scholarly journals ACCEPTANCE AND USER EXPERIENCE OF WEARABLE ASSISTIVE DEVICES FOR INDUSTRIAL PURPOSES

2020 ◽  
Vol 1 ◽  
pp. 1515-1520
Author(s):  
E. Papp ◽  
C. Wölfel ◽  
J. Krzywinski

AbstractThis paper presents experience-oriented aspects of the development of wearable assistive devices (exoskeletons) for industrial purposes, an area which has only begun to be explored. Our research aims to examine user acceptance criteria for assistive devices and understand the meaning of interaction with wearable assistive devices for the users. The resulting models deliver new insights about the importance of user experience for technology acceptance and should be generally considered in development processes of wearable assistive devices.

2021 ◽  
Vol 45 (4) ◽  
Author(s):  
Stefanie Jauk ◽  
Diether Kramer ◽  
Alexander Avian ◽  
Andrea Berghold ◽  
Werner Leodolter ◽  
...  

AbstractEarly identification of patients with life-threatening risks such as delirium is crucial in order to initiate preventive actions as quickly as possible. Despite intense research on machine learning for the prediction of clinical outcomes, the acceptance of the integration of such complex models in clinical routine remains unclear. The aim of this study was to evaluate user acceptance of an already implemented machine learning-based application predicting the risk of delirium for in-patients. We applied a mixed methods design to collect opinions and concerns from health care professionals including physicians and nurses who regularly used the application. The evaluation was framed by the Technology Acceptance Model assessing perceived ease of use, perceived usefulness, actual system use and output quality of the application. Questionnaire results from 47 nurses and physicians as well as qualitative results of four expert group meetings rated the overall usefulness of the delirium prediction positively. For healthcare professionals, the visualization and presented information was understandable, the application was easy to use and the additional information for delirium management was appreciated. The application did not increase their workload, but the actual system use was still low during the pilot study. Our study provides insights into the user acceptance of a machine learning-based application supporting delirium management in hospitals. In order to improve quality and safety in healthcare, computerized decision support should predict actionable events and be highly accepted by users.


i-com ◽  
2016 ◽  
Vol 15 (1) ◽  
Author(s):  
Holger Fischer ◽  
Michaela Kauer-Franz ◽  
Dominique Winter ◽  
Stefan Latt

AbstractThe establishment of human-centered design within software development processes is still a challenge. Numerous methods exist that aim to increase the usability and user experience of an interactive system. Nevertheless, the selection of appropriate methods remains to be challenging, as there are multiple different factors that have a significant impact on the appropriateness of the methods in their context of use. The present article investigates current strategies of method selection based on a conference workshop with practitioners. The results show that usability and user experience professionals concentrate on five to seven well-known methods and will need more support to select and use further ones.


2020 ◽  
Vol 4 (1) ◽  
pp. 11-22
Author(s):  
Deli Deli

Implementation of Augmented Reality for Earth Layer Structure on Android Based as A Learning Media isa research that aims to help in presenting material to Elementary School children. The research methodchosen in the completion of this study uses the 4D method (Define, Design, Develop and Disseminate) witha data collecting method using Technology Acceptance Model (TAM) built one construct with threedimensions of user assessment level of technology acceptance to support the basis of questionnaire design.AR design supported by 3D models, in order to be able to support the details of each explanation of thematerial contained, thus helping users to understand the material and ease of interaction on the media.The final result obtained in this research is that the application is stated to be able to help the school, it is used as a media display in the classroom so students do not need to imagine themselves, but simply byusing learning media is able to present the material to students.Keywords: Learning Media, 4D Method, User Acceptance Test, Augmented reality, Android.


Device ◽  
2020 ◽  
Vol 10 (1) ◽  
pp. 9-14
Author(s):  
Saifu Rohman

Company Profile sebuah perusahaan merupakan sebuah media yang memiliki peran yang sangat penting dalam menunjukkan eksistensinya di dalam berbagai bidang dunia bisnis. Perkembangan dunia teknologi informasi menuntut untuk selalu memberikan sesuatu yang lebih nyaman dan mengedepankan user experience. Metode TAM (Technology Acceptance Model) merupakan salah satu metode yang tepat dalam merancang dan membangun sistem yang user friendly dalam meningkatkan tingkat kepuasan pengguna pada user experience. Dengan mengimplementasikan konstruk-konstruk TAM yang meliputi PU (Perceived Usefulness), PEOU (Perceived Ease of Use), ATU (Attitude Toward Using), BITU (Behavioral Intention to Use) dan AU (Actual Use) maka dapat dipastikan akan meningkatkan tingkat kenyamanan user experience melalui interface yang baik dan sesuai dengan kebutuhan pengguna informasi.


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