Journal articles on the topic 'Interactive user experience'

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1

Cybulski, Paweł, and Tymoteusz Horbiński. "User Experience in Using Graphical User Interfaces of Web Maps." ISPRS International Journal of Geo-Information 9, no. 7 (June 27, 2020): 412. http://dx.doi.org/10.3390/ijgi9070412.

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The purpose of this article is to show the differences in users’ experience when performing an interactive task with GUI buttons arrangement based on Google Maps and OpenStreetMap in a simulation environment. The graphical user interface is part of an interactive multimedia map, and the interaction experience depends mainly on it. For this reason, we performed an eye-tracking experiment with users to examine how people experience interaction through the GUI. Based on the results related to eye movement, we presented several valuable recommendations for the design of interactive multimedia maps. For better GUI efficiency, it is suitable to group buttons with similar functions in screen corners. Users first analyze corners and only then search for the desired button. The frequency of using a given web map does not translate into generally better performance while using any GUI. Users perform more efficiently if they work with the preferred GUI.
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Alenljung, Beatrice, Jessica Lindblom, Rebecca Andreasson, and Tom Ziemke. "User Experience in Social Human-Robot Interaction." International Journal of Ambient Computing and Intelligence 8, no. 2 (April 2017): 12–31. http://dx.doi.org/10.4018/ijaci.2017040102.

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Socially interactive robots are expected to have an increasing importance in human society. For social robots to provide long-term added value to people's lives, it is of major importance to stress the need for positive user experience (UX) of such robots. The human-centered view emphasizes various aspects that emerge in the interaction between humans and robots. However, a positive UX does not appear by itself but has to be designed for and evaluated systematically. In this paper, the focus is on the role and relevance of UX in human-robot interaction (HRI) and four trends concerning the role and relevance of UX related to socially interactive robots are identified, and three challenges related to its evaluation are also presented. It is argued that current research efforts and directions are not sufficient in HRI research, and that future research needs to further address interdisciplinary research in order to achieve long-term success of socially interactive robots.
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Tolia, N., D. G. Andersen, and M. Satyanarayanan. "Quantifying Interactive User Experience on Thin Clients." Computer 39, no. 3 (March 2006): 46–52. http://dx.doi.org/10.1109/mc.2006.101.

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Md Nor, Romiza, and Muhammad Hafizuddin Abdul Razak. "Interactive Design in Enhancing User Experience in Museum." Journal of Computing Research and Innovation 6, no. 3 (September 13, 2021): 86–91. http://dx.doi.org/10.24191/jcrinn.v6i3.249.

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A museum can be a suitable context to experiment with a new interaction technique which guiding visitors and improving their experience for a successful learning environment also to enrich user experience. Mobile technology is used to enhance user experience in a cultural environment that offers more information than physically exposed technology. Therefore, the introduction of augmented reality (AR) that allow visitor to experience interaction in a way that increased knowledge, learning and give additional information with any artefact exhibitions they interact in the museum is applied in this project. The objectives of this research are to develop an interactive design in enhancing user experience in artefact display and evaluate user experience. ADDIE Model is applied as the methodology that consists of five phases which are analysis, design, development, implementation, and evaluation. Principles of Interactive Design is utilized in designing the mobile AR application and developed using Unity, Blender and Vuforia. User Experience evaluation method is conducted where findings shows that most respondents are satisfied, and usage of mobile AR has enhanced their experience through navigation during museum visit that also give a lot of new insight on historical artefact that being displayed.
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Daems, Joke, and Lieve Macken. "Interactive adaptive SMT versus interactive adaptive NMT: a user experience evaluation." Machine Translation 33, no. 1-2 (March 20, 2019): 117–34. http://dx.doi.org/10.1007/s10590-019-09230-z.

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Damian, Kathrin. "User experience test—interactive advertising on N-Tvplus." Computers in Entertainment 7, no. 3 (September 2009): 1. http://dx.doi.org/10.1145/1594943.1594948.

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Carvalho, Vitor Marques, and Elizabeth Sucupira Furtado. "A Framework Used for Analysis of User Experience in Games." Journal on Interactive Systems 11, no. 1 (December 9, 2020): 66–73. http://dx.doi.org/10.5753/jis.2020.759.

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The gaming industry has grown considerably in the last decades, designing experiences and interactive platforms through games, a popular culture entertainment medium. With the advancement of technologies and user experience design methods, a challenge is faced for the constant improvement of game characteristics aiming to improve pleasurability and immersion perceived by its users. To face this challenge, we designed a conceptual framework named GLIMPSE based on constructs used to evaluate user experiences with games. Its applicability was tested through a questionnaire that collected 241 valid responses from users of gaming forums and communities. An analysis was drawn to identify correlations between the data collected from the questionnaire, and its results revealed significant statistical data highlighting age and gender-wise differences from participants’ opinions.
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See, Zi Siang, Benjamin Matthews, Lizbeth Goodman, Donovan Jones, Craig Hight, Paul Egglestone, Manisha Amin, and Wooi Har Ooi. "Extended reality interactive wall: User experience design research-creation." Virtual Creativity 10, no. 2 (December 1, 2020): 163–74. http://dx.doi.org/10.1386/vcr_00030_1.

