Application of User Experience Interaction Design Method in R&D Design of Cultural and Creative Products

Author(s):  
Yi Li
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.


2021 ◽  
Vol 13 (2) ◽  
pp. 157-170
Author(s):  
Diana Nur Yastin ◽  
Hendra Bayu Suseno ◽  
Viva Arifin

Mobile Siaran is an official reporting application intended for the people of the city of Tangerang Selatan (South Tangerang). However, after conducting interviews with stakeholders and respondents, there were several problems with the display of the mobile application. From the results of the interview, it indicates that there are still some applications that need improvement. To fix the problem with the Mobile Siaran application display, the solution given is to improve the user interface design using the Goal Direct Design method. In addition, it also uses the success rate calculation technique and the System Usability Scale (SUS) to measure the usability value. Meanwhile, the User Experience Questionnaire (UEQ) measures the value of user experience. The result of this research is a user interface design made in stages in the Goal Direct Design method, namely research, modeling, requirements, frameworks, and refinement. The final evaluation, the results of the improvement using calculations, the success rate has increased from 93.5% to 99.3%, SUS from an average score of 58.19 which can be said to be quite satisfactory with the letter D value to 81.83 which can be accepted with the value of the letter A, while UEQ shows all aspects that have improved with very good and good criteria which means that improvements to user interface design can solve problems that exist in the application and improve the user experience.


2009 ◽  
Author(s):  
Jingyan Qin ◽  
Chensheng Wu ◽  
Yanjun Liu ◽  
Yan Guan

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.


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