From Usability to User Experience with Interactive Systems

Author(s):  
Jean-Marc Robert ◽  
Annemarie Lesage
Author(s):  
José Luis González Sánchez ◽  
Rosa Maria Gil Iranzo ◽  
Francisco L. Gutierrez Vela

Video games are the most economically profitable entertainment industry. The nature of their design means that user experience is enriched by emotional, cultural, and other subjective factors that make design and / or evaluation difficult using traditional methods commonly used in interactive systems. It is therefore necessary to know how to apply Playability in order to design, analyze, optimize, and adapt it to a player’s preferences. In this chapter, the authors present a way to perform UX based on Playability techniques by adding hedonic factors that enrich the development of video games. The aim is to easily and cost-effectively analyze the different degrees of Playability within a game and determine how player experience is affected by different game elements. These results can be applied in the educational field where the experience of the pupils with educational video games is a crucial factor for the success of the learning process.


Webology ◽  
2021 ◽  
Vol 18 (SI01) ◽  
pp. 01-31
Author(s):  
Wahidah Hashim ◽  
Emmanuel O.C. Mkpojiogu ◽  
Azham Hussain ◽  
Shahrun Nizam Abdul-Aziz

This study utilized a literature review strategy to examine prior literature pertaining to the frameworks concerning how to minimize users‘ pain and maximize their pleasure while interacting with the designs of interactive products. The findings of the study reveal that several such frameworks are in existence and are mainly in other domains different from usability and user experience. In these, the emphasis were mostly on satisfaction and dissatisfaction criteria which do not cover the broader perspectives of user experience that comprise hedonic, affective, aesthetics and other hedonomic facets. This prompts for the development of a framework that tailored to usability and user experience concerns to enable user experience designers design interactive products that will enhance users‘ experience. The proposed framework was adapted from previous related frameworks It is a three-factor framework that is composed of pain factors, linear factors and pleasure factors. The study proposes this framework to facilitate the design of interactive systems that improves the experience of users.


Author(s):  
Rafael R. Padovani ◽  
Lucas N. Ferreira ◽  
Levi H. S. Lelis

System accuracy is a crucial factor influencing user experience in intelligent interactive systems. Although accuracy is known to be important, little is known about the role of the system’s error distribution in user experience. In this paper we study, in the context of background music selection for tabletop games, how the error distribution of an intelligent system affects the user’s perceived experience. In particular, we show that supervised learning algorithms that solely optimize for prediction accuracy can make the system “indecisive”. That is, it can make the system’s errors sparsely distributed throughout the game session. We hypothesize that sparsely distributed errors can harm the users’ perceived experience and it is preferable to use a model that is somewhat inaccurate but decisive, than a model that is accurate but often indecisive. In order to test our hypothesis we introduce an ensemble approach with a restrictive voting rule that instead of erring sparsely through time, it errs consistently for a period of time. A user study in which people watched videos of Dungeons and Dragons sessions supports our hypothesis.


2019 ◽  
Vol 9 (19) ◽  
pp. 4106
Author(s):  
Ricardo Cruz ◽  
Luis A. Pineda

Optimal user experience or flow is a theory with great impact on user experience. Promoting flow has become a competitive advantage for interactive systems, including rehabilitation. This can be achieved through an engaging interface that provides a rewarding experience and motivates the user to use the system again. This theory sustains that promoting a state of flow and improving task performance depends heavily on the balance between the challenges posed by the system and the skills deployed by the user. We further claim that balanced mental and motor skills demanded by the task improve flow and task performance. This paper presents an experiment supporting these claims. For this, we built two movement-interaction rehabilitation systems called SIBMER and Macoli (arm in Náhuatl). Both systems have two versions, one with a balanced load of mental and motor skills, and the other with an unbalanced one. Both versions are compared in terms of their potential to promote the state of flow and to improve task performance. Results show that a balance demand of mental and motor skills promotes flow, independently of the task complexity. Likewise, the experiment shows a correlation between flow and performance.


i-com ◽  
2017 ◽  
Vol 16 (1) ◽  
pp. 15-22
Author(s):  
Adelka Niels ◽  
Monique Janneck

AbstractComputer-related attributions are cognitions related to the causes and effects of user interactions – or, in other words, subjective explanations of users of why specific system reactions occur. Prior research has revealed different attribution styles, which influence how users interact with computers and how they perceive situations of failure and success. In this paper, we report on a study investigating how computer-related attributions influence users’ perceptions and evaluations of interactive systems. To that end, we conducted usability tests with $\mathrm{N}=74$ users and measured both system evaluations and attributions. Results show correlations between attributions and usability as well as user experience measures, indicating that users’ attributions do influence their evaluations of the test systems. Furthermore, gender differences were revealed. Practical and research implications are described.


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