Science topic

User Experience Design - Science topic

ISO 9241-210 defines user experience as "a person's perceptions and responses that result from the use or anticipated use of a product, system or service". User Experience Design is a subset of the field of experience design that pertains to the creation of the architecture and interaction models that affect user experience of a device or system. The scope of the field is directed at affecting "all aspects of the user’s interaction with the product: how it is perceived, learned, and used."
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Hi All, I'm a master graduate in Industrial Design, with some publication in wearable design and design thinking, and lately, I've been a UI/UX Product designer for 3 years.... Now/ I'm Looking for a PhD position in User Experience Design or HCI , which is full-funded...
Do you know a PhD Scholarship in User Experience Design? (for fall 2024)
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Good morning Miss Nemati
My name is ana abasolo from madrid spain I am Phd in artchitecture and Design I send u my portfolio with a Collegue in case you are interested T would be pleased to share my papers from my research groupe witrh you
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RESEARCH PROBLEMS IN THE AREA OF USER EXPERIENCE DESIGN?
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  1. Data Collection and Privacy: Gathering user feedback on a new mobile app's usability can be challenging as users might be hesitant to share personal data for research purposes.
  2. Small Sample Sizes and Recruitment: When studying the UX of a specialized medical device, finding enough participants with specific medical conditions becomes difficult, potentially limiting the study's scope.
  3. Subjectivity and Bias: Assessing user emotions during an online shopping experience might vary among researchers, leading to potential bias in interpreting the collected data.
  4. Measuring Emotions and Affective Responses: Trying to quantify user excitement or frustration while testing a video game's user interface can be challenging since emotions are complex and subjective.
  5. Time and Resource Constraints: In a fast-paced product development environment, UX researchers may have limited time to conduct comprehensive user testing due to tight project timelines.
  6. Iterative Design and Feedback Loops: Incorporating user feedback on an e-commerce website's design might require continuous iterations and coordination with development teams to implement changes.
  7. Interdisciplinary Collaboration: Collaborating with software developers, designers, and marketing experts on a new social media platform can lead to communication challenges due to different professional backgrounds and terminologies.
  8. Changing Technology Landscape: Researching the UX of a novel wearable device may require constant adaptation as the technology evolves and new features are introduced.
  9. Further reading: "The major problem with User Experience Research | by Malgorzata Piernik | UX Planet" https://uxplanet.org/the-major-problem-with-user-experience-research-72f0b63716b0
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Then please consider supporting our research by answering the survey linked below. We would be very happy to know your opinions. And please share the post with your peers! Thanks!
.
First, you will be exposed to more detailed information about the study and the consent form.
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No I don't.
I'm so sorry.
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Hello,
I am writing my BA thesis about the impact of Generation Z on the Experience Design in Tourism. Therefore I am looking for literature in this field, specifically about the connection of tourism trends with Generation Z or whether the tourism offer is/will be adapted to the wishes of Generation Z.
I am very thankful for any literature recommendations.
Thank you in advance.
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One of my students is setting up an experiment to test the effect of smart cameras on bridge operators’ situation awareness. In this experiment participants will watch 50 short videos per condition (smart camera vs. normal camera). After each video participants need to answer one simple question. Furthermore, after each condition the participants are asked to answer 6 questions.
We are looking for a software package in which we can set up this experiment. This means we need a software package in which we can combine the short videos (100 in total) and the questions. This software should not only allow to display the videos and questions, but also to capture the participants’ answers. For the video part of the experiment it is preferable that the screen only exists of the video itself, so not white/black frame around the video.
What is a suitable software package which we can use to create this experiment set-up?
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Does it have to be a software app? An alternative would be to do this within HTML. It would not be too challenging for your student to create a basic HTML page using javascript to accomplish what you are looking for. Furthermore, if you are at a University you could probably have someone in IT or a student set this up on a University server.
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In IT and some other fields User Experience, Design Thinking and other user centered design trends have taken the lead. In Architecture however, there are some effords to implement user centered methods like Post Occupancy Evaluation and Programming but all in all they have hardly any impact to the field. Are there any other concepts, methods or processes I do not know about yet?
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it is an interesting case. its seems you would need buy in from architects as well. that is why qualitative research may help. the research too would form a platform others can build on.
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If we want to know how different room design effect people,we need to do some surveys,do we have any authoritative psychological scale? Please recommend some scales ,articles or books to me if possible. And maybe we can have a discussion about this.
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If your work addresses the luminous or visual aspect of space design, you may wish to consult publications by John Flynn, who pioneered work related to the perceptual/psychological effects of light in spaces. A good summary with citations to his and other work is online at: https://www.informedesign.org/_news/feb_v02-p.pdf
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I would like to know more on the usability of e-learning applications and evaluation methods.
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Technology is changing fast and wayfinding indoors up until now has lacked a good solution. Beacons and the such like have been considered for making it possible to have a GPS style feature indoors but as yet seem to work whereby they pinpoint users accurately. What solutions are out there?
