Engaging Outdoor User Experience Based on High Fidelity 3D Terrain Representation on Mobile Apps

Author(s):  
Umberto Di Staso ◽  
Marco Soave ◽  
Raffaele De Amicis
2017 ◽  
Vol 9 (3) ◽  
pp. 34-53 ◽  
Author(s):  
Ignacio Alvarez ◽  
Laura Rumbel

This paper describes the research and development process of an in-vehicle user experience using Skyline, an automotive prototyping platform created in Intel Labs to empower interaction designers and user experience researches to rapidly and iteratively develop and test in-vehicle user experience concepts. The paper describes the hardware and software components of Skyline in depth and how to configure them to suit individual researcher needs. The paper also presents a case study to exemplify the design making process that Skyline enables. From ideation to use-case creation, prototyping and validation through user assessment, the paper showcases the benefits of capturing early qualitative user feedback as support for rapid prototyping walking through a study titled Agency vs. Control and the associated interactions inside the cockpit. Ten defined use-cases are developed and integrated into a hero scenario in Skyline. High fidelity HMI concepts are tested and validated over the course of six months with feedback from a total of fifty users.


2020 ◽  
Vol 1566 ◽  
pp. 012116
Author(s):  
J T Tarigan ◽  
O S Sitompul ◽  
M Zarlis ◽  
E B Nababan

2020 ◽  
Vol 8 (2) ◽  
pp. 206-212
Author(s):  
Benjamin Hanussek

OverviewThe introduction of the smartphone into the private and professional lives of humans has provided a channel to real-time and place-specific information that can enhance (and disturb) day-to-day living. Given such impact, many museums and archaeological exhibitions have chosen to develop digital applications to enhance the visitor experience via accompanying the visitor through the exhibitions. Yet after a decade, these applications still seem understudied and, in practice, very undeveloped. This review aims to shed some light on the possibilities and shortcomings of museum apps. I discuss and critically evaluate the technical efficiency, practical utility, and user experience of the British Museum Guide (Museums Guide Ltd.) and My Visit to the Louvre (Musée du Louvre) applications. These two mobile apps represent the contemporary standard for museum apps, thereby allowing me to generalize about this genre of digital media.


Author(s):  
Haohong Wang

We are currently living in a world dominated by mobile apps and connected devices. State-of-the-art mobile phones and tablets use apps to organize knowledge and information, control devices, and/or complete transactions via local, web, and cloud services. However, users are challenged to select a suite of apps, from the millions available today, that is right for them. Apps are increasingly differentiated only by the user experience and a few specialized functions; therefore, many apps are needed in order to cover all of the services a specific user needs, and the user is often required to frequently switch between apps to achieve a specific goal. User experience is further limited by the inability of apps to effectively interoperate, since relevant user data are often wholly contained within the app. This limitation significantly undermines the continuous (function) flow across apps to achieve a desired goal. The result is a disjointed user experience requiring app switching and replicating data among apps. With these limitations in mind, it appears as if the current mobile experience is nearing its full potential but failing to leverage the full power of modern mobile devices. In this paper, we present a vision of the future where apps are no longer the dominant customer interaction in the mobile world. The alternative that we propose would “orchestrate” the mobile experience by using a “moment-first” model that would leverage machine learning and data mining to bridge a user's needs across app boundaries, matching context, and knowledge of the user with ideal services and interaction models between the user and device. In this way, apps would be employed at a function level, while the overall user experience would be optimized, by liberating user data outside of the app container and intelligently orchestrating the user experience, to fulfill the needs of the moment. We introduce the concept of a functional entry-point and apply the simple label “FUNN” to it (which was named “FUNC” in (Wang, 2014)). We further discuss how a number of learning models could be utilized in building this relationship between the user, FUNN, and context to enable search, recommendations and presentation of FUNNs through a multi-modal human–machine interface that would better fulfill users' needs. Two examples are showcased to demonstrate how this vision is being implemented in home entertainment and driving scenarios. In conclusion, we envision moving forward into a FUNN-based mobile world with a much more intelligent user experience model. This in turn would offer the opportunity for new relationships and business models between software developers, OS providers, and device manufacturers.


Author(s):  
Unggul Utan Sufandi ◽  
Dwi Astuti Aprijani ◽  
Paken Pandiangan

Sistem Informasi Tiras dan Transaksi Bahan Ajar (SITTA) merupakan sistem yang dimiliki Universitas Terbuka (UT) untuk mengelola layanan dan distribusi bahan ajar ke mahasiswa. Saat ini, sistem tersebut sedang dikembangkan dalam versi mobile berbasis platform Android. Aplikasi mobile SITTA dikembangkan dengan langkah awal berupa pembuatan desain prototype aplikasi. Suatu desain aplikasi perlu dilakukan evaluasi agar aspek-aspek usability dapat sesuai dengan prinsip desain User Interface dan User Experience yang baik dan benar untuk memenuhi kebutuhan user secara tepat. Penelitian ini menghasilkan hasil akhir berupa desain yang telah dievaluasi oleh pakar UI/UX Designer sebagai evaluator untuk memberikan masukkan perbaikan terhadap desain yang dirancang. Penelitian ini menggunakan pendekatan User Centered-Design dan diperoleh rancangan desain arsitektur informasi, rancangan desain user interface dalam bentuk low fidelity prototype (wireframe) dan rancangan desai user interface dalam bentuk high fidelity prototype aplikasi mobile SITTA sebagai desain rancangan yang dibuat berdasarkan evaluasi oleh pakar sesuai prinsip desain.


