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."
Questions related to User Experience Design
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)
RESEARCH PROBLEMS IN THE AREA OF USER EXPERIENCE DESIGN?
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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.
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?
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?
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.
I would like to know more on the usability of e-learning applications and evaluation methods.
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?
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.
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.
I know only of a software called SUEDE, but I could not find it where it is available to download.
SUEDE:
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
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.
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.
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
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.
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?
I want to develop a new and enhanced technique for making website learning moer adaptive. Is there any tool developed for usability measurement?
- 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
How can this be measured in a short and non-intrusive way?
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.
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.
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.
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
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.
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?
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?
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!
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.
I'm interested in getting some different perspectives on what is considered high quality user experiences.
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?
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.
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!
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
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.
Is it necessary to use pulse shaper for aluminum bars to improve signals quality in SHPB test?
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 :-)
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 .
We are doing a research project on using games to study how people can be seduced to display more cooperative or more competitive behaviour.
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?
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?
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?