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A user test with accessible video player looking for user experience

Villena, Johana Maria Rosas; Goularte, Rudinei; Fortes, Renata Pontin de Mattos
Fonte: Springer International Publishing; Cham Publicador: Springer International Publishing; Cham
Tipo: Artigo de Revista Científica
ENG
Relevância na Pesquisa
66.21%
There is a huge availability of videos that have been produced in a very fast and wide way, along with the popularity of Internet. The video authors should carefully consider the scenario since many users have different needs. It is important to keep in mind the user experience because involves a person’s behaviors, attitudes, and emotions about using a particular system, for example, the video player. In addition, usability and accessibility of video players need to be considered. The object of this study is to examine users’ needs, expectations and requirements for accessible videos. We developed an accessible video player to evaluate with users. We present the results in the form of guidelines, which highlight the characteristics of users; the characteristics that the video need to satisfy the users’ needs and the context in which users commonly watch the videos.; Program Estudantes-Convênio de Pós-Graduação – PEC-PG, of CAPES/CNPq – Brazil; 8th International Conference on Universal Access in Human-Computer Interaction (UAHCI). Crete, Greece. 22-27 June 2014.

Online Shopping Websites: An Evaluation of User Experience and Interface Ergonomic Criteria from the Perspective of Older Users

Fernandes, Fabiane Rodriguez; Paschoarelli, Luis Carlos; Marcus, A.
Fonte: Springer Publicador: Springer
Tipo: Conferência ou Objeto de Conferência Formato: 104-115
ENG
Relevância na Pesquisa
66.24%
This paper presents a user experience evaluation of two online shopping websites from the perspective of older users (those aged 50 and older). Two online shopping websites were evaluated using methodological procedures established in prior research [1]. The methodology consists of four steps: (1) heuristic interface evaluation using an ergonomic criteria checklist, (2) online identification and experience questionnaire, (3) evaluation of user experience and interface interaction, and (4) satisfaction questionnaire. Results of the study revealed the analyzed websites are not suitable for older users, who find it difficult to interact with these interfaces.

A web-based tool for user experience studies

Coelho, André
Fonte: Universidade do Minho Publicador: Universidade do Minho
Tipo: Dissertação de Mestrado
Publicado em 13/12/2012 ENG
Relevância na Pesquisa
46.31%
Dissertação de mestrado em Engenharia de Informática; In a ubicomp environment it is important to evaluate the user experience in interaction with technology and how this technology affects users in several dimensions. To assess those dimensions, what affects them and what causes them to impact users in one way or another, researchers conduct user studies and these aid researchers to answer their questions. While there are several user study techniques, these techniques are mostly not attuned to the specificities of ubicomp settings. This is where experience sampling proves to be a valuable technique, as it’s impromptu and in-situ nature caters to the specificities of ubicomp scenarios. This work focuses on studying user study techniques, with particular attention to experience sampling and, on the design and evaluation of the platform that we created to empower researchers with a flexible and general purpose user study tool. This tool allows them to easily create and manage studies and, to collect rich contextual data. From the study participants’ perspective, the tool strives to be minimally intrusive and to not impose unwanted costs (energetic or monetary). Evaluation results show that we were successful in achieving our goals in terms of internal validity but the sample size of the test study limits us in achieving generalizability (external validity) for our results.; Num ambiente de computação ubíqua é importante avaliar a experiência dos utilizadores na sua interacção com a tecnologia e também...

