scholarly journals From Initial Encounter with Mid-Air Haptic Feedback to Repeated Use: the Role of the Novelty Effect in User Experience

2020 ◽  
pp. 1-1
Author(s):  
Elisabeth Rutten ◽  
Lawrence Van Den Bogaert ◽  
David Geerts
2021 ◽  
Vol 14 (3) ◽  
pp. 1-14
Author(s):  
Silvia Ceccacci ◽  
Andrea Generosi ◽  
Alma Leopardi ◽  
Maura Mengoni ◽  
And Ferruccio Mandorli

This article reports the results of a research aimed to evaluate the ability of a haptic interface to improve the user experience (UX) with virtual museum systems. In particular, two user studies have been carried out to (1) compare the experience aroused during the manipulation of a 3D printed replica of an artifact with a pen-like stylus with that aroused during the interaction (visual and tactile) with a 3D rendering application using a haptic interface and PC monitor, and (2) compare the users’ perceived usability and UX among a traditional mouse-based desktop interface, haptic interface, and haptic gamified interface based on the SUS scale and the AttrakDiff2 questionnaire. A total of 65 people were involved. The considered haptic application is based on the haptic device Omega 6 produced by Force Dimension, and it is a permanent attraction of the Museo Archeologico Nazionale delle Marche. Results suggest that the proposed haptic interface is suitable for people who commonly use mouse-based computer interaction, but without previous experience with haptic systems, and provide some insights useful to better understand the role of haptic feedback and gamification in enhancing UX with virtual museums, and to guide the development of other similar applications in the future.


2014 ◽  
Vol 6 (2) ◽  
pp. 12-22
Author(s):  
Fatma Molu ◽  
Nur Findik ◽  
Mustafa Dalci

The domain of User Experience (UX) involves studying, designing for and evaluating the experiences that people have through the use of a system. This use takes place in a specific context, which has an impact on, or contributes to, the UX. As enterprises make a focus on the customer integral to their strategies, they need to recognize that technology developments are changing the customer relationship. In today's world, a great number of interactions between financial services and their customers have moved to digital environments and as a result a user interface design's significance increases in shaping the digital, financial experience.Based on this increasing importance, this paper proposes the role of usability studies for return on investment, along with a case study carried out in Kuveyt Turk Participation Bank. It involves an extended user research of online bank services which resulted with new specifications to be applied in the new corporate online banking service.


IEEE Access ◽  
2020 ◽  
Vol 8 ◽  
pp. 107927-107940
Author(s):  
Shuqing Liu ◽  
Tianyi Liang ◽  
Shuai Shao ◽  
Jun Kong

Author(s):  
Peter Wright ◽  
John McCarthy ◽  
Lisa Meekison

In this paper we outline a relational approach to experience, which we have used to develop a practitioner-oriented framework for analysing user experience. The framework depicts experience as compositional, emotional, spatio-temporal, and sensual, and as intimately bound up with a number of processes that allow us to make sense of experience. It was developed and assessed as part of a participative action research project involving interested practitioners. We report how these practitioners used the framework, what aspects of experience they felt that it missed, and how useful they found it as a tool for evaluating Internet shopping experiences. A thematic content analysis of participants’ reflections on their use of the framework to evaluate Internet shopping experiences revealed some strengths and some weaknesses. For example, certain features of the framework led participants to reflect on aspects of experience that they might not otherwise have considered e.g. the central role of anticipation in experience. The framework also captured aspects of experience that relate to both the sequential structure of the activity and its subjective aspects. However it seemed to miss out on the intensity of some experiences and participants sometimes found it difficult to distinguish between some of the sense making processes, for example, interpreting and reflecting. These results have helped to refine our approach to deploying the framework and have inspired an ongoing programme of research on experience-centered design.


2019 ◽  
Vol 21 (11) ◽  
pp. 621-624 ◽  
Author(s):  
Jacqueline Leigh ◽  
Delana Lawson ◽  
Safia Griffin ◽  
Natalie Yates Bolton

The daily business of running a care home means that, outside of regulatory inspections, assessing and improving the user experience can often be forgotten. Healthwatch Salford discuss their process of gaining constructive feedback using their innovative Enter and View programme


Author(s):  
Robert Bogue

Purpose The purpose of this paper is to provide an insight into how augmented reality (AR) technologies are being applied to robotics. Design/methodology/approach Following an introduction and a brief historical background to AR, this first provides examples of AR applications in robot programming. It then gives examples of recent research into AR-based robot teleoperation. Research activities involving the virtual fixtures (VF) technique are then discussed and finally, brief conclusions are drawn. Findings Because AR concepts were first investigated in the 1990s, applications involving robotics have been widely studied. Programming with the aid of AR devices, such as the HoloLens headset, can be simplified and AR methods, including the VF technique, can improve the accuracy and speed of teleoperation, manipulation and positional control tasks. They can also provide visual or haptic feedback which leads to more intuitive operation and significantly reduces the cognitive load on the operator. Originality/value This provides an insight into the growing role of AR in robotics by providing examples of recent research in a range of applications.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Haneen Alsuradi ◽  
Wanjoo Park ◽  
Mohamad Eid

AbstractHaptic technologies aim to simulate tactile or kinesthetic interactions with a physical or virtual environment in order to enhance user experience and/or performance. However, due to stringent communication and computational needs, the user experience is influenced by delayed haptic feedback. While delayed feedback is well understood in the visual and auditory modalities, little research has systematically examined the neural correlates associated with delayed haptic feedback. In this paper, we used electroencephalography (EEG) to study sensory and cognitive neural correlates caused by haptic delay during passive and active tasks performed using a haptic device and a computer screen. Results revealed that theta power oscillation was significantly higher at the midfrontal cortex under the presence of haptic delay. Sensory correlates represented by beta rebound were found to be similar in the passive task and different in the active task under the delayed and synchronous conditions. Additionally, the event related potential (ERP) P200 component is modulated under the haptic delay condition during the passive task. The P200 amplitude significantly reduced in the last 20% of trials during the passive task and in the absence of haptic delay. Results suggest that haptic delay could be associated with increased cognitive control processes including multi-sensory divided attention followed by conflict detection and resolution with an earlier detection during the active task. Additionally, haptic delay tends to generate greater perceptual attention that does not significantly decay across trials during the passive task.


2009 ◽  
Vol 151 (2) ◽  
pp. 285 ◽  
Author(s):  
L. Panait ◽  
E. Akkary ◽  
R.L. Bell ◽  
K.E. Roberts ◽  
S.J. Dudrick ◽  
...  

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