scholarly journals Generalization of the experience of using research on psychology of behavior for designing UX design software products

Author(s):  
Alla Kompaniets ◽  
Hanna Chemerys

The article is devoted to the analysis of the influence of the psychology of human behavior on user experience. The evolution of the conceptual apparatus in the field of designing the user interface, taking into account the user experience. Based on recent research and publications, summarized psychological concepts that are fundamental in designing software products based on user experience. The process of cognitive load formation and its influence on user experience is described. Based on the existing literature, the process of forming the user experience is described, as well as the study of the theory of levels of the system of emotions. Also, the article discusses the topic of the effect of cognitive load on user experience, and provides examples of how the results of research on behavioral psychology improve the practice of developing user experience. The field of UX (user experience) studies is being studied in an area where design and experimental research are in conflict. Designing the UX has gone a long way from commercial websites, where convenience and efficiency have almost never been taken into account for optimized interfaces designed to interact with users. Previously, the goal was to have as much content as possible on the interface, now the field of user experience has been extensively explored and optimized to offer the user the right content, functionality at the right time, and also takes into account the psychological and emotional needs of users. In this article, we will discuss which psychological concepts are fundamental to the design of UX, how cognitive load is formed, and how it affects user experience. Since cognitive load plays an important role in the development of UX models, it is important to understand and take into account the laws that form it. In order to design an effective interface, one must study the psychology of a user who uses psychological concepts and theories. An analysis of user interaction with technology is aimed at developing and testing theories that explain or predict human behavior. Based on the existing literature, we describe how the experience of the user is formed, as well as investigate the theory of levels of the system of emotions.

Author(s):  
Ana Guerberof Arenas ◽  
Joss Moorkens ◽  
Sharon O’Brien

AbstractThis paper presents results of the effect of different translation modalities on users when working with the Microsoft Word user interface. An experimental study was set up with 84 Japanese, German, Spanish, and English native speakers working with Microsoft Word in three modalities: the published translated version, a machine translated (MT) version (with unedited MT strings incorporated into the MS Word interface) and the published English version. An eye-tracker measured the cognitive load and usability according to the ISO/TR 16982 guidelines: i.e., effectiveness, efficiency, and satisfaction followed by retrospective think-aloud protocol. The results show that the users’ effectiveness (number of tasks completed) does not significantly differ due to the translation modality. However, their efficiency (time for task completion) and self-reported satisfaction are significantly higher when working with the released product as opposed to the unedited MT version, especially when participants are less experienced. The eye-tracking results show that users experience a higher cognitive load when working with MT and with the human-translated versions as opposed to the English original. The results suggest that language and translation modality play a significant role in the usability of software products whether users complete the given tasks or not and even if they are unaware that MT was used to translate the interface.


2021 ◽  
Vol 66 (05) ◽  
pp. 145-148
Author(s):  
Ниджат Рафаэль оглу Джафаров ◽  

It can be accepted that the classification of human rights, its division, types, and groups, is of particular importance. The syllogism for human rights can be taken as follows: law belongs to man; human beings are the highest beings on earth like living beings. Therefore, the regulation prevails. The right to freedom is conditional. Man is free. Consequently, human rights are dependent. Morality is the limit of the law. Morality is the limit and content of human actions. Therefore, the law is the limit of human activities. Morality is related to law. Law is the norm of human behavior. Thereby, human behavior and direction are related to morality. The people create the state. The state has the right. Therefore, the right of the state is the right of the people. The state is an institution made up of citizens. Citizens have the privilege. Such blessings as Dignity, honor, conscience, zeal, honor, etc., and values are a part of morality and spiritual life. Morality is united with law. Therefore, moral values are part of the law. Everyone has the right to freedom of thought and conscience. Space is about the law. Therefore, everyone has the right to opinion and conscience. Key words: human rights, freedom of conscience, conceptuality, citizenship


Author(s):  
Thiago D'Angelo ◽  
Saul Emanuel Delabrida Silva ◽  
Ricardo A. R. Oliveira ◽  
Antonio A. F. Loureiro

