Understanding the social navigation user experience. People are innately social creatures, and the ways in which people leverage social information to form opinions, guide behavior, and make decisions has been and continues to motivate many areas of research. A social navigation system collects data from its users–its community–about what they are doing, their opinions, and their decisions, aggregates this data, and provides the aggregated data–community data–back to individuals so that they can use it to guide behavior and decisions. In this thesis, I document my investigation of the user experience for social navigation systems that employ activity data.
I make three contributions in this thesis. First, I synthesize social navigation systems research with research in social influence, advice-taking, and informational cascades to construct hypotheses about the social navigation user experience. Author: Jeremy Goecks Department: Georgia Institute of Technology, Atlanta, GA Related Posts: The Design of a new NICU Patient Area: Combining Design for Usability and Design for Emotion Emotion.
Design of medical equipment is still technology driven. However slowly it is starting to upgrade from pure functional and sometimes badly usable towards a design that takes care of its usability as well as of the emotional situation of the users. In the design of medical products both usability and emotional experience are important to be considered. Usability can enhance the work situation of medical staff and ensure patient safety. Emotion related product aspects, on the other hand, influence the recovery pace of patients as well as the work satisfaction of staff. Usability and emotional experience are currently related in literature. Author: Julia Garde Author: Mascha van der Voort Department: Sheffield Hallam University, Sheffield, UK Related Posts:
Mnemovie : visual mnemonics for creative interactive video. There is a problem with storing and retrieving audio-visual digital media files using information and communication technologies employing text-based indexing systems. Fundamentally, the complexities of language as a semantic system do not serve well the complexities of the motion picture document. The objective is to propose effective and affecting means by which creators and audiences can store and retrieve the video files with which we work, communicate and entertain ourselves, increasingly each day.
The research has employed practice-based research to extend our understanding of the precept of a taxonomy based on the visual mnemonics of the motion picture document. The research approach draws on the work of Schön: “…our knowing is in our action…” (Schön, 1983) 49, together with Norman’s description of two modes of cognitive behaviour, the experiential and the reflective (Norman 1993) 16.
Related Posts: Developing a language of interactivity through the theory of play. What makes an interactive experience engaging? In a world increasingly influenced by interactive interfaces, devices and services both in the commercial and non-commercial spheres, understanding interactivity and its underpinnings is essential. We have moved into a state of flux in which both culture and technology are in constant interplay and the only constant is change itself.
The only future-proof approach to designing for and dealing with an environment of constant change in these systems and forms is to look for a mechanism and theoretical framework that underpins them all. Drawing upon a range of disciplines – from design, art, cognitive science, linguistics and more – this thesis argues that play is such a fundamental building block of culture, society, technology and cognition that it is the ideal lens through which to examine the interactive experience. Author: Andrew Polaine Department: Faculty of Arts and Social Sciences, University of Technology, Sydney, Australia. The Emotional Driver: A Study of the Driving Experience and the Road Context. The road serves multiple purposes. Mainly, it allows us to be mobile, to transport ourselves to work, to school, to our homes. We spend a considerable amount of time on the road, either commuting, working, playing, browsing, wandering, waiting, meeting others, etc.
Most importantly, the road is a common place for interaction In modern societies the activity of driving has become almost an essential routine. In order to capture a drivers’ emotional experience this study uses three main methods. Author: Julio Angulo Department: Blekinge Institute of Technology, Ronneby, Sweden Related Posts: No Related Posts. The roles of products in product emotions: an explorative study. Emotions involved in product usage, largely discarded in modernist perspectives, entered the design discourse in the late 1980’s. Although several theoretical frameworks that aim to explain the emotional impact of product design have been introduced in design research literature, none of these frameworks clearly specifies the role of the product in these emotions.
This paper reports a study that was designed to explore the variety of roles that products can play in emotional experiences. In a three staged experience sampling study, 29 participants produced 170 records of emotions experienced while interacting with products. Each case was examined in order to identify the antecedent event (the event triggering the emotion) and the mental object (what the emotion is about). Author: Erdem Demir Author: Pieter. Related Posts: Tangible & Digital Relationships: Metaphors, Emotion, and Meaning. Exploring the meaning of ʻtangibleʼ and ʻdigitalʼ is simple on the surface.
One means that it can be touched, and one means that it cannot. The word digital, however, means many other things to many people. This report is a comprehensive document defining tangible and digital relationships with regard to the body of work I have pursued during my graduate studies in Design at The University of Texas at Austin. Additionally, Emotion and Design is discussed with regard to current research in the field of Psychology, and its relevance to my work and developing methodology of using physical prototypes to inform digital ideas. Serving as a guide-book of some of my work, it follows the questions I have asked as a student of Design — most of which are concerned with Technology and Society, and our relationship to innovation. Author: Amanda D.
