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Journal of User Experience
Volume 18, Issue 4
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Designing User Interface Toggles for Usability
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Article search, virtual reality as an empirical research tool — exploring user experience in a real building and a corresponding virtual model.
- Virtual reality (VR) allows for highly-detailed observations, accurate behavior measurements, and systematic environmental manipulations under controlled laboratory circumstances. It therefore has the potential to be a valuable research tool for studies in human–environment interaction, such as building usability studies and post- as well as pre-occupancy building evaluation in architectural research and practice. In order to fully understand VR as a valid environmental representation, it is essential to examine to what extent not only user cognition and behavior, but also users' experiences are analogous in real and virtual environments. This work presents a multi-method approach with two studies that investigated the correspondence of building users' experience in a real conference center and a highly-detailed virtual model of the same building as well as a third study that virtually implemented systematic redesigns to the existing building layout. In the context of reporting users' experiential building evaluations, this article discusses the potential, prerequisites and opportunities for the implementation of virtual environments as an empirical research tool in the field of human–environment interaction. Based on quantitative data, few statistically significant differences between ratings of the real and the virtual building were found; however analyses based on qualitative data revealed differences relating to atmospherics. The main conclusion of this article is that VR has a strong potential to be used as an empirical research tool in psychological and architectural research and that future studies could supplement behavioral validation. • We compare an existing, real building with a virtual model of the same building. • We focus on experiential qualities of the real and the virtual building. • We found few differences in quantitative analyses; yet several qualitative differences concerning Atmospherics were revealed. • We discuss prerequisites of implementing VR in architectural and psychological research, in the context of user experience. • We recommend VR as research tool in behavioral pre- and post-occupancy evaluation in architectural research.
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An empirical study on user experience evaluation and identification of critical ux issues.
![empirical research user experience empirical research user experience](https://www.mdpi.com/bundles/mdpisciprofileslink/img/unknown-user.png)
1. Introduction
- UX takes a holistic perspective of the user–product interaction [ 15 ], including use of the products, as well as the meaning and emotion among users through their interactions with products [ 16 ].
- UX focuses on both pragmatic values and hedonic value [ 6 ]. In general, UX studies explore the relationships between usability, symbolic, and aesthetic value for user experience with products.
- UX emphasizes the importance of the context of use [ 2 ], as different usage contexts can result in different experiences.
2. Literature Review
3. research methods, 3.1. the limitations of existing methods, 3.2. introduction of two methods formats, 3.2.1. the attrakdiff questionnaire format, 3.2.2. the ux curve method format, 3.3. data analysis, 3.3.1. four ux dimension coordinate planes, 3.3.2. identifying critical ux issues based on quantitative data, 4. experimental section, 4.1. data collection, 4.1.1. first-time user experience, 4.1.2. the long-term user experience evaluation, 4.2. ux coordinate planes, 5. discussion and conclusions, author contributions, conflicts of interest.
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Click here to enlarge figure
Feature | Participant Distribution |
---|---|
Gender | 50.0% Female |
50.0% Male | |
Age | 10.0% Under 20 years old |
25.0% 20–24 years old | |
30.0% 25–29 years old | |
25.0% 30–34 years old | |
5.0% 35–39 years old | |
5.0% 40–44 years old | |
Education | 15.0% High school |
50.0% Bachelor’s degree | |
30.0% Master’s degree | |
5.0% Other (Ph. D, Professional Course, Uneducated, etc.) | |
Occupation | 60.0% Employee |
10.0% Freelance | |
20.0% Student | |
10.0% Unemployed | |
Phone OS | 30.0% iOS |
70.0% Android |
Score Band | PQ | HQ-I | HQ-S | ATT |
---|---|---|---|---|
−3 | 2 | 1 | 0 | 1 |
−2 | 4 | 4 | 2 | 5 |
−1 | 5 | 5 | 3 | 5 |
0 | 4 | 4 | 4 | 3 |
1 | 3 | 3 | 5 | 3 |