Virtual Reality and Augmented Reality Head-Mounted Displays (HMDs) have been emerging in the last years. These technologies sound like the new hot topic for the next years. Head-Mounted Displays have been developed for many different purposes. Users have the opportunity to enjoy these technologies for entertainment, work tasks, and many other daily activities. Despite the recent release of many AR and VR HMDs, two major problems are hindering the AR HMDs from reaching the mainstream market: the extremely high costs and the user experience issues. In order to minimize these problems, we have developed an AR HMD prototype based on a smartphone and on other low-cost materials. The prototype is capable of running Eye Tracking algorithms, which can be used to improve user interaction and user experience. To assess our AR HMD prototype, we choose a state-of-the-art method for eye center location found in the literature and evaluate its real-time performance in different development boards.


2008 ◽  
pp. 1551-1559
Author(s):  
George Lepouras ◽  
Costas Vassilakis

Firms and organizations are increasingly exploiting electronic channels to reach their customers and create new business opportunities. To this end, electronic shops have been developed, either offering products from a single firm or encompassing multiple individual electronic stores, comprising thus electronic shopping malls. Besides development activities, electronic shopping has attracted the attention of researchers, who have studied various perspectives, including user attitude, critical success factors, security, technical aspects, and so forth (e.g., Fang & Salvendy, 2003; Wang, Makaroff, & Edwards, 2003). Two main concerns for e-commerce are personalization and enhancement of user experience. Personalization addresses the ability to offer content tailored to the preferences of each user (Anupam, Hull, & Kumar, 2001) or user group (Wang et al., 2003). Preferences may be explicitly declared by the user, or derived by the system through inspecting user interaction; if the system dynamically reacts to changes of visitor behavior, it is termed as adaptive. Personalization allows customers to focus on the items they are interested in, and enables electronic shops to make targeted suggestions and send promotions to customers (Lekakos & Giaglis, 2005). Enhancement of user experience is another major issue in e-commerce, given that 2D images and texts on the screen are not sufficient to provide information on product aspects such as physical dimensions, textures, and manipulation feedback (Park & Woohun, 2004). Major e-commerce categories that could benefit from giving a more accurate and/or complete view of the products include real estate brokers who could present detailed models of properties, furniture stores that could allow their customers to view how certain pieces would fit in the target place (Hughes, Brusilovsky, & Lewis, 2002), and clothing shops that could provide a virtual fitting room with customizable avatars (Compucloz Corporation, 2003). Multimedia presentations can also be used as a means for “information acceleration” for promoting “really new” products (Urban et al., 1997). Enhancement of user experience may finally compensate for the loss of the pleasure associated with a visit to a shopping mall (Laskaridis, Vassilakis, Lepouras, & Rouvas, 2001). Nowadays, the technological potential of Internet systems provides adequate means for building online multimedia applications that can help e-commerce sites attract e-shoppers. Applications can be built to adapt to the user’s profile and provide the user with a suitable set of information in the most efficient way. Virtual reality (VR) technologies are also now mature enough to be used for the wide public, offering vivid and highly interactive environments, allowing users to view synthetic worlds within which they can visualize and manipulate artifacts. This article aims to specify a system that exploits capabilities offered by adaptation and VR technologies to offer e-shoppers personalized and enhanced experiences, while addressing challenges related to the cost, complexity, and effort of building and maintaining such a system.


2020 ◽  
Vol 4 (3) ◽  
pp. 57
Author(s):  
Sebastian Lorenz ◽  
Jens R. Helmert ◽  
Ruben Anders ◽  
Christian Wölfel ◽  
Jens Krzywinski

