Blocks

Blocks are the smallest pieces of svemir: links, images, notes and papers I’ve collected.

642 blocks · 61 channels · 642 nodes

Filtered by themeQualitative interviews9 papersclear ✕
Exploring Mental Models for Transparent and Controllable Recommender Systems: A Qualitative StudyThao Ngo · 2020While online content is personalized to an increasing degree, e.g. us- ing recommender systems (RS), the rationale behind personalization and how users can adjust it typically remains opaque. This was often observed to have negative effects on the user experience and perceived quality of RS. As a result, research increasingly has taken user-centric aspects such as transparency and control of a RS into account, when assessing its quality. However, we argue that too little of this research has investigated the users’ perception and understanding of RS in their entirety. In this paper, we explore the users’ mental models of RS. More specifically, we followed the qualitative grounded theory methodology and conducted 10 semi- structured face-to-face interviews with typical and regular Netflix users. During interviews participants expressed high levels of un- certainty and confusion about the RS in Netflix. Consequently, we found a broad range of different mental models. Nevertheless, we also identified a general structure underlying all of these models, consisting of four steps: data acquisition, inference of user profile, comparison of user profiles or items, and generation of recommen- dations. Based on our findings, we discuss implications to design more transparent, controllable, and user friendly RS in the future. CCS CONCEPTS • Information systems →Recommender systems; • Human- centered computing →User studies.
Unconscious Human Behaviour in Product Design: Designers' Perception, Analysis, and Reflection2014The purpose of this paper is to evaluate a new perimeter of design thinking with respect to the value of unconscious human behaviour, as well as the direction for the development of innovative product design. In this study, Verbal Protocol Analysis (VPA) is used as a method to bring out into the open that somewhat mysterious cognitive ability of designers. Designers were asked to sketch a conceptual product design based on given design brief. The design brief consist with four images of interaction between user and products which are categorized into four attributes of unconscious everyday human behaviour. In this session, designers verbalized their thoughts, feelings and beliefs while doing their conceptual sketches. There are two objectives in this study. The first objective of this paper is to find out what words are generally used by designers to describe their perception towards the theory of unconscious human behaviour in product design. The second objective is to determine how designers reflect the theory by generating the innovative concept. This has led to the following implications: 1. The identification of general understanding and perception of the theory of unconscious human behaviour in product design, including the similarities and contradicting elements. 2. The development of an understanding on how these perceptions, expressed as an adjective, influences or can be used as a basis of identifying problem in design. The study has shown that in finding a fit between human values, designers should start to understand critically and look at every tiny factor existing in human unconscious behaviour. It is hoped the study will establish an understanding of the value of unconscious human behaviour, achieve a new knowledge and develop significant information on understanding the user’s implicit needs to design concept of an innovative solution. Key Words: unconscious human behaviour; design thinking; conceptual sketches
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.
designed & built by Tanja Radovanovic