2 | 2 | 2 | 5 | 2 |
3 | 0 | 1 | 1 | 1 |
Mean Value | −0.6 (s = 1.5) | −0.3 (s = 1.6) | 0.6 (s = 1.4) | −0.4 (2 = 1.6) |
The First-Time UX | |
---|---|
Pragmatic Issues | Hedonic Issues |
Crash bugs (5 times) | Social sharing (4 times) |
Long registration process (4 times) | Limited workout options (3 times) |
Restricted Connection (3 times) | Unpleasant designs (2 times) |
Difference | PQ | HQ-I | HQ-S | ATT |
---|---|---|---|---|
Positive | 7 (35%) | 11 (55%) | 10 (50%) | 9 (45%) |
Negative | 10(50%) | 6 (30%) | 5 (25%) | 7 (35%) |
Zero | 3 (65%) | 3 (15%) | 5 (25%) | 4 (20%) |
The Long-Term UX | |
---|---|
Pragmatic Issues | Hedonic Issues |
Crash bugs (8 times) | Too much notification (5 times) |
Unable to sync activity data (5 times) | Limited workout options (5 times) |
Battery drain (4 times) | Restricted social sharing (4 times) |
Share and Cite
Feng, L.; Wei, W. An Empirical Study on User Experience Evaluation and Identification of Critical UX Issues. Sustainability 2019 , 11 , 2432. https://doi.org/10.3390/su11082432
Feng L, Wei W. An Empirical Study on User Experience Evaluation and Identification of Critical UX Issues. Sustainability . 2019; 11(8):2432. https://doi.org/10.3390/su11082432
Feng, Lin, and Wei Wei. 2019. "An Empirical Study on User Experience Evaluation and Identification of Critical UX Issues" Sustainability 11, no. 8: 2432. https://doi.org/10.3390/su11082432
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- DOI: 10.1016/j.compenvurbsys.2015.09.006
- Corpus ID: 19229959
Virtual reality as an empirical research tool - Exploring user experience in a real building and a corresponding virtual model
- S. Kuliga , Tyler Thrash , +1 author C. Hölscher
- Published in Computers, Environment and… 1 November 2015
- Engineering, Environmental Science, Computer Science
297 Citations
Virtual reality as a tool to investigate and predict occupant behaviour in the real world: the example of wayfinding.
- Highly Influenced
A Systematic Review of the Potential Application of Virtual Reality Within a User Pre-occupancy Evaluation
User environment perception in hmd-based immersive virtual reality context, usability studies on building early stage architectural models in virtual reality, assessing heuristic evaluation in immersive virtual reality - a case study on future guidance systems, a design review session protocol for the implementation of immersive virtual reality in usability-focused analysis, scale estimation for design decisions in virtual environments: understanding the impact of user characteristics on spatial perception in immersive virtual reality systems, exploring the future building: representational effects on projecting oneself into the future office space, understanding the effects of virtual reality system usage on spatial perception: the potential impacts of immersive virtual reality on spatial design decisions, immersive environment for improving the understanding of architectural 3d models: comparing user spatial perception between immersive and traditional virtual reality systems, 45 references, users' evaluation of a virtual reality architectural model compared with the experience of the completed building, comparing human wayfinding behavior in real and virtual environment, design and evaluation of a real-world virtual environment for architecture and urban planning, virtual laboratories: comparability of real and virtual environments for environmental psychology, see-through techniques for referential awareness in collaborative virtual reality, virtual spaces and real world places: transfer of route knowledge, navigating buildings in "desk-top" virtual environments: experimental investigations using extended navigational experience, immersive virtual environment technology as a basic research tool in psychology, estimating distance in real and virtual environments: does order make a difference, subjective responses to simulated and real environments: a comparison, related papers.
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Nazemi, K. (2016). Empirical User Study. In: Adaptive Semantics Visualization. Studies in Computational Intelligence, vol 646. Springer, Cham. https://doi.org/10.1007/978-3-319-30816-6_8
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Virtual Reality as an Empirical Research Tool - Exploring User Experience in a Real Building and a Corresponding Virtual Model
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- Virtual Environments Computer Science 100%
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T1 - Virtual Reality as an Empirical Research Tool - Exploring User Experience in a Real Building and a Corresponding Virtual Model
AU - Kuliga, Saskia Felizitas
AU - Thrash, T.
