When Ubiquitous Computing Meets Experience Design

Author(s):  
Ingrid Mulder ◽  
Lucia Terrenghi

In this chapter we provide an overview of the main implications of emerging ubiquitous computing scenarios with respect to the design and evaluation of the user experience. In doing that, we point out how these implications motivate the evolution of the human-computer interaction discipline towards a more interdisciplinary field of research requiring a holistic approach as well as new adequate research methods. We identify challenges for design and evaluation and consider different classes of methods to cope with these challenges. These challenges are illustrated with examples in which ubiquitous technology is used both for its design and for the study of the users’ everyday life. In our discussion we support the idea that ubiquitous technology provides new means for the study of human experiences as well as human deliberate engagement with technology; the latter as an alternative to automation and invisible technology.

2011 ◽  
pp. 238-252
Author(s):  
Ingrid Mulder ◽  
Lucia Terrenghi

In this chapter we provide an overview of the main implications of emerging ubiquitous computing scenarios with respect to the design and evaluation of the user experience. In doing that, we point out how these implications motivate the evolution of the human-computer interaction discipline towards a more interdisciplinary field of research requiring a holistic approach as well as new adequate research methods. We identify challenges for design and evaluation and consider different classes of methods to cope with these challenges. These challenges are illustrated with examples in which ubiquitous technology is used both for its design and for the study of the users’ everyday life. In our discussion we support the idea that ubiquitous technology provides new means for the study of human experiences as well as human deliberate engagement with technology; the latter as an alternative to automation and invisible technology.


Author(s):  
Cathie Marache-Francisco ◽  
Eric Brangier

Through this chapter, the authors aim at describing Gamification—the use of game elements in non-ludic environments—to identify its limits and lacks as well as its assets. Indeed, it has been developed to answer a need that arouses out of the Human Computer Interaction (HCI) field evolutions, and it could be valuable in that scope. The authors propose a definition of Gamification according to several different dimensions that are part of the HCI design field. They suggest it as a first step towards a guiding design framework aimed at designers. They mention future research directions that would help in going further and enriching the framework, leading to the creation of a design model for user experience design through Gamification. The authors finally raise some ethical concerns about the meaning of Gamification itself.


2020 ◽  
Vol 4 (3) ◽  
pp. 43
Author(s):  
Anne Elisabeth Krueger ◽  
Kathrin Pollmann ◽  
Nora Fronemann ◽  
Beatrice Foucault

Many companies are facing the task for radical innovations—totally new concepts and ideas for products and services, which are successful at the market. One major factor for success is a positive user experience. Thus, design teams need, and are challenged to integrate, an experience-centered perspective in their human-centered design processes. To support this, we propose adjusted versions of the well-established user research methods focus groups and cultural probes, in order to tailor them to the specific needs and focus of experience-based design, especially in the context of solving “wicked design problems”. The results are experience focus groups and experience probes, which augment the traditional methods with new structuring, materials, and tasks based on the three principles experience focus, creative visualization, and systematic guidance. We introduce and describe a two step-approach for applying these methods, as well as a case study that was conducted in cooperation with a company that illustrates how the methods can be applied to enable an experience-centered perspective on the topic of “families and digital life”. The case study demonstrates how the methods address the three principles they are based on. Post-study interviews with representatives of the company revealed valuable insights about their usefulness for practical user experience design.


Gamification ◽  
2015 ◽  
pp. 1-20 ◽  
Author(s):  
Cathie Marache-Francisco ◽  
Eric Brangier

Through this chapter, the authors aim at describing Gamification—the use of game elements in non-ludic environments—to identify its limits and lacks as well as its assets. Indeed, it has been developed to answer a need that arouses out of the Human Computer Interaction (HCI) field evolutions, and it could be valuable in that scope. The authors propose a definition of Gamification according to several different dimensions that are part of the HCI design field. They suggest it as a first step towards a guiding design framework aimed at designers. They mention future research directions that would help in going further and enriching the framework, leading to the creation of a design model for user experience design through Gamification. The authors finally raise some ethical concerns about the meaning of Gamification itself.


2016 ◽  
Vol 14 (4) ◽  
pp. 372-385 ◽  
Author(s):  
Kai Hansen

Ubiquitous computing systems are changing the way retail environments are being designed. With increasing frequency, User Experience designers leveraging ubiquitous computing systems that observe and respond to user behaviors are assuming roles once held exclusively by architects. As these systems continue their growth, designers of environments will need to acknowledge the underlying role of experience designer and embrace User Experience methodologies. We will discuss how ubiquitous computing has been leveraged in our research, and our position on how these systems are impacting the design of retail environments, illustrated by several examples of User Experience research projects, informing the experience design of retail environments.


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