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This article presents the development of an extended reality (XR) interactive wall design that employs augmented reality (AR) and virtual reality (AR) to display digital content in educational and exhibition settings. A wall design printed with a number of conventional graphical elements was enhanced with AR and VR, including AR-based video, a 360 virtual environment and 3D-scanned materials. The early design of the XR interactive wall was tested several times in a university setting during academic events designed to demonstrate science, technology, engineering and mathematics (STEM)-based content. This provided AR and VR experiences to participating visitors in an exhibition setting, where multimedia mobile devices were provided to aid these experiences. Inclusive design principles were employed, and elements integrated that allowed users (standing adults, children, wheelchair users) to view and interact with AR and VR content conveniently. After the initial introduction of the interactive wall design, the prototype was redesigned to fit both handheld and head-mount-device (HMD)-based mobile configurations. In this article we describe the prototype, a user experience study based on laboratory testing and directions for future work.
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Ji Yong Park. "Interactive design principles: online communities and the user experience." Journal of Digital Design 7, no. 2 (April 2007): 11–19. http://dx.doi.org/10.17280/jdd.2007.7.2.002.

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Ji Yong Park. "Design principles for interactive user experience through net art." Journal of Digital Design 7, no. 3 (July 2007): 47–55. http://dx.doi.org/10.17280/jdd.2007.7.3.005.

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Kim, Heeyoung, Jeanne Tan, and Anne Toomey. "User Experience and Interactive Textiles: A Textile Designer’s Perspective." International Journal of Design Management and Professional Practice 13, no. 2 (2019): 1–10. http://dx.doi.org/10.18848/2325-162x/cgp/v13i02/1-10.

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Hassenzahl, Marc, Sarah Diefenbach, and Anja Göritz. "Needs, affect, and interactive products – Facets of user experience." Interacting with Computers 22, no. 5 (September 2010): 353–62. http://dx.doi.org/10.1016/j.intcom.2010.04.002.

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Khoo, Benjamin K. S. "User Interface Design Pedagogy." International Journal of Information and Communication Technology Education 7, no. 1 (January 2011): 1–10. http://dx.doi.org/10.4018/jicte.2011010101.

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A major limitation in traditional class lectures that use textbooks, handouts, transparencies and assignments is that students often are unable to “experience” user interface design. This limitation can be overcome by using the constructionist approach, which allows students to experience user interface design by letting them “do” or “construct” so that they can understand and remember. This paper describes an Internet-based interactive case scenario that was developed, based on the constructionist approach, to teach students user interface design concepts in conjunction with the Questionnaire for User Interaction Satisfaction (QUIS). A proof of concept evaluation was conducted and the results indicate that this approach is effective in user interface design pedagogy.
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Kulzer, Manuel, and Michael Burmester. "Towards Explainable and Sustainable Wow Experiences with Technology." Multimodal Technologies and Interaction 4, no. 3 (August 11, 2020): 49. http://dx.doi.org/10.3390/mti4030049.

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Interacting with technology can evoke various positive and negative reactions in users. An outstandingly positive user experience enabled by interactive technology is often referred to as a “wow experience” in design practice and research. Such experiences are considered to be emotional, memorable, and highly desirable. Surprisingly, wow experiences have not received much attention in design research. In this study, we try to gain a more in-depth understanding of how wow experiences are caused. Through an exploratory factor analysis, we identify six factors contributing to wow experiences with interactive technology: Hygiene, goal attainment, uniqueness, relevance, emotional fingerprint, and inspiration. We propose an integrated model of wow experience and a prototype questionnaire to measure wow experiences with interactive products based on the identified factors.
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Hashim, Wahidah, Emmanuel O. C. Mkpojiogu, Azham Hussain, and Shahrun Nizam Abdul-Aziz. "A Product Pain-Pleasure Framework for Software Product Design in the Usability and User Experience Domains." Webology 18, SI01 (January 13, 2021): 01–31. http://dx.doi.org/10.14704/web/v18si01/web18004.

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This study utilized a literature review strategy to examine prior literature pertaining to the frameworks concerning how to minimize users‘ pain and maximize their pleasure while interacting with the designs of interactive products. The findings of the study reveal that several such frameworks are in existence and are mainly in other domains different from usability and user experience. In these, the emphasis were mostly on satisfaction and dissatisfaction criteria which do not cover the broader perspectives of user experience that comprise hedonic, affective, aesthetics and other hedonomic facets. This prompts for the development of a framework that tailored to usability and user experience concerns to enable user experience designers design interactive products that will enhance users‘ experience. The proposed framework was adapted from previous related frameworks It is a three-factor framework that is composed of pain factors, linear factors and pleasure factors. The study proposes this framework to facilitate the design of interactive systems that improves the experience of users.
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Khoo, Benjamin K. S. "User Interface Design Pedagogy." International Journal of Information and Communication Technology Education 6, no. 1 (January 2010): 96–105. http://dx.doi.org/10.4018/jicte.2010091108.

