Offering a good experience to consumers is key for e-commerce companies. Therefore, providing them with flow experiences could lead to success for these organisations. Since the birth of the Internet, a wide range of research has studied... more
Offering a good experience to consumers is key for e-commerce companies. Therefore, providing them with flow experiences could lead to success for these organisations. Since the birth of the Internet, a wide range of research has studied flow in this context. However, few studies have examined the role that electronic devices play in flow experiences. Based on 570 consumer shopping experiences in Amazon, the differences between handheld devices (smartphones and tablets) and PCs (laptops and desktop computers) are examined as the main antecedents of flow experience using structural equation modelling, based on covariances. The results demonstrate the importance of including hedonic elements in the design of web pages (accessible from PCs). On the other hand, apps (accessible from handheld devices) should facilitate concentration and encourage the user's time distortion to reach the flow state. The results can be useful for e-commerce companies in the design of their online platforms.
Previous discussions concerned with combining User Experience (UX) design and Agile development have either focused on integrating them as two separate processes, or on incorporating techniques from UX design into an Agile context. There... more
Previous discussions concerned with combining User Experience (UX) design and Agile development have either focused on integrating them as two separate processes, or on incorporating techniques from UX design into an Agile context. There is still no rigorous academic view on the nature of practice in this area. Further, the many and varied settings in which Agile developers and UX designers work together, and how those settings shape their work, remain largely unexplored. We conducted two field studies to address this. The results suggest that the values and assumptions of decision-makers external to the teams shape UX/Agile practice. The current focus on processes and techniques falls short of providing the insight necessary to improve practice. Instead, our results indicate that improvement requires further explication of contextual values.
There is a growing need for designers with research skills and designers that are able to design for the user experience, next to or instead of technical issues. Over the past five years we have developed so-called ‘contextmapping’... more
There is a growing need for designers with research skills and designers that are able to design for the user experience, next to or instead of technical issues. Over the past five years we have developed so-called ‘contextmapping’ techniques to inform and inspire design teams about the experiences of the prospective users of the products the team designs. In this paper we present the key elements of this teaching programme, and explain how we divided the elements over different courses in the Industrial Design Engineering curriculum in our university.
IVR (interactive voice response) menu navigation has long been recognized as a frustrating interaction experience. We propose an IM-based system that sends a coordinated visual IVR menu to the caller's computer screen. The visual... more
IVR (interactive voice response) menu navigation has long been recognized as a frustrating interaction experience. We propose an IM-based system that sends a coordinated visual IVR menu to the caller's computer screen. The visual menu is updated in real time in response to the caller's actions. With this automatically opened supplementary channel, callers can take advantages of different modalities over
In the last decade, User eXperience (UX) research in the academic community has produced a multitude of UX models and frameworks. These models address the key issues of UX: its subjective, highly situated and dynamic nature, as well as... more
In the last decade, User eXperience (UX) research in the academic community has produced a multitude of UX models and frameworks. These models address the key issues of UX: its subjective, highly situated and dynamic nature, as well as the pragmatic and hedonic factors leading to UX. At the same time, industry is adopting the UX term but the practices
In this study, we examined the implementation of an electronic health records (EHR) system in a small family practice clinic. We used three data collection instruments to evaluate user experience, work pattern changes, and organisational... more
In this study, we examined the implementation of an electronic health records (EHR) system in a small family practice clinic. We used three data collection instruments to evaluate user experience, work pattern changes, and organisational changes related to the implementation and use of the EHR system: (1) an EHR user survey, (2) interviews with key personnel involved in the EHR implementation project, and (3) a work analysis of clinic staff. A longitudinal design with two data-collection rounds was employed: data were collected prior to EHR implementation and after EHR implementation. Both quantitative and qualitative data were collected and analysed. Employees of the small clinic perceived few changes in their work after the implementation of the EHR system, except for increased dependency on computers and a small increase in perceived workload. The work analysis showed a dramatic increase in the amount of time spent on computers by the various job categories. The EHR implementatio...
In a fully autonomous car - steering, deceleration and acceleration are completely controlled by the intelligence built into it. This leads to a major change in user experience as the driver needs different information and is less... more
In a fully autonomous car - steering, deceleration and acceleration are completely controlled by the intelligence built into it. This leads to a major change in user experience as the driver needs different information and is less involved in the driving itself. We are working on redesigning the user experience of the autonomous car from a holistic user experience perspective of the driver. Our design was driven by a more anthropomorphic view of the car. The driving metaphor being that an autonomous car and the driver are travelling companions. Our work currently is geared towards emulating the key characteristics of this friendship and formulating a design scheme to design each device (and modality within). In this paper we introduce this idea and exemplify some design decisions by referring to a new dashboard for the autonomous car simulator at Stanford. This paper will underline our position that we strongly believe user experience design for autonomous cars needs a tremendous shift towards a more elaborated understanding of user interactions as well as new approaches in order to address the challenges given by the changed experience of the autonomous driving.
This paper presents an overview of the User Experience (UX) team at Google. We focus on four aspects of working within Google’s product development organization: (1) a bottom-up 'ideas ' culture, (2) a data-driven engineering... more
This paper presents an overview of the User Experience (UX) team at Google. We focus on four aspects of working within Google’s product development organization: (1) a bottom-up 'ideas ' culture, (2) a data-driven engineering approach, (3) a fast, highly iterative web development cycle, and (4) a global product perspective of designing for multiple countries. Each aspect leads to challenges and opportunities for the UX team. We discuss these, and outline some of the methodological approaches we employ to deal with them, along with some examples of our work.
