Towards the conceptualization of citizen user experience: Citizens' preference for emotional design in E-Government portal

Author(s):  
Nor Laila Md Noor ◽  
Afdallyna Fathiyah Harun ◽  
Wan Adillah Wan Adnan ◽  
Fauzi Mohd Saman ◽  
Mohd Arif Mohd Noh
2021 ◽  
Vol 12 ◽  
Author(s):  
Xiang Chen ◽  
Rubing Huang ◽  
Xin Li ◽  
Lei Xiao ◽  
Ming Zhou ◽  
...  

Emotional design is an important development trend of interaction design. Emotional design in products plays a key role in enhancing user experience and inducing user emotional resonance. In recent years, based on the user's emotional experience, the design concept of strengthening product emotional design has become a new direction for most designers to improve their design thinking. In the emotional interaction design, the machine needs to capture the user's key information in real time, recognize the user's emotional state, and use a variety of clues to finally determine the appropriate user model. Based on this background, this research uses a deep learning mechanism for more accurate and effective emotion recognition, thereby optimizing the design of the interactive system and improving the user experience. First of all, this research discusses how to use user characteristics such as speech, facial expression, video, heartbeat, etc., to make machines more accurately recognize human emotions. Through the analysis of various characteristics, the speech is selected as the experimental material. Second, a speech-based emotion recognition method is proposed. The mel-Frequency cepstral coefficient (MFCC) of the speech signal is used as the input of the improved long and short-term memory network (ILSTM). To ensure the integrity of the information and the accuracy of the output at the next moment, ILSTM makes peephole connections in the forget gate and input gate of LSTM, and adds the unit state as input data to the threshold layer. The emotional features obtained by ILSTM are input into the attention layer, and the self-attention mechanism is used to calculate the weight of each frame of speech signal. The speech features with higher weights are used to distinguish different emotions and complete the emotion recognition of the speech signal. Experiments on the EMO-DB and CASIA datasets verify the effectiveness of the model for emotion recognition. Finally, the feasibility of emotional interaction system design is discussed.


2017 ◽  
Vol 11 (2) ◽  
Author(s):  
Lidia Oliveira ◽  
Margarida Carvalho

In the area of human-computer interaction, over the last decade, there has been a growing interest on emotional factors, valuing above all the user experience. Emotions play a crucial role - in terms of both performance and influence - in areas such as attention, motivation, memory, decision-making and behavior. Therefore, not only emotion influences the interaction with websites but they also trigger emotional responses, and these responses can determine which website users choose. Therefore, were analyzed the emotional responses triggered in the interaction with Duolingo's interface (a learning languages website) taking into account the different components of emotional design, using data gathering instruments such as eye tracking and self-reporting methods. In this way, the present work intended to contribute to the design of interfaces that appeal in a greater extent to the users' emotions, in order to improve their user experience while increasing their level of engagement. Over the years, the focus of research in the field of human-computer interaction has been usability, which traditionally emphasizes the ease of use and functionality based on observed cognitive activity. Only recently, and prompted by Norman (2004), the role of aesthetic and affective aspects of interface design (Dillon, 2002; Norman, 2004) become more prominent leading to a growing interest on emotional factors. Works such as Jordan (2000), Desmet (2002) and Norman (2004) advocate a greater focus on pleasure and emotion in the user experience design of a product. “Emotions play an important role in how the user perceived the product (…) to achieve a meaningful relationship to a product.” (Fossdal & Berg, 2016, p. 95) Furthermore, emotions dominate decision-making process (Baumeister, Dewall, & Zhang, 2007; Polignano, 2015), direct attention and enhance particular memories over others (Reeves & Nass, 1998), being thus closely linked to attitudes, motivations and users' decisions (Koshkaki & Solhi, 2016). Consequently emotions influence all aspects of our interactions with cara membuat website (Forlizzi & Battarbee, 2004) (Emanuel, Rodrigues, & Martins, 2015; Yin, Zhang, & Li, 2014). Moreover, these trigger complex social and emotional responses identical to that emotional responses experienced when interacting with people (Desmet, 2002). In particular, the positive emotions can increase users' motivation and fixation (Isen, 1993). Emotions can be thereby considered in the field of human-computer interaction, as important factors to take into account for the construction of affective, satisfactory and efficient interfaces (Eskimez, Sturge-Apple, Duan, & Heinzelman, 2016).