McCoy Bast Department: The University of Texas, Austin, Texas, United States Related Posts: Exploring interest evoked by product appearance. Product appearance is an important determinant of a product’s success on the market by providing the opportunity to be distinguished among the alternatives. Interest is a psychological construct characterized by an explorative tendency towards a stimulus. Product appearance, on the other hand, is an important aspect determining the first impression about products and highly influential on users’ psychological and behavioral responses, accordingly. In this study, interest evoked by product appearance is explored with an emphasis on visual qualities of products associated with interestingness.
This thesis involves arguments from literature and an empirical study. Author: Aybike Tamer Department: Middle East Technical University, Ankara, Turkey Related Posts: No Related Posts. Presence as External Versus Internal Experience: How Form, User, Style, and Content Factors Produce Presence from the Inside. UX thesis digital curation | Marcos Nähr. Curation has a distinguished history in cultural institutions. In galleries and museums, curators use judgment and a refined sense of style to select and arrange art to create a narrative, evoke a response, and communicate a message. As the digital landscape becomes increasingly complex, and as businesses become ever more comfortable using the web to bring their product and audience closer, the techniques and principles of museum curatorship can inform how we create online experiences—particularly when we approach content. Bloggers can also be considered as curators and experts of a particular subject, hand-picking others’ assets around a particular theme or topic and then layering in their own distinct voice.
When a site launches, your audience arrives to learn more about what you know most about. It’s critical to create a content experience with purpose, that is consistent and contextual. UX thesis is a digital curation website. Engineering Quality Feelings: Applications in products, service environments and work systems. Desmet and Hekkert (2007) define product experience using three levels: first is aesthetic experience, which is the entire set of affects elicited by the interaction between a user and a product, including the degree to which all senses are gratified; second is the meanings we attach to the product (experience of meaning), and third is the feelings and emotions elicited (emotional experience). Contemporary quality issues in product design are moving from materialistic to emotional user fulfillment; comprehensive research is needed to examine quality product feelings.
This research is directed toward a deeper understanding of user and customer quality feelings for different product types, including services. The quality feelings concept includes dimensions of product quality, especially functionality, ergonomics and aesthetics. The first objective of this thesis is to identify, prioritize and synthesize quality feelings into product attributes in product development applications. Search Processes, User Behaviour and Archival Representational Systems. How to Make Better Use of Electronic Patient Record Systems. Information technology and political motives, e.g. e‐governance, freedom of information legislation, has recent years lead to an increasing emphasis on users and access to records, but little research based knowledge about those issues exist so far. The main focus of the previous research is the use of non‐current records in archival repositories.
The aim of this thesis is to make a contribution to the research field, in order to gain a better understanding of the information behaviour of users of records in contemporary organizational settings. The research questions addressed are: How are records used in contemporary organizations? An additional purpose of the study is to contribute to theory development, and to provide a conceptual model of the information behaviour of users of records that can form the basis for further research. Related Posts: No Related Posts. Tailor the System or Tailor the User? How to Make Better Use of Electronic Patient Record Systems. Health care organisations are extremely complex because they consist of heterogeneous groups of people (clinical professions, patients, managers), use advanced technology (medical devices and patient record systems), and apply many organisational and clinical routines. When introducing Electronic Patient Record systems (EPR) in health care organisations, all these aspects get affected.
Using a sociotechnical perspective is necessary in order to get a “successful” EPR usage. The aim of my PhD studies is to provide health care organisations with knowledge and insights into how they can improve their organisation and practice in relation to usage of EPR systems. In my research I have used a grounded theory methodology for studying, analysing and reflecting on how electronic patient record systems are used by professionals in their practice.
Studies have been conducted during a 2.5 years collaborative research project. User Perception and Performance of Authentication Procedures. This work has examined users’ experience of an authentication procedure, combining QoE with security. There is no doubt that security mechanisms, such as authentication, are required in Information and Communication Technology, but they come at a price: Users need to spend additional time and effort to authenticate themselves. With this in mind, user perception of authentication is an important factor for successful use of authentication solutions. If users perceive an authentication procedure as time-consuming and difficult, they might ignore or try to bypass it. Therefore, user-perceived Quality of Experience (QoE) should be investigated. Throughout this work, authentication performance is investigated, starting with a framework for evaluating security architectures and authentication solutions in general.
