- Book Chapter
- 10.1016/b978-0-323-95689-5.00180-2
Usability and User Experience: The State of Research
- Jan 01, 2025
- Reference Module in Social Sciences
- Shimelis G Assefa
Usability and User Experience: The State of Research
ABSTRACT To successfully create assistive technologies for persons with dementia, product developers must understand the capacity of people with dementia to use these technologies. Capacity assessment is typically done through user experience research. However, the published literature is bereft of guidelines to conduct optimal user experience research in samples of persons with dementia. We recruited persons with dementia from community-based organizations and private partners to participate in user experience research for an assistive technology platform. After a testing session, we used semi-structured interviews to ask participants about their involvement in the user experience process. We employed an inductive thematic approach to analyze the interview transcripts and draft guidelines to meaningfully engage persons with dementia in user experience research in the future. Ten participants with mild to moderate dementia (6 females, 4 males) participated in the study. Nine participants had previous experience with mobile devices. Thematic analysis yielded three overarching themes: 1) the techniques, approaches and attributes of the interviewer; 2) participants’ views on being part of the user experience research process; and 3) specific items to optimize the research process. Resulting guidelines were divided into recommendations for the interviewer specifically, and for the broader research process.
Usability and User Experience: The State of Research
Usability and User Experience: The State of Research
Foundational UX Research—Process Best Practices
The need to create a set of Process Best Practices specifically for Foundational User Experience (UX) Research becomes essential in driving an increase in the success of this type of research, and the continued positioning of UX Research as a strategic partner contributing to ongoing product strategy and business success. These Best Practices have been crafted by author’s over 17 years of professional UX Research & Strategy experience across a variety of industries (medical, mobile, printing, IT) and companies (Baxter, Motorola, HP, Google); and they will continue to evolve as emerging technologies and new methodologies continue to impact the UX Research landscape. These foundational projects have varied in scope, depth, and objectives; however, the following of these Best Practices has remained consistent and contributed to many successful and impactful projects over the years. The results of these research projects have directly impacted entire business units, driven the future direction of product portfolios, pivoted product strategy, and created new business opportunities. The Process Best Practices described in this paper are designed to successfully guide a research practitioner step-by-step through a Foundational UX Research project from initiation through insight integration.
Read moreGoing beyond digital libraries: a literature review of phygital user experience research methods
This study investigates the emerging concept of “phygital” (physical and digital) user experience (UX) research within the context of public and academic libraries. It addresses two central questions: what considerations UX researchers and practitioners should keep in mind when studying phygital user interactions, and to what extent established UX research methods can be applied in these environments. Through a comprehensive literature review of English-language sources from the past decade across library and information science (LIS), human–computer interaction (HCI), and marketing, the authors examine the applicability of established UX research methods to phygital contexts. The study highlights several key considerations for library UX professionals, including the need to adapt methodologies, incorporate accessibility and inclusion frameworks, and navigate organizational challenges. The findings suggest that while existing UX literature offers valuable guidance, interdisciplinary collaboration drawing from fields such as marketing, HCI, and design justice can further support libraries in developing innovative and inclusive phygital user experiences.
Read moreAssessing the Relationship Between Digital Trail Making Test Performance and IT Task Performance: Empirical Study
BackgroundCognitive functional ability affects the accessibility of IT and is thus something that should be controlled for in user experience (UX) research. However, many cognitive function assessment batteries are long and complex, making them impractical for use in conventional experimental time frames. Therefore, there is a need for a short and reliable cognitive assessment that has discriminant validity for cognitive functions needed for general IT tasks. One potential candidate is the Trail Making Test (TMT).ObjectiveThis study investigated the usefulness of a digital TMT as a cognitive profiling tool in IT-related UX research by assessing its predictive validity on general IT task performance and exploring its discriminant validity according to discrete cognitive functions required to perform the IT task.MethodsA digital TMT (parts A and B) named Axon was administered to 27 healthy participants, followed by administration of 5 IT tasks in the form of CAPTCHAs (Completely Automated Public Turing tests to Tell Computers and Humans Apart). The discrete cognitive functions required to perform each CAPTCHA were rated by trained evaluators. To further explain and cross-validate our results, the original TMT and 2 psychological assessments of visuomotor and short-term memory function were administered.ResultsAxon A and B were administrable in less than 5 minutes, and overall performance was significantly predictive of general IT task performance (F5,19=6.352; P=.001; Λ=0.374). This result was driven by performance on Axon B (F5,19=3.382; P=.02; Λ=0.529), particularly for IT tasks involving the combination of executive processing with visual object and pattern recognition. Furthermore, Axon was cross-validated with the original TMT (Pcorr=.001 and Pcorr=.017 for A and B, respectively) and visuomotor and short-term memory tasks.ConclusionsThe results demonstrate that variance in IT task performance among an age-homogenous neurotypical population can be related to intersubject variance in cognitive function as assessed by Axon. Although Axon’s predictive validity seemed stronger for tasks involving the combination of executive function with visual object and pattern recognition, these cognitive functions are arguably relevant to the majority of IT interfaces. Considering its short administration time and remote implementability, the Axon digital TMT demonstrates the potential to be a useful cognitive profiling tool for IT-based UX research.
