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1.
User experience (UX), which encompasses all aspects of a user’s interaction with an interactive product, has been recognized as central to interaction design. This paper proposes a Taguchi‐based hybrid approach to realize the optimal UX design. In this approach, design analysis is first used to identify design patterns and UX characteristics. According to the results, a Taguchi experiment is conducted and the signal‐to‐noise ratios are computed. Subsequently, the preference weights for the UX characteristics are obtained by using analytical hierarchy process‐based group decision making. A multiperformance characteristic index is then defined based on the gray relational grade (GRG) obtained through gray relational analysis. On the basis of the GRG, the optimal design can be obtained. A mobile health application design was used to demonstrate the proposed approach. The results show that this approach can effectively enhance UX quality and be used as a universal design approach for optimizing UX.  相似文献   

2.
Mobile application (app) design is an expanding research area, with user experience (UX) as its core. UX encompasses all aspects of human–computer interaction, and thus the optimization of UX has multiple objectives. Quality characteristics related to UX are subjective and even subconscious; moreover, there exists interdependence among UX quality characteristics. However, very little attention has been focused on these issues when optimizing UX based on multiple objectives. In this paper, a fuzzy analytic network process (ANP)-based Taguchi method is proposed for optimizing UX in mobile app design. First, design patterns and UX quality characteristics are determined. Subsequently, a Taguchi experiment is designed and carried out, and then signal-to-noise (S/N) ratios are calculated. A fuzzy ANP is adopted to derive the preference weights for the UX quality characteristics. Based on these weights, the S/N ratios are converted into a multiperformance characteristic index (MPCI) by using the Technique for Order Preference by Similarity to an Ideal Solution (TOPSIS). Finally, according to the MPCI, the significant design patterns are identified by using the analysis of variance, and the optimal design is obtained by using the response table and response graph. A mobile health app design was presented to illustrate the proposed approach. The results suggest that the proposed approach can effectively manage the interdependence among the subjective and even subconscious UX quality characteristics in the optimization process, and be used as a universal robust design approach to optimize UX in mobile app design.  相似文献   

3.
近年来,随着虚拟现实(Virtual Reality,VR)技术的逐渐成熟,我国VR产业处于高速增长的态势。虽然VR的发展为内容设计提供了许多新的可能性,但由于VR应用的设计不成熟,VR行业的从业者们仍面临着严峻的挑战,VR中的设计仍需要通过用户使用来验证是否可行。因此,用户体验(User Experience,UX)研究对于成功设计VR软件至关重要。同时,随着用户对内容质量要求的提高,VR内容是否有足够的吸引力将在很大程度上影响用户体验,决定了用户是否会进行更进一步的VR体验。因此,如何评估VR用户体验并找到影响用户体验的内容对于提高用户体验和用户黏性至关重要。目前,对VR的研究集中在硬件和软件的改善上,对内容设计的关注较少,对用户体验的评价也没有统一且明确的标准。文中尝试找出用户体验和用户特性以及VR内容之间的关联。首先,定义了4种类型的VR交互事件,并设计了一份问卷来收集测试者的用户特性及其主观评价。其次,将80名测试者分成两组,在固定的时间内体验两种类型的VR产品,在实验过程中,测试者的客观生理数据与参与实验的整个过程都被记录下来。最后,采用统计学方法和改进的Prism算法,找...  相似文献   

4.
Recently a number of studies appeared that operationalised coolness and explored its relation to digital products. Literature suggests that perceived coolness is another factor of user experience, and this adds to an existing explosion of dimensions related to aesthetics, hedonic quality, pragmatic quality, attractiveness, etc. A critical challenge highlighted in prior research is to study the relationships among those factors and so far, no studies have empirically examined the relationship between coolness and other established user experience factors. In this paper, we address this challenge by presenting two studies one that focuses on factors from two cool questionnaires, and one that compares them against existing User eXperience (UX) factors. Our findings show that factors from the two cool questionnaires converge and they also converge to existing, established UX factors. Thus, 11 distinct cool and UX factors converge into 5 for the case of mobile devices. Our findings are important for researchers, as we demonstrate through a validated model that coolness is part of UX research, as well as for practitioners, by developing a questionnaire that can reliably measure both perceived inner and outer coolness as well as the overall coolness judgement based on 5 factors and 21 items.  相似文献   

