Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 4682

Search results for: user experience

4682 User Experience Measurement of User Interfaces

Authors: Mohammad Hashemi, John Herbert

Abstract:

Quantifying and measuring Quality of Experience (QoE) are important and difficult concerns in Human Computer Interaction (HCI). Quality of Service (QoS) and the actual User Interface (UI) of the application are both important contributors to the QoE of a user. This paper describes a framework that measures accurately the way a user uses the UI in order to model users' behaviours and profiles. It monitors the use of the mouse and use of UI elements with accurate time measurement. It does this in real-time and does so unobtrusively and efficiently allowing the user to work as normal with the application. This real-time accurate measurement of the user's interaction provides valuable data and insight into the use of the UI, and is also the basis for analysis of the user's QoE.

Keywords: user modelling, user interface experience, quality of experience, user experience, human and computer interaction

Procedia PDF Downloads 340
4681 Combining Experiments and Surveys to Understand the Pinterest User Experience

Authors: Jolie M. Martin

Abstract:

Running experiments while logging detailed user actions has become the standard way of testing product features at Pinterest, as at many other Internet companies. While this technique offers plenty of statistical power to assess the effects of product changes on behavioral metrics, it does not often give us much insight into why users respond the way they do. By combining at-scale experiments with smaller surveys of users in each experimental condition, we have developed a unique approach for measuring the impact of our product and communication treatments on user sentiment, attitudes, and comprehension.

Keywords: experiments, methodology, surveys, user experience

Procedia PDF Downloads 174
4680 Player Experience: A Research on Cross-Platform Supported Games

Authors: Salih Akkemik

Abstract:

User Experience has a characterized perspective based on two fundamentals: the usage process and the product. Digital games can be considered as a special interactive system. This system has a very specific purpose and this is to make the player feel good while playing. At this point, Player Experience (PX) and User Experience (UX) are similar. UX focuses on the user feels good, PX focuses on the player feels good. The most important difference between the two is the action taken. These are actions of using and playing. In this study, the player experience will be examined primarily. PX may differ on different platforms. Nowadays, companies are releasing the successful and high-income games that they have developed with cross-platform support. Cross-platform is the most common expression that an application can run on different operating systems, in other words, be developed to support different operating systems. In terms of digital games, cross-platform support means that a game can be played on a computer, console or mobile device environment, more specifically, the game developed is designed and programmed to be played in the same way on at least two different platforms, such as Windows, MacOS, Linux, iOS, Android, Orbis OS or Xbox OS. Different platforms also accommodate different player groups, profiles and preferences. This study aims to examine these different player profiles in terms of player experience and to determine the effects of cross-platform support on player experience.

Keywords: cross-platform, digital games, player experience, user experience

Procedia PDF Downloads 47
4679 Technological Exploitation and User Experience in Product Innovation: The Case Study of the High-Tech Mask

Authors: Venere Ferraro, Silvia Ferraris

Abstract:

We live in a world pervaded by new advanced technologies that have been changing the way we live and experience the surrounded. Besides, new technologies enable product innovation at different levels. Nevertheless, innovation does not lie just in the technological development and in its hard aspects but also in the meaningful use of it for the final user. In order to generate innovative products, a new perspective is needed: The shift from an instrument-oriented view of the technology towards a broader view that includes aspects like aesthetics, acceptance, comfort, and sociability. In many businesses, the user experience of the product is considered the key battlefield to achieve product innovation. (Holland 2011) The use of new technologies is indeed useless without paying attention to the user experience. This paper presents a workshop activity conducted at Design School of Politecnico di Milano in collaboration with Chiba University and aimed at generating innovative design concepts of high-tech mask. The students were asked to design the user experience of a new mask by exploiting emerging technologies such as wearable sensors and information communication technology (ICT) for a chosen field of application: safety or sport. When it comes to the user experience, the mask is a very challenging design product, because it covers aspects of product interaction and, most important, psychological and cultural aspects related to the impact on the facial expression. Furthermore, since the mask affects the face expression quite a lot, it could be a barrier to hide with, or it could be a mean to enhance user’s communication to others. The main request for the students was to take on a user-centered approach: To go beyond the instrumental aspects of product use and usability and focus on the user experience by shaping the technology in a desirable and meaningful way for the user reasoning on the metaphorical and cultural level of the product. During the one-week workshop students were asked to face the design process through (i) the research phase: an in-deep analysis of the user and field of application (safety or sport) to set design spaces (brief) and user scenario; (ii) the idea generation, (iii) the idea development. This text will shortly go through the meaning of the product innovation, the use and application of wearable technologies and will then focus on the user experience design in contrast with the technology-driven approach in the field of product innovation. Finally authors will describe the workshop activity and the concepts developed by the students stressing the important role of the user experience design in new product development.