2019 ◽  
Author(s):  
Thea Radüntz ◽  
Beate Meffert

BACKGROUND Registration of brain activity has become increasingly popular and offers a way to identify the mental state of the user, prevent inappropriate workload, and control other devices by means of brain-computer interfaces. However, electroencephalography (EEG) is often related to user acceptance issues regarding the measuring technique. Meanwhile, emerging mobile EEG technology offers the possibility of gel-free signal acquisition and wireless signal transmission. Nonetheless, user experience research about the new devices is lacking. OBJECTIVE This study aimed to evaluate user experience aspects of emerging mobile EEG devices and, in particular, to investigate wearing comfort and issues related to emotional design. METHODS We considered 7 mobile EEG devices and compared them for their wearing comfort, type of electrodes, visual appearance, and subjects’ preference for daily use. A total of 24 subjects participated in our study and tested every device independently of the others. The devices were selected in a randomized order and worn on consecutive day sessions of 60-min duration. At the end of each session, subjects rated the devices by means of questionnaires. RESULTS Results indicated a highly significant change in maximal possible wearing duration among the EEG devices (χ26=40.2, n=24; P<.001). Regarding the visual perception of devices’ headset design, results indicated a significant change in the subjects’ ratings (χ26=78.7, n=24; P<.001). Results of the subjects’ ratings regarding the practicability of the devices indicated highly significant differences among the EEG devices (χ26=83.2, n=24; P<.001). Ranking order and posthoc tests offered more insight and indicated that pin electrodes had the lowest wearing comfort, in particular, when coupled with a rigid, heavy headset. Finally, multiple linear regression for each device separately revealed that users were not willing to accept less comfort for a more attractive headset design. CONCLUSIONS The study offers a differentiated look at emerging mobile and gel-free EEG technology and the relation between user experience aspects and device preference. Our research could be seen as a precondition for the development of usable applications with wearables and contributes to consumer health informatics and health-enabling technologies. Furthermore, our results provided guidance for the technological development direction of new EEG devices related to the aspects of emotional design.


Symmetry ◽  
2020 ◽  
Vol 12 (8) ◽  
pp. 1350
Author(s):  
María Alonso-García ◽  
Miguel-Ángel Pardo-Vicente ◽  
Lucía Rodríguez-Parada ◽  
Daniel Moreno Nieto

This article introduces a methodological approach to the evaluation of different industrial products according to Norman’s approach and dimensions, focusing on a specific case study. The study also shows different possibilities to guide industrial designers during the design process in order to create products with high emotional value. For those, the case study was done with 330 target specific users, submitting nine prototypes (designed for different targets) to the user experience evaluation and product perception analysis. The evaluated proposals were selected from a total of 45. The results show the visceral, behavioural and reflective levels perceived by those users to whom each product is intended, as well as the target deviation within the design process. In this sense, the emotional response reveals the asymmetric character of perception according to Norman’s dimensions.


10.2196/14474 ◽  
2019 ◽  
Vol 7 (9) ◽  
pp. e14474 ◽  
Author(s):  
Thea Radüntz ◽  
Beate Meffert

Background Registration of brain activity has become increasingly popular and offers a way to identify the mental state of the user, prevent inappropriate workload, and control other devices by means of brain-computer interfaces. However, electroencephalography (EEG) is often related to user acceptance issues regarding the measuring technique. Meanwhile, emerging mobile EEG technology offers the possibility of gel-free signal acquisition and wireless signal transmission. Nonetheless, user experience research about the new devices is lacking. Objective This study aimed to evaluate user experience aspects of emerging mobile EEG devices and, in particular, to investigate wearing comfort and issues related to emotional design. Methods We considered 7 mobile EEG devices and compared them for their wearing comfort, type of electrodes, visual appearance, and subjects’ preference for daily use. A total of 24 subjects participated in our study and tested every device independently of the others. The devices were selected in a randomized order and worn on consecutive day sessions of 60-min duration. At the end of each session, subjects rated the devices by means of questionnaires. Results Results indicated a highly significant change in maximal possible wearing duration among the EEG devices (χ26=40.2, n=24; P<.001). Regarding the visual perception of devices’ headset design, results indicated a significant change in the subjects’ ratings (χ26=78.7, n=24; P<.001). Results of the subjects’ ratings regarding the practicability of the devices indicated highly significant differences among the EEG devices (χ26=83.2, n=24; P<.001). Ranking order and posthoc tests offered more insight and indicated that pin electrodes had the lowest wearing comfort, in particular, when coupled with a rigid, heavy headset. Finally, multiple linear regression for each device separately revealed that users were not willing to accept less comfort for a more attractive headset design. Conclusions The study offers a differentiated look at emerging mobile and gel-free EEG technology and the relation between user experience aspects and device preference. Our research could be seen as a precondition for the development of usable applications with wearables and contributes to consumer health informatics and health-enabling technologies. Furthermore, our results provided guidance for the technological development direction of new EEG devices related to the aspects of emotional design.


2010 ◽  
Vol 6 (2) ◽  
Author(s):  
Josias Ricardo Hack ◽  
Juliano Alves Dos Santos

Resumo O artigo busca identificar como as interfaces digitais despertam cognitivamente sentimentos negativos ou positivos e como isso afeta na resolução dos problemas propostos. Para executar e verificar os objetivos foram desenvolvidas duas interfaces: uma sem foco no usuário ou estética visual e a outra preocupada com uma experiência mais satisfatória ao usuário. As interfaces foram submetidas a testes. Os resultados apontam que o design emocional pode influenciar na experiência de um indivíduo em uma interação homem/computador, pois se cognitivamente algum elemento despertar sensações negativas a resolução das tarefas pode ser comprometida.Palavras chave design emocional; cognição; comunicação; interação homem-computador; interfaces digitais Abstract This article discusses the influence of emotional design in interaction between humans and the computer. To implement and verify the theory it was developed two digital interfaces: one of them does not have the user nor visual elements as its focus and the second digital interface is focused on providing a great user experience. Both interfaces have been tested by users. The results of this study claim that emotional design can influence the experience of human/computer interaction.Keywords emotional design; cognition; communication; interaction human computer; digital interface


2011 ◽  
Author(s):  
Christina Harrington ◽  
Sharon Joines
Keyword(s):  

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