5.
User experience (UX) is considered a key quality of interactive products in today’s competitive mass markets and is of growing interest in both academia and industry. UX concerns the encounters a user has while interacting with products, systems, and services. It is ubiquitous, omnipresent, and dynamic in nature, referring to the non-quantifiable, subjective, affective-based, and context-dependent processes. UX is difficult for researchers to objectively and uniformly measure as it involves complex human perceptual interpretations of experiential responses with a certain degree of uncertainty, imprecision, and vagueness. Based on the user experience questionnaire (UEQ), this paper presents a psychometric UX model using fuzzy measure approaches, the purpose of which is to develop a metric for quantitative assessment of certain product UXs through a user experience index (UXI). This model enables researchers to understand users’ perceptions of the interactions that constitute qualities of using a specific product. An empirical study concerning the episodic UX measures of using a set of touch mice was conducted to verify the applicability and effectiveness of the proposed UX model. The theoretical and practical implications of the UX model are also discussed.  相似文献   

6.
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   

7.
The rapid deployment of digital technologies drives the conventional product service system (PSS) to shift into a new paradigm known as smart PSS. Empowered with smart capabilities, smart PSS has great potential in creating positive user experience (UX). The requirements analysis is an essential task for successful development of smart PSS with strong UX. Nevertheless, there is still a lack of research on the requirement analysis of smart PSS by incorporating smart-enabled UX perspective. Hence, this paper proposes a framework of user experience-oriented smart service requirement (UXO-SSR) analysis for smart PSS development. At first, the relevant factors (e.g., user personas and activity journey) are integrated to conceptualize the UX in smart PSS context. Second, a four-phase model is proposed for identifying UXO-SSR, which can provide an effective tool for acquiring UX requirements of smart PSS from holistic perspective. Third, a novel asymmetric trapezium cloud-based uncertain linguistic BWM approach is developed to evaluate the priority of the identified UXO-SSRs. The approach can appropriately handle the hybrid uncertainties (i.e., hesitancy, fuzziness and randomness) of linguistic evaluation information, thereby improving the accuracy of evaluation results. Finally, a case study of smart sleep service system is presented to demonstrate the feasibility and reliability of the proposed framework.  相似文献   

8.
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   

9.
User experience (UX) consists of all aspects of interactions between a user and a product. Recently, many studies have been conducted to define the UX concept, but few studies have attempted to quantify UX. This paper proposed quantification models that integrate major elements of UX into a single index. A variety of models were proposed and evaluated including compensatory (i.e. simple linear, polynomial and S-shaped value) and non-compensatory (i.e. conjunctive and disjunctive) models. A case study with a commercial tablet PC was conducted in which a total of 26 subjects participated in a laboratory environment. Each participant performed a pretest ensuring the ability to make ratio judgments and then evaluated predefined dimensions with the modified magnitude estimation procedure. A total of 22 hierarchical dimensions were evaluated such as overall UX, its elements (i.e. usability, affect and user value) and sub-elements. Both compensatory and non-compensatory models had high performance in terms of goodness of fit. The results of this study are expected to help product or service designers develop indices representing an overall UX value.Relevance to industryThis study proposed quantification models that aggregate elements of UX. Although the UX index has been controversial, the single value developed by the models can be expected to help decision-makers understand about products or services intuitively.  相似文献   

10.
为了提高老年人APP 的用户体验水平,提出一种基于灰色层次分析法(AHP)的老 年人APP 用户体验评价模型。首先,构建用户体验的评价体系;接着,通过AHP 计算评价指 标的权重;最后,采用灰色关联分析法(GRA)将用户体验的评价指标整合为灰色关联度,从而 根据灰色关联度选择最优方案。以移动医疗APP 作为案例,结果表明基于灰色AHP 的APP 用 户体验评价模型可以有效地评价老年人APP 的用户体验水平,为设计决策提供依据。  相似文献   

11.
With the rise of Internet of Things (IoT), companies are now facing new challenges such as diverse consumer demands and shorter lifecycle of products and services. Even in big companies, they may have to “extract” new products every six months or less. Nonetheless, shorter lifecycle is never a waiver for poor user satisfaction. Common to the companies that survived such disruptive changes is that they emphasized the user experience (UX) as one of the most important elements of their strategy. This explains why most product innovation processes such as user-centered design or design thinking emphasize so much on “empathizing.” Developing a new product or service from scratch, however, is challenging especially when the underlying technology is new to people. The aim of this study is to develop a systematic process for creating opportunities from the UX perspective. This study suggests opportunity-creation process by adopting an “abductive” design thinking approach: (1) future envisioning and (2) opportunity identification and analysis. A new method called MORF-Vision (Morphological Future Envisioning) was developed to generate prospective scenarios that can be used in phase (2) to identify potential opportunities. An experiment showed that the MORF-Vision method is helpful to create opportunities in various business domains.  相似文献   

