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These heterosexuals 've the best generic mod and forego the scientific freedom of technological membrane moment. ExpressExec is a particular putting s for officials who are to be the latest warming accounting and aim not. By investigating food trays from the user and staff perspective, design criteria and a unique design were developed which users felt was more comfortable and fit cleaning and storage requirements. We surveyed the color, material and design of the mobile phone case, which is the most important point in this paper, and the design satisfaction of the mobile phone case.

Findings were as follow that were appropriate for color and material and appearance, depending on demographic variables. Also, a result of finding commonality among the types, we have found that there are types preferred not only for color but also for material and appearance. With the popularity of Web 2. Interaction and experience in web design become even more important. Positive user experience allows users to easily and efficiently complete the task, increase intimacy, comfort and sense of success, thereby enhancing customer satisfaction and enhance brand reputation.

Website user experience design has become the respectable business occupation of the market, the key to winning customers. At present, most of the design of the Web interface in our country still stays in the imitation stage. Research on the Web user experience is only confined to some fragmented design theories, and there is a big gap compared with the foreign industry. In the face of new technologies and new needs of users, academics and industrial designers face enormous challenges. How to provide a systematic and effective method of development for the design and implementation of website user experience has become the focus of this article.

This article is a bold attempt at the integration of psychological, behavioral, artistic and technical multidisciplinary approaches in the design of web user interface. Combined with the experimental analysis of a large number of well-known website examples, this article is validated both theoretically and practically this paper propose the scientific and important design principles and methods.

With the rapid development of sharing economy and mobile Internet technology, a large number of shared products have appeared in many fields in China. Taking shared bicycle for example, which is booming in China nowadays as a typical case to analyze, while for the shared bicycle service in the market are diversiform and immature, which has led to uncertainty, complexity and poor user experience in the process of using shared bicycles for users.

This paper demonstrates the current research and development status of shared bicycles and focuses on the user experience of yellow-framed bicycle Ofo, one of the famous shared bicycle brands in China, then analyzes the using process through the user survey, customer journey map and stakeholder map, finally puts forward suggestions and opinions of the improvement of Ofo service.

Compared with the traditional control panel, touch screen provides better user experience for the operator. The heights and angles of touch screen were the main factors in structure design. A device with adjustable heights and angles were designed to provide different heights and angles in this study, and 12 participants with different heights took part in the experiment.

The subjective score about heights and the preferred angles of touch screen were recorded during the experiment. The verification tested the patterns and shown the accuracy. The results can provide reference for the structure design of touch screen on standing posture. Proton therapy has been developing rapidly in recent years. A better design of the proton therapy center will reduce the cost and improve the treatment effect.

In this paper, we propose a new proton therapy service based on the service design theory. By applying service touchpoint optimization, adding new service touchpoints and service procedure optimization, the proposed new proton service has the potential of meeting demands of both patients and the medical stuff. The treatment effect and the treatment experience will be improved in a large extent. In order to identify the usability problems of this system, were performed heuristic usability evaluations with experts and user tests.

From the results obtained in the realized evaluations, it was possible to elaborate a list of recommendations based on the Nielsen heuristics to be applied in the interface design of the LMS, aiming to offer a better usability for the users of the system. The aim of this article is to critically review User Experience Design UXD principles as a multidisciplinary field of study, and contribute by a Manifesto to an inspiring vision of the future. The article retrieves and revisits a Design Manifesto made on the basis of a strategic vision for Design based on distinctive design competencies.

This Manifesto was in the origin of the platform www. The implementation of complex user interfaces within Navy operational and training domains is often challenging. As with other domains, development teams seek a balance between meeting the functional needs of communities while striving for good usability for end users. To increase the usability of interfaces, our team is developing a hybrid survey-based approach that yields benefits from expert led heuristic assessments and domain relevant feedback from end users.

The resulting system is a survey containing items assessing the usability of nine heuristic categories. This paper will provide background on the existing methods considered and the resulting survey framework. Further, the preliminary findings on the benefits of this hybrid approach from initial validation studies will be discussed, focusing on the ability of the system to provide developers with valuable quantitative information as well as specific qualitative information meant for fixing, adjusting and enhancing system functions. An uncontrolled study took place in course settings with 30 3rd year undergraduates.

Standard graphical tasks were generated from dedicated software. Pointing efficiency was calculated within each 2 to 4 subjects group. Hypothetically, subjects would not experience improved efficiency in pointing and dragging tasks when switching to other devices from their own device. The other devices might share the archetype of the owned device, but differ in dimensions and shape details, or activation thresholds.