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A major limitation in traditional class lectures that uses textbooks, handouts, transparencies and assignments is that students often are unable to “experience” user interface design. This limitation can be overcome by using the constructionist approach that allow students to experience user interface design by allowing them to “do” or “construct” so that they can understand and remember. This paper describes an Internet-based interactive case scenario that was developed, based on the constructionist approach, to teach students user interface design concepts in conjunction with the Questionnaire for User Interaction Satisfaction (QUIS). A proof of concept evaluation was conducted and the results indicate that this approach is effective in user interface design pedagogy.
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Park, Jeongsoon. "Effects of User Characteristics and Context Parameters on User Experience in Interactive Systems." Journal of Digital Design 10, no. 1 (January 2010): 89–99. http://dx.doi.org/10.17280/jdd.2010.10.1.010.

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Jacobson, Susanne, and Jaakko Ranne. "ENHANCED ACCESSIBILITY: AN ELEVATOR WITH AN INTERACTIVE MEDIA SURFACE." Proceedings of the Design Society 1 (July 27, 2021): 1383–90. http://dx.doi.org/10.1017/pds.2021.138.

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AbstractThis exploratory research paper discusses the importance of experiential qualities in products that have accessible and assistive uses. The focus is on products that may have an ambiguous user experience. Concepts of multisensory user experience and accessibility are presented as an introduction to the topic.The paper builds on the findings of a preliminary user study that was conducted in a joint multi-national and cross-industrial project that was externally funded. In the study, users’ experiences of an accessible means of transport, an elevator prototype with an interactive media surface, were explored. The study comprised a thinking aloud task and a design game.The demonstrated colours, lights and their movements created various kinds of associations among the participating users. The participants also ideated about the product’s alternative applications, some of which concerned accessibility, while others extended beyond it.The findings show that adding experiential product qualities enhances the user experience in terms of various associations and applications that extend beyond accessibility and the original use.
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Su, Kuo Wei, Hao Yi Wang, Yi Ying Wu, and Nai Hsin Kuo. "The Interface Design and Usability Evaluation of Interactive Virtual Reality Navigation System." Applied Mechanics and Materials 302 (February 2013): 635–39. http://dx.doi.org/10.4028/www.scientific.net/amm.302.635.

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Virtual reality is an innovative technology, which allows users to immerse in an imagined situation. Therefore, promoting virtual reality technology can provide more natural and specific interaction mode. The purpose of this study is to investigate interactive virtual reality navigation system by testing 15 participants to evaluate the system and analyze the results with Delphi method and Heuristic Evaluation. Besides, we used Questionnaire for User Interaction Satisfaction (QUIS), Usability Metric for User Experience (UMUX) questionnaires and interviews to understand user experience. The results show the new system is better than the old one. The interactive VR navigation system design principles (easy to use, consistency, richness, feedback, simple prompt and documentation) obtained from this study can be used to enhance the satisfaction of the users when designing the interactive VR navigation system in the future.
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MATSUMOTO, Keita, and Hideo ZEMPO. "Questionnaire for Evaluation of Interactive Systems based on User Experience." Japanese Journal of Ergonomics 53, no. 2 (April 20, 2017): 46–50. http://dx.doi.org/10.5100/jje.53.46.

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Park Jeong-Soon. "Effects of Product Attributes on User Experience in Interactive Systems." Journal of Digital Design 8, no. 2 (April 2008): 1–10. http://dx.doi.org/10.17280/jdd.2008.8.2.001.

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Čertický, Martin, Michal Čertický, Peter Sinčák, Gergely Magyar, Ján Vaščák, and Filippo Cavallo. "Psychophysiological Indicators for Modeling User Experience in Interactive Digital Entertainment." Sensors 19, no. 5 (February 26, 2019): 989. http://dx.doi.org/10.3390/s19050989.

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Analyses of user experience in the electronic entertainment industry currently rely on self-reporting methods, such as surveys, ratings, focus group interviews, etc. We argue that self-reporting alone carries inherent problems—mainly the misinterpretation and temporal delay during longer experiments—and therefore, should not be used as a sole metric. To tackle this problem, we propose the possibility of modeling consumer experience using psychophysiological measures and demonstrate how such models can be trained using machine learning methods. We use a machine learning approach to model user experience using real-time data produced by the autonomic nervous system and involuntary psychophysiological responses. Multiple psychophysiological measures, such as heart rate, electrodermal activity, and respiratory activity, have been used in combination with self-reporting to prepare training sets for machine learning algorithms. The training data was collected from 31 participants during hour-long experiment sessions, where they played multiple video-games. Afterwards, we trained and compared the results of four different machine learning models, out of which the best one produced ∼96% accuracy. The results suggest that psychophysiological measures can indeed be used to assess the enjoyment of digital entertainment consumers.
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Kim, Eunsol, and Hyun Ju Kim. "A Study of 3D Interactive Hologram Art and User Experience." Journal of Digital Art Engineering and Multimedia 4, no. 1 (June 30, 2017): 1–17. http://dx.doi.org/10.29056/idaem.2017.06.01.

