Usability and User Experience Evaluation Methods

Author(s):  
Regina Bernhaupt

Usability and user experience are two important factors in the development of mass-customizable personalized products. A broad range of evaluation methods is available to improve products during an user-centered development process. This chapter gives an overview on these methods and how to apply them to achieve easy-to-use, efficient and effective personalized products that are additionally fun to use. A case study on the development of a new interaction technique for interactive TV helps to understand how to set up a mix of evaluation methods to cope with some of the limitations of current usability and user experience evaluation methods. The chapter concludes with some guidelines of how to change organizations to focus on usability and user experience.

2010 ◽  
pp. 118-137
Author(s):  
Regina Bernhaupt ◽  
Marianna Obrist ◽  
Manfred Tscheligi

Applications for interactive TV (iTV) addressing social aspects will only be successful, if the intended user and user community is taken into account during the development process. Existing methods for evaluating usability and user experience aspects of social interactive TV applications are not really enough to address and focus on the broad range of factors related to social user experience. This chapter presents various forms of user-centered methods enhancing usability and user experience aspects of interactive TV applications in general. Giving an overview on currently used user-centered methods to enhance and evaluate usability and user experience, some selected methods are presented for early and late development stages, reflecting the peculiarities stemming from the non-traditional environment the applications are used in—the home. The chapter will show how the methods can be adopted to focus more precisely on social aspects, especially social user experience. It enables the reader to get an overview on currently used user-centered methods in interactive TV and to learn about benefits and shortcomings of these methods as well as how to choose appropriate methods for their own purposes.


Author(s):  
Astrid Weiss ◽  
Nicole Mirnig ◽  
Ulrike Bruckenberger ◽  
Ewald Strasser ◽  
Manfred Tscheligi ◽  
...  

AbstractIn this article, we present the user-centered development of the service robot IURO. IURO’s goal is to find the way to a designated place in town without any previous map knowledge, just by retrieving information from asking pedestrians for directions. We present the 3-years development process,which involved a series of studies on its appearance, communication model, feedback modalities, and social navigation mechanisms. Our main contribution lies within the final field trial.With the autonomous IURO platform, we performed a series of six way-finding runs (over 24 hours of run-time in total) in the city center of Munich, Germany. The robot interacted with approximately 100 pedestrians of which 36 interactions included a full route dialogue. A variety of empirical methods was used to explore reactions of primary users (pedestrians who actually interacted with the robot) and secondary users (bystanders who observed others interacting). The gathered data provides insights into usability, user experience, and acceptance of IURO and allowed us deriving recommendations for the development of other socially interactive robots.


2017 ◽  
Vol 9 (3) ◽  
pp. 34-53 ◽  
Author(s):  
Ignacio Alvarez ◽  
Laura Rumbel

This paper describes the research and development process of an in-vehicle user experience using Skyline, an automotive prototyping platform created in Intel Labs to empower interaction designers and user experience researches to rapidly and iteratively develop and test in-vehicle user experience concepts. The paper describes the hardware and software components of Skyline in depth and how to configure them to suit individual researcher needs. The paper also presents a case study to exemplify the design making process that Skyline enables. From ideation to use-case creation, prototyping and validation through user assessment, the paper showcases the benefits of capturing early qualitative user feedback as support for rapid prototyping walking through a study titled Agency vs. Control and the associated interactions inside the cockpit. Ten defined use-cases are developed and integrated into a hero scenario in Skyline. High fidelity HMI concepts are tested and validated over the course of six months with feedback from a total of fifty users.


2018 ◽  
Author(s):  
Lauren Griffin ◽  
Donghee Lee ◽  
Alyssa Jaisle ◽  
Peter Carek ◽  
Thomas George ◽  
...  

BACKGROUND Patients are increasingly using mobile health (mHealth) apps to monitor their health and educate themselves about medical issues. Despite the increasing popularity of such apps, poor design and usability often lead to suboptimal continued use of these apps and subsequently to poor adherence to the behavior changes at which they are aimed. One solution to these design problems is for app developers to use user-centered design (UCD) principles to consider the context and needs of users during the development process. OBJECTIVE This study aimed to present a case study on the design and development process for an mHealth app that uses virtual human technology (VHT) to encourage colorectal cancer (CRC) screening among patients aged 50 years and above. METHODS We have first provided an overview of the project and discussed its utilization of VHT. We have then reviewed UCD principles and how they can be incorporated into the development of health apps. We have described how we used UCD processes during the app’s development. We have then discussed the unique roles played by communication researchers, computer scientists, clinicians, and community participants in creating an mHealth app that is credible, usable, effective, and accessible to its target audience. RESULTS The principles of UCD were woven throughout the project development, with researchers collecting feedback from patients and providers at all stages and using that feedback to improve the credibility, usability, effectiveness, and accessibility of the mHealth app. The app was designed in an iterative process, which encouraged feedback and improvement of the app and allowed teams from different fields to revisit topics and troubleshoot problems. CONCLUSIONS Implementing a UCD process contributed to the development of an app, which not only reflected cross-disciplinary expertise but also the needs, wants, and concerns of patients.


Author(s):  
Royanul Fitron ◽  
Sri Suning Kusumawardani ◽  
Ridi Ferdiana

Evaluation of user experience (UX) in learning applications is now very important. Agood UX on MOOC will have an impact on increased completion rates and student satisfaction,student engagement, enhanced learning, and minimizing course implementation rework. In thisstudy, the authors use MOOC called E-learning: Open of Knowledge Sharing (eLOK) as theobject of research. User-centered metrics or known as HEART framework consisting of fivemetrics, including Happiness, Engagement, Adoption, Retention and Task Success. Theframework that the authors used to measure the UX of eLOK is HEART metrics. The instrumentthat used in this study is a questionnaire consists of 33 statements which delivered to 94 studentsas the sample of the research, with the the number of population 1500. The questionnaire hasbeen validated using SPSS 23 as the tools. The result of the validation is all the items of thequestionnaire are valid and reliable with the percentage of reliability is 96%. The result of thisstudy showed that the metrics obtained by Happiness was 76.5%, Engagement was 72.1%,Adoption was 73.6%, Retention was 72.6%, and Task Success was 78.6%. To achieve the GoalSignal-Metrics set on the HEART framework, it is necessary to re-design the eLOK display bypaying attention to UX and UI aspects, changing the greeting with user-guidance, improving pushnotification features and navigation.


Author(s):  
Regina Bernhaupt ◽  
David Wilfinger ◽  
Thomas Mirlacher

Personalized services and products are only successful when the usage context is taken into consideration. For interactive TV services, where usage is typically taking place in a living room, the question on how to develop an interaction technique to enable personalization is central. Based on an extensive literature review a set of requirements for personalized iTV services was developed. Following these requirements, a case study from interactive TV, called vocomedia, shows the development of an interaction concept for interactive TV supporting personalization by using a fingerprint recognition.


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