Keywords: product innovation, user experience, technological exploitation, wearable technologies

Procedia PDF Downloads 227
4678 The User Experience Evaluation Study on Gamified Classroom via Prezi

Authors: Wong Seng Yue

Abstract:

Game dynamics and game mechanics are the two main components that used in gamification to engage and encourage students to learn. The advantages of gamified classroom are engaging students, increasing students interest, preserving students focus and remain a positive behaviour. However, the empirical studies on gamification are still at early stage, especially the effectiveness of various gamification components have not been evaluated. Thus, this study is aimed to conduct a user experience (UX) evaluation on gamified classroom through Prezi, which focused on learning experience, gaming experience, adaptivity, and gameplay experience. This study is a further study extended from the previous exploratory study to explore more on UX of gamified classroom via Prezi by interview. A focus group study, which involves 22 students from a foundation course has been conducted for the study. Besides the empirical data from the previous study, this focus group study has significantly found that 90.9% respondents show their positive perceptions on gaming experience via Prezi. They are interested, feel fresh, good, and highly motivated of the contents of Prezi. 95.5% participants have had a positive learning experience from the gamified classroom via Prezi, which can engage them, made them concentrate on learning and easy to remember what they have learned if compared to the traditional classroom slides. The adaptivity of the gamified classroom also high due to its zooming user interface, narrative, rewards and engagement features. This study has uncovered on how far the impact of gamification components in the classroom, especially UX that implemented in gamified classroom.

Keywords: user experience (UX), gamification, gamified classroom, Prezi

Procedia PDF Downloads 108
4677 Smart Product-Service System Innovation with User Experience: A Case Study of Chunmi

Authors: Ying Yu, Wen-Chi Kuo, Tung-Jung Sung

Abstract:

The Product-Service System (PSS) has received widespread attention due to the increasing global competition in manufacturing and service markets. Today’s smart products and services are driven by Internet of things (IoT) technologies which will promote the transformation from traditional PSS to smart PSS. Although the smart PSS has some of technological achievements in businesses, it often ignores the real demands of target users when using products and services. Therefore, designers should know and learn the User Experience (UX) of smart products, services and systems. However, both of academia and industry still lack relevant development experience of smart PSS since it is an emerging field. In doing so, this is a case study of Xiaomi’s Chunmi, the largest IoT platform in the world, and addresses the two major issues: (1) why Chunmi should develop smart PSS strategies with UX; and (2) how Chunmi could successfully implement the strategic objectives of smart PSS through the design. The case study results indicated that: (1) the smart PSS can distinguish competitors by their unique UX which is difficult to duplicate; (2) early user engagement is crucial for the success of smart PSS; and (3) interaction, expectation, and enjoyment can be treated as a three-dimensional evaluation of UX design for smart PSS innovation. In conclusion, the smart PSS can gain competitive advantages through good UX design in the market.

Keywords: design, smart PSS, user experience, user engagement

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4676 Data Mining to Capture User-Experience: A Case Study in Notebook Product Appearance Design

Authors: Rhoann Kerh, Chen-Fu Chien, Kuo-Yi Lin

Abstract:

In the era of rapidly increasing notebook market, consumer electronics manufacturers are facing a highly dynamic and competitive environment. In particular, the product appearance is the first part for user to distinguish the product from the product of other brands. Notebook product should differ in its appearance to engage users and contribute to the user experience (UX). The UX evaluates various product concepts to find the design for user needs; in addition, help the designer to further understand the product appearance preference of different market segment. However, few studies have been done for exploring the relationship between consumer background and the reaction of product appearance. This study aims to propose a data mining framework to capture the user’s information and the important relation between product appearance factors. The proposed framework consists of problem definition and structuring, data preparation, rules generation, and results evaluation and interpretation. An empirical study has been done in Taiwan that recruited 168 subjects from different background to experience the appearance performance of 11 different portable computers. The results assist the designers to develop product strategies based on the characteristics of consumers and the product concept that related to the UX, which help to launch the products to the right customers and increase the market shares. The results have shown the practical feasibility of the proposed framework.

Keywords: consumers decision making, product design, rough set theory, user experience

Procedia PDF Downloads 168
4675 Immersive and Interactive Storytelling: Exploring Narratives and Online Multisensory Experience for Cultural Memory and Collective Awareness through Graphic Novel

Authors: Cristina Greco

Abstract:

The spread of the digital and we-based technologies has led to a transformation process, which has coincided with an increase in the number of cases who are beyond the mainstream storytelling and its codes on the interaction with the user. On the base of a previous research on i-docs and virtual museums, this study analyses interactive and immersive online Graphic Novel – one-page, animated, illustrated, and hybrid – to reflect on the transformational implications of this expressive form on the user perception, remembrance, and awareness. The way in which the user experiences a certain level of interaction with the story and immersion in the semantic and figurative universe would bring user’s attention, activating introspection and self-reflection processes, perception, imagination, and creativity. This would have to do with the involvement of different senses – visual, proprioceptive, tactile, auditory, and vestibular – and the activation of a phenomenon of synaesthesia (involuntary cross-modal sensory association) – where, for example, the aural reconnect the user to another sense, providing a multisensory experience. The case studies show specific forms of interactive and immersive graphic novel and reflect on application that has sought to engage innovative ways to communicate different messages and stimulate cultural memory and collective awareness. The visual semiotic and narrative analysis of the distinctive traits of such a complex textuality, along with a study of the user’s experience through observation in naturalistic settings and interviews, allows us to question the functioning of these configurations, with regard to the relationships between the figurative dimension, the perceptive activity, and their impact on the user’s engagement.

