Handbook of Usability and User-Experience
✍ Scribed by Marcelo Marcio Soares; Francisco Rebelo; Tareq Z. Ahram
- Year
- 2022
- Tongue
- English
- Leaves
- 371
- Category
- Library
No coin nor oath required. For personal study only.
✦ Synopsis
V. 1. Methods and techniques -- v. 2. Research and case studies.
✦ Table of Contents
Half Title
Title Page
Copyright Page
Table of Contents
Preface
Editor Biographies
Contributors
Section 1 Usability and UX Concepts and Implementations
Chapter 1 UX Concepts and Perspectives – From Usability to User-Experience Design
1.1 Introduction
1.2 From Human–Computer Interaction, Usability to UX
1.3 UX Concepts and Perspectives
1.3.1 UX as a Result of User Perception Interacting with a Digital Product or the Usability of a Digital Product
1.3.2 UX as a Result of User Perception Interacting with a Specific Product or Service
1.3.3 UX as a Design Process
1.3.4 UX as a Result of User Perception Interacting with Broad System
1.4 Concluding Remarks
Acknowledgments
References
Chapter 2 User Requirements Analysis
2.1 Introduction
2.2 User Requirements Analysis Activities
2.3 Eliciting Requirements
2.3.1 Documenting Processes
2.3.2 Stakeholder Meeting
2.3.3 Generating Requirements
2.3.3.1 UX Technique: Development of Personas
2.4 Recording Requirements
2.4.1 Use Cases
2.4.1.1 UX Technique: Context of Use Analysis
2.4.2 User Stories
2.4.2.1 UX Technique: User-experience Goals
2.4.3 Data Flow Diagrams
2.4.3.1 UX Technique: Prototyping as a Way of Visualizing Requirements Gathered
2.5 Analyzing Requirements
2.5.1 Clarity, Uniqueness and Traceability
2.5.1.1 UX Technique: User Feedback Sessions
2.5.2 Resolving Conflicts
2.5.3 Design Concept Emergence
2.5.3.1 UX Technique: Brainstorming
2.6 Conclusion
References
Chapter 3 Designing the Interactor – From User-Experience to Interaction Experience: Conceptual Foundations and Contributions towards a New Paradigm
3.1 Introduction
3.2 Paradigm Shift from Material to Virtual Culture – The Contribution of Design to the Dematerialization of Tangible Objects
3.3 In Media Res. Two Visions for Interaction Design
3.4 The Concept of User-Experience (UX) as a Current Paradigm
3.5 What Does It Mean to Be a Computer and to Be a User?
3.6 Embodiment and the Advances of Artificial Intelligence
3.7 Affective Computing from a Computer or User Perspective?
3.8 User versus Interactor
3.9 Equity between Human Agents and Computational Agents
3.10 Conclusion: The New Interaction Experience (IxX) Paradigm
References
Section 2 Usability and UX in the Automotive Industry
Chapter 4 Usability Evaluation of Exoskeleton Systems in Automotive Industry
4.1 Introduction
4.2 Work Situation Where the Study Was Developed
4.2.1 Exoskeleton Systems Features
4.2.2 Workstation
4.2.3 Operators Who Participated in the Exoskeleton Test
4.3 Approach to Assess the Exoskeleton Usability Level
4.4 Results
4.5 Conclusion
References
Chapter 5 Proposals for the Usability of Automated Vehicles’ HMI
5.1 Introduction
5.2 Usability Recommendations for Automated Vehicles’ HMI
5.3 Method
5.4 Results
5.5 Conclusion
Acknowledgments
References
Chapter 6 Is the Driver Ready to Receive Just Car Information in the Windshield during Manual and Autonomous Driving?