Reasons are suggested for cases where the hypothesis is not verified in the results. Familiarity with the tasks and improved fitness with borrowed device are potential motivators for efficiency gains observed that do not comply with the hypothesis. A snapshot of PC mice used by students is provided. In the process of driving a car, people often use rotary knob to adjust the temperature of air-conditioning or music volume, etc. This operation is very frequent and necessary.

As we all know, when we make changes on the knob, the height, angle, size and operating force of the knob will affect the comfort of the operation knob. Therefore, in order to improve use experience, it is necessary to study the comfortable operating force of knobs. Then invite 10 subjects to participate in the experiment, recording the subjective evaluation on the different operating force, finding that the subjective score of the 1N and 3N is higher. Based on this research result the appropriate knob operating force which is between 1N and 3N is concluded.

Handle is used in cabinet furniture frequently, and its comfort plays an important role when use cabinet furniture. At present, ergonomic design of handle lack of relevant standards and normative guidance, so it is necessary to conduct related ergonomic experimental researches. Before executing the ergonomic experiment, it is necessary to design the test sample for ergonomic experiments, including the size of the characteristic dimensions of the experimental sample and the number of samples.

In this paper, we develop a refrigerator noise evaluation method more effective than A-weighted sound pressure level. Its results are more closely related to the subjective feelings of users. Through the subjective evaluation of the noise quality of different types of refrigerators, we found that, compared with A-weighted sound pressure level, annoyance and loudness of the refrigerator noise are more related with each other.

On this basis, we conducted a noise loudness subjective evaluation experiment to determine the function relationship between refrigerator noise annoyance and loudness and to measure the noise loudness threshold user can accept of different types of refrigerators. The research results of this paper may provide reference for the development of new standard for refrigerator noise evaluation. We want to design a new attractive mobile library interface with more usability and characters of China University of Mining and Technology Beijing and give design criteria of the mobile library.

We design the first interface by reviewing current mobile libraries and literature. We interviewed 30 students for three design stages. Finally, we designed a mobile library prototype using Axure RP and give our design guidelines. This study aims to develop suitable interface and functions for the mobile library, using China University of Mining and Technology Beijing as a case.

We give our design guideline for the mobile library, which is useful to the development of university mobile libraries. Using a smartphone while walking is dangerous. This study aims to design a location-based audio guide system that combines music playlists that are tailored depending on the city and recorded commentary depending on the location.

In this paper, the system design and its experimental results are presented. Few years back, women harassment was not an issue. Harassment is unwanted actions and comments by strangers. Pakistani women were among of them. This research will illustrate the harassment problems faced by working women and will examine the available solutions with the context of Pakistani women. This research will also examine these apps to find out why women still do not feel safer as the apps claims. New ideas and services are evolving with ever-changing technological development.

The relationship between human and machine is constantly shifting the way we think and act. With ultimate goal of building a service model within a shared economy, this paper focuses on finding patterns and defining pitfalls through visual analysis and information design processes so as to implement creative brainstorming at a later stage to solve the problem. Mobility service and line management are raised in order to reshape quality service flow and to design adequate information.

With those efforts, we understand the relationship between the community and its users, discuss the measurement and the attributes of information, and synthesize the ways communication with visual elements and forms can serve us better. Results are presented following the sequential interaction with a mobile within the experience journey. Although this problem has been addressed in various methods, an optimal solution in terms of both accuracy and user experience, however, has not been achieved.

We developed an algorithm that predicts users typing intentions based on a statistical geometrical modeling of the touch points area. The algorithm builds a user-adaptive virtual location of the key based on deviations probability computation. An uncertainly measure activates a language statistics engine to enhance the prediction.

(PDF) Advances in Usability Evaluation Part 1 | Marcelo M Soares - ixofajewykab.cf

Typing error rate using the implemented algorithms was reduced by The proposed method can enhance typing accuracy and user experience and may facilitate and improve the design of smaller and cheaper touch based smartphones. Research of interactions in virtual systems, including the value for customers considering engagements, usability testing experiences, and the work processed in virtual environments including in academic environments and transactional workflows build up the motivation for this research.

With digitization rising, our dependency on virtual or on-line interactions continues expanding. According to Internet World State , there are over 3. More and more parts of our daily life experiences are becoming digital, and promising integration of virtual environments are motivating further growth. Such context is driving significant changes in our human life ecosystems.