Keywords: collective awareness, cultural memory, graphic novel, interactive and immersive storytelling

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4674 Understanding the Impact of Ambience, Acoustics, and Chroma on User Experience through Different Mediums and Study Scenarios

Authors: Mushty Srividya

Abstract:

Humans that inhabit a designed space consciously or unconsciously accept the spaces which have an impact on how they perceive, feel and act accordingly. Spaces that are more interactive and communicative with the human senses become more interesting. Interaction in architecture is the art of building relationships between the user and the spaces. Often spaces are form-based, function-based or aesthetically pleasing spaces but they are not interactive with the user which actually has a greater impact on how the user perceives the designed space and appreciate it. It is very necessary for a designer to understand and appreciate the human character and design accordingly, wherein the user gets the flexibility to explore and experience it for themselves rather than the designed space dictating the user how to perceive or feel in that space. In this interaction between designed spaces and the user, a designer needs to understand the spatial potential and user’s needs because the design language varies with varied situations in accordance with these factors. Designers often have the tendency to construct spaces with their perspectives, observations, and sense the space in their range of different angles rather than the users. It is, therefore, necessary to understand the potential of the space by understanding different factors and improve the quality of space with the help of creating better interactive spaces. For an interaction to occur between the user and space, there is a need for some medium. In this paper, light, color, and sound will be used as the mediums to understand and create interactions between the user and space, considering these to be the primary sources which would not require any physical touch in the space and would help in triggering the human senses. This paper involves in studying and understanding the impact of light, color and sound on different typologies of spaces on the user through different findings, articles, case studies and surveys and try to get links between these three mediums to create an interaction. This paper also deals with understanding in which medium takes an upper hand in a varied typology of spaces and identify different techniques which would create interactions between the user and space with the help of light, color, and sound.

Keywords: color, communicative spaces, human factors, interactive spaces, light, sound

Procedia PDF Downloads 90
4673 User Experience Evaluation on the Usage of Commuter Line Train Ticket Vending Machine

Authors: Faishal Muhammad, Erlinda Muslim, Nadia Faradilla, Sayidul Fikri

Abstract:

To deal with the increase of mass transportation needs problem, PT. Kereta Commuter Jabodetabek (KCJ) implements Commuter Vending Machine (C-VIM) as the solution. For that background, C-VIM is implemented as a substitute to the conventional ticket windows with the purposes to make transaction process more efficient and to introduce self-service technology to the commuter line user. However, this implementation causing problems and long queues when the user is not accustomed to using the machine. The objective of this research is to evaluate user experience after using the commuter vending machine. The goal is to analyze the existing user experience problem and to achieve a better user experience design. The evaluation method is done by giving task scenario according to the features offered by the machine. The features are daily insured ticket sales, ticket refund, and multi-trip card top up. There 20 peoples that separated into two groups of respondents involved in this research, which consist of 5 males and 5 females each group. The experienced and inexperienced user to prove that there is a significant difference between both groups in the measurement. The user experience is measured by both quantitative and qualitative measurement. The quantitative measurement includes the user performance metrics such as task success, time on task, error, efficiency, and learnability. The qualitative measurement includes system usability scale questionnaire (SUS), questionnaire for user interface satisfaction (QUIS), and retrospective think aloud (RTA). Usability performance metrics shows that 4 out of 5 indicators are significantly different in both group. This shows that the inexperienced group is having a problem when using the C-VIM. Conventional ticket windows also show a better usability performance metrics compared to the C-VIM. From the data processing, the experienced group give the SUS score of 62 with the acceptability scale of 'marginal low', grade scale of “D”, and the adjective ratings of 'good' while the inexperienced group gives the SUS score of 51 with the acceptability scale of 'marginal low', grade scale of 'F', and the adjective ratings of 'ok'. This shows that both groups give a low score on the system usability scale. The QUIS score of the experienced group is 69,18 and the inexperienced group is 64,20. This shows the average QUIS score below 70 which indicate a problem with the user interface. RTA was done to obtain user experience issue when using C-VIM through interview protocols. The issue obtained then sorted using pareto concept and diagram. The solution of this research is interface redesign using activity relationship chart. This method resulted in a better interface with an average SUS score of 72,25, with the acceptable scale of 'acceptable', grade scale of 'B', and the adjective ratings of 'excellent'. From the time on task indicator of performance metrics also shows a significant better time by using the new interface design. Result in this study shows that C-VIM not yet have a good performance and user experience.

