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Filtered by themeMeasuring user experience23 papersclear ✕
Article UX Framework Including Imbalanced UX Dataset Reduction Method for Analyzing Interaction Trends of Agent SystemsAgent Systems. Sensors · 2023The performance of game AI can significantly impact the purchase decisions of users. User experience (UX) technology can evaluate user satisfaction with game AI by analyzing user interaction input through a user interface (UI). Although traditional UX-based game agent systems use a UX evaluation to identify the common interaction trends of multiple users, there is a limit to evaluating UX data, i.e., creating a UX evaluation and identifying the interaction trend for each individual user. The loss of UX data features for each user should be minimized and reflected to provide a personalized game agent system for each user. This paper proposes a UX framework for game agent systems in which a UX data reduction method is applied to improve the interaction for each user. The proposed UX framework maintains non-trend data features in the UX dataset where overfitting occurs to provide a personalized game agent system for each user, achieved by minimizing the loss of UX data features for each user. The proposed UX framework is applied to a game called “Freestyle” to verify its performance. By using the proposed UX framework, the imbalanced UX dataset of the Freestyle game minimizes overfitting and becomes a UX dataset that reflects the interaction trend of each user. The UX dataset generated from the proposed UX framework is used to provide customized game agents of each user to enhanced interaction. Furthermore, the proposed UX framework is expected to contribute to the research on UX-based personalized services.
The Trend of Published Literature on User Experience (UX) Evaluation: A Bibliometric Analysis2020The term user experience (UX) emerged in the early 1990’s. Thenceforth, UX has become a key term for researchers to focus on aspects that go beyond usability and particularly in the field of Human Computer Interaction (HCI). The aim of this study is to analyse the bibliometric aspect of UX evaluation literature from Scopus database whereby 644 papers were extracted. The study utilised publishing or perishing software to collect the data, while VOSviewer was used to visualise the data. Data analysis was also carried out using SPSS and Microsoft Excel. The publication of articles between 2018 and 2019 increased to 117 articles in 2019 and this is the highest publication to date. Most of the publications are from journals and conferences, mainly in English. Based on the analysis of the co-occurrence map of all keywords in the articles published, the keywords frequently used by the authors are user experience (416) and user experience evaluation (155). Most of the research related to UX evaluation was conducted in United States; and the researchers prefer multi-authored publications. The co-authorship map of the journal’s authors showed that V. Roto is one of the dominant co-authorships. Other than that, Arnold P. O. S. Vermeeren is also the most cited author of UX evaluation in Scopus database. This study presents the history of scientific literature in user experience evaluation and will provide guidance for future research.
Model-based adaptive user interface based on context and user experience evaluationJamil Hussain, Anees Ul Hassan, Hafiz Syed Muhammad Bilal, Rahman Ali, Muhammad Afzal, Shujaat Hussain, Jaehun Bang,Oresti Banos, Sungyoung Lee · 2016Personalized services have greater impact on user experience to effect the level of user satisfaction. Many approaches provide personalized services in the form of an adaptive user interface. The focus of these approaches is lim- ited to specific domains rather than a generalized approach applicable to every domain. In this paper, we proposed a domain and device-independent model-based adaptive user interfacing methodology. Unlike state-of-the-art approaches, the proposed methodology is dependent on the evaluation of user context and user experience (UX). The proposed methodologyisimplementedasanadaptiveUI/UXauthoring (A-UI/UX-A) tool; a system capable of adapting user inter- face based on the utilization of contextual factors, such as user disabilities, environmental factors (e.g. light level, noise level, and location) and device use, at runtime using the adap- tation rules devised for rendering the adapted interface. To validate effectiveness of the proposed A-UI/UX-A tool and methodology, user-centric and statistical evaluation methods are used. The results show that the proposed methodology B Sungyoung Lee [sylee@oslab.khu.ac.kr](mailto:sylee@oslab.khu.ac.kr) Jamil Hussain [jamil@oslab.khu.ac.kr](mailto:jamil@oslab.khu.ac.kr) 1 Department of Computer Science & Engineering, Kyung Hee University (Global Campus), 1732 Deokyoungdae-ro, Giheung-gu, Yongin-si, Gyeonggi-do 446-701, Republic of Korea 2 Quaid-e-Azam College of Commerce, University of Peshawar, Peshawar, Pakistan 3 College of Electronics and Information Engineering, Sejong University, Seoul, South Korea 4 Telemedicine Group, Faculty of Electrical Engineering, Mathematics and Computer Science, University of Twente, Postbox 217, 7500 AE Enschede, The Netherlands outperforms the existing approaches in adapting user inter- faces by utilizing the users context and experience.