Simulating ubiquitous computing environments

Moreira, Samuel
Fonte: Universidade do Minho Publicador: Universidade do Minho
Tipo: Dissertação de Mestrado
Publicado em 22/03/2013 ENG
Relevância na Pesquisa
46.24%
Dissertação de mestrado em Engenharia Informática; Ubiquitous computing (Ubicomp) technologies provide exciting new opportunities for enhancing physical spaces to support the needs and activities of people within them. The ability to develop such systems effectively will offer significant competitive advantage. Tools are required to predict problems related with use early in the design cycle. At the Department of Informatics in the University of Minho the rApid Prototyping for user EXperience (APEX) framework is being developed. This framework allows a rapid prototyping and simulation of ubiquitous environments. The goal of APEX is to ease the creation of immersive prototypes of ubiquitous environments, so that they can be realistically explored by the users. These prototypes enable the early evaluation of how users will experience the ubiquitous environment. This dissertation presents a state of the art in ubicomp simulation platforms. It also presents a study that defines analysis dimensions for immersive prototyping based on 3D simulation. Thus providing a framework to guide the alignment between specific evaluation goals and particular prototype properties. The focus of this dissertation is on creating two virtual environments based on real environments...

Un outil d’évaluation neurocognitive des interactions humain-machine

Courtemanche, François
Fonte: Université de Montréal Publicador: Université de Montréal
Tipo: Thèse ou Mémoire numérique / Electronic Thesis or Dissertation
FR
Relevância na Pesquisa
46.27%
De plus en plus de recherches sur les Interactions Humain-Machine (IHM) tentent d’effectuer des analyses fines de l’interaction afin de faire ressortir ce qui influence les comportements des utilisateurs. Tant au niveau de l’évaluation de la performance que de l’expérience des utilisateurs, on note qu’une attention particulière est maintenant portée aux réactions émotionnelles et cognitives lors de l’interaction. Les approches qualitatives standards sont limitées, car elles se fondent sur l’observation et des entrevues après l’interaction, limitant ainsi la précision du diagnostic. L’expérience utilisateur et les réactions émotionnelles étant de nature hautement dynamique et contextualisée, les approches d’évaluation doivent l’être de même afin de permettre un diagnostic précis de l’interaction. Cette thèse présente une approche d’évaluation quantitative et dynamique qui permet de contextualiser les réactions des utilisateurs afin d’en identifier les antécédents dans l’interaction avec un système. Pour ce faire, ce travail s’articule autour de trois axes. 1) La reconnaissance automatique des buts et de la structure de tâches de l’utilisateur, à l’aide de mesures oculométriques et d’activité dans l’environnement par apprentissage machine. 2) L’inférence de construits psychologiques (activation...

The Library User Experience: Why it matters and how it can be improved

Notess, Mark
Fonte: Indiana University Digital Collections Services Publicador: Indiana University Digital Collections Services
Tipo: Conferência ou Objeto de Conferência
EN_US
Relevância na Pesquisa
66.19%
User Experience (UX) encompasses not just usability but a customer???s total experience of products, services, and organizations. This talk focuses on the technology-mediated experience people have with the Libraries. I begin by explaining the key concepts of UX and give some examples of why it matters to us. I will describe a range of UX methods for improving UX and will talk about how those methods can be applied to technology-based products and services in the Libraries. I will also summarize the charter of the new UX consulting group in the Bloomington Libraries and describe we can assist with UX improvements. Although this talk will focus on libraries, most of it will apply to any technology-based project.

Preference for user experience on the part of Army FA 97 contracting officers

Walsh, Damon T.
Fonte: Monterey, California. Naval Postgraduate School Publicador: Monterey, California. Naval Postgraduate School
Tipo: Tese de Doutorado
EN_US
Relevância na Pesquisa
46.17%
There is an apparent contradiction within the U. S. Army Acquisition Corps between the stated intent to capitalize on the operational experience of the military members of the Corps, and the philosophy used in distributing officers within the Corps. Following enactment of the Defense Acquisition Workforce Improvement Act in 1990 the Army created the Army Acquisition Corps (AAC). A review of the billets available for Functional Area 97 contracting officers, however, reveals that well over half of the positions are coded for branch immaterial officers, meaning any officer from any branch can fill the slot. The objective of this thesis is to examine the rationale behind the current organization of contracting personnel in an attempt to determine whether there should be more FA 97 positions coded to require branch, or branch-type, specific officers, as well as to identify where the billets should be. A survey of 175 senior officers in the AAC was conducted in order to gauge the level of command preference for user experience on the part of contracting officers. Respondents indicated that: an increase in the level of emphasis placed on branch coding FA 97 billets should be beneficial but that a determination as to the cost of an increased reliance must first be made; the best level for branch coding decisions is at the organizational level; and there does exist a relationship between the Career Management Fields and the AMC MACOM commodity group organization. Additionally...