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The International Ergonomics Association and ISO characterize Ergonomics as a discipline committed to understand the human interactions in a system. With application of principles, theory, design methods, and data analyses a vision with primary focus on the human experiences and well-being should be further embraced, considering alternatives to optimize performance of the hosting digital system as well. Immersive videos enable users to control the viewing angle at playback, and experience content in a unique fashion.

This paper describes a study comparing the use of paper strips with virtual flight strips depicted on a new user interface, the Ramp Traffic Console RTC , designed for use by ramp controllers to be used in place of paper strips. Workload and usability were assessed in post-run and post-study questionnaires. In the RTC virtual flight strip condition, post-run questionnaire results show lower workload ratings across all aspects of workload; additionally, a trend is found toward increased usability ratings.

Post-study questionnaire results indicate a preference for RTC over paper strips. Additional research is suggested with more training runs and a greater number of participants to increase statistical power. It is also suggested that this new technology be re-evaluated as a part of the ATD-2 field testing activities. The ultimate goal of graphic development is a more effective interface and better end-user understanding. For this, several methods and theories were developed to give support to the graphic developers in this task, but these are not measured in scientific evaluative form, being supported by conventions.

A scientific method is needed to understand how the user assimilates the message developed in a graphic object by the designer. This study focuses on graphic objects developed with a method based only on informational ergonomics. The resulting graphic marks were presented to end users in an online questionnaire that raised their impressions, allowing them to cross-reference the data with the attributes considered in the development.

The results showed a correct presentation of the items requested in the briefing by the experimental group, which used the method directed to the development of these graphic brands. Society has been experiencing a great technological advance in the most diverse areas and, clearly, the development of accessibility for software and applications does not seem to follow this speed.

In fact, systems sometimes do not embrace people with some kind of disability, and this is a problem that should be on the agenda of every designer and system designer when thinking about user experience. Chatbots are conversational interfaces on which users communicate with a robotic entity through text, either designed with artificial intelligence or not. However, how does a blind user interact with Chatbots? How should this interaction be carried on? This article aims to present a systematic review of the existing literature on Chatbots, conversational interfaces and the inclusion of accessibility in these interfaces.

This study aimed to identify design and usability issues of a portable corneal topography device, its software and manual. A usability test with a think aloud protocol was carried out by sixteen experienced optometrists. The results show a positive mean score for all the usability dimensions, being the top three elements of the higher evaluation the interface quality, usefulness and overall satisfaction. Further, based on the results it is possible to improve the device design by reducing the size of the handgrip and changing the location of control for image capturing.

Results also allow enhancing the feedback provided by software when using the device and organise better the information in its manual. An application development process has three phases. The first phase is application design phase: the questionnaire had been used to investigate the main requirements from the users teachers and parents. Five school communication applications had been compared to find for strong features in each application. The third phase was application usability study phase: in this phase, the usability study test was measured in two steps.

Second, another usability test was done by an adopted SUS questionnaire. It was distributed to 6 volunteers after they had experience with PTC application about two week period. Parent-Teacher communication application for early childhood could assist to decrease cap of communication between home and school efficiently. In the past, there are rarely few user comfort researches about intelligent toilet based on ergonomics. This study focuses on the research method of ergonomics to explore the comfort design of the intelligent toilet from user experience.

Research was done with students of the health courses, which helped to prove the direct effect in the improvement of cognitive functions such as memory, attention, perception, among others. The acquired advantages of technology, when well used are unimaginable, especially when used for education. The barriers encountered by this tool to realize its real application were perceptible, but these were worked on and perfected to find a balance between education and fun. We can infer that this tool, when properly applied, is able to attract and perpetuate information in students in any educational field.

In this context, an educational game was developed that serves as a support to the learning process of the students of nursing courses. For the development of the project, the methodology used was based on software engineering practices, User Centered Design and Usability and Satisfaction Analysis. The study was also based on a qualitative and quantitative approach with exploratory character and also statistical.

The qualitative variable used to capture the perception of users in the study was made in an empirical way of observing the search for relevant and convenient data obtained through experience observed. The quantitative variables used to analyze usability were the effectiveness, time of use and user perception through the Attrakdiff questionnaire. The usability test was performed with high fidelity game prototype with 10 volunteers in a college in Recife Brazil. From the results generated we can understand that improvements can be made to a greater identification and interaction of the user with the proposed game.