Keywords: activity relationship chart, commuter line vending machine, system usability scale, usability performance metrics, user experience evaluation

Procedia PDF Downloads 136
4672 Experience Report about the Inclusion of People with Disabilities in the Process of Testing an Accessible System for Learning Management

Authors: Marcos Devaner, Marcela Alves, Cledson Braga, Fabiano Alves, Wilton Bezerra

Abstract:

This article discusses the inclusion of people with disabilities in the process of testing an accessible system solution for distance education. The accessible system, team profile, methodologies and techniques covered in the testing process are presented. The testing process shown in this paper was designed from the experience with user. The testing process emerged from lessons learned from past experiences and the end user is present at all stages of the tests. Also, lessons learned are reported and how it was possible the maturing of the team and the methods resulting in a simple, productive and effective process.

Keywords: experience report, accessible systems, software testing, testing process, systems, e-learning

Procedia PDF Downloads 215
4671 Designing User Interfaces for Just in Time Enterprise Solution

Authors: Romi Dey

Abstract:

Introduction: One of the most important criteria for technology to sustain and grow is through it’s elaborate and intuitive design methodology and design thinking. Designing for enterprise applications that cater to Just in Time Technology is one of the most challenging and detailed processes any User Experience Designer would come across. Description: The basic principles of Design, when applied to tailor to these technologies, creates an immense challenge and that’s how a set of redefined and revised design principles that can be applied to designing any Just In Time manufacturing solution. Findings: The thorough process of understanding the end user, their existing pain points which they’ve faced in the real world, their responsibilities and expectations, the core needs and last but not the least the demands, creates havoc nurturing of the design methodologies for the Just in Time solutions. With respect to the business aspect, design and design principles play a strong role in any form of innovation. Conclusion: Innovation and knowledge about the latest technologies are the keywords in the manufacturing industry. It becomes crucial for the product development team to be precise in their understanding of the technology and being sure of end users expectation.

Keywords: design thinking, enterprise application, Just in Time, user experience design

Procedia PDF Downloads 64
4670 Voice in Music Therapy and Adult Trauma Research: Presenting a Meta-Synthesis of Lived Experience Perspectives

Authors: Kirsten B. Hillman

Abstract:

There is a growing body of qualitative research in adult mental health and music therapy contexts which highlights user perspectives; however, only a very small sub-section of this literature pertains to people with lived experiences of psychological trauma. This paper will provide a meta-synthesis of this existing body of research, with the intention to present a cohesive overview of salient themes in this research and a platform for the under-represented voices of those with lived experience. This synthesis will be contextualised within a broader discussion of ‘Voice’ in trauma and music therapy research, considering its layered meanings: including literal expressive vocalising and musical expression, voicing after experiences of silencing, and the possibilities of experiencing self-determination and agency in therapy after trauma.

Keywords: lived experience, music therapy, trauma, user perspectives

Procedia PDF Downloads 32
4669 A Study on User Authentication Method Using Haptic Actuator and Security Evaluation

Authors: Yo Han Choi, Hee Suk Seo, Seung Hwan Ju, Sung Hyu Han

Abstract:

As currently various portable devices were launched, smart business conducted using them became common. Since smart business can use company-internal resources in an external remote place, user authentication that can identify authentic users is an important factor. Commonly used user authentication is a method of using user ID and Password. In the user authentication using ID and Password, the user should see and enter authentication information him or herself. In this user authentication system depending on the user’s vision, there is the threat of password leaks through snooping in the process which the user enters his or her authentication information. This study designed and produced a user authentication module using an actuator to respond to the snooping threat.

Keywords: actuator, user authentication, security evaluation, haptic actuator

Procedia PDF Downloads 214
4668 Interactive Multiple Functions User Interface

Authors: Manjit Singh Sidhu, Waleed Maqableh, Jee Geak Ying

Abstract:

Tangible user interfaces (TUI) that employ markers in the augmented reality (AR) environment has hampered the interactivity between the user and the software application. This is because the user lacks focus on visualizing the contents due to the interaction mechanisms whereby multiple markers may need to be used to perform a particular function. In this research, we have designed a novel TUI user interface where multiple functions could be triggered similar to a natural keyboard thus allowing user to focus more on its digital contents such as 2D/3D, text input, animation and sound. Test results of the user interface with potential users and HCI experts revealed that the multiple functions user interface was new, preferred and appreciated more as opposed to marker based user interface.