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In my experience the most accurate technology is UWB. RSSI based systems are not so accurate.
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The process that I've used during my project has been to let participants use my prototype, do a semi-structured interview, transcribe the interviews, analyzed them using open coding and tried to discover patterns (by cutting out sentences that represented a certain idea and put them in piles physically) that served as input for the next iteration of prototyping.
This whole time I was under the impression that I was doing affinity diagramming and I planned on reporting it as such. 
After reading several papers now on grounded theory approach, content analysis and thematic analysis as well as looking up affinity diagramming and card sorting, I am not really sure as to what method I used.
I think I did either conventional content analysis or thematic analysis, but I cannot really tell them apart.
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What you described is definitely is NOT a card-sorting exercise. I would not describe it as such.
It sounds like you were doing an exploration usability test. Did you have any tasks you asked users to perform? Were you measuring task success? If so, that would be a performance test. 
What you described also seems like a contextual inquiry methodology. I'd have to know more details to give you a definitive answer.
IMHO, the phrase 'content analysis' is more encompassing  than 'thematic analysis.'  So it might be safer to call it a 'content analysis'.
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It is an area that I am trying to explore. At the moment during the user test I input data into a table with the user number. Then I highlight similar points that users came across. I'd like to hear how other UX designers record the data.
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Hi Mary! So what you are doing right now seems to be a content analysis with emerging coding, where you look at what is being said and aggregate codes into categories. You look at the data and try to identify important or interesting stuff. You could alternatively do a-priory coding, with defined categories, and look at the distribution of replies and comments in relation to these. You can also combine the forms of coding. This form of simple content analysis where one look at frequencies of distributions and categories is common in our field.
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I know only of a software called SUEDE, but I could not find it where it is available to download. 
SUEDE:
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Thanks Stephan! I will check it out and let you know if I have any questions. 
All the best,
Raphael
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This is a topic I'm exploring for my Ergonomics Masters' thesis in 2016. The issues around chair adjustment from the user's perspective has implications for designers, organizations and end users.  Any relevant papers or thoughts would be most welcome.
Thanks in advance!
Diana Underwood
University of Derby
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Related to Mr. Rahim's comment, but more general, is the issue of user control and training.  It is often not clear what the controls of the chair do, resulting in trial and error.  Training may be provided to the first user, but what about the second user?  Some chairs have well labeled controls, but most do not.  Some have quick reference cards attached via a chain, but some do not.  Further, the controls may be marked, but not visible when you are sitting in the chair as they are blocked from view by the seat pan.  That is another reason why the Aeron chair was such a breath of fresh air, because you could adjust it easily and know what you were doing mostly while you were sitting on it.
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The research (my Master's thesis) looks to identify major drivers for acceptance of the wearable technlogy (most probably simple wristbands) among attendees of large-scale events. I want to analyze what do technology vendors, event organizers and users/attendees themselves think about it, which functions would they need in such a wearable and what qualities are the most important for them.
I already look into the Diffusion of Innovation theory, and I was also advised to study user experience design. I would appreciate any recommendations directing to particular fields of research, authors or papers.
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There is a lot of work in this area, although much of it is in the form of disparate design case studies rather than focused research programs. Two examples of design cases are: 
Veerasawmy, Rune, and Ole Sejer Iversen. "Bannerbattle: introducing crowd experience to interaction design." Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design. ACM, 2012.
Or.. Particularly..
Woźniak, Paweł, et al. "RUFUS: Remote Supporter Feedback for Long-Distance Runners." Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services. ACM, 2015.
Good luck with your thesis!
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As UX designers we help design the experience of human-machine interactions. I recently prepared a talk on a pretty well rounded UX example on a screen provided in a store but then noticed it was also well interlinked with the overall experience in the location, which I found out was customer experience design. But the "user" also being the "customer" I asked myself: where does one stop, the other begin? Does UX express the customer experience design like the visual design of a website expresses the corporate design? I am interested to find out what you think. 
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The difference lies in the focus of the person-product relationship - the elements of the experience that relate to having purchased the product (finding out about it, packaging, warranty, service and repair, end-of-life, etc) are customer experience, whereas those that relate to getting something done with the product are user experience. The customer may often not be the user and the user is very often not the customer.
There is clearly plenty of scope for overlap (which is a large part of the reason for user experience having been defined) but at the same time it is a big mistake to think of them as equivalent.
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I'll be conducting a series Participatory Design workshops to co-design new technology for people with mental health (MH) difficulties.The participants will include people with MH difficulties and health professionals. I'd be interested to evaluate the extent participants felt they needs and priorities were represented and if the tasks were relevant to their skills and expertise. I'd be grateful to see any examples or pointers.
Thanks,
Luca
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Hi Luca,
I can suggest two articles that were part of a special issue that I edited. I hope they are useful.