Mapping the tourist experience in trains through human-centred design: eliciting needs and desires for a future mobile app; Mapeando a experiência turística em trens através do design centrado no ser humano: descobrindo necessidades e desejos para uma futura aplicação móvel

Gonçalves, Filipe Maciel
Fonte: Universidade de Aveiro Publicador: Universidade de Aveiro
Tipo: Dissertação de Mestrado
ENG
Relevância na Pesquisa
46.17%
The presented research elicits the behaviour, needs and desires, in addition to future needs, of tourists during the tourist experience through the use of trains in Belgium, with a focus on the future creation of a mobile application that supports not only the collection and use of information during the train trip, but also some factors related to the anticipation and on-site experience. Three different qualitative user research methodologies were planned and carried out: observations, focus group interviews and board games as generative tool. In addition, Personas and context scenarios were developed in order to start bridging the research-design gap. This study was developed during a mobility program between University of Aveiro and Katholieke Universiteit Leuven. It is written in English, which represented a challenge to the researcher, who is Brazilian and has Portuguese as the mother tongue.; O trabalho de investigação aqui apresentado expõe as necessidades, desejos e necessidades futuras de turistas durante a experiência turística através do uso de trens na Bélgica, com foco na futura criação de uma aplicação móvel que suporte não somente a obtenção e uso da informação durante a viagem férrea, mas também alguns fatores relacionados com as fases de antecipação e experiência no destino. Para isso...

User experienced dimensions in product design : a consolidation of what academic researchers know and what design practitioners do

BLANCHY, Kerstin; BOUCHARD, Carole; BONNARDEL, Nathalie; LOCKNER, Damien; AOUSSAT, Ameziane
Fonte: Inderscience Publicador: Inderscience
EN
Relevância na Pesquisa
56.17%
Experience has become the new paradigm of product design. Designers seek to anticipate emotions or associations a user might have when in contact with their design. The factors that influence human product perception are diverse. We firstly show which product dimensions are currently investigated by design researchers. It becomes obvious that besides the usual suspects: form and colour, emotion and associations, there must be many others. We conducted a study to identify these and to estimate their pertinence in actual product conception. Word-based techniques like retrospective verbalization and mind mapping were employed. Semantic descriptors, analogies, and functionalities were highly represented. Sensations and emotions did only appear marginally among the abstract dimensions. The same low occurrence was seen for production procedures among the concrete dimensions. Other interesting dimensions found were interaction gestures, design motifs, and product components. An additional analysis of the participant mind maps on relations between the various dimensions showed many connections between e.g. material and texture or semantics and colour. Yet, these were rarely related to sensations and emotions. The insights widen the perspective on unexploited opportunities for design researchers to develop further conception strategies that allow the anticipation of user experience in product design.; ANR COSINUS