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Degbelo, Auriol, Jan Kruse, and Max Pfeiffer. "Interactive maps, productivity and user experience: A user study in the e‐mobility domain." Transactions in GIS 23, no. 6 (September 6, 2019): 1352–73. http://dx.doi.org/10.1111/tgis.12576.

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Hoffman, Susan C. "Designing User Interfaces: A Classroom Experience in Iterative Software Design." Proceedings of the Human Factors Society Annual Meeting 30, no. 14 (September 1986): 1366–70. http://dx.doi.org/10.1177/154193128603001405.

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A program was developed to expose undergraduate Computer Technology students to methods for designing and evaluating user dialogue in interactive software. The class was given an assignment to develop an Interactive program for use by the general public. This was given prior to any experience using concepts in Human Factors, a Standard Development Process, or general guidelines for evaluating the user interface. Task analysis was performed extracting data from video tapes. Formal lecture material on designing user interfaces incorporating good Human Factors was then introduced. Students then were given the opportunity to modify their programs and assess the value of these changes through retesting. Substantial improvements in both transaction performance times and accuracy occurred during the evaluation of the revised applications. This program was an effective method for demonstrating the complexities involved in designing and implementing interactive software.
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Cao, Li Rui. "Design and Research on Product Aesthetics Based Human-Computer Interaction Graphical Interface." Applied Mechanics and Materials 543-547 (March 2014): 4642–45. http://dx.doi.org/10.4028/www.scientific.net/amm.543-547.4642.

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In order to improve the user experience and aesthetic feeling of interactive interface of mobile products, the paper iphone Mobile graphics and interaction design as the foundation, implements the user interface design with means from visual sense (picture), auditory sense (stereophonic sounds),tactile sense (fingers control on function keys) from aesthetic observation points, develops in aesthetic human-computer interactive method, emphasizes on the interaction among humans to give users more direct, healthy and overall game experience.
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Chu, Sauman. "Design Factors Affect User Experience for Different Cultural Populations." Journal of Educational Issues 2, no. 2 (December 2, 2016): 307. http://dx.doi.org/10.5296/jei.v2i2.10217.

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<p>With increasing changes in our demographic populations and new immigrants settling in the US, there is an increasing need for visual communications that address the diversity of our populations. This paper draws from the results of the researcher’s several past research and teaching projects that worked with different cultural populations. These projects examined the theme of multicultural design with a particular focus on user experience for audiences from different cultural backgrounds. The nature of the projects included printed materials, web design, video production, and interactive design. The researcher examined users’ preferences for precise language presentation, options of visual layout, cultural related design elements such as images, colors, fonts, and interactive interface design. The goal of this paper is to increase design educators and students’ awareness in designing projects for culturally diverse audiences.<strong> </strong></p>
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Cruz, Ricardo, and Luis A. Pineda. "Promoting Optimal User Experience through Composite Challenge Tasks." Applied Sciences 9, no. 19 (October 1, 2019): 4106. http://dx.doi.org/10.3390/app9194106.

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Optimal user experience or flow is a theory with great impact on user experience. Promoting flow has become a competitive advantage for interactive systems, including rehabilitation. This can be achieved through an engaging interface that provides a rewarding experience and motivates the user to use the system again. This theory sustains that promoting a state of flow and improving task performance depends heavily on the balance between the challenges posed by the system and the skills deployed by the user. We further claim that balanced mental and motor skills demanded by the task improve flow and task performance. This paper presents an experiment supporting these claims. For this, we built two movement-interaction rehabilitation systems called SIBMER and Macoli (arm in Náhuatl). Both systems have two versions, one with a balanced load of mental and motor skills, and the other with an unbalanced one. Both versions are compared in terms of their potential to promote the state of flow and to improve task performance. Results show that a balance demand of mental and motor skills promotes flow, independently of the task complexity. Likewise, the experiment shows a correlation between flow and performance.
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Li, Zhen, Jiao Zhang, Mengwan Li, Jizhuo Huang, and Xiangyu Wang. "A Review of Smart Design Based on Interactive Experience in Building Systems." Sustainability 12, no. 17 (August 20, 2020): 6760. http://dx.doi.org/10.3390/su12176760.