 Ann Heylighen & Jasmien Herssens (2014) Designerly Ways of Not Knowing:What Designers Can Learn about Space from People Who are Blind, Journal of Urban Design, 19:3, 317-332, DOI: 10.1080/13574809.2014.890042
 Veerle Cox, Marleen Goethals, Bruno De Meulder, Jan Schreurs & Frank Moulaert (2014) Beyond Design and Participation: The ‘Thought for Food’ Project in Flanders, Belgium, Journal of Urban Design, 19:4, 412-435, DOI: 10.1080/13574809.2014.923742
best wishes,
A
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My PhD is a design study of a visual analytics system that visualises text cohesion, designed to help editors make documents more coherent. I am in the process of analysing and writing up the findings of my first user evaluation study (a ‘lab’ one, rather than an ‘in-the-wild’ one, the latter of which is yet to come). My background is as a domain expert (professional editor), so I have minimal experience with HCI methods.
I have the data, in the form of transcripts of sessions where I sat with domain-expert users and had them play with the tool (using their own data as well as several other example sets of data) and discuss their impressions and thoughts. I already know what phenomena I find interesting, but I can't seem to just write the chapter--I keep reorganising and renaming and remixing my structure. I can't seem to get beyond that stage of structuring and restructuring the chapter. I think this is happening because I want to assure myself that my observations are legitimate and relevant, and that they are elicited and expressed in some useful and systematic way. I don't know what the norms are in the way this kind of research is written up, or how to make best use of the data. As I said, I already know what phenomena I personally find interesting in the data, but I haven’t used any particular theory or process to identify those things. I’ve pretty much just used my knowledge/intuition. Is this OK? And if so, how do I organise that? It's just a series of observations right now. For example, should I organise them:
1. by what component of the designed tool I think they relate to (cohesion theory, LSA rendering of cohesion, visualisation, work practices in the domain, individual differences in users?)?
2. By what body of theory I want to use to explain why they happened (Affordances for interface design problems, Gestalt for visual perception problems, lack of connection with linguistic theory in writing/composition instruction for users' difficulties in understanding the theory of cohesion, etc)?
3. Or just put the observed phenomena in there one by one, as is ('users had unexpected ideas about what the system was for', 'users took a long time to learn how to use the system', 'some users found the lack of objective standard of cohesion challenging', etc), and then address the possible reasons for why these phenomena might have happened within the body of each of those sections (because, after all, this part will only be speculation, given that I won't be isolating variables and testing any of these theories--I will just be suggesting them as possible leads for further studies)?
Each of these options has a limitation. I feel that number one, organising by component, is a bit difficult and presumptuous. I don't necessarily know that a user's behaviour is caused by a problem with the visualisation design or by the theory the visualisation is trying to communicate, or an unintuitive interface with which to interact with the visualisation, or a lack of familiarity on the part of the user with the sample text, or the user's individual problems with computers/technology in general, or a limitation in the way I explained how the system works, or an incompatibility with their practice as an editor, or... etc etc. It could be one of those things or several of those things or none of those things, and I won't have enough in the data to prove (or sometimes even guess) which. This same problem plagues the second option--to organise by theory. That presumes that I know what caused the behaviour.
In fact, now that I have typed this out, it seems most sensible to use the third option--to just list out what I noticed and not try to organise it in any way. This to me (and probably to others) looks informal and underprocessed, like undercooked research. It's also just a bit disorganised.
I think looking at other similar theses will help. I have had difficulty locating good examples of design studies with qualitative user evaluations to show me how to organise the information and get a feel for what counts as a research contribution. Even if I find something, it's hard to know how good an example it is (as we all know, some theses scrape in despite major flaws, and others are exemplary).
Can anyone offer some advice, or point me to some good examples? Much appreciated.
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Caroline, there may be some value in comparing results of another objective reviewer of the transcripts. From that you can compare overlap and get an interrater reliability measure that may provide some assurance to your committee that there are others who at least somewhat agree with your list.  If there  is no agreement, you may want to consider what that other objective reviewer of the transcripts is saying. They should, in advance of reviewing, have some level of expertise, or you may consider training them (or having someone else train them) until they are competent to evaluate the transcripts. 
In terms of other researchers who have some related experience, I would encourage you to consider seeing research of Jesse Crosson (on ResearchGate; was at New Jersey School of Medicine and Dentistry, now at Princeton Health and has experience with Medical Informatics). 
You may also see the research articles from Mihaela Vorvoreanu (also on ResearchGate).  Both have specialized for a number of years in more qualitative methods related to human-computer interaction.
Their research (and the research of their students or co-authors) will be considered credible in view of your committee members.  If additional questions arise, you may contact me directly for any follow up.
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I have seen a lot of papers claim that their system or technique is good based on result of post study system usability questionnaire (IBM), but they did not give any reference to compare with. I don't know if there is standard score to compare with?
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Hello Zheng,
I think that the right questionnaire selection depends on your goals and the amount of effort that you want to invest, and of course the system that you're trying to assess.
