The Virtuality Continuum and Storytelling: Simulation, Interactivity, User Experience and Interaction Design in Virtual and Mixed Environments. A STEAM Based Approach

Author(s):  
Jose Luis Rubio-Tamayo ◽  
Manuel Gertrudix Barrio ◽  
Francisco García García
AI & Society ◽  
2021 ◽  
Author(s):  
Nora Fronemann ◽  
Kathrin Pollmann ◽  
Wulf Loh

AbstractTo integrate social robots in real-life contexts, it is crucial that they are accepted by the users. Acceptance is not only related to the functionality of the robot but also strongly depends on how the user experiences the interaction. Established design principles from usability and user experience research can be applied to the realm of human–robot interaction, to design robot behavior for the comfort and well-being of the user. Focusing the design on these aspects alone, however, comes with certain ethical challenges, especially regarding the user’s privacy and autonomy. Based on an example scenario of human–robot interaction in elder care, this paper discusses how established design principles can be used in social robotic design. It then juxtaposes these with ethical considerations such as privacy and user autonomy. Combining user experience and ethical perspectives, we propose adjustments to the original design principles and canvass our own design recommendations for a positive and ethically acceptable social human–robot interaction design. In doing so, we show that positive user experience and ethical design may be sometimes at odds, but can be reconciled in many cases, if designers are willing to adjust and amend time-tested design principles.


2011 ◽  
pp. 1931-1937
Author(s):  
Su-Ting Yong

This is a brief review of the history of usability and a discussion of usability in developing a computer-based learning program (CBLP). According to ISO 9241, usability is defined as the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use (Bevan, 2001). The main focus of usability in this article is concerned with the user interface and interaction design. To create a usable computer-based learning program, one needs to understand the definition of usability and the goals of usability. Besides achieving usability goals, a usable CBLP should also be able to attain user experience goals. Design principles can be used to develop a CBLP featured with usability. Two design models will be discussed in this review.


2013 ◽  
Vol 411-414 ◽  
pp. 131-134
Author(s):  
Jin Sheng Lu ◽  
Jun Jun Shen ◽  
Zhong Liang Yang

The user experience iterative process in interface design cannot meet the needs of point to point cases information delivery. In this paper, the process which combined with modern semiotics design methods was re-designed. With the process, design elements were refined in semiotics and the workflows and frames were recreated. And the point to point iterative interaction design process based on user experience were proposed through the interaction design of Kashgar self-service tourism website and developed the prototype system, which verified the practical application of the availability and effectiveness of the new design process.


2014 ◽  
Author(s):  
Jiugen Yuan ◽  
Wenting Zhang ◽  
Ruonan Xing

Sign in / Sign up

Export Citation Format

Share Document