Development and Validation of Evaluation Framework for User Experience Certification of Customer Goods

2019 ◽  
Vol 38 (2) ◽  
pp. 83-93
Author(s):  
Haseung Song ◽  
Seonghwan Bang ◽  
Jeongyeon Kim ◽  
Sangwoo Bahn
2016 ◽  
Vol null (53) ◽  
pp. 283-296
Author(s):  
Hyun Duk Suh ◽  
Jun, Soo-Jin ◽  
Sun-gu Cho ◽  
Young-mi Shin ◽  
Eun-soo Cha

IEEE Access ◽  
2016 ◽  
Vol 4 ◽  
pp. 9108-9118 ◽  
Author(s):  
Ke Xiong ◽  
Yu Zhang ◽  
Pingyi Fan ◽  
Hong-Chuan Yang

2019 ◽  
Vol 9 (16) ◽  
pp. 3307
Author(s):  
Ji Hyoun Lim ◽  
Ye Lim Rhie ◽  
Jaehyun Park

The user experience (UX) concept has widely been adopted in the field of development and evaluation of products and services. One reason behind this emerging trend is the limitation in traditional usability evaluation methods (UEMs), which emphasizes performance measures such as task completion time and error rate. To overcome the limitation, users’ perceived value must be set to reflect users’ various experiences. In order to address this issue, this study proposes a network analysis-based method to investigate a value structure to assess the level of user experience in using a product. Gesture interaction on a smart TV is used as a case study to demonstrate the process of obtaining a quantified value structure from the transcriptions of users’ in-depth interview. A major contribution of this study lies in the transformation from qualitative data to a quantified value structure. Product or service designers, in the industrial field, can develop value structure based on network analysis when evaluating their design alternatives within a properly fitted evaluation 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.


Author(s):  
Mikki H. Phan ◽  
Joseph R. Keebler ◽  
Barbara S. Chaparro

Objective: The aim of this study was to develop and psychometrically validate a new instrument that comprehensively measures video game satisfaction based on key factors. Background: Playtesting is often conducted in the video game industry to help game developers build better games by providing insight into the players’ attitudes and preferences. However, quality feedback is difficult to obtain from playtesting sessions without a quality gaming assessment tool. There is a need for a psychometrically validated and comprehensive gaming scale that is appropriate for playtesting and game evaluation purposes. Method: The process of developing and validating this new scale followed current best practices of scale development and validation. As a result, a mixed-method design that consisted of item pool generation, expert review, questionnaire pilot study, exploratory factor analysis ( N = 629), and confirmatory factor analysis ( N = 729) was implemented. Results: A new instrument measuring video game satisfaction, called the Game User Experience Satisfaction Scale (GUESS), with nine subscales emerged. The GUESS was demonstrated to have content validity, internal consistency, and convergent and discriminant validity. Conclusion: The GUESS was developed and validated based on the assessments of over 450 unique video game titles across many popular genres. Thus, it can be applied across many types of video games in the industry both as a way to assess what aspects of a game contribute to user satisfaction and as a tool to aid in debriefing users on their gaming experience. Application: The GUESS can be administered to evaluate user satisfaction of different types of video games by a variety of users.


Author(s):  
Aleksandra Sobodić ◽  
Igor Balaban ◽  
Dragutin Kermek

This paper discusses the effect of a gamified learning system for students of the master course on Web Design and Programming performed at the Faculty of Organization and Informatics. A new set of usability metrics was derived from web-based learning usability, user experience and instructional design literature and incorporated into the questionnaire which consists of three main categories: Usability, Educational Usability and User Experience. The main contribution of this paper is the development and validation of a questionnaire for measuring the usability of a gamified e-learning course from students’ perspective. Usability practitioners can use the developed metrics with confidence when evaluating the design of a gamified e-learning course in order to improve students’ engagement and motivation.