There are several available tools:
If you want to publish your results, I suggest that you review papers from the conference or journal to see which one is used the most.
On other topic, I agree with Ather Nawaz, if you have recordings of transcripts of your evaluations, you could categorize the comments' polarity and establish your metrics based on that review.
Best of luck.
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I want to develop a new and enhanced technique for making website learning moer adaptive. Is there any tool developed for usability measurement?
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No tool out there, only the feedback you receive.
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  • I want to know specifically of problems in a tabloid chair for left-handed users and I want to know what are the solutions that have been done to overcome this problem for the tabloid chair for those left-handed users. The new design of tabloid chair for left-handed
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Thank you so much Napoleon and Mark for the feedback. Really appreciate and it helps me a lot :D God bless...
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How can this be measured in a short and non-intrusive way?
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Efforts to measure and understand long-term user experience are all quite recent, so I am not sure 'best practices' exist.
However, you might want to look at the work of Sari  Kujala, for example.
Kujala, Sari, et al. "UX Curve: A method for evaluating long-term user experience." Interacting with Computers 23.5 (2011): 473-483
This will also most certainly give you pointers to other work in this area. 
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Depending on the project user experience, designers get a strategic definition of a brand, branding goals, value propositions of their "products" or "services", customer focus and similar stuff.
But i see a enormous challenge to transfer this into processable insights for the discipline of user experience design. Therefore, i just wonder if there are any kind of experiences or concrete documents out there which address this type of inquiry.
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The quantification of brand values is certainly interesting and could also be an fundamental approach. Actually i think at least it can help to get a better understanding how brand values are exactly defined as principle to build by.
But, what I mean with the transfer of strategic definitions of a brand into user experience design or communication design is presumably something different.
As a example: You know Tesla Motors Inc. and maybe as well their website or other communication media of Tesla. E-Mobility is on everyone's lips. But spontaneous enthusiasm, it does not fire. But the Tesla brand is different. Tesla managed it to give the entire automotive market a new perspective. Innovation & sportsmanship are compatible. Teslamotors.com enters this on the emotional (by the image of a quite fast driving elegant S 70D Model on a street out in a natural park) and factual evidence (by different claims like - 240 Miles Range. All-Wheel Drive Standard - or Autopilot and All-Wheel Drive Standard).
Tesla therefore made it up as a model to the top of this "movement" that inspires. You can call that form a marketing perspective a kind of "Role model".
So i am interested in the approach to transfer strategic brand definitions to the development of communication design, visual and conceptional design, interactive design, interface design.
Maybe to quantify the value of Tesla could help to understand at least this example. So what are your thoughts?
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There are many types of Infographics; static and interactive, also video Infographics. What should we look for in order to create good infographics?
Thank you.
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I agree with above. However if you want to get back to fundamentals this question lies firmly in the field of the ergonomics of display. Basically ergonomics has another field of control, what you do to make something happen, whereas display is about conveying what does happen. Gross oversimplification of course. There are countless references in display ergonomics but googling that might throw up some interesting leads. The other implied strand to your question is how might we measure success. This in turn raises several issues. Success is surely measured by a mental state change in the observer. Are you interested in how well they remember the information later, or how accurately they perceive it immediately and so on. Huge field of cognitive measurement there. An example of this...research has shown that we pay more attention in video to gesture than words, so for example someone gesturing 'large' is more likely to convey the largeness of soemthing than using the word either written or spoken.  There are so many parallels her to investigate.  If you had a more specific question I might be able to help more directly
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I will need to display an image file and a sound file for a short period of time in one of the driving scenarios. I will use STISIM drive version 3 software. As I have no experience with this software, does anyone know if it's possible to do this? 
By the way, the image file needs to be displayed above a moving vehicle. I'm aware that I will need to use the programmable module for this.
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STISIM Drive uses something called "Open Module" which is a kind of plug-in software that lets you add functionality via programming languages such as C++
An easier route may be the included Scenario Definition Language (SDL) which is a scripting language to detail and add environments and events along the way (hazardous situations, objects, changes).
There is a basic overview of these features in these two document:
Each has links to the advisory who can provide details on the SDL (there is a guide available), and can also advise on the API for linking via C++
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I am designing the next version of an educational video game, and want it to be appealing to young people and not so young ones too, making it useful from elementary school to the university. This sounds quite challenging because people's minds change a lot through those ages. What should I be aware of when doing this? Can you suggest a previous work about this topic? Thanks in advance
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Hi Juan,
This is truly a challenge! Children and young adults are very different target groups. Educational games already have the challenge to be appealing for a very broad usergroup. I think asymmetric games could be a solution. Having different roles for different user groups. I am not aware of any work on this for educational games but there is a lot of work on parameterizable games (attached paper) as well as different types of gamers (link to gamasutra). Maybe you can be successful combining both concepts. The idea is that players can customize the game to their play style with some parameters. You can either ask players or make a self adapting game. I hope this was helpful. If not do not hesitate to ask ;-).