Keywords: multimedia, augmented reality, engineering, user interface, visualization

Procedia PDF Downloads 330
4667 Understanding Cruise Passengers’ On-board Experience throughout the Customer Decision Journey

Authors: Sabina Akter, Osiris Valdez Banda, Pentti Kujala, Jani Romanoff

Abstract:

This paper examines the relationship between on-board environmental factors and customer overall satisfaction in the context of the cruise on-board experience. The on-board environmental factors considered are ambient, layout/design, social, product/service and on-board enjoyment factors. The study presents a data-driven framework and model for the on-board cruise experience. The data are collected from 893 respondents in an application of a self-administered online questionnaire of their cruise experience. This study reveals the cruise passengers’ on-board experience through the customer decision journey based on the publicly available data. Pearson correlation and regression analysis have been applied, and the results show a positive and a significant relationship between the environmental factors and on-board experience. These data help understand the cruise passengers’ on-board experience, which will be used for the ultimate decision-making process in cruise ship design.

Keywords: cruise behavior, customer activities, on-board environmental factors, on-board experience, user or customer satisfaction

Procedia PDF Downloads 39
4666 Gaming Mouse Redesign Based on Evaluation of Pragmatic and Hedonic Aspects of User Experience

Authors: Thedy Yogasara, Fredy Agus

Abstract:

In designing a product, it is currently crucial to focus not only on the product’s usability based on performance measures, but also on user experience (UX) that includes pragmatic and hedonic aspects of product use. These aspects play a significant role in fulfillment of user needs, both functionally and psychologically. Pragmatic quality refers to as product’s perceived ability to support the fulfillment of behavioral goals. It is closely linked to functionality and usability of the product. In contrast, hedonic quality is product’s perceived ability to support the fulfillment of psychological needs. Hedonic quality relates to the pleasure of ownership and use of the product, including stimulation for personal development and communication of user’s identity to others through the product. This study evaluates the pragmatic and hedonic aspects of gaming mice G600 and Razer Krait using AttrakDiff tool to create an improved design that is able to generate positive UX. AttrakDiff is a method that measures pragmatic and hedonic scores of a product with a scale between -3 to +3 through four attributes (i.e. Pragmatic Quality, Hedonic Quality-Identification, Hedonic Quality-Stimulation, and Attractiveness), represented by 28 pairs of opposite words. Based on data gathered from 15 participants, it is identified that gaming mouse G600 needs to be redesigned because of its low grades (pragmatic score: -0.838, hedonic score: 1, attractiveness score: 0.771). The redesign process focuses on the attributes with poor scores and takes into account improvement suggestions collected from interview with the participants. The redesigned mouse G600 is evaluated using the previous method. The result shows higher scores in pragmatic quality (1.929), hedonic quality (1.703), and attractiveness (1.667), indicating that the redesigned mouse is more capable of creating pleasurable experience of product use.

Keywords: AttrakDiff, hedonic aspect, pragmatic aspect, product design, user experience

Procedia PDF Downloads 52
4665 Visual Overloaded on User-Generated Content by the Net Generation: Participatory Cultural Viewpoint

Authors: Hasanah Md. Amin

Abstract:

The existence of cyberspace and its growing contents is real and overwhelming. Visual as one of the properties of cyber contents is increasingly becoming more significant and popular among creator and user. The visual and aesthetic of the content is consistent with many similarities. Aesthetic, although universal, has slight differences across the world. Aesthetic power could impress, influence, and cause bias among the users. The content creator who knows how to manipulate this visuals and aesthetic expression can dominate the scenario and the user who is ‘expressive literate’ will gain much from the scenes. User who understands aesthetic will be rewarded with competence, confidence, and certainly, a personality enhanced experience in carrying out a task when participating in this chaotic but promising cyberworld. The aim of this article is to gain knowledge from related literature and research regarding User-Generated Content (UGC), which focuses on aesthetic expression by the Net generation. The objective of this preliminary study is to analyze the aesthetic expression linked to visual from the participatory cultural viewpoint looking for meaning, value, patterns, and characteristics.

Keywords: visual overloaded, user-generated content, net generation, visual arts

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4664 The Factors that Effect to User Satisfaction of Information System in Bangkok Hospital

Authors: Somchai Buaroong

Abstract:

This research attempted to study information system success in dimensions of the user satisfaction level and to find the association between the independent factors of the user experiences, user knowledge, and user attitude. The study sample was selected using simple random sampling that comprised of 190 users who had used the Bangkok HIS. The data were reported from 165 questionnaires. The results found that the user satisfaction was at a moderate level, user satisfaction on the information quality and system quality was at a moderate level, while satisfaction on service quality was at a high level. The computer knowledge of the user was at a moderate level, and the user attitude was at a positive level. The participation of the user was at a low level and the participation in decision and in evaluation was at a low level; however participation in implementation and in benefit was at a moderate.