The purpose of this research was to construct a Chinese customer satisfaction model for medical services and to identify the key elements that influence customer satisfaction. Eighty seven valid responses from inpatients were collected using a survey questionnaire. Structural equation modeling was employed to estimate and adjust the proposed model. The results showed that perceived quality, expected quality, and information were three important antecedents influencing customer satisfaction, and that perceived quality was the strongest antecedent of customer satisfaction and that loyalty was the strongest consequence.

Information had relatively low direct effect on customer satisfaction while it indirectly affected customer satisfaction considerably through the other antecedents of perceived quality and expected quality. This research provides hospital managers with information on the aspects to be emphasized with regarding to customer satisfaction and, also, highlights the importance of increasing customer satisfaction when seeking customer loyalty.

Successful introduction of autonomous cars require autonomous technology that users experience as trustful and useful. The aim of the study reported in this paper was to explore if drivers trust a fully autonomous car and if they experience that in-vehicle tasks can be conveniently carried out when in full autonomous mode. The test was conducted on a test track and an autonomous research car was used.

The car was capable of handling the test track driving environment with full autonomy. When in full autonomous mode the participants got to engage in individually selected tasks, such as use media display, read, eat, drink and carry out work tasks with their own portable devices. The results show that participant trust the autonomous car and they find it convenient to conduct in-vehicle tasks while in full autonomous mode.

To implement advanced technology into appropriate design with WOW user experience, an approach of scenario-based User Experience Design UED method was proposed for further exploring the application of user experiences in automobile interior lighting innovation. The related literatures of User Experience Design UED , scenario-based design and scenario-based prototype methods were analyzed.

Then, the Scenario-based user experience research was divided into three dimensions including target user, behavior pattern, and user scenario. Through quantitative research and qualitative research, including user observation, interview, and questionnaires as well as data collection and processing, the typical UED scenario model was constructed, and the scenario-based automobile interior lighting system was proposed.

Finally, some innovation design concepts and a scale size prototype were developed to verify the effectiveness and practicality of the scenario-based UED research of automobile interior lighting innovation. With the infrared system, computer vision, ultrasonic array and other kinds of technology rapidly developed for gesture recognition, gesture control as a kind of natural interaction has been a well-respected research topic of in-vehicle interaction.

In this paper, we will propose evaluation indices based on the previous works about 3D gesture control usability, and conduct usability experiments in an indoor environment via driving simulator where three kinds of data will be collected during the test, namely distraction while driving, performance of risk and subjective assessment. Then an information entropy method is used to process data. Through this method, 9 usability indicators are obtained to measure the usability of in-vehicle 3D gesture interaction, providing a reference for usability evaluation of in-vehicle gesture control.

A set of 3D gesture applications that accord with the habits of Chinese drivers and can be applied to in-vehicle gesture control are also proposed. The current research assesses the usability of an academic library website. This approach is based on visualization of visual attention and learnability of the website.

Ten freshmen students, as novice users, and three librarians, as expert users, participated in this research. Seventeen tasks were developed; these tasks were informational searches, some completed up to two or three times in order to assess the learning curves of participants. An eye tracker was used to assess usability.

It was of particular interest to 1 identify the areas of the library website that are not clear to novice users and 2 to measure the learning curve of various informational searches. The results of this research indicated how quickly novice users learned tasks and which areas of the library webpages attract more attention. Understanding processes is very important since todays processes are getting more and more complex.

Therefore, a visual representation is often helpful. In many cases, the processes are similar and rely on the same components in the same system structure. Current tools lack in particular with respect to the presentation of multiple processes that are based on the same involved structure but slightly differ in the sequence of events. In this paper we introduce a tool for visualizing script-based animated processes.


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The highly adaptable visualizations allow a direct and clear view on a process and intuitive functionalities to traverse through its steps. Finally, we show its usage in two case studies from different domains. This paper reports on an experimental study on industrial information visualization interface to measure the mechanism of information style, information complexity and task complexity on human information processing. Based on eye-tracking method, we conducted an experimental research study. The independent variables were information style, information complexity and task complexity.

The dependent variables included time to first fixation and subjective feelings. A total of 40 subjects participated in the experiment. Furthermore, the research results could provide an approach of using eye-tracking method for evaluation information visualization in relevant industrial areas. Effectiveness of eye-gaze input methods was examined in click, drag, and menu selection tasks. This reduces efficiency and can lead to operating errors. An approach to avoid the previously mentioned ambiguities is an HMI comprising adaptive control elements that adapt to the operating scenario.

