scholarly journals User Experience of Augmented Reality to Encourage User Satisfaction and Willingness in E-commerce: A Conceptual Framework

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.


Technologies ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. 41
Author(s):  
Stavroula Ntoa ◽  
George Margetis ◽  
Margherita Antona ◽  
Constantine Stephanidis

‘User Experience’ (UX) is a term that has been established in HCI research and practice, subsuming the term ‘usability’. UX denotes that interaction with a contemporary technological system goes far beyond usability, extending to one’s emotions before, during, and after using the system and cannot be defined only by studying the fundamental usability attributes of effectiveness, efficiency and user satisfaction. Measuring UX becomes a substantially more complicated endeavor when the interaction target is not just a technological system or application, but an entire intelligent environment and the systems contained therein. Motivated by the imminent need to assess, measure and quantify user experience in intelligent environments, this paper presents a methodological and conceptual framework that provides concrete guidance for UX research, design and evaluation, explaining which UX parameter should be measured, how, and when. An evaluation of the framework indicated that it can be valuable for researchers and practitioners, assisting them in planning, carrying out, and analyzing UX studies in a comprehensive and thorough manner, thus enhancing their understanding and improving the experiences they design for intelligent environments.


2019 ◽  
Vol 31 (1) ◽  
pp. 139-146 ◽  
Author(s):  
Camilo A. Molina ◽  
Nicholas Theodore ◽  
A. Karim Ahmed ◽  
Erick M. Westbroek ◽  
Yigal Mirovsky ◽  
...  

OBJECTIVEAugmented reality (AR) is a novel technology that has the potential to increase the technical feasibility, accuracy, and safety of conventional manual and robotic computer-navigated pedicle insertion methods. Visual data are directly projected to the operator’s retina and overlaid onto the surgical field, thereby removing the requirement to shift attention to a remote display. The objective of this study was to assess the comparative accuracy of AR-assisted pedicle screw insertion in comparison to conventional pedicle screw insertion methods.METHODSFive cadaveric male torsos were instrumented bilaterally from T6 to L5 for a total of 120 inserted pedicle screws. Postprocedural CT scans were obtained, and screw insertion accuracy was graded by 2 independent neuroradiologists using both the Gertzbein scale (GS) and a combination of that scale and the Heary classification, referred to in this paper as the Heary-Gertzbein scale (HGS). Non-inferiority analysis was performed, comparing the accuracy to freehand, manual computer-navigated, and robotics-assisted computer-navigated insertion accuracy rates reported in the literature. User experience analysis was conducted via a user experience questionnaire filled out by operators after the procedures.RESULTSThe overall screw placement accuracy achieved with the AR system was 96.7% based on the HGS and 94.6% based on the GS. Insertion accuracy was non-inferior to accuracy reported for manual computer-navigated pedicle insertion based on both the GS and the HGS scores. When compared to accuracy reported for robotics-assisted computer-navigated insertion, accuracy achieved with the AR system was found to be non-inferior when assessed with the GS, but superior when assessed with the HGS. Last, accuracy results achieved with the AR system were found to be superior to results obtained with freehand insertion based on both the HGS and the GS scores. Accuracy results were not found to be inferior in any comparison. User experience analysis yielded “excellent” usability classification.CONCLUSIONSAR-assisted pedicle screw insertion is a technically feasible and accurate insertion method.


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.


2018 ◽  
Vol 5 ◽  
Author(s):  
Kaj Helin ◽  
Timo Kuula ◽  
Carlo Vizzi ◽  
Jaakko Karjalainen ◽  
Alla Vovk

2021 ◽  
Author(s):  
B Wang ◽  
Tane Moleta ◽  
Marc Aurel Schnabel

Technology inevitably evolves and develops rapidly in the modern era, industries and professions continue to strive in integrating, adapting and utilising these advancements to improve, optimise and improve the process of design to manufacture to the user experience. One such system that fits into this category is the advent of Virtual Reality and Augmented Reality. The numerous possibilities to which these visually and spatially immersive systems opportunities for immense innovation often lacks direction or an ultimate goal thus rendering this piece of software to often be little more than a visualisation tool.This paper recognises the unique position that VR allows and seeks to interrogate and deconstruct current, traditional design processes to better utilise VR in aiding and reinforcing the idea of partial testing of ideas and concepts throughout the design cycle. Different sciences such as psychology, processes and automation from computational design and considerations within software development will be employed and injected into the broader architectural context in which this research presides. In addition to the VR headset, eye tracking external hardware are integrated to develop a seamless tool and workflow that allows us, as designers to better interrogate clients behaviour within our designed digital representations which leads to validations, evaluations and criticisms of our actions within the architectural realm.


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