scholarly journals Dimensioning UX Models for Design and Evaluation

Author(s):  
Azham Hussain Et.al

This paper attemptsto find out the available dimensions of user experience models in extant literature. The study observed that there are numeroususer experience models with a number of dimensions. This notwithstanding, there appears to be no concordamong practitioners and researchers on the dimensioning of UX models. The reason for lack of consensus is due tounderlying nature of user experience which signifies that UX should be structured and dimensioned differently dependent on the context and domain of use. Seemingly every experience is particularly unique and is situated in time and context, thus making the dimensioning of UX to vary and differ. A close look at prior literature indicate that several user experience models exist but their dimensions are however not comprehensive enough for a holistic design and evaluation of digital applications experiences. To this end, this study proposed a set of dimensions for interactive systems that will aid a more comprehensive and holistic design and evaluation of the user experience of interactive applications.   

Author(s):  
Azham Hussain Et.al

This paperutilizeda literature survey method to find out the quality attributes (or design factors) that impact on or contribute to user experience in extant literature. The results indicate that there areten dimensions that model UX.Each of these dimensions has associated quality attributes that contribute to it and influence the UX of interactive applications. The study therefore proposes the use of these dimensions and the related quality attributes in the development and modeling of the UX of interactive systems. Furthermore, these dimensions and attributes can be utilized in the design and evaluation of interactive digital artifacts.


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):  
Stephen L. Murphy ◽  
Richard P. Steel

AbstractExtant literature consistently demonstrates the level of self-determination individuals experience or demonstrate during an activity can be primed. However, considering most of this literature comes from a period wherein p-hacking was prevalent (pre-2015), it may be that these effects reflect false positives. The aim of the present study was to investigate whether published literature showing autonomous and controlling motivation priming effects contain evidential value or not. A systematic literature search was conducted to identify relevant priming research, while set rules determined which effects from each study would be used in p-curve analysis. Two p-curves including 33 effects each were constructed. P-curve analyses, even after excluding surprising effects (e.g., effects large in magnitude), demonstrated that literature showing autonomous and controlling motivation priming effects contained evidential value. The present findings support prior literature suggesting the effects of autonomous and controlling motivation primes exist at the population level. They also reduce (but do not eliminate) concerns from broader psychology that p-hacking may underlie reported effects.


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.


Author(s):  
Vladimir Ortega-Gonza´lez ◽  
Samir Garbaya ◽  
Fre´de´ric Merienne

In this paper we briefly describe an approach for understanding the psychoacoustic and perceptual effects of what we have identified as the high-level spatial properties of 3D audio. The necessity of this study is firstly presented within the context of interactive applications such as Virtual Reality and Human Computer Interfaces. As a result of the bibliographic research in the field we identified the main potential functions of 3D audio spatial stimulation in interactive applications beyond traditional sound spatialization. In the same sense, a classification of the high-level aspects involved in spatial audio stimulation is proposed and explained. Immediately, the case of study, the experimental methodology and the framework are described. Finally, we present the expected results as well as their usefulness within the context of a larger project.


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.


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