Rapid prototyping of ubiquitous computing environments

Silva, José Luís Cardoso da
Fonte: Universidade da Madeira Publicador: Universidade da Madeira
Tipo: Tese de Doutorado
Publicado em //2012 ENG
Relevância na Pesquisa
46.21%
Ubiquitous computing raises new usability challenges that cut across design and development. We are particularly interested in environments enhanced with sensors, public displays and personal devices. How can prototypes be used to explore the users' mobility and interaction, both explicitly and implicitly, to access services within these environments? Because of the potential cost of development and design failure, these systems must be explored using early assessment techniques and versions of the systems that could disrupt if deployed in the target environment. These techniques are required to evaluate alternative solutions before making the decision to deploy the system on location. This is crucial for a successful development, that anticipates potential user problems, and reduces the cost of redesign. This thesis reports on the development of a framework for the rapid prototyping and analysis of ubiquitous computing environments that facilitates the evaluation of design alternatives. It describes APEX, a framework that brings together an existing 3D Application Server with a modelling tool. APEX-based prototypes enable users to navigate a virtual world simulation of the envisaged ubiquitous environment. By this means users can experience many of the features of the proposed design. Prototypes and their simulations are generated in the framework to help the developer understand how the user might experience the system. These are supported through three different layers: a simulation layer (using a 3D Application Server); a modelling layer (using a modelling tool) and a physical layer (using external devices and real users). APEX allows the developer to move between these layers to evaluate different features. It supports exploration of user experience through observation of how users might behave with the system as well as enabling exhaustive analysis based on models. The models support checking of properties based on patterns. These patterns are based on ones that have been used successfully in interactive system analysis in other contexts. They help the analyst to generate and verify relevant properties. Where these properties fail then scenarios suggested by the failure provide an important aid to redesign.; Fundação para a Ciência e Tecnologia

Rapid prototyping of ubiquitous computing environments

Silva, José Luís Cardoso da
Fonte: Universidade do Minho Publicador: Universidade do Minho
Tipo: Tese de Doutorado
Publicado em 06/11/2012 ENG
Relevância na Pesquisa
46.21%
Tese de doutoramento em Informática; Ubiquitous computing raises new usability challenges that cut across design and development. We are particularly interested in environments enhanced with sensors, public displays and personal devices. How can prototypes be used to explore the users' mobility and interaction, both explicitly and implicitly, to access services within these environments? Because of the potential cost of development and design failure, these systems must be explored using early assessment techniques and versions of the systems that could disrupt if deployed in the target environment. These techniques are required to evaluate alternative solutions before making the decision to deploy the system on location. This is crucial for a successful development, that anticipates potential user problems, and reduces the cost of redesign. This thesis reports on the development of a framework for the rapid prototyping and analysis of ubiquitous computing environments that facilitates the evaluation of design alternatives. It describes APEX, a framework that brings together an existing 3D Application Server with a modelling tool. APEX-based prototypes enable users to navigate a virtual world simulation of the envisaged ubiquitous environment. By this means users can experience many of the features of the proposed design. Prototypes and their simulations are generated in the framework to help the developer understand how the user might experience the system. These are supported through three different layers: a simulation layer (using a 3D Application Server); a modelling layer (using a modelling tool) and a physical layer (using external devices and real users). APEX allows the developer to move between these layers to evaluate different features. It supports exploration of user experience through observation of how users might behave with the system as well as enabling exhaustive analysis based on models. The models support checking of properties based on patterns. These patterns are based on ones that have been used successfully in interactive system analysis in other contexts. They help the analyst to generate and verify relevant properties. Where these properties fail then scenarios suggested by the failure provide an important aid to redesign.; A computação ubíqua levanta novos desafios de usabilidade transversais ao seu desenvolvimento e design. Estamos particularmente interessados em ambientes enriquecidos com sensores...

Critical Success Factors for Positive User Experience in Hotel Websites: Applying Herzberg's Two Factor Theory for User Experience Modeling

Sambhanthan, Arunasalam; Good, Alice
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 21/02/2013
Relevância na Pesquisa
46.21%
This research presents the development of a critical success factor matrix for increasing positive user experience of hotel websites based upon user ratings. Firstly, a number of critical success factors for web usability have been identified through the initial literature review. Secondly, hotel websites were surveyed in terms of critical success factors identified through the literature review. Thirdly, Herzberg's motivation theory has been applied to the user rating and the critical success factors were categorized into two areas. Finally, the critical success factor matrix has been developed using the two main sets of data.; Comment: Journal article

