scholarly journals UXmood—A Sentiment Analysis and Information Visualization Tool to Support the Evaluation of Usability and User Experience

Information ◽  
2019 ◽  
Vol 10 (12) ◽  
pp. 366 ◽  
Author(s):  
Roberto Yuri da Silva Franco ◽  
Rodrigo Santos do Amor Divino Lima ◽  
Rafael do Monte Paixão ◽  
Carlos Gustavo Resque dos Santos ◽  
Bianchi Serique Meiguins

This paper presents UXmood, a tool that provides quantitative and qualitative information to assist researchers and practitioners in the evaluation of user experience and usability. The tool uses and combines data from video, audio, interaction logs and eye trackers, presenting them in a configurable dashboard on the web. The UXmood works analogously to a media player, in which evaluators can review the entire user interaction process, fast-forwarding irrelevant sections and rewinding specific interactions to repeat them if necessary. Besides, sentiment analysis techniques are applied to video, audio and transcribed text content to obtain insights on the user experience of participants. The main motivations to develop UXmood are to support joint analysis of usability and user experience, to use sentiment analysis for supporting qualitative analysis, to synchronize different types of data in the same dashboard and to allow the analysis of user interactions from any device with a web browser. We conducted a user study to assess the data communication efficiency of the visualizations, which provided insights on how to improve the dashboard.

Author(s):  
Adam Grzywaczewski ◽  
Rahat Iqbal ◽  
Anne James ◽  
John Halloran

Rapid proliferation of web information through desktop and small devices places an increasing pressure on Information Retrieval (IR) systems. Users interact with the Internet in dynamic environments that require the IR system to be context aware. Modern IR systems take advantage of user location, browsing history or previous interaction patterns, but a significant number of contextual factors that impact the user information retrieval process are not yet available. Parameters like the emotional state of the user and user domain expertise affect the user experience significantly but are not understood by IR systems. This paper presents results of a user study that simplifies the way context in IR and its role in the systems’ efficiency is perceived. The study supports the hypothesis that the number of user interaction contexts and the problems that a particular user is trying to solve is finite, changing slowly and tightly related to the lifestyle. Therefore, the IR system’s perception of the interaction context can be reduced to a finite set of frequent user interactions. In addition to simplifying the design of context aware personalized IR systems, this can significantly improve the user experience.


Author(s):  
Adam Grzywaczewski ◽  
Rahat Iqbal ◽  
Anne James ◽  
John Halloran

Users interact with the Internet in dynamic environments that require the IR system to be context aware. Modern IR systems take advantage of user location, browsing history or previous interaction patterns, but a significant number of contextual factors that impact the user information retrieval process are not yet available. Parameters like the emotional state of the user and user domain expertise affect the user experience significantly but are not understood by IR systems. This article presents results of a user study that simplifies the way context in IR and its role in the systems’ efficiency is perceived. The study supports the hypothesis that the number of user interaction contexts and the problems that a particular user is trying to solve is related to lifestyle. Therefore, the IR system’s perception of the interaction context can be reduced to a finite set of frequent user interactions.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Ling Yuan ◽  
JiaLi Bin ◽  
YinZhen Wei ◽  
Zhihua Hu ◽  
Ping Sun

User relationship prediction in the transaction of Blockchain is to predict whether a transaction will occur between two users in the future, which can be abstracted into the link prediction problem. The link prediction can be categorized into the positive one and the negative one. However, the existing negative link prediction algorithms mainly consider the number of negative user interactions and lack the full use of emotion characteristics in user interactions. To solve this problem, this paper proposes a negative link prediction algorithm based on the sentiment analysis and balance theory. Firstly, the user interaction matrix is constructed based on calculating the intensity of emotion polarity for social network texts, and a reliability weight matrix (noted as RW-matrix) is constructed based on the user interaction matrix to measure the reliability of negative links. Secondly, with the RW-matrix, a negative link prediction algorithm is proposed based on the structural balance theory by constructing negative link sample sets and extracting sample features. To evaluate the performance of the negative link prediction algorithm proposed, the variable management method is used to analyze the influence of negative sample control error and other parameters on the accuracy of it. Compared with the existing prediction benchmark algorithms, the experimental results demonstrate that the proposed negative link prediction algorithm can improve the accuracy of prediction significantly and deliver good performances.


Author(s):  
Ziming Li

Effective optimization is essential for interactive systems to provide a satisfactory user experience. However, it is often challenging to find an objective to optimize for. Generally, such objectives are manually crafted and rarely capture complex user needs in an accurate manner. We propose to infer the objective directly from observed user interactions. These inferences can be made regardless of prior knowledge and across different types of user behavior. It is promising if we model the objectives directly from the user interactions which we use to optimize interactive systems, which will improve user experience and dynamically reacts to user actions.


Author(s):  
Tarannum Zaki ◽  
Zinia Sultana ◽  
S M Anisur Rahman ◽  
Muhammad Nazrul Islam

At present, web applications are one of the most widely used software applications in different organizations. A website is a virtual representation of the structure of any organization. Good user experience of a website is highly dependent on the content organization or design of a website. Thus, the design is a very important factor to develop a high usability standard website. Different types of design techniques are used to develop different types of websites. It is a very challenging task to develop information-intensive websites using a suitable design technique so that the website can serve its intended purpose with enhanced usability and user experience. Therefore, the objective of this research is to compare the performance of two alternate design techniques for developing an information-intensive website. To achieve this objective, the existing design techniques were explored; and selected the Card Sorting and Interactive Dialogue Model (IDM) techniques to design two websites for an orphanage system. Later, the developed orphanage web systems were evaluated with ten participants through a user study; and found that the IDM design technique performs better than the Card Sorting technique in terms of the system’s usability and user experience.