Cheers,
 Markus
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 Perhaps, talking about experience qualities is more precise, than talking about experience globally, and as such it may be preferred. It would also be nice to have a shortlist of the qualities that comercial experience design brings to the object.
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I like your approach, the design process and experience differ depending on culture. You will find that much of the literature is bias to Eurocentric perspectives with non-western perspectives rarely being explored. To understand these concepts from alternative cultural perspectives, an ethnographic type of enquiry is effective. This type of work is important.
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Components are units of composition and reuse, and as such they are carriers of a piece of functionality that can be utilized in fulfilling operational demands for systems. In the literature, various types of analogue and digital hardware components, system, application and utility software components, as well as cyberware (information and knowledge structure) components are discussed. However, it is very difficult to find publications in which comprehensive taxonomies or classifications of these are proposed or applied. Are you aware of any general taxonomy or classification schemes of hardware, software and/or cyberware components, no matter if they are off-the-shelf or custom-developed components? Are there any standards or specifications in these fields?
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Doug Bowman has done a lot of work over the years in defining taxonomies - especially for 3DUI. See: http://people.cs.vt.edu/~bowman/3dui.org/course_notes/siggraph2001/evaluation.pdf . At the moment I can't quite point you to a taxonomy of hardware or software.
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I wondering if anyone have already experienced user-tests or other user experience evaluation methods to assess georeferenced applications for smartphones in outdoor/real contexts?
There are already studies or research papers that compare experiments conducted open-air and in the laboratory?
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There is a rather vivid discussion of lab studies vs. field or in-the-wild studies within HCI and Ubicomp. It concerns mobile and ubicomp technologies particularly. The references below should help identify that body of work. It may not provide you with straightforward answers to your questions but may help you develop your method further.
  • Kjeldskov, J., Skov, M. B., Als, B. S., and Høegh, R. T. Is It Worth the Hassle? Exploring the Added Value of Evaluating the Usability of Context-Aware Mobile Systems in the Field. In Proc. MobileHCI 2004, Springer (2004), 529--535.
  • Yvonne Rogers, Kay Connelly, Lenore Tedesco, William Hazlewood, Andrew Kurtz, Robert E. Hall, Josh Hursey, and Tammy Toscos. 2007. Why it's worth the hassle: the value of in-situ studies when designing Ubicomp. In Proceedings of the 9th international conference on Ubiquitous computing (UbiComp '07), John Krumm, Gregory D. Abowd, Aruna Seneviratne, and Thomas Strang (Eds.). Springer-Verlag, Berlin, Heidelberg, 336-353.
  • Jesper Kjeldskov and Mikael B. Skov. 2014. Was it worth the hassle?: ten years of mobile HCI research discussions on lab and field evaluations. In Proceedings of the 16th international conference on Human-computer interaction with mobile devices & services (MobileHCI '14). ACM, New York, NY, USA, 43-52. http://doi.acm.org/10.1145/2628363.2628398
  • Penny Hagen, Toni Robertson, Melanie Kan, and Kirsten Sadler. 2005. Emerging research methods for understanding mobile technology use. In Proceedings of the 17th Australia conference on Computer-Human Interaction: Citizens Online: Considerations for Today and the Future (OZCHI '05). Computer-Human Interaction Special Interest Group (CHISIG) of Australia, Narrabundah, Australia, Australia, 1-10.
  • Barry Brown, Stuart Reeves, and Scott Sherwood. 2011. Into the wild: challenges and opportunities for field trial methods. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '11). ACM, New York, NY, USA, 1657-1666. http://doi.acm.org/10.1145/1978942.1979185
  • Matthias Korn and Susanne Bødker. 2012. Looking ahead: how field trials can work in iterative and exploratory design of ubicomp systems. In Proceedings of the 2012 ACM Conference on Ubiquitous Computing (UbiComp '12). ACM, New York, NY, USA, 21-30. http://doi.acm.org/10.1145/2370216.2370221
  • Korn, Matthias & Zander, Pär-Ola (2010). From Workshops to Walkshops: Evaluating Mobile Location-based Applications in Realistic Settings. Workshop on Observing the Mobile User Experience at NordiCHI 2010, October 16-20, Reykjavik, Iceland, 29-32. http://mkorn.binaervarianz.de/pub/nordichi2010-ws.pdf
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I'm attempting to code open-ended responses to a survey asking respondents to like their likes and dislikes of different modes of videogame play. I want to get a sense of the distribution of these likes and dislikes across the different modes of play. Each response is relatively short- from a few words to a few sentences. Each response can generate one or multiple codes. I'm attempting to gain some level of agreement on the codes by comparing the codes generated by 2 raters on a random 10% sample. I've then generated a kappa for each code. The problems I'm running into are these:
1. some codes are so poorly represented in the sample that they generate either perfect agreement (a Kappa of 1) or no agreement.