AU - Dalton, Ruth
AU - Hoelscher, Christoph
PY - 2015/11/1
Y1 - 2015/11/1
N2 - Virtual reality allows highly-detailed observations, accurate behavior measurements, and systematic environmental manipulations under controlled laboratory circumstances. Therefore, it has the potential to be a valuable research tool for studies in human-environment interaction and ‘pre-occupancy' building evaluation. In order to fully understand VR as a valid environmental Virtual reality (VR) allows for highly-detailed observations, accurate behavior measurements, and systematic environmental manipulations under controlled laboratory circumstances. It therefore has the potential to be a valuable research tool for studies in human–environment interaction, such as building usability studies and post- as well as pre-occupancy building evaluation in architectural research and practice. In order to fully understand VR as a valid environmental representation, it is essential to examine to what extent not only user cognition and behavior, but also users' experiences are analogous in real and virtual environments. This work presents a multi-method approach with two studies that investigated the correspondence of building users' experience in a real conference center and a highly-detailed virtual model of the same building as well as a third study that virtually implemented systematic redesigns to the existing building layout. In the context of reporting users' experiential building evaluations, this article discusses the potential, prerequisites and opportunities for the implementation of virtual environments as an empirical research tool in the field of human–environment interaction. Based on quantitative data, few statistically significant differences between ratings of the real and the virtual building were found; however analyses based on qualitative data revealed differences relating to atmospherics. The main conclusion of this article is that VR has a strong potential to be used as an empirical research tool in psychological and architectural research and that future studies could supplement behavioral validation.
AB - Virtual reality allows highly-detailed observations, accurate behavior measurements, and systematic environmental manipulations under controlled laboratory circumstances. Therefore, it has the potential to be a valuable research tool for studies in human-environment interaction and ‘pre-occupancy' building evaluation. In order to fully understand VR as a valid environmental Virtual reality (VR) allows for highly-detailed observations, accurate behavior measurements, and systematic environmental manipulations under controlled laboratory circumstances. It therefore has the potential to be a valuable research tool for studies in human–environment interaction, such as building usability studies and post- as well as pre-occupancy building evaluation in architectural research and practice. In order to fully understand VR as a valid environmental representation, it is essential to examine to what extent not only user cognition and behavior, but also users' experiences are analogous in real and virtual environments. This work presents a multi-method approach with two studies that investigated the correspondence of building users' experience in a real conference center and a highly-detailed virtual model of the same building as well as a third study that virtually implemented systematic redesigns to the existing building layout. In the context of reporting users' experiential building evaluations, this article discusses the potential, prerequisites and opportunities for the implementation of virtual environments as an empirical research tool in the field of human–environment interaction. Based on quantitative data, few statistically significant differences between ratings of the real and the virtual building were found; however analyses based on qualitative data revealed differences relating to atmospherics. The main conclusion of this article is that VR has a strong potential to be used as an empirical research tool in psychological and architectural research and that future studies could supplement behavioral validation.
KW - user experience
KW - pre-occupancy evaluation
KW - ral building
KW - research tool
KW - building usability
U2 - 10.1016/j.compenvurbsys.2015.09.006
DO - 10.1016/j.compenvurbsys.2015.09.006
M3 - Article
SN - 0198-9715
JO - Computers, Environment and Urban Systems
JF - Computers, Environment and Urban Systems
Table of Contents
Collaboration, information literacy, writing process, usability and user experience research.
- © 2023 by Guiseppe Getto
Usability is the art of making sure that any kind of communication deliverable (e.g. a website, a handbook, a user guide, etc.) is intuitive, easy-to-use , and helps users achieve their goals. Usability is part of the broader discipline known as User Experience Design (or UX), which encompasses all aspects of the look, feel, and information contained in a communication deliverable. Usability testing, the process by which a communication deliverable is assessed, however, remains at the core of this discipline.
Traditionally, usability has been a practice utilized by software designers and engineers to test complex technologies before they go to market. In order to perform usability testing, test users that fit the basic demographics of target consumers (e.g. age, region, occupation, languages spoken, disability status, etc.) are recruited. These test users are organized into “user segments” or demographic groups that fit particular criteria (e.g. young adult, Midwestern college students who speak English as a second language). Test users are then run through a battery of tests to ensure that the technology being developed is functional.
With the publication of Jakob Nielsen’s Usability Engineering in 1993 ( http://www.nngroup.com/books/usability-engineering/ ), however, this process began to evolve. Test users are now recruited earlier in the design process and thus have more of an impact on the shape the technology in development takes. In addition, Nielsen has developed five factors for judging whether a given communication deliverable is usable or not:
- Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design?
- Efficiency: Once users have learned the design, how quickly can they perform tasks?
- Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency?
- Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
- Satisfaction: How pleasant is it to use the design?
Source: http://www.nngroup.com/articles/usability-101-introduction-to-usability/ .
Since the World Wide Web has become a primary means of communication and commerce, and the website has become one of the primary communication deliverables that usability researchers are concerned with. With the dramatic increase in information available to users of the Web, new methods have also been created for assessing the value of this information.
Michael Albers, a leader in the area of information design, has developed the following heuristic for what he calls “multidimensional audience analysis,” or the process of assessing how people make use of information (Albers, M. J., 2003). Multidimensional Audience Analysis for Dynamic Information. Journal Of Technical Writing & Communication, 33(3), (pp. 268-9).
- Knowledge dimension: What subject matter expertise do users need to understand the information being presented?
- Detail dimension: How much specific detail does the user want regarding the information they are seeking?
- Cognitive ability: What is the reading ability and education level of the user. Do they have any physical or mental limitations that may affect their ability to understand the information?
- Social or cultural aspects: What is the social or cultural background of the user, and how does that impact their use of the information.
As Rex Hartson and Pardha Pyla explain in The UX Book: Process and Guidelines for Ensuring a Quality User Experience, the broader discipline of UX also includes such aspects of communication as:
- visual design of webpages and other types of interfaces
- information architecture or ways information is organized and displayed
- content strategy or plans for the development and distribution of effective content within webpages and social media
- user research or in-depth field studies into the culture of workplaces and other places users dwell
- usability testing or rigorous testing with test users similar to what Nielsen developed
- accessibility or ensuring that technology is usable by persons with disabilities
![Usability and User Experience Research - Writing Commons Usability and User Experience Research](https://writingcommons.org/wp-content/uploads/2015/04/usability-research.png)
Figure 1: Essentials of User Experience
At its core, however, UX is still primarily concerned with ensuring that users have a satisfying, error-free experience with technology. Within the field of technical communication, movements like Plain Language have also sought to improve all forms of written communication so that documentation is universally understandable by any audience. Similarly, the adoption of Section 508 regulations require that all federal- and state-maintained websites are accessible to persons with disabilities.
[ Federal Plain Language Guidelines ]
UX is also driven by the world of business. Nearly every major corporation employs teams of UX professionals in the design and deployment of their website. Mobile applications designed by companies are rigorously tested to ensure that they are compelling to target consumers. Emerging technologies like wearable body sensors are created and tested in corporate labs the world over. In truth, the non-profit, governmental, and education spheres have lagged behind in the usage and employment of UX professionals. Regardless, it is estimated that even in the for-profit world, as much as 97% of websites fail at basic usability ( http://blogs.forrester.com/adele_sage/12-03-15-lessons_learned_from_1500_website_user_experience_reviews ).
Concerning the most common usability problems with websites, Jakob Nielsen has identified ten:
- Using fonts that are too small or are difficult to read
- Creating links that don’t clearly signal to users that they are links
- Using Flash
- Creating content that is too lengthy and wordy
- Using search engines that don’t work properly
- Creating websites that don’t work properly with the most common Internet browsers (e.g. Internet Explorer, Chrome, Firefox, and Safari).
- Using web forms that don’t work property (e.g. asking users to create password, but not clearly explaining what kinds of characters are required)
- Not including contact information for the organization who created and/or maintains the site
- Not including images that are large enough for users to see clearly
(via http://www.nngroup.com/articles/top-ten-web-design-mistakes-of-2005/ )
As far as activities that UX professionals perform on a daily basis, usability testing remains a primary one. Any form of communication deliverable can be usability tested using steps like the following:
- Define goals or tasks that users should be able to complete with the communication deliverable. Examples might include finding a certain piece of information, signing up for a newsletter, learning how to use your new smartphone, or setting up an account. A sound usability test asks users to complete about 7-10 major tasks. You should also include users in this step by conducting some preliminary interviews to uncover what goals users have for the type of deliverable you’re testing (e.g. a college website, a flyer for a student organization, the information contained in a piece of technology such as a smartphone or tablet, etc.).
- Write each of your tasks down as imperative sentences that you will read to users. Examples might include “sign up for the organization’s newsletter,” or “learn how to sign up for a class.” Each sentence should be simple enough to be easily understood by users, but should represent a task that is a key goal of the communication deliverable.
