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Insight into how people mentally represent, and thus, make sense of visual designs is the key to understanding how people interact with technological devices. This paper presents a study in which participants were asked to write their interpretations of two webpage design examples, based on what they thought they would say and what would remain as a thought. The data comprised 80 3E-templates (N = 40), a template allowing participants to express experiences through writing and drawing. Inductive data analysis through a phenomenological lens revealed that supposed mental and verbal representations concentrated on the following design properties: colors, themes, interface layout and quality, which are further reflected in terms of visual usability, aesthetic evaluations, emotions and physical feelings. Representations of themes functioned as the unifying components of the visual experience. Involvement through curiosity and strategic operationalisation of ambiguity are identified as direct design implications of the study.
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... The methodology consisted of creating a prototype and validating it through usability tests with athletes and coaches. User experience is often influenced by the way information is displayed or organized [2]. Thus, design proves to be relevant when it concerns sports and the understanding of data and statistics, essentially in modalities where the level of precision of the specific positions of each technique is high, as it happens in Taekwondo. ...
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This paper aims to demonstrate how design and digital media can have a relevant contribution to the improvement of Taekwondo athletes’ performance. This study focuses on answering the existing gap of a solution that allows quick and accurate access to data about the performance of martial arts athletes. This access to complex information, previously inaccessible or indecipherable to athletes and coaches, allowed, through digital design, the improvement of communication and a more personalized training feedback. The methodology developed was based on design thinking, in a work process that consisted of user identification, and the conception of a prototype in the user-centred design framework. The results obtained in the usability tests performed with Taekwondo athletes and coaches were demonstrative of the efficiency of the designed solution. These scores are also a stimulus for the potential replication and adaptation of the study in other martial arts.
... In each coding cycle the codes were carefully discussed in the research team in order to achieve consensus. We undertook iterative content-analysis, performed by multiple people in order to refine the coding of content-analysis findings [53,54]. Then, once agreement was made between the researchers, the final constructs were derived. ...
... Even if it may be too bold to label this as an aesthetic turn, researchers in the field have testified to have a growing interest in aesthetic value. Attention has been directed towards the nature of aesthetic experiences in relation to HCI, such as a dynamic and contextually bound "interaction aesthetics" (Xenakis & Arnellos, 2013, p. 59) or "user interest, excitement and satisfying experiences" (Sutcliffe, 2010, p. vi; see also Engholm, 2010;Lindegaard, 2007;Silvennoinen, Rousi, & Mononen, 2017). Moreover, the focus of research has been on the role of beauty in the designed interfaces and devices (e.g., Bollini, 2017;Tractinsky, 2004;Tuch, Roth, Hornbaek, Opwis, & Bargas-Avila, 2012) or on questions of visual styles in interfaces and interactive design (e.g., Buur & Stienstra, 2007;Engholm, 2008), such as website design. ...
Article
In this article, I enter into a discussion of how aesthetics can be conceptualized in the context of design and related to the field of human-computer interaction (HCI). I contest the current trend in design aesthetics that primarily focuses on beauty, pleasure, and the creation of emotional appeal by means of the sensual and visual elements of the design. Conversely, I advocate for a series of concepts related to aesthetics, such as reflectivity, representation, and epistemology, as these point aesthetics beyond the immediate sensual and visual. Through these concepts, a deeper understanding of the character of the relationship between humans and design can be obtained: Design objects and HCI solutions can be more accurately described in their roles as interfaces for how humans approach the world. This broader perspective on aesthetics has implication for practice when designers set the task of creating new experiences for the users. © 2018 Tore Gulden and the Open Science Centre, University of Jyväskylä.
Chapter
The corporate website helps entrepreneurs and companies present their activities. At the same time, websites are an interesting channel that can generate new orders for them and, consequently, profits. That is why it is important to pay enough attention to how the website looks, works, and fits into the overall communication of the brand. Visitors are influenced by various factors that can affect conversions. The aim of this chapter is to find out what role the form of the content and the complexity of the inquiry form can play in the conversion on the corporate website. The tracked conversion in this case was the submission of a student internship application form. Fictitious sites were created for the experiments which look the same, but only the monitored variables change. The students chose one of them and then described in the questionnaire the reason why they chose the site. The data obtained were evaluated using methods of applied statistics methods. Nonparametric tests, namely, the Pearson chi-square test, were used to work with the data. The results of the experiment show that the length of the form did not play a role in the decision-making of the respondents. On the contrary, the offer of the internship structured in points was statistically significant and influenced the decision-making of the respondents.KeywordsWeb designConversionsChi-square testGeneration Z
Chapter
This chapter reviews the appraisal theory of emotion and how it has been employed in human–computer interaction (HCI) research. This theory views emotion as a process that evaluates the subjective significance of an event. We demonstrate the usefulness of the perspective for HCI, as emotion is defined in terms of the events of the task environment and the goals and knowledge of the subject. Importantly, the appraisal theory ties these factors together in a cognitive appraisal process order to explain the variety of subjective emotional experiences. This is important for two reasons. First, a strong theoretical commitment allows researchers and designers to derive testable hypotheses from the theory. Second, only a theory that ties together goals, knowledge and emotion can explain the behaviour and experiences of users, who often have multiple—and at times conflicting—goals and motivations that may dynamically change in response to events in the environment.
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Conference Paper
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Visual perspective has dominated experience research in human-technology interaction for decades now. The neglect of other sensory modalities is gradually being addressed by scholars and designers, who investigate user experience based on touch, smell, taste, sound and even expressive bodily interactions. In cognitive and affective processes, user experience is always multi-modal, not just regarding perceived multi-sensory information, but also while perceiving through one modality we mentally construct information relevant to the other senses. This article reports the results of an experiment, where participants (N = 52) appraised materials either only by touching them or only by seeing. The results indicate that with certain affects, the logic of the appraisal depends on the modality. These results are discussed within the theoretical framework of mental content, apperception, and appraisal. Further, we discuss the relevance of the findings for material design, especially in the context of multimodal interaction.
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