With the evaluation of a next-generation human–machine interface (HMI) concept for excavators, this study aims to discuss the HMI quality measurement based on usability and user experience (UUX) metrics. Regarding the digital transformation of construction sites, future work environments will have to be capable of presenting various complex visual data and enabling efficient and safe interactivity while working. The evaluated HMI focused on introducing a touch display-based interface, providing advanced operation functions and different interaction modalities. The assessment of UUX should show whether the novel HMI can be utilised to perform typical tasks (usability) and how it is accepted and assessed in terms of non-instrumental qualities (user experience, UX). Using the collected data, this article also aims to contribute to the general discussion about the role of UX beyond usability in industrial applications and deepen the understanding of non-instrumental qualities when it comes to user-oriented process and machine design. The exploratory study examines insights into the application of elaborated UUX measuring tools like the User Experience Questionnaire (UEQ) on the interaction with industrial goods accompanied by their rating with other tools, namely System Usability Scale (SUS), Intuitive Interaction Questionnaire (INTUI) and the National Aeronautics and Space Administration (NASA) Task Load Index (NASA-TLX). Four goals are pursued in this study. The first goal is to compare in-depth two different ways of interaction with the novel HMI—namely one by a control pad on the right joystick and one by touch. Therefore, a sample of 17 subjects in total was split into two groups and differences in UUX measures were tested. Secondly, the performances of both groups were tested over the course of trials to investigate possible differences in detail. The third goal is to interpret measures of usability and user experience against existing benchmark values. Fourth and finally, we use the data gathered to analyse correlations between measures of UUX. The results of our study show that the different ways of interaction did not impact any of the measures taken. In terms of detailed performance analysis, both groups yielded differences in terms of time per action, but not between the groups. The comparison of UUX measures with benchmark values yielded mixed results. The UUX measures show some relevant significant correlations. The participants mostly reported enjoying the use of the HMI concept, but several practical issues (e.g., efficiency) still need to be overcome. Once again, the study confirms the urge of user inclusion in product development. Especially in the course of digitalisation, as big scale advancements of systems and user interfaces bring uncertainty for many manufacturers regarding whether or how a feature should be integrated.


Author(s):  
Charlie Wiecha ◽  
Rahul Akolkar ◽  
Andrew Spyker

We have observed two prevalent design paradigms for web applications: those who start from an existing data or process definition and project from that outward toward the user, and those conversely who start from a sense of desired user experience and derive from that required data and process elements. Design methods which seem natural to one community may look overly abstract, layered with unnecessary separation of concerns, and academic to no purpose. Conversely, others may be frustrated by a seeming lack of concern for reuse, valid content, and support for multiple design roles all of which may argue for additional architectural layers. Due to affinity of current web presentation technology to JSON encoded data, many times the choice to start with user experience precludes re-use of existing XML data. We present an approach to bridging this methodology and data divide by working within the conventions of existing web application frameworks to introduce incremental separation of concerns such as Model-View layering with interfaces and behavior suited to the introduction of XML-based technologies such as XForms at the model layer. In this way we hope to provide incremental means to adopt first a separation of concerns that supports packaging and reuse of model data and behavior, and secondly an XML-based technology for such data models that supports convenient projection of existing business data and process definitions to the client for user interaction.


Author(s):  
Paola A. Cepeda-Galvis

The domain of cultural-educational and tourist environments has entered the digital age, this allows the implementation of technologies of Augmented Reality (AR) to improve the user experience in these environments, and entails the possibility of providing greater satisfaction to the user visiting these locations. Hence, the problem was formulated. What is the effect of integrating AR to improve the user interaction of a cultural-educational environment? Case: UPTC natural history museum. It presents a documentary research that analyzes studies on AR, view it as a tool of support for learning and entertainment processes through the recognition of cultural, educational and tourist locations. We sought to identify the applicability of AR in cultural settings for didactic, adaptive and learning purposes, based on the concept of ‘Edutainment’. Research methods: logical analysis and generaliaation of scientific literature, both absolute and relative statistical data and case studies. The analysis, obtaining, design, development, evaluation and implementation, methodology for projects based on AR was used for thi work; applied in 34% of the works identified. It sought to recognise the characteristics and advantages of using AR technology as a resource to improve the user experience, combined technology and entertainment to achieve learning objectives. In total, 210 papers were identified and reviewed  The technical and operational viability of the AR is deduced; this is an innovative technology that captivates the attention of the user. The combination of the real and the virtual; and its easy access are the characteristics of an application based on AR, implemented in cultural and learning environments. Keywords: Augmented reality, cultural and learning environments, edutainment, e-learning. 


