1,自引:0,他引:1  
With the ubiquity of cellular phones, mobile applications with 2D barcodes have drawn a lot of attentions in recent years. When a user takes a barcode image with the camera in a mobile device, the captured image tends to be blurred due to camera shaking when the user presses the shutter. In addition, the captured image includes part of the complex background of the page with the barcode. In this paper, we point out that the above two issues, which have not been identified in previous works, deteriorate the accuracy of barcode recognition in the mobile computing. We then propose an efficient and effective algorithm to restore and extract 2D barcode from a complex background in a camera-shaken image. Compared with previous approaches, our algorithm outperforms in not only smaller running time but also higher accuracy of the barcode recognition in the mobile computing.  相似文献   

3.
JAVA语言凭借其跨平台的优势,能在各式的手机中见到它的踪影。使用J2ME技术开发的程序,可以经过简单的修改以后,在不同厂商的手机上运行。利用手机自带摄像头通过图像检测跟踪技术,识别外部的动作作为输入指令,手机根据指令执行特定功能实现人机交互的目的。搭建以ECLIPSE作为集成开发环境(IDE),JAVA为开发语言,基于诺基亚模拟器的模拟测试环境。以及对图像检测跟踪算法的研究,使其适应手机硬件的低配置。  相似文献   

4.
ABSTRACT

The growing spread of mobile phones and internet has some practitioners and scholars arguing about the possible irrelevance of community technology centers (CTCs) serving low-income communities. However, although mobile internet is making great strides, it does not yet substitute for public access; in actuality, mobile phones and computers at CTCs complement each other in providing those who face digital inequalities with a broader sociotechnical experience. In order to explore this problem, this paper explores this experience by investigating how favela residents appropriate mobile phones, posing the question, “how do marginalized populations perceive CTCs in the mobile internet era?” To address this question, I draw on a 10-month ethnography in the favelas of Vitória, Brazil which examines slum residents’ uses of information and communication technologies (ICTs) such as computers and smartphones. Through this research, I demonstrate how marginalized people take advantage of smartphones and computers in a complementary way, using these ICTs to best meet their needs as they experience daily life in a relatively severe environment.  相似文献   

5.
郭亮  李晗  胡克化 《数字社区&智能家居》2009,5(6):4248-4249,4273
JAVA语言凭借其跨平台的优势,能在各式的手机中见到它的踪影。使用J2ME技术开发的程序,可以经过简单的修改以后,在不同厂商的手机上运行。利用手机自带摄像头通过图像检测跟踪技术,识别外部的动作作为输入指令,手机根据指令执行特定功能实现人机交互的目的。搭建以ECLIPSE作为集成开发环境(IDE),JAVA为开发语言,基于诺基亚模拟器的模拟测试环境。以及对图像检测跟踪算法的研究,使其适应手机硬件的低配置。  相似文献   

6.
Visual approaches for conducting research during the design process often give voice to people and ideas that might otherwise remain obscured. Recent and increasing interest in visual research techniques has coincided with technological advances such as camera phones and visually oriented mobile applications. As a result of this close association between digital technologies and image-based research techniques, there are multiple opportunities and challenges within human–computer interaction (HCI) design practice to employ these strategies to improve user experiences. This article provides an overview of current visual approaches to research highlighting the role technology has played in facilitating and inspiring these techniques. A series of case studies are presented that provide a basis for understanding a breadth of visual approaches in HCI design practices as well as serve as a point of entry to a critical and reflective discussion about the use of these approaches in different circumstances. Based on these reflections, three value statements are offered as a means to encourage the use of these visual approaches more broadly and critically in HCI design studies.  相似文献   

7.
This paper examines how the use of mobile phones influences the temporal boundaries that people enact in order to regulate and coordinate their work and non-work activities. We investigate both the structural and interpretive aspects of socio-temporal order, so as to gain a fuller appreciation of the changes induced by the use of mobile phones. With specific reference to professionals working in traditional, physically based and hierarchically structured organizations, we found that mobile phone users are becoming more vulnerable to organizational claims and that as a result ‘the office’ is always present as professionals, because of the use of mobile phones, become available ‘anytime’. This is enabled by the characteristics of the technology itself but also by users’ own behaviour. In the paper, we discuss the properties of the emerging socio-temporal order and show how mobile phones may render the management of the social spheres in which professionals participate more challenging.  相似文献   

8.
Context Awareness and Mobile Phones   总被引:1,自引:1,他引:0  
This paper investigates some aspects of how context-awareness can support users of mobile phones, in particular the calling party. The use of mobile and stationary phones is discussed in relation to situational properties of a phone conversation, especially with regards to who might benefit from context-awareness in this context. An initial hypothesis is that mobile phone users communicate context information to each other (verbally) to a much higher degree than do stationary phone users. Mobile phone users could benefit much from context awareness technology, in particular when about to make a call, if they can receive context information regarding the person they are trying to reach prior to establishing the call. We argue that such technology should require low amounts of explicit user interaction, and could lead to less disrupting calls in inappropriate moments, as well as less frustration for the calling party when a call is not answered.  相似文献   