Keywords: information system success, hospital information system, user attitude, user satisfaction

Procedia PDF Downloads 196
4663 Privacy Protection Principles of Omnichannel Approach

Authors: Renata Mekovec, Dijana Peras, Ruben Picek

Abstract:

The advent of the Internet, mobile devices and social media is revolutionizing the experience of retail customers by linking multiple sources through various channels. Omnichannel retailing is a retailing that combines multiple channels to allow customers to seamlessly leverage all the distribution information online and offline while shopping. Therefore, today data are an asset more critical than ever for all organizations. Nonetheless, because of its heterogeneity through platforms, developers are currently facing difficulties in dealing with personal data. Considering the possibilities of omnichannel communication, this paper presents channel categorization that could enhance the customer experience of omnichannel center called hyper center. The purpose of this paper is fundamentally to describe the connection between the omnichannel hyper center and the customer, with particular attention to privacy protection. The first phase was finding the most appropriate channels of communication for hyper center. Consequently, a selection of widely used communication channels has been identified and analyzed with regard to the effect requirements for optimizing user experience. The evaluation criteria are divided into 3 groups: general, user profile and channel options. For each criterion the weight of importance for omnichannel communication was defined. The most important thing was to consider how the hyper center can make user identification while respecting the privacy protection requirements. The study carried out also shows what customer experience across digital networks would look like, based on an omnichannel approach owing to privacy protection principles.

Keywords: personal data, privacy protection, omnichannel communication, retail

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4662 Design for Sentiment-ancy: Conceptual Framework to Improve User’s Well-Being Through Fostering Emotional Attachment in the Use Experience With Their Assistive Devices

Authors: Seba Quqandi

Abstract:

This study investigates the bond that people form using their assistive devices and the tactics applied during the product design process to help improve the user experience leading to a long-term product relationship. The aim is to develop a conceptual framework with which to describe and analyze the bond people form with their assistive devices and to integrate human emotions as a factor during the development of the product design process. The focus will be on the assistive technology market, namely, the Aid-For-Daily-Living market for situational impairments, to increase the quality of wellbeing. Findings will help us better understand the real issues of the product experience concerning people’s interaction throughout the product performance, establish awareness of the emotional effects in the daily interaction that fosters the product attachment, and help product developers and future designers create a connection between users and their assistive devices. The research concludes by discussing the implications of these findings for professionals and academics in the form of experiments in order to identify new areas that can stimulate new /or developed design directions.

Keywords: experience design, interaction design, emotion, design psychology, assistive tools, customization, userentred design

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4661 Ubiquitous Life People Informatics Engine (U-Life PIE): Wearable Health Promotion System

Authors: Yi-Ping Lo, Shi-Yao Wei, Chih-Chun Ma

Abstract:

Since Google launched Google Glass in 2012, numbers of commercial wearable devices were released, such as smart belt, smart band, smart shoes, smart clothes ... etc. However, most of these devices perform as sensors to show the readings of measurements and few of them provide the interactive feedback to the user. Furthermore, these devices are single task devices which are not able to communicate with each other. In this paper a new health promotion system, Ubiquitous Life People Informatics Engine (U-Life PIE), will be presented. This engine consists of People Informatics Engine (PIE) and the interactive user interface. PIE collects all the data from the compatible devices, analyzes this data comprehensively and communicates between devices via various application programming interfaces. All the data and informations are stored on the PIE unit, therefore, the user is able to view the instant and historical data on their mobile devices any time. It also provides the real-time hands-free feedback and instructions through the user interface visually, acoustically and tactilely. These feedback and instructions suggest the user to adjust their posture or habits in order to avoid the physical injuries and prevent illness.

Keywords: machine learning, wearable devices, user interface, user experience, internet of things

Procedia PDF Downloads 182
4660 Inducing Flow Experience in Mobile Learning: An Experiment Using a Spanish Learning Mobile Application

Authors: S. Jonsson, D. Millard, C. Bokhove

Abstract:

Smartphones are ubiquitous and frequently used as learning tools, which makes the design of educational apps an important area of research. A key issue is designing apps to encourage engagement while maintaining a focus on the educational aspects of the app. Flow experience is a promising method for addressing this issue, which refers to a mental state of cognitive absorption and positive emotion. Flow experience has been shown to be associated with positive emotion and increased learning performance. Studies have shown that immediate feedback is an antecedent to Flow. This experiment investigates the effect of immediate feedback on Flow experience. An app teaching Spanish phrases was developed, and 30 participants completed both a 10min session with immediate feedback and a 10min session with delayed feedback. The app contained a task where the user assembles Spanish phrases by pressing bricks with Spanish words. Immediate feedback was implemented by incorrect bricks recoiling, while correct brick moved to form part of the finished phrase. In the delayed feedback condition, the user did not know if the bricks they pressed were correct until the phrase was complete. The level of Flow experienced by the participants was measured after each session using the Flow Short Scale. The results showed that higher levels of Flow were experienced in the immediate feedback session. It was also found that 14 of the participants indicated that the demands of the task were ‘just right’ in the immediate feedback session, while only one did in the delayed feedback session. These results have implications for how to design educational technology and opens up questions for how Flow experience can be used to increase performance and engagement.