2016 ◽  
Vol 25 (4) ◽  
pp. 712-725 ◽  
Author(s):  
KATHERINE SHATS ◽  
TIMOTHY BRINDLEY ◽  
JAMES GIORDANO

Abstract:Ongoing developments in neuroscientific techniques and technologies—such as neuroimaging—offer potential for greater insight into human behavior and have fostered temptation to use these approaches in legal contexts. Neuroscientists are increasingly called on to provide expert testimony, interpret brain images, and thereby inform judges and juries who are tasked with determining the guilt or innocence of an individual. In this essay, we draw attention to the actual capabilities and limitations of currently available assessment neurotechnologies and examine whether neuroscientific evidence presents unique challenges to existing frameworks of evidence law. In particular, we focus on (1) fundamental questions of relevance and admissibility that can and should be posed before the tests afforded in Daubert v. Merrill Dow Pharmaceuticals or Frye v. U.S. are applied and (2) how these considerations fit into the broader contexts of criminal law. We contend that neuroscientific evidence must first be scrutinized more heavily for its relevance, within Daubert and Federal Rule of Evidence 702, to ensure that the right questions are asked of neuroscientists, so as to enable expert interpretation of neuroscientific evidence within the limits of their knowledge and discipline that allows the judge or jury to determine the facts at issue in the case. We use the analogy provided by the Daubert court of an expert on the phases of the moon testifying to an individual’s behavior on a particular night to ensure that we are, in fact, asking the neuroscientific expert the appropriate question.


1970 ◽  
Vol 18 (1) ◽  
pp. 35-44
Author(s):  
Ahmad Mukhlishin ◽  
Muhammad Jamil ◽  
Aprezo Pardodi Maba

Islam as a religion that is present in all tribes in the archipelago as a value system that integrates with the local culture, so this is often seen by people outside the tribe with Islam Minangkabau, Javanese Islam, and so on. The accumulation of cultures with various intercourses called multiculturalism. But the great possibility both can play an important role in shaping a new culture, because there is a dialogue between the orders of religious values ​​that become the idealism of a religion with local cultural values. As a system of knowledge, religion is a belief system that is full of moral teachings and guidance of life must be studied, examined and then practiced by man in his life. In this case religion provides clues about the "good and bad that are inappropriate and inappropriate" and the "right and inappropriate". Religious values ​​can form and develop human behavior in their daily lives. It is therefore not difficult to understand that having a common symbol is the most effective way to strengthen unity among religious followers. This is because the meaning of these symbols deviates far from the intellectual definitions so that the symbol's ability to unite is greater, whereas the intellectual definition causes division. Symbols can be shared because they are based on feelings that are not formulated too tightly. That is why Islam has historically come to various parts of the archipelago with a relatively peaceful atmosphere with almost no tension and conflict. Islam can easily be accepted by society as a religion that brings peace, even though at that time people have been religious and have their own belief in animism, dynamism, Hinduism and Buddhism. The spread of Islam causes the emergence of Islamic patterns and variants that have uniqueness and uniqueness. It must be realized that the existence of Islam in Indonesia is never single.


2019 ◽  
Vol 12 (2) ◽  
Author(s):  
Gonca Gokce Menekse Dalveren ◽  
Nergiz Ercil Cagiltay

Eye movements provide very critical information about the cognitive load and behaviors of human beings. Earlier studies report that under normal conditions, the left- and right-eye pupil sizes are equal. For this reason, most studies undertaking eye-movement analysis are conducted by only considering the pupil size of a single eye or taking the average size of both eye pupils. This study attempts to offer a better understanding concerning whether there are any differences between the left- and right-eye pupil sizes of the right-handed surgical residents while performing surgical tasks in a computer-based simulation environment under different conditions (left hand, right hand and both hands). According to the results, in many cases, the right-eye pupil sizes of the participants were larger than their left-eye pupil sizes while performing the tasks under right-hand and both-hands conditions. However, no significant difference was found in relation to the tasks performed under left-hand condition in all scenarios. These results are very critical to shed further light on the cognitive load of the surgical residents by analyzing their left-eye and right-eye pupil sizes. Further research is required to investigate the effect of the difficulty level of each scenario, its appropriateness with the skill level of the participants, and handedness on the differences between the left- and right-eye pupil sizes.


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