2. some codes aren't represented in the sample at all
3. some codes are so obvious that they generate a Kappa of 1
My questions are:
1. Should I be concerned about perfect agreement when the code is blindingly obvious? e.g. 'no dislike'.
2. Can I generate a new random 10% sample and only look for the codes that were not significant or generated a perfect level of agreement due to poor representation? Or do I have to look for all the codes, including the ones that previously generated acceptable and non-controversial statistics?
I'm finding it hard to locate information on this kind of analysis and any help would be greatly appreciated. 
Thanks!
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Check out Aldwin & Yancura (2006) for the ways we dealt we similar problems. .
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I am a student in Interaction Design and we are doing a project which involves collaborative interactions and physical play. We already have the concept, but I was wondering if anybody can give me some answers or references for articles regarding the way people perceive games, what shapes and color attract them the most and how can the platform of the game be as inviting as possible for them to use it. Thank you.
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Hi Teisanu,
maybe check the proceedings of this year's CHI Play conference?
Cheers
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I'm interested in getting some different perspectives on what is considered high quality user experiences.
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I agree that there is no silver bullet. I would suggest that there are generally two values to aim for:
(1) reduce cognitive distance between the human and the activity or environment in which they are engaged, and
(2) preserve flow.
Gamification, while sometimes well-intentioned, tends to increases cognitive distance. Likewise, gamification can break flow as one is being asked to think of one sort of activity as if it were something else. For example, one of the teams I'm working with at UCSC is developing games that can crowd-source formal code verification. We and our colleagues have all gotten player feedback that says, variously, drop the gamification (whether it is a narrative or a metaphor). For our audiences, framing the activity frankly as citizen science is a better and more honest choice.
Hope this helps.
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Recent trends tend to redirect user experience (ux) as subject that incorporated the subjects of graphic design, psychology, marketing as well as computer science.
When we design a user interface there is supposed to be usability testing as well as user interface that gives feelings to user such as feelings of interactivity, and positive and negative emotion to the application that we build.
What is trend uf ux as part of information system curriculum?
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You need to begin by giving a good definition of what an information system is.
If you are thinking of some kind of course then human computer interaction (HCI) would be a vital part of understanding of an information system. 90% of information system projects get cancelled. Very few of these few are cancelled because they're not technologically capable of delivering what was specified. The failure of 87% of Information Systems tends to attributed to user rejection (or lack of take up), that's after you exlcude the ones which don't implement what was actually required. Most of the major software disasters can be attributed to users/customers not being able to operate the system.
HP attributed  40% of downtime on super reliability services, down to operator errors. Documentation and training is another area which is high cost to most projects and these are frequently used to overcome limitations of the user interface. The savings of getting the human computer interaction right is potentially huge.
Failure to plan a good human computer  interface is a plan for the human computer interface to fail.
To clarify UX is A term typically reserved to cover both the direct digital experience and associated information (for example a paper user guide is not part of the user interface but is part of the user experiance).  
 
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Engineers often like to use "best practices" (data, information, knowledge, wisdom) during product development. Some of the data/information come from their experiences working on the job. Others (best practices) are derived from analytical, functional, logical or physical phenomena.
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Hello,
our research team has experiences from industry cases. Most successful cases are when the workshops are facilitated. We use cause-effect mapping capturing the most important product parameters and how they interact.These are connected to customer needs.
The engineering knowledge changes from tacit to explicit in these sessions also. This enables the company to validate the design reasoning for their products. Then the company has better ability to manage the design and the properties of the artefact i.e. the product.
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I am discussing a research project with a colleague to determine the best analysis method for the type of data we need to collect and would appreciate any input from anyone with similar data set experience.
We will be seeking user preference based on four variables and four scenarios totaling 16 possible outcomes. (i.e. 1a, 1b, 1c, 1d, 2a, 2b, 2c, 2d, 3a, 3b, 3c, 3d, 4a, 4b, 4c, & 4d).
The data collection method will require users to sit, reach, and operate a wall mounted device (4 types) at four different locations (high/front, low/front, high/back, and low/back). I want to collect at minimum the best to worst ranking within the same product (1a, 2a, 3a, 4a), and within the positions (1a, 1b, 1c, 1d). I am not sure if we need or want ranking of the 16 outcomes (best to worst) but I certainly want good/bad for each at a minimum (1a good, 2b Bad, 3a Good, etc.).
This is an early research idea and I want to refine it before too much more work is done. I need to determine efforts/methods between several other ideas and this one was just brought to my attention as a new research possibility by a user group.
Any help is appreciated!
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So you have 16 cases in which you want to get the users' feedback on and then rank the cases.
Did I understood the question well?