Teoretická část práce analyzuje relevantní a současnou literaturu zabývající se definicí, metodami a procesy oboru User Experience Designu. Dále analyzuje User Experience Design, design obecně a poptávku po sémantizaci a estetizaci... more
Teoretická část práce analyzuje relevantní a současnou literaturu zabývající se definicí, metodami a procesy oboru User Experience Designu. Dále analyzuje User Experience Design, design obecně a poptávku po sémantizaci a estetizaci produktů i služeb v širším ekonomickém a socio-technologickém kontextu. Cílem výzkumné části práce je porovnat pochopení a vhodnou aplikaci User Experience metod a procesů mezi teorií a praxí; naším úkolem tak je se „dozvědět, jak znalost a využití User Experience metod a procesů praktikujících respondentů liší od teoretické literatury. K těmto otázkám se výzkum dále ptá na personální informace a informace týkající se pracovního týmu, ve kterém respondenti působí.
Browser-based Single Sign-On (SSO) is replacing conventional solutions based on multiple, domain-specific credentials by offering an improved user experience: clients log on to their company system once and are then able to access all... more
Browser-based Single Sign-On (SSO) is replacing conventional solutions based on multiple, domain-specific credentials by offering an improved user experience: clients log on to their company system once and are then able to access all services offered by the company’s partners. By focusing on the emerging SAML standard, in this paper we show that the prototypical browser-based SSO use case suffers from an authentication flaw that allows a malicious service provider to hijack a client authentication attempt and force the latter to access a resource without its consent or intention. This may have serious consequences, as evidenced by a Cross-Site Scripting attack that we have identified in the SAML-based SSO for Google Apps: the attack allowed a malicious web server to impersonate a user on any Google application. We also describe solutions that can be used to mitigate and even solve the problem.
Abstract. The goal of this study was to gain insight into the user experience of a recent hypernarrative interactive movie. Turbulence is a feature-length interactive narrative video and emphasising low frequency interaction, simultaneous... more
Abstract. The goal of this study was to gain insight into the user experience of a recent hypernarrative interactive movie. Turbulence is a feature-length interactive narrative video and emphasising low frequency interaction, simultaneous optional plotlines and seemingly counter-agency moves. Eight participants took part in a phenomenological study of their experience, from which several directions for further study emerge.
Building an effective Information Retieval (IR) System for such a complex sector like a library, is indeed a challenging task. Creating this kind of applications, one must be aware of basic IR methodologies and structures used, as well as... more
Building an effective Information Retieval (IR) System for such a complex sector like a library, is indeed a challenging task. Creating this kind of applications, one must be aware of basic IR methodologies and structures used, as well as the User's Experience requirements. Combining different technologies for creating different kinds of applications has been one of the major problems in software reuse. However, in recent years, many frameworks that offer a complete suite for developing cross-platform applications have been developed. In this paper, we present a combination of breakthrough technologies and frameworks for developing a Python based RestAPI, an Administrator's side desktop application and a cross-platform application powered by Ionic, Angular, HTML and CSS, as the main IR tool of UCY's library.
According to the 2020 Lloyd's Bank Digital Index, 16% of the UK population are unable to use the internet and devices by themselves, and many more struggle to access and make the most of digital health products services. It’s not... more
According to the 2020 Lloyd's Bank Digital Index, 16% of the UK population are unable to use the internet and devices by themselves, and many more struggle to access and make the most of digital health products services.
It’s not necessarily who we might expect either: 44% of those offline are under the age of 60, and the reasons for this are not yet fully explored.
This preliminary study was devised using service design and user centric approaches, and utilises rapid ethnography to capture and examine the experiences of people using digital health tools and services.
The goal of this study is to explore these questions:
● Are cognitive impairments a significant barrier or hindrance to those using digital healthcare? ● Are cognitive accessibility factors well understood and addressed yet? ● If not, why, and what can we do about this?
Key themes and insights are outlined and placed in social, cultural and legal context.
Critical findings include:
● 12.5% of people said that they were confident in using digital health ● 66% had cognitive issues that affected their ability to use digital health ● 41% of people said that tiredness was a factor. ● 97% of participants reported using some form of digital health, and yet there was a very wide range of confidence and capacity levels.
A representative group of existing cognitive accessibility guidelines are placed under initial review, a draft evaluation framework established, and next steps identified
There is a growing body of literature that recognizes the importance of applying gamification in educational settings. This research developed an application to gamify students’ homework to address the concern of the students’ inability... more
There is a growing body of literature that recognizes the importance of applying gamification in educational settings. This research developed an application to gamify students’ homework to address the concern of the students’ inability to complete their homework. This research aims to investigate students’ performance in doing their homework, and reflections and perceptions of the gameful experience in gamified homework exercises. Based on the data gathered from experimental and control groups (N = 84) via learning analytics, survey, and interview, the results show a high level of satisfaction according to students’ feedback. The most noticeable finding to extract from the analysis is that students can take on a persona, earn points, and experience a deeper sense of achievement through doing the gamified homework. Moreover, the students, on the whole, are likely to be intrinsically motivated whenever the homework is attributed to factors under their own control, when they consider that they have the expertise to be successful learners to achieve their desired objectives, and when they are interested in dealing with the homework for learning, not just achieving high grades.