12.
Incident reporting systems enable end-users to report problems that they have experienced in their working activities to authorities. Such applications are sought to sense the quality of the environment, thus enabling authorities to promote safety and well-being among citizens. Many governments are now promoting the use of mobile applications allowing citizens to report incidents in their neighbourhood to the administration. Nonetheless, it is not clear which user experience dimensions affect the adoption of incident reporting systems, and to what extent anticipated use of the system (anticipated UX) is a determinant for predicting the user experience with the final application. In order to understand how citizens perceive incident reporting systems and which factors affect the user experience (UX), we have performed empirical studies including interviews in early phases of the development process and empirical user testing of advanced prototypes. In this paper, we present the results of a longitudinal study on the evolution of the perception of UX dimensions along the development process, from interviews to running prototypes. Hereafter, we describe the method that has been used for coding the findings of these empirical studies according to six UX dimensions (including visual and aesthetic experience, emotions, stimulation, identification, meaning & value and social relatedness/co-experience). Moreover, we describe how the findings have been associated with users’ tasks. The findings from interviews and user testing indicate that whilst the perceived importance of some UX dimensions (such as identification and meaning & value) remains similar over time, other dimensions such as stimulation and emotions do evolve. Beyond the practical implications of this study for the design of incident reporting systems, this work presents an approach that allows comparing the results of UX assessments in different phases of the process.  相似文献   

13.
User experience (UX) design plays a critical role in product experience engineering. To create a theoretical foundation of UX design, it is imperative to develop mathematical and computational models for elicitation, quantification, evaluation and reasoning of affective–cognitive needs that are inherent in the fulfillment of user experience. This paper explores the key research issues for understanding how human users’ subjective experience and affective prediction impact their choice behavior under uncertainty. A conceptual framework is envisioned by extending prospect theory in the field of behavioral economics to the modeling of user experience choice behavior, in which inference of affective influence is enacted through the shape parameters of prospect value functions.  相似文献   

14.
Cross-platform services provide unified entertainment experiences across multiple devices between which users can toggle when watching content using televisions, tablets, personal computers, and smartphones. The software automatically adapts the programming to fit the diverse formats. This study analyzed user experiences (UX) of cross-platform services with a mixed methods (quantitative and qualitative) approach. It used a multi-state analytical approach, in which the user model was tested in a statistical model and accompanying experiment. A variety of methods were used to best understand the complexities of UX. Heuristic results revealed the ways that UX of cross-platform services are formed, moderated, and improved, and the ways that users’ intentions are determined through the relationships among factors. The results revealed that the key elements of cross-platform UX include access, mobility, and coherence, which imply the importance of seamless UX of cross-platform services. Based on those key factors, the study proposed the idea of inter-usability for designing user-centered systems.  相似文献   

15.
This paper explores the concept of user experience (UX) within complex systems in the domain of nuclear power production. The specific context is the development of main control room solutions. As UX has become a prevalent concept in human–computer interaction and related research fields, it is a valid question, whether the concept could bring something new to the research concerning complex safety–critical systems also. In this paper, we introduce the concept of UX as an indicator of the users’ subjective feeling of the appropriateness of the proposed tool for the activity. Based on activity theoretical contemplation, we presume that UX is grounded in the feelings and emotions evoked in the usage of the systems and which concern the status of the whole activity. In the paper, a theory-based characterization of UXs in the particular domain is developed based on three general functions of a tool: instrument, psychological, and communicative. We present the operationalization of UX and three studies in which UXs concerning different control room systems during a control room transformation process were followed. Based on the results of the three studies, we find that the significance of UX as an indicator of quality in use lies in the ability to bring the professional users’ experiences, which are embedded in the inner characteristics of the work and not always observable by external evaluators, to the process of designing new systems. Evidence to support the initial background assumption that UXs may concern instrumental aspects of tools was identified in the studies.  相似文献   

16.
Decisions in Companies are made typically by using a number of entirely different key figures. A user experience key figure is one of many important key figures that represents one aspect of the success of the company or its products. What we aim in this article is to present to those responsible for a product a method of how a user experience key performance indicator (UX KPI) can be developed using a UX questionnaire. We have developed a UX KPI for use in organizations based on the User Experience Questionnaire (UEQ). To achieve this, we added six questions to the UEQ to measure the importance of the UEQ scales. Based on the UEQ scales and the scores given for importance, we then developed a User Experience Questionnaire KPI (UEQ KPI). In a first study with 882 participants, we calculated and discussed the UEQ KPI using Amazon and Skype. The results show that the six supplementary questions could be answered independently of the UEQ itself. In our opinion, the extension can be implemented without any problems. The resulting UEQ KPI can be used for communication within an organization as a key performance indicator.  相似文献   

