Soda Machine and User Experience: A Study of Icon Display

Author(s):  
Vera Puglisi ◽  
Jasmine Ghorbani ◽  
Yan Chen ◽  
Manuel Nyagisere ◽  
Grace Babalola ◽  
...  

Touch-screen GUIs have become a key feature of modern consumer electronics. The purpose of this study is to investigate the effect that reducing the number of icons on the GUI of a popular soda machine has on drink selection time and user satisfaction. Twenty subjects participated in the study, with 10 assigned to the control and experimental groups respectively. Time to make a drink selection was recorded and compared between groups using unpaired t-test. User satisfaction was measured using a five-point scale questionnaire. The results suggested that user satisfaction, except for the display dependability category, is not affected by the reduction of the number of icons on the soda machine GUI and no change was observed in drink selection time.

2021 ◽  
Author(s):  
Po-Jen Kung ◽  
Ching-Min Chen

BACKGROUND Following the rise of health awareness in modern societies, health promotion has attracted progressively more attention in both academia and industry. This, along with the evolution of information and communication technologies, has resulted in the development of several mobile applications used in health promotion. Unfortunately, users of the applications have not achieved their goals, since many applications have not provided a smooth user experience. OBJECTIVE To clearly identify the defining attributes of mobile app usability in the context of health promotion in order to guide the design of apps which provide smooth user experience. METHODS It is thus first necessary to conduct an exploration into app usability, for which this study applies the concept analysis method by Walker and Avant, which includes: (1) identifying the use of the concept, (2) determining the defining attributes, (3) constructing a model case, (4) constructing model, contrary, borderline, and related cases, (5) identifying antecedents and consequences, and (6) defining empirical referents. RESULTS We then derive a unified definition of usability from the healthcare perspective—that the defining attributes of "usability of mobile application" are: efficiency, user satisfaction, and learnability. CONCLUSIONS It is concluded that mobile applications with these attributes could achieve their designed goals and reach maximal efficacy, since users would continue using the app on a regular basis, and would recommend it to others.


Author(s):  
Qin Gao ◽  
Bin Zhu ◽  
Pei-Luen Patrick Rau ◽  
Shilpa Vyas ◽  
Cuiling Chen ◽  
...  

2011 ◽  
pp. 1374-1387
Author(s):  
A. Malizia ◽  
A De Angeli ◽  
S. Levialdi ◽  
I. Aedo Cuevas

The User Experience (UX) is a crucial factor for designing and enhancing the user satisfaction when interacting with a computational tool or with a system. Thus, measuring the UX can be very effective when designing or updating a Web site. Currently, there are many Web sites that rely on collaborative tagging: such systems allow users to add labels (tags) for categorizing contents. In this chapter the authors present a set of techniques for detecting the user experience through Collaborative Tagging Systems and we present an example on how to apply the approach for a Web site evaluation. This chapter highlights the potential use of collaborative tagging systems for measuring users’ satisfaction and discusses the future implications of this approach as compared to traditional evaluation tools, such as questionnaires, or interviews.


2015 ◽  
Vol 31 (8) ◽  
pp. 484-495 ◽  
Author(s):  
Simone Borsci ◽  
Stefano Federici ◽  
Silvia Bacci ◽  
Michela Gnaldi ◽  
Francesco Bartolucci

2015 ◽  
Vol 282 (1805) ◽  
pp. 20140690 ◽  
Author(s):  
Kyoshiro Sasaki ◽  
Yuki Yamada ◽  
Kayo Miura

Upward and downward motor actions influence subsequent and ongoing emotional processing in accordance with a space–valence metaphor: positive is up/negative is down. In this study, we examined whether upward and downward motor actions could also affect previous emotional processing. Participants were shown an emotional image on a touch screen. After the image disappeared, they were required to drag a centrally located dot towards a cued area, which was either in the upper or lower portion of the screen. They were then asked to rate the emotional valence of the image using a 7-point scale. We found that the emotional valence of the image was more positive when the cued area was located in the upper portion of the screen. However, this was the case only when the dragging action was required immediately after the image had disappeared. Our findings suggest that when somatic information that is metaphorically associated with an emotion is linked temporally with a visual event, retrospective emotional integration between the visual and somatic events occurs.


Author(s):  
Anish Mistry ◽  
Arokia Paul Rajan

<span lang="EN-US">The objective of evaluating User Experience (UX) in this era of technology is to enhance the user satisfaction. Earlier applications were built with the aim of reducing the work of users. But with the evolution of the technology, the emergence of new gadgets and new trends in the information technology, the applications had to be more user-centric. The primary objective of this research is to evaluate the user experience of web applications based on different UX parameters using different techniques and given a rating. Each of these ratings are combined to determine the overall rating of UX for the web application. Also, the secondary objective of this research is to provide suggestions or recommendations based on the ratings to improve the UX of the web applications. An experimental study was conducted and the results show a significant improvement. Areas of further enhancements have also been identified and presented.</span>


InterKomunika ◽  
2017 ◽  
Vol 2 (2) ◽  
pp. 123
Author(s):  
Irwansyah Irwansyah

Abstract. Emotional side of user toward communication medium should be studied especially about non mobile and mobile site application. Therefore, this research compared emotional user experience while assessing the applications on non mobile and mobile site. This study applied user experience indicators focused on aesthethic visual and interface dimensions. The Equivalent Time-Samples and semantic differential scale were applied. There are nine indicators valid and reliable statistically from 43 of the proposed indicators. T-Test showed that the hypothesis on emotional user experience while accessing the applications on non mobile and mobile site was different and significant. This study also identified that the mobile site is better than non mobile site.  Abstrak. Sisi emosi pengguna dalam mengakses media komunikasi perlu diamati terutama pada aplikasi situs non mobile dan mobile. Oleh karena itu, penelitian ini membandingkan pengalaman emosional pengguna dalam menggunakan aplikasi situs non mobile dan mobile. Penelitian ini menggunakan konsep pengalaman pengguna dengan memfokuskan pada dimensi estetika visual dan wajah depan aplikasi situs mobile dan non mobile. Dengan desain eksperimen The Equivalent Time-Samples dan skala semantik diferensial menunjukkan terdapat sembilan indikator yang valid dan reliabel dari 43 indikator yang diproposisi. Kemudian uji hipotesis T dependen membuktikan pengalaman emosional pengguna mengakses aplikasi situs non mobile dan mobile memiliki perbedaan dan signifikan. Penelitian ini juga menunjukkan aplikasi situs mobile lebih baik dibandingkan dengan aplikasi situs non mobile. 


2021 ◽  
Vol 21 ◽  
pp. 349-355
Author(s):  
Mateusz Kiryczuk ◽  
Paweł Kocyła ◽  
Mariusz Dzieńkowski

This paper concerns the study of user experience and focuses on two aspects i.e. usability and user satisfaction. Two mobile applications for monitoring human activity, Mi Fit and Google Fit, were tested. Both applications work with sports armbands. Two methods were used for the study: a questionnaire and eye tracking. The comparison of the applications was made on the basis of the collected results from questionnaires, measurements of task completion times and the number and type of errors detected. Nine respondents participated in the study. The Google Fit application received a higher average score for user satisfaction, fewer errors and shorter task completion times.


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