This paper shows the automated and objective analysis of the operation of a state of the art tractor in 14 scenarios. Based on this, it is shown how the concept for an adaptive HMI can be derived from the analysis results. Finally, a development of a prototype of an all-window windshield display based on different target groups and the assessment of usability will provide.

As a reference to other researchers, it will further improve the combination of driving assistance and the market, provide driver protection. Public self-service equipment has a fixed use environment, complex product function, broad age group of users and other remarkable features compared to other products. This paper takes the increased amount of information and complicated operation of self-service equipment nowadays as the breakthrough point to conduct theory, case study and evaluation.

This article studies the human-computer interaction factors in public self-service equipment from two aspects: appearance function design and interface interaction design. This study highlights issues concerning the visual and tactile ergonomic comfort inside a vehicle, specifically in a human-technology system. Therefore, we evaluated a HUD in an imported vehicle sold in Juiz de Fora Brazil , analyzing the pros and cons for users, who tend to show increased use of their spatial perception, which may alter their visual perception.

Moreover, this study covers the symbolic as well as the technological evolution of motor vehicles in Brazil. Based on literature review, documentary analysis and a case study, this work reflected upon the technology available in Brazil in a vehicle with a factory-installed HUD. Medical errors are an important area of study given their impact on patient safety. While new health technologies are created to reduce these errors, improperly designed solutions may unintentionally contribute to them. Current methods used by manufacturers to identify design issues, such as usability testing and heuristic evaluations, may not uncover issues that only arise when the product is exposed to a breadth of users, scenarios, and environments.

Therefore, additional methods for gathering usability data, to complement current ones, need to be investigated.

Advances in Usability Evaluation Part I

The findings and implications for health technology manufacturers are discussed. E-commerce became very important in recent years. This online-study examines the search efficiency and perceived aesthetics of two different result list designs. A grid design, which shows more than one item in a row and a list design, which displays only one item per row.

Participants completed a visual search task on a fictitious website using their own devices. Reaction times measured search efficiency and the VisAWI questionnaire assessed perceived aesthetics.

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Results showed that the grid design led to faster reaction times and higher values in perceived aesthetics than the list design. Implications of the results and future studies are discussed.

Visibility in user interfaces UI is a critical element of making a product usable. However, the visibility of modern user interfaces can be compromised in a number of distinct ways. Previous work has seen the development of a model to represent this. This model is used to inform the development of an evaluation tool called vis-UI-lise that can be used to assess the visibility of user interfaces. It presents UI visibility as a series of 5 hurdles between the user and the interface that have to be overcome for a successful interaction.

The output from this highlights to designers what the key issues are to help drive further development to improve usability. Comfort has been an increasingly important issue in air travel. After realizing its importance in capturing and retaining customers, a growing number of airlines are focusing on comfort. How to improve the experience of passenger comfort has become a major strategic goal for the airline management. This paper regards the passenger comfort in the aircraft cabin during the flight as an experience shaped by interaction between individual and the flight contextual situation.

The aim of this study is prioritizing the factors affecting the passenger comfort experience, and sorts these factors into different categories. Firstly, the paper undertakes a systematic literature review to distinguish key critical factors affecting the aircraft passenger comfort, then classifies the factors into five categories by Kano model. At last, the managerial implication is given based on the result.

The findings of this research provide important implications for the designers and airline managers and help them better understand the passenger comfort experience. The result can be used as a reference of symmetrically designing the aircraft interior and reasonably allocating the human and material resource. The predominant aim of work was to identify usability and user experience of rowing Skillrow and its user interfaces.

Following this, to identify the potential, project proposals were conducted, brainstorming and focus group activities. During testing twenty-one users participated, aged between 22 and The research goals were: measurements of current usability level and user experience of product-system interfaces, and definition of critical issues and implementation of the current user interfaces. Finally, the results from the evaluation phases allowed to get qualitative data on the levels of effective usability of the product, the components and its graphic interface.

In the form of scenario-based design, solutions to improve the current high levels of usability of the user interface were also developed. There have been a lot of research and explanation on Smartphone screen size and user experience of numerous Smartphones. This study also collects user experience data through a questionnaire to generate the most ergonomic model among the Apple Inc. A paired t-test of means was performed. Participants felt more comfortable using both Smartphones.

This study proposed an investigation method that analyzes mouse locus data based on geometrical method. Moreover, we considered that the correspondence between the geometric features of the locus data of the mouse and the state of the user operation. Social-network service SNS is a service that allows user to strengthen personal relationships with friends, colleagues, and other people on the web, build new people, and build a broader human relationship.

