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1.
The term user experience (UX) encompasses the concepts of usability and affective engineering. However, UX has not been defined clearly. In this study, a literature survey, user interview and indirect observation were conducted to develop definitions of UX and its elements. A literature survey investigated 127 articles that were considered to be helpful to define the concept of UX. An in‐depth interview targeted 14 hands‐on workers in the Korean mobile phone industry. An indirect observation captured daily experiences of eight end‐users with mobile phones. This study collected various views on UX from academia, industry, and end‐users using these three approaches. As a result, this article proposes definitions of UX and its elements: usability, affect, and user value. These results are expected to help design products or services with greater levels of UX. © 2011 Wiley Periodicals, Inc. This article was published online on 20 October 2011. An error was subsequently identified. This notice is included in the online and print versions to indicate that both have been corrected 13 June 2013.  相似文献   

2.
本文介绍了一种基于VP_ONCORE GPS OEM板的GPS移动用户设备,分析了系统构成,硬件设备性能,主要组成单元的功能及关键接口电路和软件流程。  相似文献   

3.
The basis of this study was the ageing of the population all over the world. The study concentrated on finding out the key service needs of elderly people. The service needs from the end users’ as well as the experts’ perspective were gathered by means of various group methods such ideation sessions. Four mobile communication service concepts were created using these groups’ opinions. After diverse communication, these concepts were tested by the elderly. The research methods comprised a user study and a concept study.  Based on the results, the needs could be prioritised. Additionally, the main trend of the results confirmed the opinions presented in the literature. One important finding was the positive opinions about additional value of wireless devices and services. This knowledge can be used in mobile communication product development. Most of the elderly are ready to accept new forms of mobile communication service. Ease of use and actual need of the services are important criteria. The elderly are ready to begin using the services as long as they truly facilitate independent living.  相似文献   

4.
This paper reports on a diary study of rendezvousing as performed by university students. The study compares students experience of communication before and during rendezvous. During rendezvous, students rated several aspects of the experience of communication lower than before rendezvous. This impairment of experience is attributed to the cumulative effects of the following aspects of the context of use: noise, multiple task performance, conflict with social norms, incomplete network coverage, time pressure and conflict with preferred life paths. User performance goals for context-aware communication systems are discussed.
Martin ColbertEmail:
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5.
提出了一种基于监控日志挖掘的移动应用用户访问模型自动构造方法,该方法包括监控代码注入和界面访问模型构造两部分。首先,提出了一种监控代码自动注入方法,即通过对移动应用代码的静态分析,自动地在相应位置插入监控代码以支持在运行时动态地监控用户的访问行为。其次,提出了一种基于状态机的移动应用用户访问模型构造方法。访问模型中状态机的节点和节点间跳转上的附加属性描述了UI界面之间的跳转行为和界面内控件的使用情况。对移动应用进行的实验表明,这种基于监控日志挖掘的移动应用用户访问模型自动构造方法能够成功地自动注入移动应用的监控代码,并能够有效获得移动应用用户界面访问行为。  相似文献   

6.
罗晓东 《计算机科学》2017,44(2):235-238, 249
移动用户偏好的动态分析由于引入了上下文数据,使得原有的用户-项目二维矩阵将扩展为用户-项目-上下文的三维矩阵。根据多维矩阵中低秩分解理论,可以简化数据的分析,但是其移动用户偏好动态分析的自学习方法没有充分利用多维矩阵的低秩分解性质。针对此问题,提出了基于多维度上下文的张量低秩分解的自学习方法,此方法基于张量的平行因子分解性质,加快了算法的收敛速度,降低了数据分析的复杂度。仿真结果验证了算法在移动用户偏好估计精度方面的有效性。  相似文献   

7.
Proactivity has recently gained much attention in the area of cyber physical systems as sensing the users’ real world environment is needed to achieve it. Proactive recommenders are a good example because they push recommendations to the user when the current situation seems appropriate, without explicit user request. Evaluating whether users would accept proactive recommendations, how to properly notify them and how to present recommended items are important research questions. In this article, we present the scenario related to a context-aware restaurant recommender for Android smartphones. Two options to achieve proactivity have been designed: a widget- and a notification-based solution. In addition, our mobile user interface includes a visualization of recommended items and allows for user feedback. The approach was evaluated in a survey among users with good results regarding usefulness and effectiveness. The results also showed that test users preferred the widget-based solution in terms of user experience.  相似文献   

