User Experience Quality: A Conceptual Framework for Goal Setting and Measurement

Author(s):  
Russell Beauregard ◽  
Philip Corriveau
2019 ◽  
Author(s):  
Jun Wen Tan ◽  
Nabil Zary

BACKGROUND Serious games for medical education have seen a resurgence in recent years, partly due to the growth of the video game industry and the ability of such games to support learning achievements. However, there is little consensus on what the serious and game components in a serious game are composed of. As a result, electronic learning (e-learning) and medical simulation modules are sometimes mislabeled as serious games. We hypothesize that one of the main reasons is the difficulty for a medical educator to systematically and accurately evaluate key aspects of serious games. OBJECTIVE This study aimed to identify markers that can evaluate serious games and distinguish between serious games, entertainment games, and e-learning. METHODS Jabareen’s eight-phase framework-building procedure was used to identify the core markers of a serious game. The procedure was modified slightly to elicit “diagnostic criteria” as opposed to its original purpose of a conceptual framework. Following the identification of purported markers, the newly developed markers were tested on a series of freely available health care serious games—Dr. Game Surgeon Trouble, Staying Alive, and Touch Surgery—and the results were compared to the published test validity for each game. RESULTS Diagnostic criteria for serious games were created, comprising the clusters of User Experience (UX), Play, and Learning. Each cluster was formed from six base markers, a minimum of four of which were required for a cluster to be considered present. These criteria were tested on the three games, and Dr. Game Surgeon Trouble and Staying Alive fit the criteria to be considered a serious game. Touch Surgery did not meet the criteria, but fit the definition of an e-learning module. CONCLUSIONS The diagnostic criteria appear to accurately distinguish between serious games and mediums commonly misidentified as serious games, such as e-learning modules. However, the diagnostic criteria do not determine if a serious game will be efficacious; they only determine if it is a serious game. Future research should include a much larger sample of games designed specifically for health care purposes.


Author(s):  
Tatenda D. Kavu ◽  
Kuda Dube ◽  
Peter G. Raeth ◽  
Gilford T. Hapanyengwi

Researchers have worked on-finding e-commerce recommender systems evaluation methods that contribute to an optimal solution. However, existing evaluations methods lack the assessment of user-centric factors such as buying decisions, user experience and user interactions resulting in less than optimum recommender systems. This paper investigates the problem of adequacy of recommender systems evaluation methods in relation to user-centric factors. Published work has revealed limitations of existing evaluation methods in terms of evaluating user satisfaction. This paper characterizes user-centric evaluation factors and then propose a user-centric evaluation conceptual framework to identify and expose a gap within literature. The researchers used an integrative review approach to formulate both the characterization and the conceptual framework for investigation. The results reveal a need to come up with a holistic evaluation framework that combines system-centric and user-centric evaluation methods as well as formulating computational user-centric evaluation methods. The conclusion reached is that, evaluation methods for e-commerce recommender systems lack full assessment of vital factors such as: user interaction, user experience and purchase decisions. A full consideration of these factors during evaluation will give birth to new types of recommender systems that predict user preferences using user decision-making process profiles, and that will enhance user experience and increase revenue in the long run.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Zahra Tabaei Aghdaei ◽  
Janet R. McColl-Kennedy ◽  
Leonard V. Coote

PurposeThe purpose of this paper is to: (1) better understand the structure (hierarchy) of customer goals providing conceptual clarity; and (2) propose a hierarchy of customer goals conceptual framework that explicates how healthcare customer goals are linked to drivers and outcomes, thus building theory and informing practice.Design/methodology/approachThe research draws on 21 in-depth interviews of patients with a chronic disease. Drawing principally on construal-level theory and using manual thematic analysis and Leximancer, this article provides new insights into customer goals.FindingsIn a first, the authors identify a two-dimensional structure for each of the three main goal types, which previously had been viewed as unidimensional. The authors develop a conceptual framework linking drivers of goal setting (promotion/prevention focus world view and perceived role) with goal type (life goals, focal goals and action plan goals and their respective subgoals) and outcomes (four forms of subjective well-being). Visual concept maps illustrate the relative importance of certain health-related goals over others.Research limitations/implicationsThe usefulness of the authors’ conceptual framework is demonstrated through the application of their framework to goal setting among healthcare customers, showing links between the structure of goals (life goals, focal goals and action plan goals) to drivers (promotion/prevention focus world view and perceived role) and outcomes (subjective well-being) and the framework's potential application to other service settings.Originality/valueThis study contributes to healthcare marketing and service management literature by providing new insights into goal setting and proposing a novel hierarchy of customer goals conceptual framework linking drivers, goal types and outcomes.


1993 ◽  
Vol 30 (1) ◽  
pp. 28-41 ◽  
Author(s):  
Jhinuk Chowdhury

A conceptual framework is presented that resolves some of the conflicts and inconsistencies in the various paradigms pertaining to goal setting. Hypotheses about the impact of quota level, expectancy, and self-efficacy on motivation are developed and tested in a laboratory experiment in which the subjects assume the role of salespersons and negotiate with opponents whose roles are simulated by a custom-designed computer program. The results indicate that as quota level is increased, effort increases only up to a point, after which increases in the level of the quota may actually decrease effort. Additionally, the impact of increased quota levels is stronger for subjects who are high in self-efficacy than for subjects who are low in self-efficacy. Finally, information about the level of task difficulty also influences the motivation to expend effort at the task.


2022 ◽  
Vol 29 (2) ◽  
pp. 1-52
Author(s):  
Tom Gayler ◽  
Corina Sas ◽  
Vaiva Kalnikaitė

Embedded in everyday practices, food can be a rich resource for interaction design. This article focuses on eating experiences to uncover how bodily, sensory, and socio-cultural aspects of eating can be better leveraged for the design of user experience. We report a systematic literature review of 109 papers, and interviews with 18 professional chefs, providing new understandings of prior HFI research, as well as how professional chefs creatively design eating experiences. The findings inform a conceptual framework of designing for user experience leveraging eating experiences. These findings also inform implications for HFI design suggesting the value of multisensory flavor experiences, external and internal sensory stimulation and deprivation, aspects of eating for communicating meaning, and designing with contrasting pleasurable and uncomfortable experiences. The article concludes with six charts as novel generative design tools for HFI experiences focused on sensory, emotional, communicative, performative, and temporal experiences.


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