Also, SNS has been used for socializing and entertainment purposes, and information sharing all over the world. Findings showed that the users should be interested and satisfied in using SNS. Due to the sensation of frustration caused by both technological changes and the lack of knowledge required to interact with new technologies, some confusing experiences with mobile computing systems tends to discourage the use of new interfaces.

8 editions of this work

Therefore, it is necessary to offer products and services that can be fully controlled by users, transforming complex processes into simple and objective interactions. For this, initially a preparation of the case study to define the object to be evaluated, which concluded that an analysis of the use of the search tools of the Android system could meet the requirements of the proposed work. At the end of the study, it was possible to evaluate the contribution of each technique applied. A set of usability evaluation index and model of Self-service laundry service system of colleges and universities are presented based on the Service system usability studies research summarized, combined with quantitative and qualitative methods in this paper.

The usability evaluation model of the service system is used to further improve the practical operation of the usability evaluation of service system. The research shows that the availability evaluation model of University self-service laundry system obtained by this method has definite effectiveness.

When managing software development projects, it is common to have some problems during the iterations of the project. This work presents an analysis and review of agile methodologies and some of the most well-known project management techniques, all these methodologies and techniques contextualized in the computational scope.

Based on this information was possible to propose a new model more comprehensive that allows the mitigation of some recurring problems in the progress of software projects and give to final users good results. The present study sought to contribute in improving the experience of the applicants in the adoption process, more specifically in the waiting period, between entering the National Register of Adoption NRA and the implementation of adoption itself, with the arrival of the expected child.

This process has been investigated from the perspective of Design Anthropology which has the necessary means for a more in-depth research of such a complex problem. User-role in recent online service had been diversified into provider and receiver, and significance of interaction between users had been grown. Cost reduction and operational efficiency improvement are important issues for corporate management. Hence, in this work, we focus on the time span of a momentary User Experience UX. To our knowledge, there is no case study on incorporating the objective indicators based on individual experience and on improving the quality of teamwork.

We propose a method to improve work by customizing the information presented to the users participating in a teamwork based on the experience and satisfaction of each user. As a method of evaluation, we use the user experience questionnaire. In addition, we perform a customer satisfaction analysis.

We can extract the evaluation terms that largely improve the ease of viewing the screen and operability using this analysis. Moreover, from the evaluation terms, we can extract specific items that need to be improved preferentially as knowledge for the next design. Therefore, it is possible to improve both the work and user experience when sharing information. It is the key factor cannot be ignored to grasp the user value accurately. Firstly, the user journey diagram was drawn to analyze the mental activities, by which we got the value requirements, and transformed it through the positive creative design thinking.

Finally, the intelligent air-housekeeper product service system verified the validity of the model and methods, and satisfied the value demands of users. Meanwhile, the model has provided some references for other products design, and it is benefit to improve the core competitiveness of product service. Responsiveness is an important factor to be considered in human-computer interfaces.

With the advent of touch screen based smartphones and the evolve of more responsive technology, the user-acceptable levels of response time have changed considerably. However, previous studies have focused more on computers than on smartphones. The goal of this study was to explore the relationship between response time and user perception in the context of smartphone interactions.

The applicability of Web-Fechner Law is demonstrated when the response time is in milliseconds. Results also showed statistically significant effects from task type and loading animation. Users have lower tolerance when they swipe to switch pages and have greater tolerance on interfaces with a loading animation, which provide the developers with clearer design requirements guidance. Considering that the process of perception is directly linked to the previous experiences of users, there is an entire process of selection, organization and interpretation of data that requires attention and dedication.

This article, from a doctoral thesis, highlights that during the design process, it is necessary that there is respect for the perception of individuals who will use or evaluate the products or services offered. A cross-sectional observation study with 1 evaluation and 2 reevaluations, with 31 users in the physiotherapy area, was carried out in a SUS Unified Health System outpatient clinic, in which they were initially interviewed and followed by a subjective self-assessment of strength and function and an objective measure of force in the three moments.

This study focuses on determining usability problems resulting from the usage of coffee and tea preparation machines by elderly users. Both product types are widely available in Turkish market with international and local brands. However they are not widely used by elderly users due to various personal and social causes. The study consists from two data collection techniques. In the initial stage of the research, a face-to-face questionnaire study is conducted with 15 elderly users.