8.
为了快速、准确的实现一跳范围内手机用户群的文件共享,以达到手机用户之间进行协同工作的目的,在Android操作平台上设计、实施了本系统。在系统中提出了基于网络编码的可靠广播算法来保证文件传输的可靠性和快速性,并通过基于机会编码的全网同步算法来实现任一时刻手机群中各节点文件同步。通过真实实验验证了系统中文件共享的时延并不会随着手机群中节点数目的增加而增加,文件同步时网络中数据量大幅度下降,因此相比并发共享等其它方法,系统提供了一种快速、可靠的手机群文件共享和同步方法。  相似文献   

9.
While interacting with a product or a service, people have diverse experiences, which constitute user experience (UX). In this study, the hierarchical dimensions of UX were considered, including overall UX, its elements (usability, affect, and user value) and their subelements. To determine how UX changes over time, the temporal changes of the influence of each element and subelement were analyzed. Twenty subjects participated in a longitudinal experiment by using a social network service (SNS). The most important element of UX changed from usability to user value after one week of use. These results suggest that adoption of an SNS occurs in two phases: a phase of affected by usability and a phase affected by user value. Identification of these phases and the systematic approach used in the study are expected to contribute to design and evaluation of new SNSs and other products and services.  相似文献   

10.
移动终端三维用户界面的可用性评估   总被引:3,自引:0,他引:3  
本文针对移动终端的三维用户界面进行了可用性评估.从系统性能,任务绩效和用户偏好三个方面进行了全面的考察.物体选取是三维用户界面中基础的交互任务,我们结合实验数据分析,基于二维环境下的指点模型,提出并验证了一个新的基于三维用户界面的通用性能模型.同时通过用户调查和问卷分析,说明了三维用户界面在移动终端上具有较高的用户偏好.  相似文献   

11.
林虹 《互联网天地》2014,(2):38-39,43
移动互联网的飞速发展,催生了很多实用的、生动有趣的互联网应用。首先介绍了移动互联网以及即时通信软件的发展,然后讲解了用户体验设计的概念、发展历程及方法,提出了用户体验设计的关键技术。  相似文献   

12.
The purpose of this study is to examine the factors that influence social presence and user satisfaction with Mobile Instant Messaging (mIM). The proposed research model integrates channel expansion, social influence, social presence and media richness theories, to explain how user experience, social influence, and medium richness influence social presence and user satisfaction with mIM. A total of 239 students from a state university in the US participated in this study. Data was collected via a web-based survey. The results suggest that user experience, social influence, and perceived richness are important drivers for social presence and user satisfaction in mIM. The implications of the study findings are discussed in the paper.  相似文献   

13.
A customer journey map (CJM) is a widely used tool to represent user experience with a service. Although numerous companies have used this tool to improve existing services or to develop new services, the maps are neither consistent nor mutually compatible because no clear design process for a CJM has been presented. This study aimed to develop a design process and rule sets for a CJM based on a human factors approach. The 10‐step process and the rule sets were built on case studies of 25 categories of mobile services. Large‐scale case studies were conducted with mobile service providers and combined with the result of a user diary method that collected users’ daily activities and the difficulties that the user perceived when performing a task. We suggested various methods for using the CJM to generate new service opportunities. The proposed design process and the way for opportunity discovery can help service designers to develop unified CJMs and to identify innovative service ideas.  相似文献   