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Smart building is the result of the penetration of information technology and control technology into traditional buildings, and is the future development direction of buildings. User-centric building smart design can achieve a sustainable life, and smart technology integration based on smart design can support sustainable development and improve user satisfaction, happiness, and overall quality of life. In intelligent design, researchers focus on the “people-oriented” approach, designed to bring users the ultimate interactive experience. Based on the interactive experience principle of smart design in the smart building system, this article classifies and summarizes intelligent design from the “five senses” interaction, including visual interaction, voice interaction, tactile interaction, cognitive interaction, and emotional interaction. We analyze the application of smart design in architecture and discuss how to embody the principles of user-centered interactive experience design in the process of smart design. This article provides a comprehensive and systematic literature review, clarifies the importance of the “people-oriented” approach in the smart design of buildings, and summarizes how to improve the sustainability of intelligent buildings from the perspective of a “people-oriented” approach. This paper proposes future research suggestions and directions and promotes the sustainable development of the smart building.
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Cardona-Reyes, Héctor, Jaime Muñoz-Arteaga, Andres Mitre-Ortiz, and Klinge Orlando Villalba-Condori. "Model-Driven Approach of Virtual Interactive Environments for Enhanced User Experience." Applied Sciences 11, no. 6 (March 21, 2021): 2804. http://dx.doi.org/10.3390/app11062804.

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The video game and entertainment industry has been growing in recent years, particularly those related to Virtual Reality (VR). Therefore, video game creators are looking for ways to offer and improve realism in their applications in order to improve user satisfaction. In this sense, it is of great importance to have strategies to evaluate and improve the gaming experience in a group of people, without considering the fact that users have different preferences and, coupled with this, also seeks to achieve satisfaction in each user. In this work, we present a model to improve the user experience in a personal way through reinforcement learning (RL). Unlike other approaches, the proposed model adjusts parameters of the virtual environment in real-time based on user preferences, rather than physiological data or performance. The model design is based on the Model-Driven Architecture (MDA) approach and consists of three main phases: analysis phase, design phase, and implementation phase. As results, a simulation experiment is presented that shows the transitions between undesired satisfaction states to desired satisfaction states, considering an approach in a personal way.
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Williams, Anne, Ellie Fossey, John Farhall, Fiona Foley, and Neil Thomas. "Recovery After Psychosis: Qualitative Study of Service User Experiences of Lived Experience Videos on a Recovery-Oriented Website." JMIR Mental Health 5, no. 2 (May 8, 2018): e37. http://dx.doi.org/10.2196/mental.9934.

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Background Digital interventions offer an innovative way to make the experiences of people living with mental illness available to others. As part of the Self-Management And Recovery Technology (SMART) research program on the use of digital resources in mental health services, an interactive website was developed including videos of people with lived experience of mental illness discussing their recovery. These peer videos were designed to be watched on a tablet device with a mental health worker, or independently. Objective Our aim was to explore how service users experienced viewing the lived experience videos on this interactive website, as well as its influence on their recovery journey. Methods In total, 36 service users with experience of using the website participated in individual semistructured qualitative interviews. All participants had experience of psychosis. Data analysis occurred alongside data collection, following principles of constructivist grounded theory methodology. Results According to participants, engaging with lived experience videos was a pivotal experience of using the website. Participants engaged with peers through choosing and watching the videos and reflecting on their own experience in discussions that opened up with a mental health worker. Benefits of seeing others talking about their experience included “being inspired,” “knowing I’m not alone,” and “believing recovery is possible.” Experiences of watching the videos were influenced by the participants’ intrapersonal context, particularly their ways of coping with life and use of technology. The interpersonal context of watching the videos with a worker, who guided website use and facilitated reflection, enriched the experience. Conclusions Engaging with lived experience videos was powerful for participants, contributing to their feeling connected and hopeful. Making websites with lived experience video content available to service users and mental health workers demonstrates strong potential to support service users’ recovery.
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Alhussayen, Asma, Weaam Alrashed, and Evi Indriasari Mansor. "Evaluating the User Experience of Playful Interactive Learning Interfaces with Children." Procedia Manufacturing 3 (2015): 2318–24. http://dx.doi.org/10.1016/j.promfg.2015.07.378.

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Turner, Ann, Nicola Singleton, and Sarah Easterbrook. "Developing Sexual Health Software Incorporating User Feedback: A British Experience." Health Education & Behavior 24, no. 1 (February 1997): 102–20. http://dx.doi.org/10.1177/109019819702400110.

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This article describes an interactive prototyping model for development of four computer software modules for British youth on sexual issues. An iterative cycle of development, user review and feedback, and subsequent modification and retesting was used with approximately 150 young adults, with particular attention to presentation style, screen design, usability, relevance of material, enjoyment, and learning. The software was designed to be realistically accommodated in school settings, to be used as a reference tool by students working alone or in a group teaching situation. Feedback from youth and adults attests to the feasibility of development, implementation, and instructional usefulness. Interactive prototyping proved essential in the face of skepticism from teachers concerning young people's information needs and acceptance of a computerized educational approach.
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Mishra, Abhishek. "Effect of Experiential Value on Consumer-Based Brand Equity: An Interactive Device Perspective." Management and Labour Studies 39, no. 4 (November 2014): 396–410. http://dx.doi.org/10.1177/0258042x15578021.