2021 ◽  
Author(s):  
Sebastian Andrea Caesar Perrig

Since the turn of the millennium User Experience (UX) has emerged in the field of human computer interaction as an extension to the classical concept of usability. This new approach tries to grasp the user’s experience as whole also considering factors beyond the usefulness of a product, such as pleasure derived from the interaction with it. Given the fairly young age of the field, scientific tools for accurate measurements are still rare and a lot of questions are brought up when it comes to the quality of the current scientific tools used in the field of UX (Bargas-Avila & Hornbaek, 2011). The goal of this Bachelor’s thesis is to take a closer look at two commonly used questionnaires in the field of UX and compare them both with each other as well as with theoretical literature on scale development and questionnaire construction. In a first step, the two questionnaires VisAWI (Moshagen & Thielsch, 2010) and AttrakDiff (Hassenzahl, Burmester, & Koller, 2003) will be examined closer in terms of their development and validation process. These particular questionnaires were chosen because they both aim to measure UX in one form or another, their authors tried to construct and validate the questionnaires in a scientific way, and they are now available online for use by both researchers as well as practitioners (www.AttrakDiff.de; www.VisAWI.de). This means that even if their specific focus is different, the VisAWI’s focus lies on aesthetics while the AttrakDiff focuses on the pragmatic and hedonic aspects of the user’s experience, their overall goal is to make accurate scientific measurements in the field of UX. In a second step, the two questionnaires will be compared, both with each other as well as with the best practice for questionnaire and scale development and validation as presented in current scientific literature. In the end, the goal would be to have a better understanding of what it takes for a scientific instrument to be created and whether or not the two scales in question meet the criteria.


Sensors ◽  
2020 ◽  
Vol 20 (15) ◽  
pp. 4284 ◽  
Author(s):  
Jessica Lindblom ◽  
Beatrice Alenljung

The coexistence of robots and humans in shared physical and social spaces is expected to increase. A key enabler of high-quality interaction is a mutual understanding of each other’s actions and intentions. In this paper, we motivate and present a systematic user experience (UX) evaluation framework of action and intention recognition between humans and robots from a UX perspective, because there is an identified lack of this kind of evaluation methodology. The evaluation framework is packaged into a methodological approach called ANEMONE (action and intention recognition in human robot interaction). ANEMONE has its foundation in cultural-historical activity theory (AT) as the theoretical lens, the seven stages of action model, and user experience (UX) evaluation methodology, which together are useful in motivating and framing the work presented in this paper. The proposed methodological approach of ANEMONE provides guidance on how to measure, assess, and evaluate the mutual recognition of actions and intentions between humans and robots for investigators of UX evaluation. The paper ends with a discussion, addresses future work, and some concluding remarks.


Author(s):  
Hee-Jin Lee ◽  
Joon-Sang Lee ◽  
Eunkyoung Jee ◽  
Doo-Hwan Bae

The worldwide mobile software market has grown dramatically since feature phones became popular in the early 1990s. In practice, mobile usability — which can be defined for a resource-constrained device in two ways, namely, User eXperience (UX) and User Interface (UI) — has been regarded as the key to gaining superiority in terms of both market share and customer loyalty. Unfortunately, de facto standards for software design and the development process, such as Unified Modeling Language (UML) and Rational Unified Process (RUP), do not seem to promote mobile usability in a systematic manner in practice. This paper proposes a systematic and generalizable approach to modeling and evaluating the properties of mobile usability, herein treating it as a first-class software quality from the perspective of software engineering. We devise a UX evaluation framework for mobile usability, which we call UX Evaluation Framework (UEF) throughout this paper. A UX is specified by inter-scene interactions between users and terminals of software products using Extended Menu Navigation Viewpoints (EMNVs); then, a model checker, NuSMV, is adopted to observe whether the EMNV model meets a set of given UX properties. Importantly, the analysis and design of RUP is extended to support the co-design of UX and UI so that major roles, activities and artifacts in the UX and UI can be explicitly monitored and controlled by stakeholders. Through case studies, we demonstrate that UEF works properly to treat software products that prioritize mobile usability. Consequently, UEF plays a key role in filling the gap between two research disciplines to address usability: software engineering and human–computer interactions.


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