All the participants were young-elderly users aged between 65—74 years. The second part of the study consist from an observation study. The data obtained from the questionnaire and the observation was used to document all the errors resulting from the usage of the products that are the focus of this study. Later these errors are classified according to universal design principles in order to obtain error categories to be a basis to formulate the heuristics to be used as the theoretical basis for the heuristic evaluation of hot drink preparation devices.

The study mainly discusses the difference between the comfort and visual fatigue in the process of reading with the two different mobile phone screens under the different conditions of the general mobile phone screen and the mobile electronic ink screen, in addition to test the performance difference between the electronic ink screen and the general mobile phone screen.

This study simulated the ambient light conditions of the office, randomly selected 20 subjects from18 to 40 years old to explore the difference of reading task performance, flicker fusion frequency, visual fatigue subjective perception and electroencephalogram EEG, etc. The experiment adopted within-subjects design, the independent variables was different mobile phone screen general screen, electronic ink screen , the dependent variable is the performance of the reading task. In summary, the reading experience of mobile phone with electronic ink screen is better when reading, and it is not easy to appear the phenomenon of visual fatigue, and the effect of user experience is better.

According to the characteristics and needs of the visually impaired, an innovative design method for visually impaired groups with barrier-free products under the guidance of modern interactive design concepts is proposed to address barriers and problems when interacting with the products, and to create interactive products for visually impaired people with barrier-free products. The study investigated and analyzed the characteristics and needs of typical visually-impaired people in daily life, studied current market conditions and problems of barrier-free products, developed a visually-impaired barrier-free product design under interactive design concepts.

The barrier-free products for the visually impaired should be guided by the interactive design concept and interact innovative design from the perspectives of touch, hearing, taste and smell. Lombard reflex is an auditory feedback mechanism which is encountered when speakers spontaneously increase their voice in a noisy environment. Whereas previous studied employed noises to produce this reflex, which may be unpleasant to the speakers, we studied the effects of music-induced Lombard reflex.

Several cohort trends were observed: Speech intensity was particularly stronger in the rhythmic dance music condition for most subjects. This change was not observed for the metronome sound which had a similar rhythm. Speech rate was decreased for the yoga music condition for female speakers only. This effect, when further explored, may be implemented in a personalized speech recognition engine, to enhance the usability of voice commands, dictation, and other speech based applications.

Food trays can be found around the world in schools, canteens, and restaurants. While useful for carrying food to a table, the design has caused frustration in countless users. The aim of the research outlined in this paper was to identify design criteria for food trays and produce a redesign to improve the user experience with an emphasis on ergonomics. The investigation focused on four areas: loading, carrying, eating from, and cleaning and storing the food tray. Areas of concern and design criteria were found through materials research, observations, questionnaires, interviews, and prototype testing.

Details of the findings and the ergonomically designed prototype are presented in this paper. By investigating food trays from the user and staff perspective, design criteria and a unique design were developed which users felt was more comfortable and fit cleaning and storage requirements. We surveyed the color, material and design of the mobile phone case, which is the most important point in this paper, and the design satisfaction of the mobile phone case.

Findings were as follow that were appropriate for color and material and appearance, depending on demographic variables. Also, a result of finding commonality among the types, we have found that there are types preferred not only for color but also for material and appearance. With the popularity of Web 2. Interaction and experience in web design become even more important.

Positive user experience allows users to easily and efficiently complete the task, increase intimacy, comfort and sense of success, thereby enhancing customer satisfaction and enhance brand reputation. Website user experience design has become the respectable business occupation of the market, the key to winning customers. At present, most of the design of the Web interface in our country still stays in the imitation stage. Research on the Web user experience is only confined to some fragmented design theories, and there is a big gap compared with the foreign industry.

In the face of new technologies and new needs of users, academics and industrial designers face enormous challenges. How to provide a systematic and effective method of development for the design and implementation of website user experience has become the focus of this article. This article is a bold attempt at the integration of psychological, behavioral, artistic and technical multidisciplinary approaches in the design of web user interface. Combined with the experimental analysis of a large number of well-known website examples, this article is validated both theoretically and practically this paper propose the scientific and important design principles and methods.

With the rapid development of sharing economy and mobile Internet technology, a large number of shared products have appeared in many fields in China. Taking shared bicycle for example, which is booming in China nowadays as a typical case to analyze, while for the shared bicycle service in the market are diversiform and immature, which has led to uncertainty, complexity and poor user experience in the process of using shared bicycles for users.

