User Experience Research on the Use of Multi-Accounts Per User Preferences in Smartphones

2021 ◽  
Vol 16 (4) ◽  
pp. 5-12
Author(s):  
Soonkyu Jang ◽  
Yoonsu Kim
Author(s):  
Chyi Woan Tan ◽  
Greg Tower ◽  
Phil Hancock ◽  
Ross Taplin

This paper examines Australian and Singaporean users views on fair value accounting for all financial instruments in financial institutions via a survey on various aspects of contention in this debate. Overall, users showed general support for fair value accounting for all financial instruments. In addition, the findings revealed that users will support fair value accounting so long as there is no perceived difference between the banking and trading books, fair values of non-traded financial instruments are reliable and volatility in earnings will not be misunderstood. It was also found that user experience increases the level of support for the proposed fair value accounting model. These results highlight actual user preferences with noticeable support for arguments from both sides of the debate (JWG and JWGBA) in this highly contentious and topical area of accounting for financial instruments.


Author(s):  
Tatenda D. Kavu ◽  
Kuda Dube ◽  
Peter G. Raeth ◽  
Gilford T. Hapanyengwi

Researchers have worked on-finding e-commerce recommender systems evaluation methods that contribute to an optimal solution. However, existing evaluations methods lack the assessment of user-centric factors such as buying decisions, user experience and user interactions resulting in less than optimum recommender systems. This paper investigates the problem of adequacy of recommender systems evaluation methods in relation to user-centric factors. Published work has revealed limitations of existing evaluation methods in terms of evaluating user satisfaction. This paper characterizes user-centric evaluation factors and then propose a user-centric evaluation conceptual framework to identify and expose a gap within literature. The researchers used an integrative review approach to formulate both the characterization and the conceptual framework for investigation. The results reveal a need to come up with a holistic evaluation framework that combines system-centric and user-centric evaluation methods as well as formulating computational user-centric evaluation methods. The conclusion reached is that, evaluation methods for e-commerce recommender systems lack full assessment of vital factors such as: user interaction, user experience and purchase decisions. A full consideration of these factors during evaluation will give birth to new types of recommender systems that predict user preferences using user decision-making process profiles, and that will enhance user experience and increase revenue in the long run.


Author(s):  
Trinidad Domínguez ◽  
Noelia Araújo ◽  
Jose Antonio Fraiz ◽  
Elisa Alén

This chapter aims to analyze the different tourism search and metasearch engines for online booking based on supplier perspective (accommodation, flights, leisure and package deals) and taking into account the possible relations generated by the structure and content variables of web offers. A literature review is carried out to study user experience and provide greater in-depth knowledge which will, in turn, in addition to observation of online booking, trends, data, and profile and user preferences. With this information, the study establishes the main attributes of strucuture and offer content of webs focused on the user preferences. The empirical analysis is based on a representative sample of e-commerce of tourism websites, its main characteristics and possible correlations according to the structure and content of their offers. Based on this, the work identifies competitive advantages that will set the trends for the sector and future short-term strategies.


Author(s):  
Sophie Amberkar ◽  
Kevone Bennett ◽  
Anna Delchamps ◽  
Rochelle Edwards

The playtest method is known in the gaming community; however, it can be adapted for use across user experience (UX) researchers. By using the playtest method, one can use the laboratory environment and push beyond usability to understand discoverability, enjoyment, and additional user preferences that aren’t otherwise feasible in usability testing due to the low sample size. Additionally, a small-sample playtest method allows a product team to observe participants organically interacting with a product or feature which can be invaluable for building empathy.


Sensors ◽  
2021 ◽  
Vol 21 (24) ◽  
pp. 8502
Author(s):  
Anna Lewandowska ◽  
Agnieszka Olejnik-Krugly ◽  
Jarosław Jankowski ◽  
Malwina Dziśko

Interactive environments create endless possibilities for the design of websites, games, online platforms, and mobile applications. Their visual aspects and functional characteristics influence the user experience. Depending on the project, the purpose of the environment can be oriented toward marketing targets, user experience, or accessibility. Often, these conflicting aspects should be integrated within a single project, and a search for trade-offs is needed. One of these conflicts involves a disparity in user behavior concerning declared preferences and real observed activity in terms of visual attention. Taking into account accessibility guidelines (WCAG) further complicates the problem. In our study, we focused on the analysis of color combinations and their contrast in terms of user-friendliness; visual intensity, which is important for attracting user attention; and recommendations from the Web Accessibility Guidelines (WCAG). We took up the challenge to reduce the disparity between user preferences and WCAG contrast, on one hand, and user natural behavior registered with an eye-tracker, on the other. However, we left the choice of what is more important—human conscious reaction or objective user behavior results—to the designer. The former corresponds to user-friendliness, while the latter, visual intensity, is consistent with marketing expectations. The results show that the ranking of visual objects characterized by different levels of contrast differs when considering the perspectives of user experience, commercial goals, and objective recording. We also propose an interactive tool with the possibility of assigning weights to each criterion to generate a ranking of objects.