A Refined Experience Sampling Method to Capture Mobile User Experience

Cherubini, Mauro; Oliver, Nuria
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 22/06/2009
Relevância na Pesquisa
46.29%
This paper reviews research methods used to understand the user experience of mobile technology. The paper presents an improvement of the Experience Sampling Method and case studies supporting its design. The paper concludes with an agenda of future work for improving research in this field. Keywords: Research methods, topology, case study, contrasting graph, Experience Sampling Method; Comment: Cherubini, M., and Oliver, N. A refined experience sampling method to capture mobile user experience. In Presented at the International Workshop of Mobile User Experience Research part of CHI'2009 (Boston, MA, USA, April 4-9 2009), Y. Nakhimovsky, D. Eckles, and J. Riegelsberger, Eds. 12 pages, 5 figures

Enhancing User Experience for Multi-Screen Social TV Streaming over Wireless Networks

Zhang, Huazi; Jin, Yichao; Zhang, Weiwen; Wen, Yonggang
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 11/04/2014
Relevância na Pesquisa
46.31%
Recently, multi-screen cloud social TV is invented to transform TV into social experience. People watching the same content on social TV may come from different locations, while freely interact with each other through text, image, audio and video. This crucial virtual living-room experience adds social aspects into existing performance metrics. In this paper, we parse social TV user experience into three elements (i.e., inter-user delay, video quality of experience (QoE), and resource efficiency), and provide a joint analytical framework to enhance user experience. Specifically, we propose a cloud-based optimal playback rate allocation scheme to maximize the overall QoE while upper bounding inter-user delay. Experiment results show that our algorithm achieves near-optimal tradeoff between inter-user delay and video quality, and demonstrates resilient performance even under very fast wireless channel fading.; Comment: submitted to IEEE GLOBECOM 2014

Memory box, an interactive teaching application for young students with Attention Deficit Hyperactivity Disorder

Shperber, Itai
Fonte: Rochester Instituto de Tecnologia Publicador: Rochester Instituto de Tecnologia
Tipo: Tese de Doutorado
EN_US
Relevância na Pesquisa
46.19%
This thesis presents an outline and fundamental design for the development of an interactive teaching application for young students with Attention Deficit Hyperactivity Disorder or (ADHD). The project proposes a visual teaching aid used by sixth to ninth grade middle school students with Attention Deficit Hyperactivity Disorders. The author argues that the combination of various modern instructional methods, focusing on user experience and interactivity, can improve the learning experience for students with ADHD. He also argues that students can achieve higher marks and improve their overall educational experiences by adding visual and interactive elements to the written educational material. The major areas of research include: user experience, innovations in interactive technologies, and assistive teaching, with a goal of improving the way students learn by using present technologies. The information gathered from various resources on the topic will also be used to outline and structure the final product. In addition, the final product will include a written outline of the interactive teaching application and a physical functional interface. In conclusion to the research, the author further states a need for the proposed visual...

An Investigation of non-verbal auditory cues within graphical user interfaces

Hahn, Christopher
Fonte: Rochester Instituto de Tecnologia Publicador: Rochester Instituto de Tecnologia
Tipo: Tese de Doutorado
EN_US
Relevância na Pesquisa
46.24%
As we approach the end of the century and enter into a digital era there is a need to concentrate on new methods of communication. The expansion of personal computers into the industrial sector and more recently into the home, has brought the ability to transmit various forms of data to the average user. This new ability is accompanied with a responsibility to communicate effectively and clearly. This study focuses on the ability of user interfaces to effectively communicate combinations of visual and auditory cues to produce a more comprehensive user experience. This work proposed that the addition of auditory cues to a graphical user interface allows the user to receive valuable feedback through multiple sensory channels. By combining the types of perceived stimuli, developers of user interfaces can effectively communicate with the user. Modification of Kodak's Picture Easy v.2.0 software allowed for the study of varying amounts of auditory stimuli incorporated into a graphical user interface. The hypothesis states that "by adding an appropriate level of non-verbal auditory cues, users will experience enhanced performance and understanding of a user interface." The augmentation of an existing application permitted the study of three prototypes varying in the level of auditory and visual stimuli. Users evaluated three combinations of the test application to determine the preferred level of nonverbal auditory feedback. The findings from this study may then be applied to the development of graphical user interfaces that permit the use of auditory cues. Although this research disproved the hypothesis and stated that participants preferred visual cues over auditory cues...

