scholarly journals Surveying the Perception of the Environmental Advantages of an Adaptable Product

2020 ◽  
Vol 40 (1) ◽  
pp. 50-59
Author(s):  
Marta Royo González ◽  
Elena Mulet ◽  
Vicente Chulvi ◽  
Julia Galán

The aim of adaptable design is to create products that can easily adapt to different needs. The objective if this study is to analyze the effectivenes in communication to promote an adaptable baby stroller, in order to know the user perception of the advantages derived from its adaptability, as well as the environmental ones, and if there is correlation between them. It is also intended to determine whether age or previous experience with this type of product can influence this perception. To this effect, a study with 54 participants has been conducted. Results show that users percieve the advantages and find the adaptable design interesting. Valuation of the advantages of the product is affected by previous user experience with the need for adaptability. Valuation of the environmental benefits is independent from the degree of experiense, as well as from the age of the participants (between 30 and 45 years old).

Author(s):  
X. Y. Shao ◽  
Q. Cheng ◽  
G. J. Zhang ◽  
P. G. Li ◽  
P. H. Gu

Adaptable design aims to extend the utilities of designs and products. Adaptability is classified into product and design adaptabilities. Product adaptability indicates that functionality and life can be extended for both economical and environmental benefits. Design adaptability improves design reuse by using existing designs to develop new designs more efficiently. To evaluate adaptable design, it is necessary to develop a method for quantitative measurement of the adaptability of products. A new method has been developed that first analyzes the independencies of functions and functional modules and then evaluates the adaptability of interfaces with two indices, as well as the performances of adaptive requirements. The effectiveness of the proposed method is demonstrated by an illustrative example of personal computer motherboards. The results show that the method can evaluate and reveal product adaptability for improving design and providing innovative design.


Author(s):  
Rizqiyatul Khoiriyah

The research was conducted as a qualitative study of the website to deeper explore and examine the analysis of user perception of desktop and mobile website services. This research reviewed about user perception of desktop and mobile service website used by using qualitative methods adapted to WebQual and User Experience approach. This qualitative research refered to the theoretical reference written by Creswell (2014). The expected outcome is to know the user perceptions of the available services and information in the website along with the possibility of desktop and mobile gap arising from differences in the two services. These results can be used as a service model on the website of the user experience.


Sensors ◽  
2021 ◽  
Vol 21 (9) ◽  
pp. 3102
Author(s):  
David Fonseca ◽  
Janaina Cavalcanti ◽  
Enric Peña ◽  
Victor Valls ◽  
Mónica Sanchez-Sepúlveda ◽  
...  

The creation and usage of serious games on virtual reality (VR) and/or interactive platforms for the teaching of architecture, construction, urban planning, and other derived areas, such as security and risk prevention, require design processes, studies, and research that lead to further consolidation expansion. In that sense, this paper presents two main aims developed: the improvement of a virtual navigation system through the results of previous user studies and mixed research (quantitative and qualitative) improved based on the user perception for educational and professional uses. The VR system used is based on Unreal Engine programming of the HTC Vive sensor. This study is related to the GAME4City 3.0 and a broader project focused on gamified visualization and its educational uses in architectural and urban projects. The results reflect great interest, good usability, and high motivation for further usage for all types of users. However, an apparent resistance to deepen its use continues to be perceived in academia. Based on the research results, weak points of educational gamified systems have been identified, and the main differences and needs in user profiles’ function. With these data, progress regarding implementing this kind of system at the teaching and professional levels must be pursued.


Author(s):  
Gheorghita Ghinea ◽  
Oluwakemi Ademoye

Olfaction (smell) is one of our commonly used senses in everyday life. However, this is not the case in digital media, where it is an exception to the rule that usually only our auditory and visual senses are employed. In mulsemedia, however, together with these traditional senses, we envisage that the olfactory will increasingly be employed, especially so with the increase in computing processing abilities and in the sophistication of olfactory devices employed. It is not surprising, however, that there are still many unanswered questions in the use of olfaction in mulsemedia. Accordingly in this chapter we present the results of an empirical study which explored one such question, namely does the correct association of scent and content enhance the user experience of multimedia applications?’


Author(s):  
Pablo Vidales ◽  
Marcel Wältermann ◽  
Blazej Lewcio ◽  
Sebastian Möller

Forthcoming 4G networks will enable users to freely roam across different communication systems. This implies that formerly independent wireless and wired technologies will be integrated to deliver transparent access to a plethora of mobile services and applications. This will also involve changes in the user’s experience mainly derived from (1) mobility across heterogeneous technologies, (2) drastic changes in the underlying link conditions, and (3) continuous adaptation of applications, e.g. flexible coding schemes. This chapter presents a detailed study of these so far unknown phenomena arising in the context of 4G networks. Current instrumental models employed to estimate user perception, such as PESQ (ITU-T Rec. P.862, 2001) for predicting the quality of transmitted speech, were designed to measure conditions that are common in today’s wireless and wired systems. However, it is expected that new conditions encountered in 4G networks are not going to be accurately handled by today’s models. Thus, they need to be adjusted, or new models should be proposed in order to predict the perceptual influence of new phenomena such as the three aspects aforementioned. The authors undertook this task and designed a novel methodology and experimental setup to measure user perception in future 4G networks. Moreover, the authors carried out an extensive set of subjective tests to accurately quantify user perception and derive conclusions for optimal user experience in 4G networks. These processes and initial results are included in this chapter.


2017 ◽  
Vol 17 (3) ◽  
pp. 27-51 ◽  
Author(s):  
Katy Tcha-Tokey ◽  
Emilie Loup-Escande ◽  
Olivier Christmann ◽  
Simon Richir

This paper investigates the effects of interaction level, framerate, field of view, 3D content feedback and previous experience on subjective User eXperience (i.e., presence, engagement, immersion, flow, emotion, skill, experience consequence, judgement, technology adoption) and objective usability in immersive virtual environment. Data were collected from a series of five sub- experiments (i.e., one for each influential factor) that involved a total of 152 individuals. The participants were asked to use the "Think and Shoot" immersive virtual environment and to complete a User eXperience questionnaire. Their subjective perceptions and objective measures were collected and analyzed. The results revealed that interactivity level and previous experience had an effect on subjective User eXperience and on objective usability. Framerate and field of view had an effect on objective usability. Finally, 3D content feedback had no significant influence on User eXperience. From these findings, key points for User eXperience practitioners are proposed.


2020 ◽  
Author(s):  
Aline Sousa ◽  
Natasha Valentim

Be different and distinguish itself among the technologies is intrinsic to the current agile software development. However, we still found usability and user experience (UX) defects generated by the development process, making the quality and user satisfaction unsatisfactory. Therefore, this paper presents a technique that supports the usability and UX design in agile projects, called User Experience and Usability Guidelines for Agile Project (UXUG-AP). Besides, this paper presents a qualitative analysis and user perception analysis obtained through an exploratory study about the UXUG-AP technique. The results show that the technique is considered easy to use and useful.


2011 ◽  
Author(s):  
Christina Harrington ◽  
Sharon Joines
Keyword(s):  

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