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With every product we buy, there is an associated experience. The better the experiences, the better a user feels about his/her decision to buy and use the product; and the feelings do not stay with the product. They are indeed transferred as brand associations and imagery with the brand of the product, defined as brand equity in the marketing literature. Positive brand equity is critical for the success of a brand as it creates repeat transaction of the user with the manufacturer. It is in this context that this study attempts to understand the relation between different components of user experience and brand equity. Intrinsic and extrinsic values have been taken as components of user experience while association, perceived quality, perceived value, trust and loyalty are elements of brand equity. All the relationships between the different constructs of experience and brand equity were found significant. We also found significant evidence for the hierarchical formation of both user experience and brand equity. The study contributes to the literature of brand experience and how it is critical for brand equity and for the consumer. For marketers, we establish how important it is for them to provide a positive user experiences for their brands to be successful. A proper mix of intrinsic and extrinsic consumption values to the consumer will go every length to convince him/her to stay with the brand.
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Zhu, Jingyuan, and Qing Wu. "Furniture design based on parent-child interaction experience." E3S Web of Conferences 179 (2020): 02098. http://dx.doi.org/10.1051/e3sconf/202017902098.

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To explore how children’s furniture can become a tool of parent-child interaction, so that furniture can not only satisfy children’s curiosity, but also bring new feelings and experiences to parents and children. It is necessary to establish a bond of love between parents and children by adding parent-child interaction projects. This children’s furniture will give children a warm family life experience. Background analysis of parent-child interaction furniture design was conducted by means of data search and market research to explore children’s physiological and psychological characteristics. It is necessary to analyze parent-child interaction mode and its elements and try to make compound chairs have interactive functions so that compound chairs can bring good interaction experience to parents and children. As a result, this compound chair can meet user needs. The design features of parent-child interactive furniture are analyzed with the physiological characteristics of children as the design elements. Personally interactive furniture can create an interactive world for children and parents in a limited living space. It is able to promote the emotional exchange between parents and children, create a space conducive to children’s physiological and psychological growth. Ultimately, this kind of interactive furniture can promote the physical and mental health of children.
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Coorevits, Lynn, Dimitri Schuurman, Kathy Oelbrandt, and Sara Logghe. "Bringing Personas To Life: User Experience Design through Interactive Coupled Open Innovation." Persona Studies 2, no. 1 (May 17, 2016): 97–114. http://dx.doi.org/10.21153/ps2016vol2no1art534.

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A frequently used technique to enable user involvement during the course of a software design project is the development of personas. Modeling personas helps developers to establish a stronger user focus and act as a constant reminder for whom one is and is not designing. Within this paper we propose coupled interactive open innovation through iterative user involvement, such as in a Living Lab approach, as a way to improve the effectiveness of personas and scenarios. Interactive coupled open innovation addresses user needs and creates new opportunities by using a trial-error learning process. This increases efficiency, augments stakeholders’ collaboration and facilitates co-creation. By involving real users who mirror the constructed personas in subsequent development steps, traditional persona development is enriched. This iterative process elicits new understandings and meanings of domain specific and market knowledge by positioning the development project in a ‘real-life’ context. The input of each step in the process translates towards and provides the technical team with potential input to develop iterations of the design. In this paper we provide a framework, based on interactive coupled open innovation, for persona development that will allow an optimized user experience by bringing personas and their scenarios to life in the design project.
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Hameed, Asim, and Andrew Perkis. "A Subjective and Behavioral Assessment of Affordances in Virtual Architectural Walkthroughs." Applied Sciences 11, no. 17 (August 26, 2021): 7846. http://dx.doi.org/10.3390/app11177846.

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Immersive technologies, such as VR, offer first-person experiences using depth perception and spatial awareness that elucidate a sense of space impossible with traditional visualization techniques. This paper looks beyond the visual aspects and towards understanding the experiential aspects of two popular uses of VR in 3D architectural visualization: a “passive walkthrough” and an “interactive walkthrough.” We designed a within-subject experiment to measure the user-perceived quality for both experiences. All participants (N = 34) were exposed to both scenarios and afterwards responded to a post-experience questionnaire; meanwhile, their physical activity and simple active behaviors were also recorded. Results indicate that while the fully immersive-interactive experience rendered a heightened sense of presence in users, overt behaviors (movement and gesture) did not change for users. We discuss the potential use of subjective assessments and user behavior analysis to understand user-perceived experiential quality inside virtual environments, which should be useful in building taxonomies and designing affordances that best fit these environments.
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Rauschenberger, Maria, Martin Schrepp, Manuel Perez-Cota, Siegfried Olschner, and Jorg Thomaschewski. "Efficient Measurement of the User Experience of Interactive Products. How to use the User Experience Questionnaire (UEQ).Example: Spanish Language Version." International Journal of Interactive Multimedia and Artificial Intelligence 2, no. 1 (2013): 39. http://dx.doi.org/10.9781/ijimai.2013.215.