TOGO truck information service: Based on mobile tracking system

Lee, Kyunghee
Fonte: Rochester Instituto de Tecnologia Publicador: Rochester Instituto de Tecnologia
Tipo: Tese de Doutorado
EN_US
Relevância na Pesquisa
46.21%
In our current economic state, instant gratification from the satisfaction by the real time products and services and experiences are in demand for consumers. As a result, there are several if not many of these real-time base services that have arisen from what the consumers' desire. During the research, I have witnessed the phenomenon that would fit the criteria. The perfect example would be the popularity of meals on wheels in the United States. Setting a new trend in the fast food market, the food truck industry has reached the numbers well over the thousands and still counting with their own unique ideas and innovations. I can confidently say, with the rise of the food truck industry, we have observed the decline of stationary restaurants. But, unlike the mobile counterpart, the stationary restaurants still have one distinct advantage; consumers know where to find them. For example, when struck with a craving for tacos, it is easier to Google a Mexican restaurant down the street, rather than to track down a taco truck. To counterstrike the stationary opposition to quench the hunger for the food truck enthusiasts, several apps have been created. The applications general idea is to pin point gourmet food trucks on mobile maps to even the reliability of playing fields via Twitter feeds...

PPt of the Proposed Advanced On-Line Certificate - User Experience Design and Development from CIAS (Yet to be approved by Academic Senate)

Hornak, Joseph (Graduate Council Chair)
Fonte: Rochester Instituto de Tecnologia Publicador: Rochester Instituto de Tecnologia
Tipo: Conferência ou Objeto de Conferência
EN_US
Relevância na Pesquisa
66.13%
Proposed Advanced On-Line Certificate-User Experience and Design Development from CIAS (Presentation)

Program Levels Outcome Assessment Plan for Proposed Online Certificate Program - User Experience Design & Development (12/19/13)

Smith, Adam; Hannigan, Therese; Hair, Neil
Fonte: Rochester Instituto de Tecnologia Publicador: Rochester Instituto de Tecnologia
Tipo: Trabalho em Andamento
EN_US
Relevância na Pesquisa
66.13%
Program Level Outcomes Assessment Plan for Proposed Online Certificate Program - User Experience Design & Development 12/19/13

Bringing user experience empirical data to gesture-control and somatic interaction in virtual reality videogames: an exploratory study with a multimodal interaction prototype

Fernandes, Luís; Nunes, Ricardo Rodrigues; Matos, Gonçalo; Azevedo, Diogo; Pedrosa, Daniela; Morgado, Leonel; Paredes, Hugo; Barbosa, Luís; Fonseca, Benjamim; Martins, Paulo; Cardoso, Bernardo; Carvalho, Fausto de
Fonte: Universidade Aberta de Portugal Publicador: Universidade Aberta de Portugal
Tipo: Conferência ou Objeto de Conferência
Publicado em //2015 ENG
Relevância na Pesquisa
66.21%
Comunicação apresentada na SciTecIn15 - Conferência Ciências e Tecnologias da Interação, realizada em Coimbra, de 12-13 de novembro de 2015; With the emergence of new low-cost gestural interaction devices various studies have been developed on multi-modal human-computer interaction to improve user experience. We present an exploratory study which analysed the user experience with a multimodal interaction game prototype. As a result, we propose a set of preliminary recommendations for combined use of such devices and present implications for advancing the multimodal field in human-computer interaction.