Defamiliarization, Representation Granularity, and User Experience: A Qualitative Study with Two Situated Visualizations

Author(s):  
Luiz Augusto de Macedo Morais ◽  
Nazareno Andrade ◽  
Dandara Maria Costa de Sousa ◽  
Lesandro Ponciano
2019 ◽  
Vol 27 (4) ◽  
pp. 354-361 ◽  
Author(s):  
Gabriel Caluzzi ◽  
Amy Pennay ◽  
Megan Cook ◽  
Cassandra Wright ◽  
Thomas Norman ◽  
...  

Author(s):  
Rizqiyatul Khoiriyah

The research was conducted as a qualitative study of the website to deeper explore and examine the analysis of user perception of desktop and mobile website services. This research reviewed about user perception of desktop and mobile service website used by using qualitative methods adapted to WebQual and User Experience approach. This qualitative research refered to the theoretical reference written by Creswell (2014). The expected outcome is to know the user perceptions of the available services and information in the website along with the possibility of desktop and mobile gap arising from differences in the two services. These results can be used as a service model on the website of the user experience.


2009 ◽  
pp. 2027-2041
Author(s):  
Hanna Stelmaszewska ◽  
Bob Fields ◽  
Ann Blandford

This chapter reports on a qualitative study into people’s use of camera phones for social interaction in co-present settings. The study examined people’s behaviour and positive experiences (e.g., fun, enjoyment, or excitement) when camera phones were used in different spaces (public and private). It was found that camera phones influence social practices. Three distinct practices were observed: sharing a moment now, sharing a moment later, and using photos to initiate social interaction with strangers. The knowledge obtained through the study will offer a conceptual contribution that deepens our understanding of how this emerging and evolving technology is coming to be accommodated into the leisure-related practices of its users.


Author(s):  
Eric Torres-Velasco ◽  
Ana Lilia Laureano-Cruces ◽  
Gustavo De La Cruz-Martínez ◽  
Lourdes Sánchez-Guerrero

This article presents the importance of using the customer journey map (CJM) as a tool for managing new information technologies. The case study presents the use of the CJM to indicate the experiences that people have when using a playful interactive-interface, where the causal relationship between the brightness and the distance of the stars is visualized. The CJM is the result of a quantitative and qualitative study about user experience (UX) or UX research. Where you can use: 1) observation techniques, 2) interviews, 3) questionnaires, 4) a review of the domain literature about the phenomenon, archetypal descriptions, 5) diagrams of mental models; also known as thought schemes, or cognitive maps, among others. This research focuses the development of the interface in the design of archetypal profiles and mental models to generate the CJM, in the domain of the specific phenomenon.


2021 ◽  
Vol 1 ◽  
pp. 3061-3070
Author(s):  
Edward Abela ◽  
Philip Farrugia ◽  
Maria Victoria Gauci ◽  
Emanuel Balzan ◽  
Pierre Vella ◽  
...  

AbstractUnderstanding the viewpoint of clinicians in a healthcare setting is a vital task to comprehend the success of patients undergoing physical rehabilitation. Addressing user experience is an essential activity which designers undertake when formulating product specifications at the early stages of product design. The involvement of clinicians during the product use-phase influences the progress and achievements attained by the patients throughout their rehabilitation journey. Several clinicians (n=16) were asked to participate in a qualitative study to evaluate the performance of different personae in activities of daily living. The experiences of patients who use rehabilitation products as part of their therapy session at the clinic were evaluated. Based on this evaluation, a set of clinician requirements were formulated to reflect the overall experience when using rehabilitation products. Understanding these requirements brought about several implications to be considered during the design cycle. Through these considerations and by adopting a user-centred design approach, designers are in a better position to design innovative products targeted at providing a high-quality user experience which increases customer satisfaction.


2018 ◽  
Vol 18 (1) ◽  
Author(s):  
Louise Thomson ◽  
Marcus Barker ◽  
Catherine Kaylor-Hughes ◽  
Anne Garland ◽  
Rajini Ramana ◽  
...  

Author(s):  
Hanna Stelmaszewska ◽  
Bob Fields ◽  
Ann Blandford

This chapter reports on a qualitative study into people’s use of camera phones for social interaction in co-present settings. The study examined people’s behaviour and positive experiences (e.g., fun, enjoyment, or excitement) when camera phones were used in different spaces (public and private). It was found that camera phones influence social practices. Three distinct practices were observed: sharing a moment now, sharing a moment later, and using photos to initiate social interaction with strangers. The knowledge obtained through the study will offer a conceptual contribution that deepens our understanding of how this emerging and evolving technology is coming to be accommodated into the leisure-related practices of its users.


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