- Recruit people who fit the primary demographics of the target audiences for the communication deliverable. You should try to recruit at least 5 total users, and if you have a lot of different user segments (e.g. different ages, regions, occupations, languages spoken, or disability status), you should make sure you recruit at least one person from each segment.
- Meet with each user and two researchers to run your usability tests. One researcher should lead the user through the task and should ask the user why they completed each task in the way that they did, or what they thought about while they were completing the task (you can ask participants to do this while they’re completing each task, after they complete each task, or at the end of the test. There are pros and cons to each approach: http://www.usability.gov/how-to-and-tools/methods/running-usability-tests.html ). The other researcher should take detailed notes on what users struggled with, what they enjoyed, and overall impressions of the test. There are also various technologies available to help you record usability tests: .
- Analyze your results. Try to identify patterns in user responses to your communication deliverable. Also pay attention to differences between individual users and try to identify the source of these differences. Many times, differences in the ways users respond are key to understanding the needs of specific user segments.
- Use your results to improve the user experience of your communication deliverable by improving aspects of it that users struggled with and emphasizing aspects they enjoyed. Future testing is recommended as well. UX is an ongoing process. Like all forms of writing and communication, it’s never really finished.
In conclusion, UX is really a complex series of research methods that, individually, require years to learn. That being said, all communicators should know a little bit about UX to ensure that they are communicating in ways that are usable to their target audiences. The following resources offer a large amount of free information on how to create usable, accessible communication deliverables.
UX Resources
Usability.gov ( http://www.usability.gov/ ) – “User experience (UX) focuses on having a deep understanding of users, what they need, what they value, their abilities, and also their limitations. It also takes into account the business goals and objectives of the group managing the project. UX best practices promote improving the quality of the user’s interaction with and perceptions of your product and any related services.”
Boxes and Arrows ( http://boxesandarrows.com/ ) – “Boxes and Arrows is devoted to the practice, innovation, and discussion of design; including graphic design, interaction design, information architecture and the design of business. Since 2001 , it’s been a peer-written journal promoting contributors who want to provoke thinking, push limits, and teach a few things along the way.”
NN Group ( http://www.nngroup.com/ ) – “NN/g conducts groundbreaking research, evaluates user interfaces, and reports real findings – not what’s popular or expected. With our approach, NN/g will help you create better experiences for real people and improve the bottom line for your business.”
PlainLanguage.gov ( http://www.plainlanguage.gov/ ) – “The Plain Language Action and Information Network (PLAIN) is a community of federal employees dedicated to the idea that citizens deserve clear communications from government. We first developed this document in the mid-90s. We continue to revise it every few years to provide updated advice on clear communication. “
Section508.gov – “Section 508 requires that Federal agencies’ electronic and information technology is accessible to people with disabilities. IT Accessibility & Workforce Division, in the U.S. General Services Administration’s Office of Governmentwide Policy, has been charged with the task of educating Federal employees and building the infrastructure necessary to support Section 508 implementation. Using this web site, Federal employees and the public can access resources for understanding and implementing the requirements of Section 508.”
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User experience (UX) researchers in technical communication (TC) and beyond still need a clear picture of the methods used to measure and evaluate UX. ... Empirical research in technical, & professional communication: A 5-year examination of research methods and a call for research sustainability. Journal of Technical Writing and Communication ...
The metaverse has been settled as a platform that is widely beloved by digital natives that are familiar with mobile devices and immersive contents. Thanks to the protocol enabling hedonic interaction, the user experience provides significant value from its communication, enabling learning experiences anytime and anywhere. However, the research topics are focused on the promotions of ...
This study entails an empirical survey to analyze the influence of the satisfaction of users' psychological and instrumental needs on user experience based on the types of apps as a moderating variable. ... The instrumental value of a system in the task environment is the focus of early research on user experience, and numerous studies have ...
In human-computer interaction, the term user experience has been explained as an interplay of individual perception, emotion, cognition, motivation and action, acting "in dialogue[sic!] with the world (place, time, people, and objects)" (Hassenzahl, 2010, p. 4). User experience is subjective, holistic, situated and dynamic (Hassenzahl, 2010).
Empirical studies on the commercial UX methods to assure its applicability to measuring the different UX aspects. This will help to simplify the proposed framework and give directions about which method can be used. ... "Temporal anchors in user experience research," in Proceedings of the 2014 conference on Designing interactive systems ...