Author: Charlott Lorentzen Department: Blekinge Institute of Technology, Karlskrona, Sweden Related Posts: No Related Posts. Ease-of-Use in Public Transportation : A User Perspective on Information and Orientation Aspects. Public transportation (PT) plays an important role in achieving sustainability, efficient mobility and high quality of urban life. However, there are many reasons why people do not use PT to its full potential. This interdisciplinary thesis combines psychological and transportation planning knowledge. Three main questions are investigated: 1) What concepts and ideas do people have with regard to a public transportation system (cognitive user perspective)?
; 2) What orientation and information factors within the public transportation system enhance Ease-of-Use and make it simpler and more efficient to use public transportation in metropolitan areas? ; 3) How can Ease-of-Use of a public transportation route be measured? A combination of qualitative and quantitative methods was used. To analyse the cognitive user perspective the term memory representation was introduced, that includes cognitive maps of and additional knowledge about a public transportation system such as service frequency. Beyond Users: Grounding Technology in Experience. Today, information is literally at our fingertips – we can access, create and attend to relevant and situated data and media almost anywhere and at any time.
This thesis goes beyond a user-centred design approach to explore potential future applications and modes of interaction. With several design cases, we investigate how early technology ideas can be matched with a specific practice to inspire novel design. This involves learning about existing experiences, interests and activities that can be relevant for a potential application, but which are not necessarily found among the intended users.
Starting with early technology ideas and then finding a suitable practice to learn from is an alternative perspective of design activities. A set of design cases show how the overall research goes from a usability-oriented perspective towards a more experience-oriented one, in order to accommodate technology-driven design situations. Related Posts: Affective Ludology: Scientific Measurement of User Experience in Interactive Entertainment. Social Awareness Support for Cooperation: Design Experience and Theoretical Models. A Design Rationale for Pervasive Computing: User Experience, Contextual Change and Technical Requirements. Design & Emotion: The Kansei Engineering Methodology.
Embedding Emotions within Automatically Generated Brand Names. Inclusion, exclusion and social media: IT based initiatives and future opportunities. The rise of co-creative consumers : user experience sharing behaviour in online communities. A framework for understanding user interaction with content-based image retrieval: model, interface and users. Social Metadata for Libraries, Archives and Museums Part 1: Site Reviews. Dealing with Difficult People, Teams, and Organizations: A UX Research Maturity Model. Integrating UX into the Product Backlog. Mobile computer Web-application design in medicine: some research based guidelines. Belimpasakis. Web Application User Interface Technologies.
User Centered Design of New and Novel Products: Case Digital Television. Developing a Web-based Service Platform Architecture for Context-aware Mobile Services. The Experience of Interaction Quality. Semantic Web Data Quality Control. Being Human: Human-Computer Interaction in the year 2020. Emotional User Experience in Web Design: The Kansei Engineering Approach. Dallas Marketing Marketing Manager jobs - Director Of User Experience Global Site Design Dell.com at Dell. Dell Official Site - The Power To Do More. The notion of overview in information visualization. Challenges for Designing the User Experience of Multi-touch Interfaces. Aesthetic Quality of Physical Behavior and its Impact on User Experience.
Calvillo_CEGE_2010. Rosenbaum_thesis. Imux2007-mobile. DPPI09. Wi: Journal of Mobile Media » Blog Archive » Mobile User Experience Beyond the Laboratory: Towards a Methodology for QoE-QoS Evaluation in Natural User Environments (A Position Paper) Rogers_Ubicomp06. ManciniCHI10. Externalcognition. MovementAsInput_Larssen. Cs.tut. 2005-HCII-UserExperienceEvaluationOfADistributedInteractiveMovie. 2005-Pervasive-PresenceInADistributedMediaEnvironment. Paunonen%20Oksanen%20Paperex%202011%20conference%20Final. ModelingAUsersCulture. The Story Gets Better: Precipitated Experience.
TheLittleBlackBookOnTestDesign. Paper15. RoschelleCogComm. McNeil. Chi_concpetualchangechapter. Mental models. Curiel%20&%20Radvansky%202002%20(Memory) MM. Zhang2008a. 2008Kiesler.SocialCognition. ProgressBarsHarrison. ProgBarHarrison. The Illusion of Speed - Guest Blog Post by Joe Baz. Thesis_D_Vyas. VanVelsen2011. 2737. When should you think about social interaction design? Get_file.php%3Fid%3D108%26name%3Dgeroli_peedu. Coexperience_reprint_lr_5-18.