Read moreEvaluating user experience of adaptive digital educational games with Activity Theory
Evaluating user experience of adaptive digital educational games with Activity Theory
Data Pattern for Allocating User Experience Meta-Data to User Experience Research Data
The vision of user experience is making life of users of products as convenient as possible, especially during the interaction with a productor a service. An important aspect of perceived convenience is the user experience of a product. The visual design and especially the interaction design has a major influence on this perception. In order to achieve the vision, user experience experts apply different types of tasks. One type of task is to analyze how users carry out tasks and what user's needs or problems are. Another type of task is to design user experience solutions and other typical task type deals with carrying out usability evaluations in order to find problems in using software application. In the course of user experience activities, many data are being collected. Many of the collected data relates to certain activities of users. For the user experience area there exist just a few tools, which support typical tasks in different ways. None of the tools supports linking results of user experience work to user experience meta-data. Why is it a problem? The current tools do not support an access to user experience project data with generic search and filter criteria like case etc. This makes the access to user experience research data difficult and the comparison of user experience project data between different projects inefficient. In general, results of different user experience projects are difficult to reuse. The core idea of data pattern for allocating user experience Meta-Data to User Experience research data is to associate user experience project data with user experience meta-data. The data pattern considers associating user experience project data with user experience meta-data partially automatically and partially manually by the user. The key idea is that we want to reuse project data like the project sponsor, the application area, the industry, use cases etc. as user experience meta-data and assign them to user experience research data. The benefits of the data pattern are: Reusing results of user experience research projects. Making access to available results more efficient. Direct comparison of available results is supported and more efficient. UX Office is the typical instance for application.
Read moreDesigning Real Time Sense and Response Environments through UX Research
Ubiquitous computing systems are changing the way retail environments are being designed. With increasing frequency, User Experience (UX) designers leveraging ubiquitous computing systems that observe and respond to user behaviors are assuming roles once held exclusively by architects. As these systems continue to spread, space designers will need to embrace UX research and design methods. We will discuss how ubiquitous computing is leveraged in our research, and our position on how these systems are impacting the design of retail environments, illustrated by several examples of UX research projects informing the design of retail environments.
Read moreFoci and blind spots in user experience research
research-article Foci and blind spots in user experience research Share on Authors: Javier Bargas-Avila Google/YouTube User Experience Research Google/YouTube User Experience ResearchView Profile , Kasper Hornbæk University of Copenhagen University of CopenhagenView Profile Authors Info & Claims InteractionsVolume 19Issue 6November + December 2012 pp 24–27https://doi.org/10.1145/2377783.2377790Online:01 November 2012Publication History 23citation1,665DownloadsMetricsTotal Citations23Total Downloads1,665Last 12 Months345Last 6 weeks62 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Read moreUX Research practices related to Long-Term UX: A Systematic Literature Review
UX Research practices related to Long-Term UX: A Systematic Literature Review
User experience framework for understanding user experience in blockchain services
User experience framework for understanding user experience in blockchain services
Integrating momentary and long-term UX
User experience (UX) research has received increasing importance in the field of Human-Computer Interaction (HCI). The CHI community has recently recognized a need for a complementary conceptual-theoretical discussion about UX (Obrist et al., 2011). This paper introduces conceptual development work of the notion of UX that aims at understanding the holistic nature of the phenomenon by connecting the temporal and long-term UX to each other. Activity theory by Leontjev, combined with Dewey's concept of an aesthetic experience, provided the theoretical framework for defining the concept of expanded UX (eUX). The concept of eUX is an analytical tool for design of interactive high-tech products. The concept of eUX can be utilized to reach a deeper understanding of UX in the HCI research and practice. This article concentrates on the theoretical exploration of the concept of user experience, excluding empirical studies of phenomenon.