Author(s):  
Aiman Mamdouh Ayyal Awwad

<p>Recently, the study of emotional recognition models has increased in the human-computer interaction field. With high recognition accuracy of emotions’ data, we could get immediate feedback from mobile users, get a better perception of human behavior while interacting with mobile apps, and thus make the user experience design more adaptable and intelligent. The harnessing of emotional recognition in mobile apps can dramatically enhance users’ experience. Therefore, in this paper, we propose a visual emotion-aware cloud localization user experience framework based on mobile location services. An important feature of our proposed framework is to provide a personalized mobile app based on the user’s visual emotional changes. The framework captures the emotion-aware data, process them in the cloud server, and analyze them for an immediate localization process. The first stage in the framework builds a correlation between the application’s default language and the user’s visual emotional feedback. In the second stage, the localization model loads the appropriate application’s resources and adjusts the screen features based on the real-time user’s emotion obtained in the first stage and according to the location data that the app collected from the mobile device. Our experiments demonstrate the effectiveness of the proposed framework. The results show that our proposed framework can provide a high-quality application experience in terms of a user’s emotional levels and deliver an excellent level of usability that was before not possible.</p>


Author(s):  
Jean M. Brechman ◽  
Steven Bellman ◽  
Robert F. Potter ◽  
Shiree Treleaven-Hassard ◽  
Jennifer A. Robinson ◽  
...  

Marketing professionals are increasingly interested in creating branded mobile phone applications. These “apps” prominently display a brand's identity throughout the user experience, typically in the form of a brand logo, and are designed to perform a range of functions. This article reviews current available research, and specifically addresses two important areas: (1) the effectiveness of mobile phone apps as a form of persuasive advertising and (2) factors that moderate these effects, specifically creative execution style and product category relevance. This article concludes with a discussion of directions for future research.


2021 ◽  
Author(s):  
Aang Kisnu Darmawan ◽  
Mohammad Bhanu Setyawan ◽  
Bakir Bakir ◽  
Miftahul Walid ◽  
Moh. Aminollah Hamzah ◽  
...  
Keyword(s):  

2019 ◽  
Vol 11 (8) ◽  
pp. 2432 ◽  
Author(s):  
Lin Feng ◽  
Wei Wei

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 developers/designers need to pay great attention to both first-time and long-term user experience. This study is based on a multi-method approach. We employed the AttrakDiff questionnaire to assess users’ first impressions of the app, and the UX Curve method to evaluate how users’ experience of the app has changed over time. Besides the quantitative data, which helped to determine the quality of user experience, we also collected qualitative data during two interviews with participants, and focused on the issues that predominantly deteriorated user experience. A four-coordinate plane tool was designed later in the data analysis process that combined the two kinds of user experience data at the same time, which led to a qualitative positioning of the user experience status of a certain product. The model was further successfully adopted in the identification of user experience issues of an online fitness application.


2021 ◽  
Vol 8 (2) ◽  
pp. 303
Author(s):  
Ariq Cahya Wardhana ◽  
Nenny Anggraini ◽  
Nurul Faizah Rozy

<p class="Abstrak">Berwisata memiliki beberapa kebutuhan sebelum melakukan perjalanan, salah satunya merancang <em>itinerary</em>. <em>Itinerary </em>merupakan rancangan jadwal perjalanan wisata yang membantu wisatawan agar lebih terarah dan teratur. Kurang lengkapnya informasi <em>itinerary</em> perjalanan wisata di Indonesia seperti informasi cara menuju destinasi, transportasi, beserta biayanya menyebabkan wisatawan lebih memilih keluar negeri. Selain itu, kemudahan penyusunan <em>itinerary </em>sangat berpengaruh pada keinginan menuju destinasi wisata. Penelitian ini bertujuan mengembangkan aplikasi berbagi pengalaman perjalanan wisata dalam bentuk <em>itinerary</em><em> </em>berbasis web. Metode <em>User Experience</em> (UX) <em>Lifecycle</em> berhasil diterapkan pada proses pengembangan aplikasi yang dimulai dari tahap analisis untuk memahami kebutuhan pengguna melalui wawancara dan kuisioner <em>online</em> dengan 136 responden. Tahap desain dilakukan pembuatan persona, sketsa, <em>storyboard</em>, skenario dan <em>wireframe</em>. Hasil desain diimplementasikan dalam bentuk prototipe <em>high fidelity</em><em> </em>berbasis web. Selanjutnya dilakukan evaluasi prototipe yang menunjukan secara keseluruhan aplikasi berhasil membantu wisatawan<em> </em>dalam<em> </em>merencanakan perjalannnya.</p><p class="Abstrak"> </p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Abstract"><em>Traveling has several needs before traveling, one of which is designing an itinerary. The itinerary is an itinerary travel design that helps tourists to be more directed and organized. The lack of complete itinerary information on tourist trips in Indonesia, such as information on how to get to destinations, transportation, and their costs, causes tourists to prefer going abroad. Also, the ease of preparation of the itinerary is very influential in the desire to travel destinations. This study aims to develop applications for sharing travel experiences in the form of a web-based itinerary. The User Experience (UX) Lifecycle method was successfully applied to the application development process, starting from the analysis phase to understand user needs through online interviews and questionnaires with 136 respondents. The design phase is carried out, making persona, sketches, storyboards, scenarios, and wireframes — the next step to implement it in the form of a web-based high-fidelity prototype. The prototype evaluation results show that overall, the application succeeded in helping travelers planning their journey.<strong></strong></em></p><p class="Abstract"> </p>


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