Human experiences have been studied in multiple disciplines, Human-Computer Interaction (HCI) being one of the largest research fields with its user experience (UX) research. Currently, there is little interaction between experience researchers from different disciplines, although cross-disciplinary knowledge sharing has the potential to accelerate the development of UX and other experience ...
This paper reviews how empirical research on User Experience (UX) is conducted. It integrates products, dimensions of experience, and methodologies across a systematically selected sample of 51 ...
Journal of User Experience (JUX) is a peer-reviewed, international, online publication dedicated to promoting and enhancing the practice, research, and education of user experience (UX) design and evaluation.The journal aims to provide UX practitioners and researchers with a forum to share:Empirical findings and case studies Emerging methods and tools from within the user experience profession ...
Virtual reality as an empirical research tool — Exploring user experience in a real building and a corresponding virtual model. Author / Creator Kuliga, S.F.; Thrash, T.; Dalton, R.C.; Hölscher, C. ... The main conclusion of this article is that VR has a strong potential to be used as an empirical research tool in psychological and ...
The term 'user experience' is associated with a wide variety of meanings (Forlizzi and Battarbee 2004), ranging from traditional usability to beauty, hedonic, affective or experiential aspects ...
An analytical framework was established based on a theory and some research findings (Fig. 1). User experience theory ... larger research teams, and more empirical research—especially on applied ...
We introduce an approach that supports researchers and practitioners to determine the quality of first-time user experience (FTUX) and long-term user experience (LTUX), as well as to identify critical issues with these two types of UX. The product we chose to study is a mobile fitness application. Mobile apps tend to have a much shorter service life than most other products; thus, the ...
@article{Kuliga2015VirtualRA, title={Virtual reality as an empirical research tool - Exploring user experience in a real building and a corresponding virtual model}, author={Saskia F. Kuliga and Tyler Thrash and Ruth Conroy Dalton and Christoph H{\"o}lscher}, journal={Comput. Environ.
According to Hassenzahl et al. these both dimensions gives a clear measure on the acceptance, satisfaction, and user experience of an interactive system that goes beyond but includes usability [80, 97]. We hypothesized that the full-adaptive visualization leads to higher satisfaction and user experience [H4].
In human-computer interaction, the term user experience has been explained as an interplay of individual perception, emotion, cognition, motivation and action, acting "in dialogue[sic!] with the world (place, time, people, and objects)" (Hassenzahl, 2010, p. 4). User experience is subjective, holistic, situated and dynamic (Hassenzahl, 2010).
Virtual Reality as an Empirical Research Tool - Exploring User Experience in a Real Building and a Corresponding Virtual Model. / Kuliga, Saskia Felizitas; Thrash, T.; Dalton, Ruth et al. In: Computers, Environment and Urban Systems, Vol. 54, 01.11.2015, p. 363-375. Research output: Contribution to journal › Article › peer-review
Some concepts in the field of HCI are commonly used by practitioners even if a lack of empirical research has prevented their full understanding and impact. User experience (UX) could be one of those fashion and fuzzy terms that is increasingly used even though no clear consensus has been reached yet regarding its definition or scope ...
This study intends to reveal the immersive user experience of the general metaverse platform and how the major factors of the 'Extended Real World' are implemented, the world that shows high touch on mesmeric communication beyond the user's point of view from conventional online games and cyber playgrounds. 2.2.
The empirical research findings underscore the advantages of involving users early in the design process for buildings and streetscapes, leading to an enhanced user experience before implementing ...
reader as the map user, and to address the perceptual, cognitive, cultural, and practical considerations that influence the user's experience with interactive maps and visualizations. In this article, we present an agenda for empirical research on this user and the interactive designs he or she employs. The research agenda is a
These empirical evidences also suggest that the established framework is effective for evaluating the user experience in VR-based digital museums. ... In the current research on cultural user experience in digital museums, there are still some research gaps. First, numerous studies have focused on evaluating the user experience of digital ...
Usability is the art of making sure that any kind of communication deliverable (e.g. a website, a handbook, a user guide, etc.) is intuitive, easy-to-use , and helps users achieve their goals. Usability is part of the broader discipline known as User Experience Design (or UX), which encompasses all aspects of the look, feel, and.
The metaverse has been settled as a platform that is widely beloved by digital natives that. are familiar with mobile devices and immersive contents. Thanks to the protocol enabling hedonic ...