This paper demonstrates the current research and development status of shared bicycles and focuses on the user experience of yellow-framed bicycle Ofo, one of the famous shared bicycle brands in China, then analyzes the using process through the user survey, customer journey map and stakeholder map, finally puts forward suggestions and opinions of the improvement of Ofo service. Compared with the traditional control panel, touch screen provides better user experience for the operator. The heights and angles of touch screen were the main factors in structure design.

A device with adjustable heights and angles were designed to provide different heights and angles in this study, and 12 participants with different heights took part in the experiment. The subjective score about heights and the preferred angles of touch screen were recorded during the experiment. The verification tested the patterns and shown the accuracy. The results can provide reference for the structure design of touch screen on standing posture. Proton therapy has been developing rapidly in recent years.

A better design of the proton therapy center will reduce the cost and improve the treatment effect. In this paper, we propose a new proton therapy service based on the service design theory. By applying service touchpoint optimization, adding new service touchpoints and service procedure optimization, the proposed new proton service has the potential of meeting demands of both patients and the medical stuff.

The treatment effect and the treatment experience will be improved in a large extent. In order to identify the usability problems of this system, were performed heuristic usability evaluations with experts and user tests. From the results obtained in the realized evaluations, it was possible to elaborate a list of recommendations based on the Nielsen heuristics to be applied in the interface design of the LMS, aiming to offer a better usability for the users of the system.

The aim of this article is to critically review User Experience Design UXD principles as a multidisciplinary field of study, and contribute by a Manifesto to an inspiring vision of the future. The article retrieves and revisits a Design Manifesto made on the basis of a strategic vision for Design based on distinctive design competencies.

This Manifesto was in the origin of the platform www. The implementation of complex user interfaces within Navy operational and training domains is often challenging. As with other domains, development teams seek a balance between meeting the functional needs of communities while striving for good usability for end users. To increase the usability of interfaces, our team is developing a hybrid survey-based approach that yields benefits from expert led heuristic assessments and domain relevant feedback from end users. The resulting system is a survey containing items assessing the usability of nine heuristic categories.

This paper will provide background on the existing methods considered and the resulting survey framework. Further, the preliminary findings on the benefits of this hybrid approach from initial validation studies will be discussed, focusing on the ability of the system to provide developers with valuable quantitative information as well as specific qualitative information meant for fixing, adjusting and enhancing system functions.

An uncontrolled study took place in course settings with 30 3rd year undergraduates. Standard graphical tasks were generated from dedicated software. Pointing efficiency was calculated within each 2 to 4 subjects group. Hypothetically, subjects would not experience improved efficiency in pointing and dragging tasks when switching to other devices from their own device. The other devices might share the archetype of the owned device, but differ in dimensions and shape details, or activation thresholds. Reasons are suggested for cases where the hypothesis is not verified in the results.

Familiarity with the tasks and improved fitness with borrowed device are potential motivators for efficiency gains observed that do not comply with the hypothesis. A snapshot of PC mice used by students is provided. In the process of driving a car, people often use rotary knob to adjust the temperature of air-conditioning or music volume, etc.

This operation is very frequent and necessary. As we all know, when we make changes on the knob, the height, angle, size and operating force of the knob will affect the comfort of the operation knob. Therefore, in order to improve use experience, it is necessary to study the comfortable operating force of knobs. Then invite 10 subjects to participate in the experiment, recording the subjective evaluation on the different operating force, finding that the subjective score of the 1N and 3N is higher.

Based on this research result the appropriate knob operating force which is between 1N and 3N is concluded. Handle is used in cabinet furniture frequently, and its comfort plays an important role when use cabinet furniture. At present, ergonomic design of handle lack of relevant standards and normative guidance, so it is necessary to conduct related ergonomic experimental researches.

Before executing the ergonomic experiment, it is necessary to design the test sample for ergonomic experiments, including the size of the characteristic dimensions of the experimental sample and the number of samples. In this paper, we develop a refrigerator noise evaluation method more effective than A-weighted sound pressure level.

Its results are more closely related to the subjective feelings of users. Through the subjective evaluation of the noise quality of different types of refrigerators, we found that, compared with A-weighted sound pressure level, annoyance and loudness of the refrigerator noise are more related with each other. On this basis, we conducted a noise loudness subjective evaluation experiment to determine the function relationship between refrigerator noise annoyance and loudness and to measure the noise loudness threshold user can accept of different types of refrigerators.

The research results of this paper may provide reference for the development of new standard for refrigerator noise evaluation. We want to design a new attractive mobile library interface with more usability and characters of China University of Mining and Technology Beijing and give design criteria of the mobile library.