14.
Advanced mobile technology continues to shape professional environments. Smart cell phones, pocket computers and laptop computers reduce the need of users to remain close to a wired information system infrastructure and allow for task performance in many different contexts. Among the consequences are changes in technology requirements, such as the need to limit weight and size of the devices. In the current paper, we focus on the factors that users find important in mobile devices. Based on a content analysis of online user reviews that was followed by structural equation modeling, we found four factors to be significantly related with overall user evaluation, namely functionality, portability, performance, and usability. Besides the practical relevance for technology developers and managers, our research results contribute to the discussion about the extent to which previously established theories of technology adoption and use are applicable to mobile technology. We also discuss the methodological suitability of online user reviews for the assessment of user requirements, and the complementarity of automated and non-automated forms of content analysis.  相似文献   

15.
This paper describes a case study in which mobile computers were used by a UK National Health Service (NHS) Trust. The intention was to give clinicians access to up-to-date patient data, enabling them to be more clinically effective in their jobs. Since the majority of their work was performed in the community, it was perceived that the use of hand-held computers would give the flexibility needed to allow this clinical effectiveness to occur. This paper will attempt to demonstrate what happened in reality and point to various factors that had not been considered prior to the introduction of the system. Had these factors been considered, a different system would have been designed with a better fit between the organisation, the needs of the user and their work environment.  相似文献   

16.
用户聚类问题是在线用户行为分析的一个重要研究方向。基于在线评分系统,用户声誉反映的是用户对产品打分的准确程度,用户——产品二部分网络结构反映的是用户对产品的品味偏好。结合声誉度量算法,分别采用DBSCAN方法和基于模块度的贪婪算法从用户打分准确程度和品味偏好角度进行用户聚类,提出一种一致性度量指标来衡量根据用户声誉与根据网络结构得到的两种聚类结果之间的联系。两个实证数据集上的实验结果表明根据用户声誉与根据网络结构得到的两种聚类结果是不一致的,说明打分准确程度相似的用户的品味偏好并不相似。  相似文献   

17.
This paper describes the development of a new navigational aid for the frail, elderly, and visually impaired person. The users were involved both in the user requirements study and in the evaluation of different prototypes. The results show that the users were able to provide information on their current aid, the use situation, and their preference regarding different solutions, but they had difficulties to provide the detailed answers on technical solutions required by the technical development team. Further, prototype evaluations with users enabled the technical team to understand the users and their use situation.  相似文献   

18.
传统的Android系统浏览器功能简单,缺乏智能快捷的功能。针对Android系统移动终端的特点,设计一种基于Android系统移动终端嵌入式浏览器,能够帮助用户更加方便地浏览互联网,获取相关的资讯、信息,并进行如电子商务等各类服务。  相似文献   

19.
The increasing proportion of the older population and changes in the Chinese family structure make older Chinese people more vulnerable to social isolation than they previously were. This article illustrates the development of a mobile social application for older people in urban areas in China. The application facilitates the organization of leisure‐time activities between older people with similar interests living in adjacent areas. Preliminary social requirements of older people were collected through user interviews, and the major functions and features for the application were determined from the results of the interviews. Usability considerations for user interface design for older people were collected from literature and were integrated in the prototype of the mobile application. Older people's acceptance of the application was assessed by demonstrating the prototype to and interviewing 100 older people living in Beijing. The results highlight the critical impact of perceived benefits or relevancy on older people's adoption of new technology. Implications for the mobile social application for older Chinese people are discussed.  相似文献   

20.
Deep and slow breathing exercises can be an effective adjunct in the treatment of stress, anxiety, post-traumatic stress disorder, chronic pain and depression. Breathing techniques are traditionally learned in courses with trainers and/or with materials such as audio CDs for home practice. Recently, mobile apps have been proposed as novel breathing training tools, but to the best of our knowledge no research has focused on their evaluation so far. In this paper, we study three different designs for breathing training apps. The first employs audio instructions as in traditional training based on audio CDs, while the other two include visualizations of the breathing process, representative of those employed in current breathing training apps. We carry out a thorough analysis, focusing on users’ physiological parameters as well as subjective perception. One visualization produces better results both objectively (measured deepness of breath) and subjectively (users’ preferences and perceived effectiveness) than the more traditional audio-only design. This indicates that a visualization can contribute to the effectiveness of breathing training apps. We discuss which features could have allowed one visualization (but not the other) to obtain better results than traditional audio-only instructions.  相似文献   

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