6.1 Introduction
6.2 Method
6.2.1 Participants
6.2.2 Apparatus
6.2.3 Stimuli
6.2.4 Procedure
6.2.5 Experimental Design
6.3 Results
6.3.1 Manual Mode
6.3.2 Activation
6.3.3 Takeover Request
6.3.4 Rear-end Collision
6.4 Discussion
6.5 Conclusion
6.6 Summary
References
Section 3 Usability and UX in Digital Interface, Game Design, and Digital Media
Chapter 7 Interface Design and Usability Evaluation of Voice-Based User Interfaces
7.1 Introduction
7.2 Study 1 – Survey on the Use of Voice Assistants
7.2.1 Acceptance of Voice-Based Systems
7.2.2 Use of Voice Systems and Purposes of Use
7.2.3 Functions Considered Available but Not Used
7.2.4 Usefulness of Voice-Based Assistant
7.3 Study 2 – Use of a Digital Assistant in a Student House
7.3.1 Aim
7.3.2 Method
7.3.3 Results
7.4 Study 3 – Comparison of Experienced and Inexperienced Users of a Voice-Based Digital Home Assistant
7.4.1 Aim
7.4.2 Method
7.4.3 Results
7.4.3.1 Results from Inexperienced Users
7.4.3.2 Results from Experienced Users
7.4.4 Discussion
7.4.5 Design Guidelines to Improve User Growth
7.5 Conclusion
References
Chapter 8 Accessibility Features in Digital Games that Provide a Better User-Experience for Deaf Players: A Proposal for Analysis Methodology
8.1 Introduction
8.2 Development
8.2.1 Universal Design
8.2.2 Usability
8.2.3 Exclusion of Deaf People in Digital Games
8.2.4 User-Experience
8.3 Methodology
8.3.1 Choice of the Analyzed Games
8.4 Analyzing the Games
8.4.1 Marvel’s Spider-Man (2018)
8.4.2 God of War (2018)
8.4.3 The Last of Us Part 2 (2020)
8.4.4 Crossing of the Accessibility Features
8.5 Results Evaluation
8.6 Conclusion
References
Chapter 9 Game On: Using Virtual Reality to Explore the User-Experience in Sports Media
9.1 Examining the Sports Media Experience through Usability within a Hedonic System
9.2 Theories of Arousal and Affect Underlying User-Experiences with Hedonic Systems
9.3 Technology Manipulations to Enhance Arousal
9.4 Understanding the Impact of User Characteristics
9.5 Viewing Context Matters
9.6 Expanding Sports Media Viewing Beyond 2D: The Emergence of Virtual Reality
9.7 Pilot Study: Sports Viewing in HMD within a Virtual Environment Is Different from 2D
9.8 Conclusion
References
Section 4 Usability and UX in Fashion Design
Chapter 10 Expropriating Bodies: Immateriality and Emotion in Costume Design
10.1 Introduction
10.2 Costume Design and the Scope of Fashion as Art
10.3 Costumes and the Embodied Experience in Immersion
10.4 Usability and User-Experience in the Personal and Social Construction of Meaning
10.5 Immateriality and Emotion in a Practice-led Research
10.5.1 Costume Design for Garb’urlesco (2019)
10.5.2 Costume Design for Cinderella (2018)
10.6 Conclusion
References
Chapter 11 UX, Design, Sustainable Development and Online Selling and Buying of Women’s Clothes
11.1 Introduction
11.1.1 Corporate Social Responsibility (CSR)
11.1.2 Consumer Socialization
11.2 Selling and Buying of Clothes Online: Main Issues
11.2.1 The Serial Returners
11.2.2 Easy Returns
11.2.3 Size Inconsistencies Stimulate the Serial Returner Behavior
11.2.4 Impact on the Reverse Logistics System
11.3 The Analysis
11.4 Market and User Context
11.4.1 In Brazil
11.4.2 In Europe
11.4.3 In Portugal
11.5 The Project
11.5.1 Benchmark
11.5.2 Ideation
11.6 Conclusion
References
Annexures
Section 5 Case studies in Usability and User Experience
Chapter 12 User Testing in an Agile Startup Environment: A Real-World Case Study
12.1 Introduction
12.1.1 The Startup Way
12.1.2 The Lean Startup and Human-Centered Design
12.1.3 Agile Software Engineering, User-Experience and Human-Centered Design
12.2 Case Study: Fanbot Places
12.2.1 The Product
12.2.2 The UX Team at Fanbot
12.3 User Testing Iterations
12.3.1 Iteration 1: The Pilot
12.3.1.1 Goal
12.3.1.2 Highlights of the Test
12.3.1.3 Learnings to Improve the Product
12.3.2 Iteration 2
12.3.2.1 Goal
12.3.2.2 Highlights from the Test
12.3.2.3 Learnings to Improve the Product
12.3.2.4 Changes to the Product
12.3.2.5 Pending to Assess
12.3.3 Iteration 3
12.3.3.1 Goals
12.3.3.2 Highlights from the Test
12.3.3.3 Learnings to Improve the Product
12.3.3.4 Changes to the Product
12.3.3.5 Pending to Assess
12.3.4 Iteration 4
12.3.4.1 Goal
12.3.4.2 Highlights from the Test
12.3.4.3 Learnings to Improve the Product
12.3.4.4 How These Results Modify the Product
12.3.4.5 Pending to Assess