Buildings ◽  
2021 ◽  
Vol 11 (7) ◽  
pp. 277
Author(s):  
Pierre Raimbaud ◽  
Ruding Lou ◽  
Florence Danglade ◽  
Pablo Figueroa ◽  
Jose Tiberio Hernandez ◽  
...  

Virtual reality (VR) is a computer-based technology that can be used by professionals of many different fields to simulate an environment with a high feeling of presence and immersion. Nonetheless, one main issue when designing such environments is to provide user interactions that are adapted to the tasks performed by the users. Thus, we propose here a task-centred methodology to design and evaluate these user interactions. Our methodology allows for the determination of user interaction designs based on previous VR studies, and for user evaluations based on a task-related computation of usability. Here, we applied it on the hazard identification case study, since VR can be used in a preventive approach to improve worksite safety. Once this task and its related user interactions were analysed with our methodology, we obtained two possible designs of interaction techniques for the worksite exploration subtask. About their usability evaluation, we proposed in this study to compare our task-centred evaluation approach to a non-task-centred one. Our hypothesis was that our approach could lead to different interpretations of user study results than a non-task-centred one. Our results confirmed our hypothesis by comparing weighted usability scores from our task-centred approach to unweighted ones for our two interaction techniques.


2019 ◽  
Vol 9 (22) ◽  
pp. 4861 ◽  
Author(s):  
Hind Kharoub ◽  
Mohammed Lataifeh ◽  
Naveed Ahmed

This work presents a novel design of a new 3D user interface for an immersive virtual reality desktop and a new empirical analysis of the proposed interface using three interaction modes. The proposed novel dual-layer 3D user interface allows for user interactions with multiple screens portrayed within a curved 360-degree effective field of view available for the user. Downward gaze allows the user to raise the interaction layer that facilitates several traditional desktop tasks. The 3D user interface is analyzed using three different interaction modes, point-and-click, controller-based direct manipulation, and a gesture-based user interface. A comprehensive user study is performed within a mixed-methods approach for the usability and user experience analysis of all three user interaction modes. Each user interaction is quantitatively and qualitatively analyzed for simple and compound tasks in both standing and seated positions. The crafted mixed approach for this study allows to collect, evaluate, and validate the viability of the new 3D user interface. The results are used to draw conclusions about the suitability of the interaction modes for a variety of tasks in an immersive Virtual Reality 3D desktop environment.


2015 ◽  
Vol 2015 ◽  
pp. 1-16 ◽  
Author(s):  
Ying Tang ◽  
Jia Yu ◽  
Chen Li ◽  
Jing Fan

Multimodal visualization of network data is a method considering various types of nodes and visualizing them based on their types, or modes. Compared to traditional network visualization of nodes of the same mode, the new method treats different modes of entities in corresponding ways and presents the relations between them more clearly. In this paper, we apply the new method to visualize movie network data, a typical multimodal graph data that contains nodes of different types and connections between them. We use an improved force-directed layout algorithm to present the movie persons as the foreground and a density map to present films as the background. By combining the foreground and background, the movie network data are presented in one picture properly. User interactions are provided including detailed pie charts visible/invisible, zooming, and panning. We apply our visualization method to the Chinese movie data from Douban website. In order to testify the effectiveness of our method, we design and perform the user study of which the statistics are analyzed.


Author(s):  
Bernardo Breve ◽  
Stefano Cirillo ◽  
Mariano Cuofano ◽  
Domenico Desiato

AbstractGestural expressiveness plays a fundamental role in the interaction with people, environments, animals, things, and so on. Thus, several emerging application domains would exploit the interpretation of movements to support their critical designing processes. To this end, new forms to express the people’s perceptions could help their interpretation, like in the case of music. In this paper, we investigate the user’s perception associated with the interpretation of sounds by highlighting how sounds can be exploited for helping users in adapting to a specific environment. We present a novel algorithm for mapping human movements into MIDI music. The algorithm has been implemented in a system that integrates a module for real-time tracking of movements through a sample based synthesizer using different types of filters to modulate frequencies. The system has been evaluated through a user study, in which several users have participated in a room experience, yielding significant results about their perceptions with respect to the environment they were immersed.


2021 ◽  
Vol 16 (1) ◽  
pp. 21
Author(s):  
Chung-Yi Hou ◽  
Matthew S. Mayernik

For research data repositories, web interfaces are usually the primary, if not the only, method that data users have to interact with repository systems. Data users often search, discover, understand, access, and sometimes use data directly through repository web interfaces. Given that sub-par user interfaces can reduce the ability of users to locate, obtain, and use data, it is important to consider how repositories’ web interfaces can be evaluated and improved in order to ensure useful and successful user interactions. This paper discusses how usability assessment techniques are being applied to improve the functioning of data repository interfaces at the National Center for Atmospheric Research (NCAR). At NCAR, a new suite of data system tools is being developed and collectively called the NCAR Digital Asset Services Hub (DASH). Usability evaluation techniques have been used throughout the NCAR DASH design and implementation cycles in order to ensure that the systems work well together for the intended user base. By applying user study, paper prototype, competitive analysis, journey mapping, and heuristic evaluation, the NCAR DASH Search and Repository experiences provide examples for how data systems can benefit from usability principles and techniques. Integrating usability principles and techniques into repository system design and implementation workflows helps to optimize the systems’ overall user experience.


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