Designing for Positive User Experience in Product Design: A Qualitative Analysis of Toolkit Design Elements and Their Implications on Emotional Reactions and Perceptions

Author(s):  
Kathrin Fuller ◽  
Markus Bohm ◽  
Helmut Krcmar
Author(s):  
Roberto K. Champney ◽  
Kay M. Stanney

Emotions are evermore present in discussions of product design and are becoming part of a usability practitioner's repertoire of evaluation criteria. Nonetheless, emotions in design are far more than simply using satisfaction and frustration as criteria, noting how pleasant or unpleasant a product is, or listing a number of emotions elicited during an evaluation. Evaluating the emotional impact of a user interaction as part of a usability evaluation requires that emotions be adequately assessed and, most importantly, interpreted to identify their source. This article aims to present a method and process of Emotional Profiling to show how emotions may be utilized to aid usability professionals in further understanding the emotional reactions to human-system interactions, thereby identifying factors that enhance or detract from the user experience.


Author(s):  
Maximilian Altmeyer ◽  
Pascal Lessel ◽  
Subhashini Jantwal ◽  
Linda Muller ◽  
Florian Daiber ◽  
...  

AbstractPersonalizing gameful applications is essential to account for interpersonal differences in the perception of gameful design elements. Considering that an increasing number of people lead sedentary lifestyles, using personalized gameful applications to encourage physical activity is a particularly relevant domain. In this article, we investigate behavior change intentions and Hexad user types as factors to personalize gameful fitness applications. We first explored the potential of these two factors by analyzing differences in the perceived persuasiveness of gameful design elements using a storyboards-based online study ($$N=178$$ N = 178 ). Our results show several significant effects regarding both factors and thus support the usefulness of them in explaining perceptual differences. Based on these findings, we implemented “Endless Universe,” a personalized gameful application encouraging physical activity on a treadmill. We used the system in a laboratory study ($$N=20$$ N = 20 ) to study actual effects of personalization on the users’ performance, enjoyment and affective experiences. While we did not find effects on the immediate performance of users, positive effects on user experience-related measures were found. The results of this study support the relevance of behavior change intentions and Hexad user types for personalizing gameful fitness systems further.


2021 ◽  
Vol 13 (6) ◽  
pp. 168781402110284
Author(s):  
Weiwei Wang ◽  
Ting Wei ◽  
Suihuai Yu ◽  
Jian Chen ◽  
Binhong Guo ◽  
...  

To solve the problem of the fuzzy and dynamics of requirement caused by users’ cognitive bias, a dynamic requirement and priority capture method based on user scenarios is proposed, aiming at effectively improving user experience. The method consists of the following steps: Firstly, users with similar characteristics are filtered to form a user cluster, then obtain the user’s product experience in different usage scenarios and acquire preliminary requirements by using service design methods. Secondly, the requirement path model tree will be designed and the requirement path matrix will be constructed through the evaluation of the user cluster. Then the pathfinder algorithm will be used to calculate the required correlation of user clusters and prioritize the requirements. Finally, the direction of the product design will be provided. Taking the design of the intelligent office chair as an example, the effectiveness of the method is verified by evaluating the satisfaction of user experience.


2021 ◽  
Vol 6 (1) ◽  
Author(s):  
Asbjørn Følstad ◽  
Cameron Taylor

AbstractThe uptake of chatbots for customer service depends on the user experience. For such chatbots, user experience in particular concerns whether the user is provided relevant answers to their queries and the chatbot interaction brings them closer to resolving their problem. Dialogue data from interactions between users and chatbots represents a potentially valuable source of insight into user experience. However, there is a need for knowledge of how to make use of these data. Motivated by this, we present a framework for qualitative analysis of chatbot dialogues in the customer service domain. The framework has been developed across several studies involving two chatbots for customer service, in collaboration with the chatbot hosts. We present the framework and illustrate its application with insights from three case examples. Through the case findings, we show how the framework may provide insight into key drivers of user experience, including response relevance and dialogue helpfulness (Case 1), insight to drive chatbot improvement in practice (Case 2), and insight of theoretical and practical relevance for understanding chatbot user types and interaction patterns (Case 3). On the basis of the findings, we discuss the strengths and limitations of the framework, its theoretical and practical implications, and directions for future work.


2016 ◽  
Vol 23 (4) ◽  
pp. 194-201 ◽  
Author(s):  
Katharine Donlon Ramsdell ◽  
Melissa Morrison ◽  
Nancy Kassam-Adams ◽  
Meghan L. Marsac

2016 ◽  
Vol null (53) ◽  
pp. 283-296
Author(s):  
Hyun Duk Suh ◽  
Jun, Soo-Jin ◽  
Sun-gu Cho ◽  
Young-mi Shin ◽  
Eun-soo Cha

2021 ◽  
Author(s):  
◽  
Huayu Liu

<p>Tabletop role-playing games (TRPGs) have more than 40 years of history and have achieved far-reaching influence, especially in countries where English is the primary language. However, even though many new games appear every year, TRPGs still does not occupy a dominant position in the game market. Most gamers prefer video games and board games to TRPG. The aim of this project is to use qualitative analysis to investigate which parts of TRPG design prohibit players from engaging with TRPGs and then to create a novel TRPG that addresses these design problems. This project will combine newly formulated design elements into a game designed to attract new players and ensure that player engagement is sustained in subsequent play. The project focuses on the example of China, where many people play video games and board games, but few know about or play TRPGs. Therefore, this research will mainly study the gaming behaviour and feedback of Chinese participants to study what methods can attract Chinese players to TRPGs.</p>


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