9.
Previous studies have highlighted the difficulty that designers face in creating mobile museum guides to enhance small group experiences. In this paper, we report a study exploring the potential of mobile visual recognition technology (Artcodes) to improve users’ experiences in a visitor centre. A prototype mobile guide in the form of a treasure hunt was developed and evaluated by means of a field study comparing this technology with the existing personal guided tour. The results reveal a preference for the mobile guide amongst participants and show significant learning gains from pre-test to post-test compared with the pre-existing personal tour. Our observational analyses indicate how the mobile guide can be used to improve visitors’ learning experiences by supporting active discovery and by balancing physical and digital interactions. We further expand the concept of design trajectories to consider micro-scaffolding as a way of understanding and designing future public technologies.  相似文献   

10.
Mental disorders can have a significant, negative impact on sufferers’ lives, as well as on their friends and family, healthcare systems and other parts of society. Approximately 25 % of all people in Europe and the USA experience a mental disorder at least once in their lifetime. Currently, monitoring mental disorders relies on subjective clinical self-reporting rating scales, which were developed more than 50 years ago. In this paper, we discuss how mobile phones can support the treatment of mental disorders by (1) implementing human–computer interfaces to support therapy and (2) collecting relevant data from patients’ daily lives to monitor the current state and development of their mental disorders. Concerning the first point, we review various systems that utilize mobile phones for the treatment of mental disorders. We also evaluate how their core design features and dimensions can be applied in other, similar systems. Concerning the second point, we highlight the feasibility of using mobile phones to collect comprehensive data including voice data, motion and location information. Data mining methods are also reviewed and discussed. Based on the presented studies, we summarize advantages and drawbacks of the most promising mobile phone technologies for detecting mood disorders like depression or bipolar disorder. Finally, we discuss practical implementation details, legal issues and business models for the introduction of mobile phones as medical devices.  相似文献   

11.
The marketing implications of affective product design   总被引:1,自引:0,他引:1  
Emotions are compelling human experiences and product designers can take advantage of this by conceptualizing emotion-engendering products that sell well in the market. This study hypothesized that product attributes influence users’ emotions and that the relationship is moderated by the adherence of these product attributes to purchase criteria. It was further hypothesized that the emotional experience of the user influences purchase intention. A laboratory study was conducted to validate the hypotheses using mobile phones as test products. Sixty-two participants were asked to assess eight phones from a display of 10 phones and indicate their emotional experiences after assessment. Results suggest that some product attributes can cause intense emotional experience. The attributes relate to the phone's dimensions and the relationship between these dimensions. The study validated the notion of integrating affect in designing products that convey users’ personalities.  相似文献   

12.
This article presents the design of iReminder, an intuitive location-based reminder that delivers reminding messages based on users' future routes. iReminder is implemented on mobile phones, and it can predict users' future routes by collecting their daily trajectory data. Then it delivers a reminding message via the mobile phone when it senses that the user is going to the task location. A field study was conducted on how iReminder extends its potential to help users perform everyday tasks and compared the method adopted by iReminder with the method used by traditional location-based reminders. The experimental results show that iReminder outperforms traditional location-based reminder because it delivers reminding messages more appropriately. A detailed discussion is also given to investigate the ideal message delivery point, and the discussion results show that a location-based reminding message is more useful and more likely to be accepted by the user if it is triggered by considering his or her future route.  相似文献   

13.
ABSTRACT

Few libraries are experimenting with using mobile phones to engage their patrons to improve their service experience rather than focusing exclusively on managing phone use behavior: library code of conduct policies, policy enforcement, signage, quiet library space zoning, and strategies for staff and patron buy-in. Over the past 18 months signs of hope have appeared. Libraries are beginning to engage their users via mobile phones in four ways: audio tours, text message reference service, text message alerts, and mobile library collection search engines. They are not waiting for a better mobile phone service development environment. Library staffs are redefining the possible ways to engage their communities.  相似文献   

14.
Despite the high availability of mobile phones and personal digital assistants with online capabilities, mobile computer supported cooperative work is still in its infancy. So far, only little is known about the distinct attributes of mobile cooperative work in comparison to its stationary counterpart. Across which dimensions does cooperation via mobile devices differ from traditional hard-wired settings and what implications have to be drawn for future research? To bring more light to this question, we conducted an experimental business-case at Frankfurt University with 16 graduate students and analysed their collaborative behaviour across mobile and non-mobile channels of communication over a 5 week period. We find that mobile messages differed from stationary messages in terms of size and that the use of mobile emails prevailed over stationary emails under conditions of stress. Finally, we found that the social structure of mobile communication corresponded with the structure of stationary communication. This indicates that mobile communication technologies support existing communication relations rather than creating new relations. From the perspective of system designers, these results may serve as practical insights into the user behaviour of mobile technologies and might support the future development of mobile computer supported cooperative work environments.  相似文献   