2019 ◽  
Author(s):  
Sara H Olsen ◽  
Sandra L Saperstein ◽  
Robert S Gold

BACKGROUND Hundreds of thousands of mobile phone apps intended to improve health and fitness are available for download across platforms and operating systems; however, few have been designed with people with physical disabilities in mind, ignoring a large population that may benefit from an effective tool to increase physical activity. OBJECTIVE This study represents the first phase in the development process of a fitness tracking app for people with physical disabilities interested in nontraditional sport. The aim of this research was to explore user preferences for content, appearance, and operational features of a proposed physical activity app for people with physical disabilities to inform the design of a mobile phone app for increasing physical activity. METHODS Four focus groups were conducted with 15 adults with physical disabilities who currently participate in nontraditional, non-Paralympic sport. Data collected from the focus group sessions centered on content, functionality, and appearance of apps currently used by participants as well as preferences for a future app. RESULTS Participants (mean age 35.7, SD 9.2 years) were mostly white (13/15, 87%), and all were currently participating in CrossFit and at least one other sport. Five main themes were identified. Themes included preferences for (1) workout-specific features that were tailored or searchable by disability, (2) user experience that was intuitive and accessible, (3) profile personalization options, (4) gamification features that allowed for competition with self and other users, and (5) social features that allowed increased interaction among users. Participants expressed a primary interest in having a fitness app that was designed for people with physical disabilities such that the features present in other fitness tracking apps were relevant to them and their community of adaptive athletes. CONCLUSIONS The results showed that features related to user experience, social engagement, and gamification are considered important to people with physical disabilities. Features highlighted by participants as most desired, from a consumer perspective, were in line with research identifying attributes of quality apps that use behavior change techniques to influence positive physical activity behavior change. Such insights should inform the development of any fitness app designed to integrate users with disabilities as a primary user base.


2021 ◽  
Vol 11 (6) ◽  
pp. 2804
Author(s):  
Héctor Cardona-Reyes ◽  
Jaime Muñoz-Arteaga ◽  
Andres Mitre-Ortiz ◽  
Klinge Orlando Villalba-Condori

The video game and entertainment industry has been growing in recent years, particularly those related to Virtual Reality (VR). Therefore, video game creators are looking for ways to offer and improve realism in their applications in order to improve user satisfaction. In this sense, it is of great importance to have strategies to evaluate and improve the gaming experience in a group of people, without considering the fact that users have different preferences and, coupled with this, also seeks to achieve satisfaction in each user. In this work, we present a model to improve the user experience in a personal way through reinforcement learning (RL). Unlike other approaches, the proposed model adjusts parameters of the virtual environment in real-time based on user preferences, rather than physiological data or performance. The model design is based on the Model-Driven Architecture (MDA) approach and consists of three main phases: analysis phase, design phase, and implementation phase. As results, a simulation experiment is presented that shows the transitions between undesired satisfaction states to desired satisfaction states, considering an approach in a personal way.


i-com ◽  
2019 ◽  
Vol 18 (2) ◽  
pp. 127-149 ◽  
Author(s):  
Andreas Riegler ◽  
Philipp Wintersberger ◽  
Andreas Riener ◽  
Clemens Holzmann

Abstract Increasing vehicle automation presents challenges as drivers of highly automated vehicles become more disengaged from the primary driving task. However, even with fully automated driving, there will still be activities that require interfaces for vehicle-passenger interactions. Windshield displays are a technology with a promising potential for automated driving, as they are able to provide large content areas supporting drivers in non-driving related activities. However, it is still unknown how potential drivers or passengers would use these displays. This work addresses user preferences for windshield displays in automated driving. Participants of a user study (N=63) were presented two levels of automation (conditional and full), and could freely choose preferred positions, content types, as well as size, transparency levels and importance levels of content windows using a simulated “ideal” windshield display. We visualized the results in form of heatmap data which show that user preferences differ with respect to the level of automation, age, gender, or environment aspects. These insights can help designers of interiors and in-vehicle applications to provide a rich user experience in highly automated vehicles.


2012 ◽  
Vol 2012 ◽  
pp. 1-10 ◽  
Author(s):  
Bachir Chihani ◽  
Emmanuel Bertin ◽  
Irsalina Salsabila Suprapto ◽  
Julien Zimmermann ◽  
Noël Crespi

Context aware communication services rely on information sources and sensors, to derive users’ current situation and potential needs, and to adapt their communication services accordingly. If extensive studies have been driven on context awareness by industrials and researchers from academia, the design of such systems without modifying uses and manners of underlying communication services—while keeping them simple, intuitive, and reactive—remains a challenge. In this work, we introduce a context aware communication system that takes into account user’s preferences, workload, and situation to customize telephony services. In this implementation, we use IMS for communication management. The benefits of this implementation are the enhancement of IMS with context awareness features, and the coupling of user preferences with contextual information to provide improved service customization, without modifying the user experience.


2018 ◽  
Vol 58 (1) ◽  
pp. 40 ◽  
Author(s):  
Daniel G. Tracy

This article seeks to understand information behavior in the context of the academic e-book user experience, shaped by a disparate set of vendor platforms licensed by libraries. These platforms vary in design and affordances, yet studies of e-book use in an academic context often treat e-books as a unified phenomenon in opposition to print books. Based on participant diaries tracking e-book information behavior and follow-up interviews and focus groups on troubleshooting and format shifting behaviors, this study seeks to provide a deep qualitative look at decisions that academic users make about formats when encountering e-books. It identifies reasons for noted disparities between stated user preferences for print books while often using e-books instead. It also demonstrates the importance of considering e-books as a set of formats, rather than a unified experience, when evaluating e-book platforms or providing information services around a set of platforms. While e-book studies often point to a distinction between “use” of e-books and “reading” of print books by users, this study shows much more willingness to both use and read e-books for some tasks if platforms allow for offloading reading of content to preferred reading devices and apps. This has implications for collection development, advocacy with vendors, and for marketing to or consulting with users about e-book access and use options.


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