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de Graaf, Maartje MA, Somaya Ben Allouch, and Jan AGM van Dijk. "A phased framework for long-term user acceptance of interactive technology in domestic environments." New Media & Society 20, no. 7 (October 8, 2017): 2582–603. http://dx.doi.org/10.1177/1461444817727264.

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The temporal dimension of acceptance is under-researched in technology acceptance research. Yet, people’s perceptions on technology use may change over time when gaining user experiences. Our 6-month home study deploying an interactive robot provides insight into the long-term use of use interactive technology in a domestic environment. We present a phased framework for the acceptance of interactive technology in domestic environments. Based on 97 interviews obtained from 21 participants living in different household types, the results provide an initial validation of our phased framework for long-term acceptance showing that acceptance phases are linked to certain user experiences which evolve over time when people gain experience with the technology. Involving end users in the early stages of development helps researchers understand the cultural and social contexts of acceptance and enables developers to apply this gained knowledge into their future designs.
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Garvey, Gregory P. "The Split-Brain Human Computer User Interface." Leonardo 35, no. 3 (June 2002): 319–25. http://dx.doi.org/10.1162/002409402760105352.

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The author describes his prototype for a split-brain user interface developed for the interactive documentary Anita und Clarence in der Hölle: An Opera for Split-Brains in Modular Parts. Using documentary video from the 1991 Senate Judiciary Committee hearings on the nomination of Clarence Thomas to the U.S. Supreme Court, this interface delivers two independent video and audio streams in parallel to each hemisphere of the brain. Inspired by accounts of split-brain research and anticipated by experiments of the Surrealists, this interface-like work in augmented virtual reality and wearable computing aims at “enhanced” interaction while creating a new aesthetic experience.
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Song, Hao, Fangyuan Chen, Qingjin Peng, Jian Zhang, and Peihua Gu. "Improvement of user experience using virtual reality in open-architecture product design." Proceedings of the Institution of Mechanical Engineers, Part B: Journal of Engineering Manufacture 232, no. 13 (June 3, 2017): 2264–75. http://dx.doi.org/10.1177/0954405417711736.

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User experience has a significant impact on the effective product design and improvement, especially for a personalized product to meet user’s individual need. The development of personalized products requires data from user experience in the evaluation of the product function and performance. The existing methods of Internet-based interactive platforms and direct market user surveys cannot provide users full experience of product features. This research proposes a user interactive system based on virtual reality technologies to provide users a close-real experience in the development of open-architecture products. The system provides users an interface built on the virtual environment. The users can review a product design by virtually operating and evaluating the product. The system records users’ operations and feedbacks for designers to improve the product. Food trucks designed using the open-architecture concept are used as applications to verify the proposed method. A user survey is conducted to examine the system effectiveness.
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Zhe, Han, and Lee Hyun-Seok. "Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience." Journal of Multimedia Information System 7, no. 4 (December 31, 2020): 281–93. http://dx.doi.org/10.33851/jmis.2020.7.4.281.

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43

Park Jeong-Soon. "Changes of User Experience based on the Product Attributes in Interactive System." Journal of Digital Design 9, no. 3 (July 2009): 189–200. http://dx.doi.org/10.17280/jdd.2009.9.3.019.

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Azid, Nurulwahida, Nuraini Yusoff, Rafizah Rawian, Nuryazida Sabarudin, and Mohd Zaini Ishak. "Evaluating User Experience of Using Cerdik BM Series 1 Interactive Pedagogical Tool." International Journal of Instruction 13, no. 4 (October 1, 2020): 409–26. http://dx.doi.org/10.29333/iji.2020.13426a.

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Andrade Ferreira, Luis Duarte, Henrique Ferreira, Sofia Cavaco, Mónica Cameirão, and Sergi Bermúdez i Badia. "User Experience of Interactive Technologies for People With Dementia: Comparative Observational Study." JMIR Serious Games 8, no. 3 (August 5, 2020): e17565. http://dx.doi.org/10.2196/17565.