15.
This paper introduces an approach of enhancing the tourism experience by incorporating a tool that adopts a “web-to-mobile” model into tourism websites that allows for the adaptation of personalized tourism web content to be transferred to a mobile application hosted at users’ mobile device. These applications upon installation to mobile devices allow for browsing of adapted multimedia content with no requirement for constant network connection. Furthermore so we convey the development experiences of a multiplatform mobile tourist guide aimed at producing a personalized mobile guide application used in both an online and offline modes offering services to tourists such as a personal profiling-based recommendation system, a commenting system and location-based services. This paper focuses on the design, implementation and usability case study of a Multi-Platform Tourist Guide system for the Municipal Council of Mytilene, Greece.  相似文献   

16.
Schilit  B. Hong  J. Gruteser  M. 《Computer》2003,36(12):135-137
After more than two decades of hype, computing and communication technologies are finally converging. Java-enabled cell phones run a host of powerful applications including mobile Internet access, while many notebook computers offer high-speed wireless connectivity as a standard feature. The big decision when purchasing a PDA is whether to get integrated cellular service or Wi-Fi capability. Location-based services are emerging as the next killer app in personal wireless devices, but there are few safeguards on location privacy. In fact, the demand for improved public safety is pushing regulation in the opposite direction. Today, when a person reports an emergency from a landline phone by dialing 911 in the United States or 112 in Europe, the system displays the caller's phone number and address to the dispatcher. The US Federal Communications Commission has mandated that, by December 2005, all cellular carriers be able to identify the location of emergency callers using mobile phones to within 50 to 100 meters. However, how cellular carriers and other businesses will use this capability remains open to question. The article looks at some of the areas this capability affects, including: privacy risks; economic damages; location-based spam; intermittent connectivity; user interfaces; network privacy; and privacy protection.  相似文献   

17.
Kim  Hayun  Matuszka  Tamás  Kim  Jea-In  Kim  Jungwha  Woo  Woontack 《Multimedia Tools and Applications》2017,76(24):26001-26029

Augmented reality (AR) has received much attention in the cultural heritage domain as an interactive medium for requesting and accessing information regarding heritage sites. In this study, we developed a mobile AR system based on Semantic Web technology to provide contextual information about cultural heritage sites. Most location-based AR systems are designed to present simple information about a point of interest (POI), but the proposed system offers information related to various aspects of cultural heritage, both tangible and intangible, linked to the POI. This is achieved via an information modeling framework where a cultural heritage ontology is used to aggregate heterogeneous data and semantically connect them with each other. We extracted cultural heritage data from five web databases and modeled contextual information for a target heritage site (Injeongjeon Hall and its vicinity in Changdeokgung Palace in South Korea) using the selected ontology. We then implemented a mobile AR application and conducted a user study to assess the learning and engagement impacts of the proposed system. We found that the application provides an agreeable user experience in terms of its affective, cognitive, and operative features. The results of our analysis showed that specific usage patterns were significant with regard to learning outcomes. Finally, we explored how the study’s key findings can provide practical design guidance for system designers to enhance mobile AR information systems for heritage sites, and to show system designers how to support particular usage patterns in order to accommodate specific user experiences better.

  相似文献   

18.
This paper reports a study that attempts to explore how using mobile technologies in direct physical interaction with space and with other players can be combined with principles of engagement and self‐motivation to create a powerful and engaging learning experience. We developed a mobile gaming experience designed to encourage the development of children's conceptual understanding of animal behaviour. Ten children (five boys and five girls) aged between 11 and 12 years played and explored the game. The findings from this study offer interesting insights into the extent to which mobile gaming might be employed as a tool for supporting learning. It also highlights a number of major challenges that this format raises for the organisation of learning within schools and the design of such resources.  相似文献   

19.
The friend locator: supporting visitors at large-scale events   总被引:1,自引:0,他引:1  
According to festival visitors, the best way to experience a music festival is to be together with friends. However, when at a crowded festival, visitors tend to lose each other especially when a lot of people are in motion. This paper reports upon findings made in an ethnographic field study that was carried out during Sweden’s largest music event, the Hultsfred Rock Festival. The study was part of an international research and development project, called the Wireless Festival, which focuses on solutions for large-scale events. The aim of our study was to determine who the typical visitor to the festival was, identify what was important for festival visitors and finally to observe the visitors use of mobile phones. Our findings imply the festival visitors’ need for a friend locator appliance. An early design solution for such appliance is discussed in relation to the findings made.  相似文献   

20.
This paper discusses location-based mobile services. The problem of counting mobile users (mobile phones) in a selected area is considered. The information available from the analysis of wire-less protocols (Wi-Fi, Bluetooth) is used for the calculation. The aim of the study is to construct an analog of systems of web statistics operating with real mobile subscribers (instead of data on web page visits as in web statistics). As a result, we obtain information about traffic, identification and analysis of trends in user traffic, search for the core of regular visitors, and detection of its dynamics. The paper presents algorithms for calculating network proximity and examples of use.  相似文献   

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