If so, (Shahab PourTalebi) I don't think merging the variables to two is a good idea. You should define (maybe 5 to 10) metrics for the users to vote on. I don't know which type fits your case, but probably all of these metrics have 3 / 5 or 7 answers (Likert Scale):
3: Good/Average/Bad
5: Very Good/Good/Average/Bad/Very Bad
7: Completely Agree / Agree / Maybe yes / Neutral / Maybe no / Disagree / Completely disagree
And devote between 0 to 6 (for the last one, for example; 6="Completely Agree") to each answer.
Now you can do many things on the test results of (let me say 100 users) on your metrics;
You can determine the importance of each metric, consider weights for each one, and then define a final formula to consider different aspects with respect to their importance and rank your 16 cases.
You can also do analyses like Correlation Analysis on the metrics.
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Does anyone want to share designs for 'seamless language learning'? I am particularly interested in designs that claim to promote and support the cognitive processes (meaning/context to form) that Wong, L-H claims are used in type 2 & 3 MALL vocabulary artefact creation - see Wong, L. (2013). Analysis of students’ after-school mobile-assisted artifact creation processes in a seamless language learning environment'. Educational Technology & Society, 16(2), 198–211. Retrieved from http://www.ifets.info/journals/16_2/17.pdf
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Thanks for the interest Antonella, would love to hear what you create. I have run several teacher training workshops around designing for seamless learning (e.g. http://prezi.com/vavrzadbpvfu/?utm_campaign=share&utm_medium=copy&rc=ex0share & http://goo.gl/iT2tOI ) and I am now doing some seamless learning design projects with language learners. Will share designs here...
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Thanks.
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Dear Dr Sedano,
I do not know if you have already studied the papers referred below. They are useful bits and pieces in this topic. Kind regards,
Prof. Dr. Imre Horvath
Salter, T., Dautenhahn, K., & Boekhorst, R. T. (2006). Learning about natural human–robot interaction styles. Robotics and Autonomous Systems, 54(2), 127-134.
Munoz-Salinas, R., Aguirre, E., García-Silvente, M., & González, A. (2005). A fuzzy system for visual detection of interest in human-robot interaction. In 2nd International Conference on Machine Intelligence (ACIDCA-ICMI’2005) (pp. 574-581).
Guo, C., & Sharlin, E. (2008, April). Exploring the use of tangible user interfaces for human-robot interaction: a comparative study. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 121-130). ACM.
Robins, B., Amirabdollahian, F., Ji, Z., & Dautenhahn, K. (2010, September). Tactile interaction with a humanoid robot for children with autism: A case study analysis involving user requirements and results of an initial implementation. In RO-MAN, 2010 IEEE (pp. 704-711). IEEE.
Kuczogi, G., Horváth, I., Rusák, Z., Vergeest, J. S. M., & Jansson, J. (2000, May). Strategy and process of interpretation of verbal communication related to shape conceptualization. In International Desgin Conference-Design.
Lang, S., Kleinehagenbrock, M., Hohenner, S., Fritsch, J., Fink, G. A., & Sagerer, G. (2003, November). Providing the basis for human-robot-interaction: A multi-modal attention system for a mobile robot. In Proceedings of the 5th international conference on Multimodal interfaces (pp. 28-35). ACM.
Sato, E., Yamaguchi, T., & Harashima, F. (2007). Natural interface using pointing behavior for human–robot gestural interaction. Industrial Electronics, IEEE Transactions on, 54(2), 1105-1112.
Varga, E., Horváth, I., Rusák, Z., De Smit, B., & Broek, H. (2004). Survey and investigation of hand motion processing technologies for compliance with shape conceptualization. In Proceedings of DETC (Vol. 4, pp. 1-14).
Lee, W., Ryu, H., Yang, G., Kim, H., Park, Y., & Bang, S. (2007). Design guidelines for map-based human–robot interfaces: A colocated workspace perspective. International journal of industrial ergonomics, 37(7), 589-604.
Moeslund, T. B., Störring, M., & Granum, E. (2002). A natural interface to a virtual environment through computer vision-estimated pointing gestures. In Gesture and Sign Language in Human-Computer Interaction (pp. 59-63). Springer Berlin Heidelberg.
Skubic, M. (2005). Qualitative spatial referencing for natural human-robot interfaces. interactions, 12(2), 27-30.
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UCD is important for the engagement of users with products. However, in developing 'Gamified' services you need users who have the logic of games design and development. Using inexperienced users just as testers does not involve them in the design process.
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Hello, if I understood you correctly you want to include users in the creative process when design ideas are developed, am I right? From my point of view, there is not much of a difference whether you aim at gamification or not. Users are rarely developers or designers or usability experts. So basically, users do not know how to make good software. If you want to include them in the creative process, you have to guide them through the process in any case. It might be a little more challenging when your goal is a gamification approach, because you want to have a final product that uses patterns the users are not familiar with. But the underlying problem is the same. Which is why I think it can be done.