Read moreProposition and Validation of a Questionnaire to Measure the User Experience in Immersive Virtual Environments
There are increasing new advances in virtual reality technologies as well as a rise in immersive virtual environments research and user experience research. Within this framework, we decided to address the overall user experience in immersive virtual environments. Indeed, in our point of view, this topic is not fully dealt with in the scientific literature, neither in terms of user experience components nor in terms of user experience measurement methods. It is in this context that we conducted a study aiming at proposing and validating a unified questionnaire on user experience in immersive virtual environment(IVEQ). Our questionnaire contains 10 subscales measuring presence, engagement, immersion, flow, usability, skill, emotion, experience consequence, judgement and technology adoption. The construction of our questionnaire was based on existing ones. It was tested on 116 participants after they use the edutainment virtual environment "Think and Shoot". Results show that 9 out of 10 subscales and 68 out of 87 items are reliable as demonstrated by an internal consistency analysis with Cronbach's alpha and an item analysis. Findings also indicate that the scale scores from 6 subscales are considered normal distributed (e.g. presence) whereas the scale scores from 3 subscales are considered negatively skewed (e.g. skill). This study provides important new insight into UX in IVEs assessment.
Read moreUX Research and Sonic Interaction: Towards Human-Centric and Intuitive Sound Interaction Design in the Context of Autonomous Driving
One of the major challenges of user experience (UX) design in autonomous driving (AD) is to investigate the emerging expectations and needs of future passengers. Working with foresight into future interactions requires interdisciplinary collaboration that enables new modes of working. In our everyday work and throughout the sound interaction design process, we are often challenged by the lack of exploratory methodologies for involving human insights early on in the sound interaction design process. This chapter draws on the interviews with experts in sound design and UX domains, the research project, Sound Interaction for Intelligent Cars (SIIC), as well as daily product development work at the Volvo Car Corporation (VCC) to address this gap. We characterise what we call the classic approach to sound interaction design and outline methodologies used at different stages of the design thinking process for generating and translating UX insights into sonic interaction solutions. By this, we broaden the way of practicing participatory sound UX for AD development and respond to the challenge by incorporating existing exploratory design research methodologies, such as sensory ethnography, soundwalk, co-creation, ideation, and rapid prototyping.KeywordsAutonomous drivingUser experienceSonic interaction designSensory ethnographyParticipatory designDesign thinking
Read moreGood Practices of User Experience and Design Research for Mobile and Electronic Governmental Services
This paper summarizes desk research conducted on User Experience and Design Research for Mobile Governmental Services and presents Good Practices. As mobile services are the next step for governmental services, it is necessary that as this transition occurs that the integration of user needs, and user experience is considered from the start of the development process. This paper summarizes the methods, key findings, challenges that were discovered from UX and Design literature research on mobile and electronic governmental services. As a result, this paper derives Good Practices as a reference point for technical developers and other interested stakeholders to include the necessary user experience and design needs for market success.KeywordsMobile servicesMobile governmentmGovernmenteGovernmentGovernmental servicesUser experienceDesign research
Read moreResearch and Design of Context UX Data Analysis System
At present, user researchers have problems in UX (User experience) data analysis, such as low efficiency, inaccurate context data identification, and low satisfaction of analysis process. Therefore, in order to solve these problems, this paper proposes a design context UX data analysis system to compensate for the shortcomings in the data analysis process. This paper takes the analysis of UX data collected by the CAUX (Context-Aware User Experience) tool as an example, using the relevant methods in Cognitive Task Analysis (CTA), and on the basis of sensemaking loop model, explore the data analysis process of UX researchers through experiments. And carry out demand research for each stage of the analysis process, design a context UX data analysis system according to the requirements. This thesis summarizes the model of UX data analysis process, completes the design of context UX data analysis system, and evaluation experiment proves that the system can effectively solve the problems in the UX data analysis process, and provides a new idea for the UX research practice in the mobile Internet environment.
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