Keywords: feedback timing, flow experience, L2 language learning, mobile learning

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4659 Automated Testing to Detect Instance Data Loss in Android Applications

Authors: Anusha Konduru, Zhiyong Shan, Preethi Santhanam, Vinod Namboodiri, Rajiv Bagai

Abstract:

Mobile applications are increasing in a significant amount, each to address the requirements of many users. However, the quick developments and enhancements are resulting in many underlying defects. Android apps create and handle a large variety of 'instance' data that has to persist across runs, such as the current navigation route, workout results, antivirus settings, or game state. Due to the nature of Android, an app can be paused, sent into the background, or killed at any time. If the instance data is not saved and restored between runs, in addition to data loss, partially-saved or corrupted data can crash the app upon resume or restart. However, it is difficult for the programmer to manually test this issue for all the activities. This results in the issue of data loss that the data entered by the user are not saved when there is any interruption. This issue can degrade user experience because the user needs to reenter the information each time there is an interruption. Automated testing to detect such data loss is important to improve the user experience. This research proposes a tool, DroidDL, a data loss detector for Android, which detects the instance data loss from a given android application. We have tested 395 applications and found 12 applications with the issue of data loss. This approach is proved highly accurate and reliable to find the apps with this defect, which can be used by android developers to avoid such errors.

Keywords: Android, automated testing, activity, data loss

Procedia PDF Downloads 50
4658 User Modeling from the Perspective of Improvement in Search Results: A Survey of the State of the Art

Authors: Samira Karimi-Mansoub, Rahem Abri

Abstract:

Currently, users expect high quality and personalized information from search results. To satisfy user’s needs, personalized approaches to web search have been proposed. These approaches can provide the most appropriate answer for user’s needs by using user context and incorporating information about query provided by combining search technologies. To carry out personalized web search, there is a need to make different techniques on whole of user search process. There are the number of possible deployment of personalized approaches such as personalized web search, personalized recommendation, personalized summarization and filtering systems and etc. but the common feature of all approaches in various domains is that user modeling is utilized to provide personalized information from the Web. So the most important work in personalized approaches is user model mining. User modeling applications and technologies can be used in various domains depending on how the user collected information may be extracted. In addition to, the used techniques to create user model is also different in each of these applications. Since in the previous studies, there was not a complete survey in this field, our purpose is to present a survey on applications and techniques of user modeling from the viewpoint of improvement in search results by considering the existing literature and researches.

Keywords: filtering systems, personalized web search, user modeling, user search behavior

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4657 An Approach to Building a Recommendation Engine for Travel Applications Using Genetic Algorithms and Neural Networks

Authors: Adrian Ionita, Ana-Maria Ghimes

Abstract:

The lack of features, design and the lack of promoting an integrated booking application are some of the reasons why most online travel platforms only offer automation of old booking processes, being limited to the integration of a smaller number of services without addressing the user experience. This paper represents a practical study on how to improve travel applications creating user-profiles through data-mining based on neural networks and genetic algorithms. Choices made by users and their ‘friends’ in the ‘social’ network context can be considered input data for a recommendation engine. The purpose of using these algorithms and this design is to improve user experience and to deliver more features to the users. The paper aims to highlight a broader range of improvements that could be applied to travel applications in terms of design and service integration, while the main scientific approach remains the technical implementation of the neural network solution. The motivation of the technologies used is also related to the initiative of some online booking providers that have made the fact that they use some ‘neural network’ related designs public. These companies use similar Big-Data technologies to provide recommendations for hotels, restaurants, and cinemas with a neural network based recommendation engine for building a user ‘DNA profile’. This implementation of the ‘profile’ a collection of neural networks trained from previous user choices, can improve the usability and design of any type of application.

Keywords: artificial intelligence, big data, cloud computing, DNA profile, genetic algorithms, machine learning, neural networks, optimization, recommendation system, user profiling

Procedia PDF Downloads 62
4656 User-Based Cannibalization Mitigation in an Online Marketplace

Authors: Vivian Guo, Yan Qu

Abstract:

Online marketplaces are not only digital places where consumers buy and sell merchandise, and they are also destinations for brands to connect with real consumers at the moment when customers are in the shopping mindset. For many marketplaces, brands have been important partners through advertising. There can be, however, a risk of advertising impacting a consumer’s shopping journey if it hurts the use experience or takes the user away from the site. Both could lead to the loss of transaction revenue for the marketplace. In this paper, we present user-based methods for cannibalization control by selectively turning off ads to users who are likely to be cannibalized by ads subject to business objectives. We present ways of measuring cannibalization of advertising in the context of an online marketplace and propose novel ways of measuring cannibalization through purchase propensity and uplift modeling. A/B testing has shown that our methods can significantly improve user purchase and engagement metrics while operating within business objectives. To our knowledge, this is the first paper that addresses cannibalization mitigation at the user-level in the context of advertising.