The focus of UX research is to design and develop systems that must support usability and user’s affective needs and goals[10-11]. UX research has gained more interest due to limitations of the conventional usability models [4]. UX studies do not only focus on task related aspects but also on affective qualities, sensation, meaning and value of interactive systems, products and services [12-14]. In order to better understand the concept of UX, many frameworks and models are proposed e.g. [11, 14, 15] that include various integrated UX constructs and measures. These frameworks are presented from different perspectives that include interaction-centered, user-centered and system-centered [16, 17]. It is also focused to understand and document different types of experience created while interacting with systems. Experience is described as a constant stream of “self-talk” that occurs while interaction is carried out with products e.g. using instant messaging systems. An experience is described as something that can be articulated e.g. watching a movie and sitting on free fall ride. Co-experience is described as the motions and meanings created together while interacting with products e.g. playing mobile messaging games with friends. UX can be created either positive or negative depending on systems qualities perceived by users [18-20]. It introduces a valid point of interest to research that how positive UX of interactive systems can be created, measured and modeled [19]. Thus, UX is being studied extensively in HCI field to design systems to be more useful, pleasant and attractive [14, 18]. Despite the availability of different frameworks and models, there is still no consensus on the definition of UX [3, 10, 21]. It is argued that UX encompasses various integrated aspects and shares diverse views. The wider scope and incoherent views on UX make it more complex [4, 10]. It presents many challenges such as selecting and validating the core constructs, factors and relevant2006In recent years, the notion of User Experience (UX) has gained a greater attention among HCI researchers in academia and industry. Due to its importance, several frameworks and models have been proposed to design and assess UX of interactive systems. These models guide to improve the design and help to determine the quality of interactive systems, products and services. UX is highly subjective, dynamic, and context dependent; it evolves during the interaction with the system. Different factors collectively influence UX and present a challenging task to define, model, measure and validate it. The less attention is paid to understand and underline these factors; this paper is an attempt to understand and underline the core UX factors based on literature review. These factors make UX more complex, diverse and vague in nature. It is recommended to incorporate the management aspect in UX process that may help to overwhelming the issues of complexity, diversity and vagueness.
Full-immersion virtual reality for experiential education: An exploratory user experience analysisChristian Schott, Stephen Marshall · 2021Experiential education is widely considered an effective pedagogy to foster learning for our rapidly changing world. Despite this, residential fieldtrips are on the decline. Recent advances in full-immersion virtual reality (VR) technology offer great potential to make situated experiential education, such as fieldtrips, more accessible to educational institutions, however, research on VR technology's effectiveness in this context is lacking. This article documents exploratory action research which examines the effectiveness of full-immersion VR technology for experiential education by adopting a user experience (UX) analytical frame. Six university staff and five students who participated in a trial of a virtual environment developed for sustainable tourism education, discussed their user experience through semi-structured interviews. The UX lens which distinguished between three UX facets during the analysis, *beyond the instrumental, emotion and affect*, *experiential*, serves to identify research areas requiring attention and assists in the technology's improvement prioritisation. Interviews revealed many positive perspectives thus lending support to VR technology's suitability to foster experiential education, however, several negative experiences were also identified; principally motion sickness. The exploratory findings suggest that more research is warranted to more comprehensively examine VR technology's capacity to foster experiential education and locate VR's place in the education landscape.
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