When I would include users I would set up joint meetings with all the disciplines. It is the moderators job to explain the goal, establish an atmosphere of openness, and set up a methodology that everyone can comprehend and contribute to. Of course there should be a briefing during which the moderator explains what gamification means and give a few examples for everybody to grasp the concept. Of course users are never going to become gamification experts after a 20-minute "bleaching", but what you seem to see as a disadvantage might very well turn out to be a great advantage. Because the users might come up with totally new ideas by transferring patterns taken from card, board games, pen & paper role playing, even childs' play, ... you name it. The tricky part is exactly that briefing. It must be specific enough so that participants focus on creating software and abstract enough so that everyone can rely on their individual gaming/playing experience.
To ease the process it might be useful to select users: people who play in their free time, maybe because they have children, maybe because they simply love to play games. But while easing the process is a valid goal, selecting only a sub-group of users might cause additional problems. They may come up with ideas that will only be accepted within this particular sub-group of players. The non-players may not feel comfortable with it and, thus, reject a good piece of software because they find it "too playful".
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Is it necessary to use pulse shaper for aluminum bars to improve signals quality in SHPB test?
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Hi Lennart Weiß,
Your recommendation is very appreciated. Gerlach has also an other paper that i get interesting. It's entitled : A novel method for pulse shaping of Split Hopkinson tensile bar signals.
Best regards,
Larbi
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I anthropometric information are quite important when design interactions. So far I did not really find any reliable online resources of anthropometric tables that are open source. Of course Nasa (http://msis.jsc.nasa.gov/sections/section03.htm) provides quite a lot of tables but they are very hard to extract information from due to the format. ideally a machine readable or easy to export format will be a very handy tools for a lot of HCI researchers like myself.
If you have something to share please do :-)
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We know of many cognitive biases, such as self reporting bias, confirmation bias, illusion of validity etc. (cf wikipedia link below), so how would you devise evaluations, and manage analyses of trial data in such a way that is aware of these constraints .
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I would like to add two additional challenges faced in doing in the wild studies.
First, the logs make it very clear what people are doing, but they cannot tell you why. If possible, it is always great to get a little qualitative information to ground the insights pulled from the logs.
Second, a hypothesis driven approach to analysis is not always best. It is important to be open to discovery. If you are releasing a novel system, and not a redesign of a current system, you need to be open to seeing how people appropriate new technology for uses never imagined during their development. A simple example used by Schön describes how when 3M release Scotch tape as a way to repair books, people began to use it to remove lint. If you are doing a longitudinal study, do you have the ability to see this kind of appropriation?
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We are doing a research project on using games to study how people can be seduced to display more cooperative or more competitive behaviour.
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Would any of the prosocial behavior assessments help? I looked into PsycTests and found the PCQ - Perceptions of Collaboration Questionnaire that assesses perceptions of the cognitive compensation and interpersonal enjoyment functions of collaboration among middle-aged and older married couples. There is the Smither, Robert & Houston Competitive Index....
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There are obviously elements of applications with which users are comfortable. Search boxes, radial buttons, tool tips, etc. But at what point should one consider not using an out-of-the-box component and instead modify one in a semi-transparent way to better suit the user's needs?
I was using an Android application called Droideley, a Mendeley app for Android, when I noticed the scrollbar was expanding and contracting when scrolling through a list of items even though the amount of content was not changing. I quickly came to realize the center of the scrollbar represents where one is in the list while the height of the scrollbar represents how much more of the item one is viewing at the bottom of the screen is off screen. Genius! Mind you, the feature isn't as useful as something like auto-complete for searches, but I give the creator a big thumbs up for creativity. I'm not touting this as a general replacement for scrollbars, but it's incredible to me how people can still make improvements on the fundamentals. The usage here may not have been justified, though I'm sure some people have an exorbitant amount of content, all ranging in abstract size. So at what point should one take a step back and question the basic components given an extreme environment such as small real estate on a phone?
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We should be looking for opportunities to improve common widgets all the time, because of examples exactly like yours. The widgets are always constantly evolving, and platform developers usually find the best value in supporting convention. If we just use whatever comes built in by the platform developers, we're guaranteed to be a step behind whatever other designers across industry are also surely recognizing is the obvious next step. There's more opportunities for this on mobile because it's relatively newer, but even on desktop the opportunities are still popping up.
One caveat: I generally only go for an improvement if we have enough time and money for two iterations of user testing. Fundamental interactions have to be very fine-tuned, or they get annoying. Even if the first iteration validates the general idea, the chances are very low that there isn't going to be a course-correction to make and validate with a second iteration.
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For example, when using an iPad in direct sunlight, what type of text, colours, and contrast would be most efficient.
Can we design an app that looks good outdoors as it does indoors?
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I see nobody here talked about sound yet. If your app needs sound respond, remember to regulated really well the noise threshold. He can be using it in a busy street and still get his voice to be differentiated from the rest of the sound polution.
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I often see 10 results per page, has this been determined as the most efficient?
Are there rules for when to show more or less? (i.e. type of media, height, etc.)
Is there any research done on this topic?
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This is more of a bandwidth issue. Let the user decide as much as possible.