Keywords: cannibalization, machine learning, online marketplace, revenue optimization, yield optimization

Procedia PDF Downloads 74
4655 Producing Graphical User Interface from Activity Diagrams

Authors: Ebitisam K. Elberkawi, Mohamed M. Elammari

Abstract:

Graphical User Interface (GUI) is essential to programming, as is any other characteristic or feature, due to the fact that GUI components provide the fundamental interaction between the user and the program. Thus, we must give more interest to GUI during building and development of systems. Also, we must give a greater attention to the user who is the basic corner in the dealing with the GUI. This paper introduces an approach for designing GUI from one of the models of business workflows which describe the workflow behavior of a system, specifically through activity diagrams (AD).

Keywords: activity diagram, graphical user interface, GUI components, program

Procedia PDF Downloads 326
4654 Analyzing Log File of Community Question Answering for Online Learning

Authors: Long Chen

Abstract:

With the proliferation of E-Learning, collaborative learning becomes more and more popular in various teaching and learning occasions. Studies over the years have proved that actively participating in classroom discussion can enhance student's learning experience, consolidating their knowledge and understanding of the class content. Collaborative learning can also allow students to share their resources and knowledge by exchanging, absorbing, and observing one another's opinions and ideas. Community Question Answering (CQA) services are particularly suitable paradigms for collaborative learning, since it is essentially an online collaborative learning platform where one can get information from multiple sources for he/her to choose from. However, current CQA services have only achieved limited success in collaborative learning due to the uncertainty of answers' quality. In this paper, we predict the quality of answers in a CQA service, i.e. Yahoo! Answers, for the use of online education and distance learning, which would enable a student to find relevant answers and potential answerers more effectively and efficiently, and thus greatly increase students' user experience in CQA services. Our experiment reveals that the quality of answers is influenced by a series of factors such as asking time, relations between users, and his/her experience in the past. We also show that by modelling user's profile with our proposed personalized features, student's satisfaction towards the provided answers could be accurately estimated.

Keywords: Community Question Answering, Collaborative Learning, Log File, Co-Training

Procedia PDF Downloads 349
4653 A Bottleneck-Aware Power Management Scheme in Heterogeneous Processors for Web Apps

Authors: Inyoung Park, Youngjoo Woo, Euiseong Seo

Abstract:

With the advent of WebGL, Web apps are now able to provide high quality graphics by utilizing the underlying graphic processing units (GPUs). Despite that the Web apps are becoming common and popular, the current power management schemes, which were devised for the conventional native applications, are suboptimal for Web apps because of the additional layer, the Web browser, between OS and application. The Web browser running on a CPU issues GL commands, which are for rendering images to be displayed by the Web app currently running, to the GPU and the GPU processes them. The size and number of issued GL commands determine the processing load of the GPU. While the GPU is processing the GL commands, CPU simultaneously executes the other compute intensive threads. The actual user experience will be determined by either CPU processing or GPU processing depending on which of the two is the more demanded resource. For example, when the GPU work queue is saturated by the outstanding commands, lowering the performance level of the CPU does not affect the user experience because it is already deteriorated by the retarded execution of GPU commands. Consequently, it would be desirable to lower CPU or GPU performance level to save energy when the other resource is saturated and becomes a bottleneck in the execution flow. Based on this observation, we propose a power management scheme that is specialized for the Web app runtime environment. This approach incurs two technical challenges; identification of the bottleneck resource and determination of the appropriate performance level for unsaturated resource. The proposed power management scheme uses the CPU utilization level of the Window Manager to tell which one is the bottleneck if exists. The Window Manager draws the final screen using the processed results delivered from the GPU. Thus, the Window Manager is on the critical path that determines the quality of user experience and purely executed by the CPU. The proposed scheme uses the weighted average of the Window Manager utilization to prevent excessive sensitivity and fluctuation. We classified Web apps into three categories using the analysis results that measure frame-per-second (FPS) changes under diverse CPU/GPU clock combinations. The results showed that the capability of the CPU decides user experience when the Window Manager utilization is above 90% and consequently, the proposed scheme decreases the performance level of CPU by one step. On the contrary, when its utilization is less than 60%, the bottleneck usually lies in the GPU and it is desirable to decrease the performance of GPU. Even the processing unit that is not on critical path, excessive performance drop can occur and that may adversely affect the user experience. Therefore, our scheme lowers the frequency gradually, until it finds an appropriate level by periodically checking the CPU utilization. The proposed scheme reduced the energy consumption by 10.34% on average in comparison to the conventional Linux kernel, and it worsened their FPS by 1.07% only on average.

Keywords: interactive applications, power management, QoS, Web apps, WebGL

Procedia PDF Downloads 120