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Background Serious games (SGs) are used as complementary approaches to stimulate patients with dementia. However, many of the SGs use out-of-the-shelf technologies that may not always be suitable for such populations, as they can lead to negative behaviors, such as anxiety, fatigue, and even cybersickness. Objective This study aims to evaluate how patients with dementia interact and accept 5 out-of-the-shelf technologies while completing 10 virtual reality tasks. Methods A total of 12 participants diagnosed with dementia (mean age 75.08 [SD 8.07] years, mean Mini-Mental State Examination score 17.33 [SD 5.79], and mean schooling 5.55 [SD 3.30]) at a health care center in Portugal were invited to participate in this study. A within-subject experimental design was used to allow all participants to interact with all technologies, such as HTC VIVE, head-mounted display (HMD), tablet, mouse, augmented reality (AR), leap motion (LM), and a combination of HMD with LM. Participants’ performance was quantified through behavioral and verbal responses, which were captured through video recordings and written notes. Results The findings of this study revealed that the user experience using technology was dependent on the patient profile; the patients had a better user experience when they use technologies with direct interaction configuration as opposed to indirect interaction configuration in terms of assistance required (P=.01) and comprehension (P=.01); the participants did not trigger any emotional responses when using any of the technologies; the participants’ performance was task-dependent; the most cost-effective technology was the mouse, whereas the least cost-effective was AR; and all the technologies, except for one (HMD with LM), were not exposed to external hazards. Conclusions Most participants were able to perform tasks using out-of-the-shelf technologies. However, there is no perfect technology, as they are not explicitly designed to address the needs and skills of people with dementia. Here, we propose a set of guidelines that aim to help health professionals and engineers maximize user experience when using such technologies for the population with dementia.
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Kim, Hyun Ju. "An Interdisciplinary Study for Analysing the User Experience of Interactive Media Art." CONTENTS PLUS 17, no. 3 (June 29, 2019): 129–49. http://dx.doi.org/10.14728/kcp.2019.17.03.129.

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Cao, Li Rui. "Design and Research on Smartphone Interaction Interface with the Center of User's Emotional Experience." Applied Mechanics and Materials 543-547 (March 2014): 3160–64. http://dx.doi.org/10.4028/www.scientific.net/amm.543-547.3160.

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From the perspective of users experience and starting from the users emotional experience, it particularly analyzes the interactive need of user to smartphone and interactive design of smartphone. Take a specific research case of iPhone and specifically analyze the emotional experience in the interactive design of iPhone, as well as elaborately analyze specific functions of emotion in the interactive design of iPhone.
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Et.al, Azham Hussain. "Dimensioning UX Models for Design and Evaluation." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (April 11, 2021): 1878–83. http://dx.doi.org/10.17762/turcomat.v12i3.1018.

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This paper attemptsto find out the available dimensions of user experience models in extant literature. The study observed that there are numeroususer experience models with a number of dimensions. This notwithstanding, there appears to be no concordamong practitioners and researchers on the dimensioning of UX models. The reason for lack of consensus is due tounderlying nature of user experience which signifies that UX should be structured and dimensioned differently dependent on the context and domain of use. Seemingly every experience is particularly unique and is situated in time and context, thus making the dimensioning of UX to vary and differ. A close look at prior literature indicate that several user experience models exist but their dimensions are however not comprehensive enough for a holistic design and evaluation of digital applications experiences. To this end, this study proposed a set of dimensions for interactive systems that will aid a more comprehensive and holistic design and evaluation of the user experience of interactive applications.
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Wörndl, Wolfgang, and Béatrice Lamche. "User Interaction with Context-aware Recommender Systems on Smartphones." icom 14, no. 1 (April 15, 2015): 19–28. http://dx.doi.org/10.1515/icom-2015-0007.

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SummaryIn this article we give an overview on selected aspects of user interaction with context-aware recommender systems on smartphones. We discuss these according to the three steps of user interaction with recommender systems using subjective and objective evaluation criteria: 1. Preference elicitation: how input methods on mobile devices can influence the users’ rating behavior, 2. Result delivery and presentation: how results can be adapted to the mobile context, 3. Feedback, critiquing and refinement: how interactive explanation can improve the user experience. The selection of examples is based on several studies we did in different mobile scenarios.
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Siregar, Yuri, and Anthony Kent. "Consumer experience of interactive technology in fashion stores." International Journal of Retail & Distribution Management 47, no. 12 (December 9, 2019): 1318–35. http://dx.doi.org/10.1108/ijrdm-09-2018-0189.

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Purpose Despite the growth of digital fashion shopping, many consumers regularly visit physical fashion stores. To enable digital interactions in a physical store, many fashion brands have installed interactive technology. However, studies of consumer engagement with interactive technology in fashion stores remain scarce. The purpose of this paper is to explore the experience with interactive technology in fashion stores. Design/methodology/approach A qualitative user experience design (UXD) approach was employed to address the research question. A combination of methods: protocol analysis, observation and interview, was used to collect the data. A prominent UXD framework was utilised to analyse the data. Findings There are four themes representing findings: split domain, digital domain merchandise, interactive information and interaction moments. For these, two core concepts were extracted: control over experience via framing and challenges for experience. Originality/value This research paper infused a new approach that is UXD into the field of fashion marketing. This shows the possibility to amalgamate those contrasting fields. Moreover, this research paper provides insights particularly about the interactions with a technology in fashion stores.
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