12.3.5 Iteration 5
12.3.5.1 Goals
12.3.5.2 Highlights from the Test
12.3.5.3 Learnings to Improve the Product
12.3.5.4 How These Results Modify the Product
12.3.5.5 Pending to Assess
12.3.6 Iteration 6
12.3.6.1 Goals
12.3.6.2 Highlights from the Test
12.3.6.3 Learnings to Improve the Product
12.3.6.4 How This Results Modify the Product
12.3.6.5 Pending to Assess
12.4 Final Recommendations
12.5 Conclusion
Acknowledgment
References
Chapter 13 User-Experience and Usability Review of a Smartphone Application: Case Study of an HSE Management Mobile Tool
13.1 Introduction
13.2 Theoretical Framework
13.3 Development of a Mobile App for HSE Management
13.4 The PrüfExpress System Case Study: Planning, Design, Operation, User-Experience and Usability Review
13.4.1 State-of-the-Art Mobile Application for Testing and Documenting Work Equipment
13.4.2 LegalDocumentation
13.4.3 Testing and Documentation Process
13.4.4 Concept, Technology and Programming Languages
13.4.5 The Architecture of the System
13.5 Final Considerations
References
Chapter 14 Encounters and Difficulties when Gathering User Experience Data
14.1 Introduction
14.2 Conceptual Context
14.2.1 Digital Inclusion
14.2.2 Human Work in Human–Computer Interaction
14.2.3 User-Experience
14.3 Case Studies
14.3.1 Description
14.3.2 Methods for Data Collection and Analysis
14.4 Results and Discussion
14.5 Conclusions
Acknowledgments
References
Chapter 15 Parametric Design Method for Personalized Bras
15.1 Introduction
15.1.1 Background of Bra Design
15.1.2 Problems of the Traditional Methods
15.1.3 Motivation and Goal
15.2 Design Exploration
15.2.1 Anthropometrical Study
15.2.1.1 Breast Arc Length Approach
15.2.1.2 The Folding Line Approach
15.2.2 Bra Design
15.2.3 Parametric Design Method
15.3 Design and Development
15.3.1 The Self-Measuring Approach
15.3.1.1 Landmarks
15.3.1.2 Arc Lengths
15.3.2 Parametric Algorithm
15.3.2.1 Original References and Base Bra Model
15.3.2.2 Mechanism of Rhino/Grasshopper
15.3.2.3 Parameters and Algorithm
15.3.2.4 Generating Personalized Bra Models
15.4 User Test and Evaluations
15.4.1 Purpose of the User Test
15.4.2 Procedures
15.4.3 Evaluation Results
15.4.4 Discussion
15.5 Future Study
15.5.1 Optimization of the Parametric Algorithm
15.5.2 Prototyping and Manufacturing
15.5.3 Fit Tests
15.5.4 Personalization Era for Women’s Bras
Acknowledgment
References
Chapter 16 Dimensional Aspects of Usability of the Beds
16.1 Introduction
16.2 Existing Dimensions of Beds
16.3 Usual Use of Certain Types of Beds
16.3.1 Small Single
16.3.2 Extra Small Single
16.3.3 Single/Twin
16.3.4 Single/Twin Extra-long
16.3.5 Large Single
16.3.6 King Single
16.3.7 Extra-long Twin
16.3.8 Super Single
16.3.9 Small Double
16.3.10 Double/Full
16.3.11 Queen
16.3.12 King
16.3.13 Super King
16.3.14 California King
16.3.15 Super King Size
16.4 Procedures for Determining Dimensions of the Beds
16.4.1 The First Procedure for Determination of the Dimensions of Beds
16.4.2 The Second Procedure for the Determination of the Dimensions of Beds
16.4.3 The Third Procedure for Determination of the Dimensions of Beds
16.5 Data Collection Procedure
16.6 Results
16.6.1 Analysis of the Results
16.7 Conclusion
References
Chapter 17 Usability of the Back Seat of Wagon Cars – Recommendations for Design
17.1 Introduction
17.1.1 Goal of the Research
17.2 Method
17.2.1 Selection of Wagons
17.2.2 Selection of the Anthropometric Dimensions for the Usability Study
17.2.3 Selection of Subjects and Percentiles
17.2.4 Selection of the Measurement Points
17.3 Results
17.3.1 Evaluation of the Hip Room for Equal Percentiles
17.3.2 Evaluation of the Shoulder Room for Equal Percentiles
17.3.3 Evaluation of the Hip Room for Unequal Percentiles
17.3.4 Evaluation of the Shoulder Room for Unequal Percentiles
17.4 Discussion
17.5 Conclusion
References
Chapter 18 System Perspective in Usability and UX Design: A Case Study of an Indian Cooking Spatula
18.1 Introduction
18.2 SystemEnd User and Product: An Understanding between User and Product
18.2.1 Case Study on Redesigning Cooking Spatula
18.2.1.1 Background Literature about Cooking Spatula and Users’ Problems during Cooking
18.3 Results
18.3.1 Cognitive Walkthrough for the New Design
18.3.2 Kansei Questionnaire for the New Design
18.4 Conclusion
References
Index
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