17.
Improvements to the reliability and safety of medical devices are vital for healthcare systems. It is necessary to consider the user experience (UX) of patients and healthcare professionals at all the development stages of medical devices. Ergonomic design principles can also reduce the cost of medical device production. This study is a multilateral analytical literature review of UX and usability issues in healthcare and medical device design. The total number of literature sources presented is n = 88. The literature sources are classified according to the difference between UX and usability for various target products and services, including healthcare. The literature is reviewed with a focus on human-oriented aspects. This includes medical technology and device design, which are dependent on the user type, medical device scope, and area of use. A review of key medical device standards and regulation documents is presented. The main analysis methodologies for the UX and their advantages and disadvantages are discussed. The future challenges in healthcare and medical ergonomics are briefly highlighted. Above all, this study tried to examine the difference between usability and UX of general products and those of medical devices through the review of existing literature. Even standards do not reflect this well and need to be considered based on further research in academia and industry.Relevance to industryThe obtained results will help medical-device designers and healthcare professionals understand the main medical-research trends and improve the design process. Additionally, they will be helpful for increasing the satisfaction level among medical-device users and reducing user risks.  相似文献   

18.
Virtual reality (VR) has been implemented in various applications such as gaming, e-learning, rehabilitation, etc. Although many studies have been conducted to evaluate the user experiences (UX) of various applications in VR, there are few studies evaluating the UX of VR in a holistic view. Since user experience means holistic feelings caused by attributes like efficiency, effectiveness, pleasure, and attractiveness, it is necessary to evaluate user experience in many respects, including presence, usability, and workload. Therefore, this study aims to evaluate the UX of VR in four various metrics: presence, workload, usability, and flow. In this study, the user experience factor was confirmed through the previous studies comparing visual display terminals (VDT) and head-mounted displays (HMD). In addition, the UX difference between VDT and HMD in two different situations, walking and driving, is analyzed. The data of 26 participants were analyzed and found that there were significant differences in the four studied metrics related to UX. In the driving situation, the usability value was higher in VDT, whereas they were higher in HMD for walking. Comparing the two contexts in HMD, walking was significantly higher in three metrics: presence, usability, and flow. The results show that HMD is better in terms of user experience than VDT, and HMD is more suitable for walking situations than for driving situations. Through this study, in terms of user experience, it is suitable to replace walking tasks with VR when the experiment in a real-world environment is impossible.  相似文献   

19.
Wei Xu 《Ergonomics》2014,57(1):34-51
This paper first discusses the major inefficiencies faced in current human factors and ergonomics (HFE) approaches: (1) delivering an optimal end-to-end user experience (UX) to users of a solution across its solution lifecycle stages; (2) strategically influencing the product business and technology capability roadmaps from a UX perspective and (3) proactively identifying new market opportunities and influencing the platform architecture capabilities on which the UX of end products relies. In response to these challenges, three case studies are presented to demonstrate how enhanced ergonomics design approaches have effectively addressed the challenges faced in current HFE approaches. Then, the enhanced ergonomics design approaches are conceptualised by a user-experience ecosystem (UXE) framework, from a UX ecosystem perspective. Finally, evidence supporting the UXE, the advantage and the formalised process for executing UXE and methodological considerations are discussed.

Practitioner Summary: This paper presents enhanced ergonomics approaches to product design via three case studies to effectively address current HFE challenges by leveraging a systematic end-to-end UX approach, UX roadmaps and emerging UX associated with prioritised user needs and usages. Thus, HFE professionals can be more strategic, creative and influential.  相似文献   


20.
Since the third wave in human–computer interaction (HCI), research on user experience (UX) has gained momentum within the HCI community. The focus has shifted from systematic usability requirements and measures towards guidance on designing for experiences. This is a big change, since design has traditionally not played a large role in HCI research. Yet, the literature addressing this shift in focus is very limited. We believe that the field of UX research can learn from a field where design and experiential aspects have always been important: design research. In this article, we discuss why design is needed in UX research and how research that includes design as a part of research can support and advance UX design practice. We do this by investigating types of design-inclusive UX research and by learning from real-life cases of UX-related design research. We report the results of an interview study with 41 researchers in three academic research units where design research meets UX research. Based on our interview findings, and building on existing literature, we describe the different roles design can play in research projects. We also report how design research results can inform designing for experience methodologically or by providing new knowledge on UX. The results are presented in a structured palette that can help UX researchers reflect and focus more on design in their research projects, thereby tackling experience design challenges in their own research.  相似文献   

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