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7,622 result(s) for "user experience and user interface"
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UX Framework Including Imbalanced UX Dataset Reduction Method for Analyzing Interaction Trends of Agent Systems
The 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.
GamePlan4Care, a Web-Based Adaptation of the Resources for Enhancing Alzheimer’s Caregiver Health II Intervention for Family Caregivers of Persons Living With Dementia: Formative, Qualitative Usability Testing Study
The negative consequences of caregiving can be mitigated by providing caregivers with support programs that increase their dementia care skills and provide emotional and tangible support. Web-based technology can increase the availability of evidence-based caregiver interventions. GamePlan4Care (GP4C) is a web-based adaptation of the Resources for Enhancing Alzheimer's Caregiver Health II (REACH II) intervention, redesigned and reformatted for web-based delivery. The goal of GP4C is to create a web-based family caregiver support platform that facilitates self-directed exposure to evidence-based skills training and support for caregivers of persons living with dementia. This multidimensional approach of using technology enhanced with live support has the potential for improved scalability and sustainability. In preparation for a randomized clinical trial of the new intervention, the GP4C platform underwent user interface/user experience (UI/UX) testing with caregivers as part of an iterative design process. UI/UX testing of caregivers' reactions to technical and content-related aspects of the platform was conducted with 31 caregivers recruited through partnerships with community-based organizations in central Texas. Usability testing consisted of performing system tasks, answering open-ended questions on the tasks, and providing feedback on their experience with the platform. Two researchers used an inductive thematic approach to data analysis using transcripts of individual audio and screen-recorded sessions with each participant. The analysis consisted of 3 phases: data familiarization, coding, and theme formulation. In total, 18 participants tested technical-related aspects of the GP4C platform, and 13 participants tested content-related aspects. The average age of participants was 62 (SD 12.2, range 31-86). A majority of participants were female (27/31, 87.1%) and White or Caucasian (26/31, 83.1%) while almost one-third were Hispanic (10/31, 32.3%). The thematic analysis revealed 3 themes: supportive resources as a common theme, active engagement for technical aspects of the platform, and a comprehensive approach for content aspects of the platform. Participants also suggested changes in navigation and content. Findings from the usability testing sessions indicate that the platform provided engaging, useful content that the caregiver would continue to use, resonated with their caregiving experience, helped the caregivers think through their choices and emotions, and could be used to help communicate with the person living with dementia. Caregivers appreciated the personalization based on what they had already completed and the concept of having a Dementia Care Navigator when they needed additional help. Caregivers also provided multiple suggestions on how to improve the system, including changes for easier navigation and inclusiveness. This positive feedback indicates that with a few changes, the platform would be beneficial to meet the needs and provide resources for caregivers of persons living with dementia. The process of involving end users in usability testing during the development stage ensures that the finished tool will better meet users' expectations and current needs.
Advancing smart disaster response by leveraging social sensing and mobile technology
The integration of citizen science, volunteered geographic information (VGI), and Web/mobile geographic information systems (GIS) has demonstrated significant potential in enhancing disaster response efforts. However, delivering timely, comprehensive and trustworthy information remains a major challenge, particularly when relying on passive data collection from social media. While researchers have developed specialized platforms for natural hazards and advanced models for data analysis, few studies present a holistic lifecycle from stakeholder-oriented design through development, especially with attention to the design phase. To address this gap, this paper introduces an agile and iterative user-centered framework for designing and developing a participatory mobile GIS application for collecting reliable, first-hand observations. A pilot study conducted during real-world hurricane events demonstrated the application’s ability to operate both in real time and offline, enabling the collection of precise geotagged data, categorized labels, and diverse media formats. The results highlight the potential of this active, stakeholder-centered approach to support intelligent disaster response strategies and complement passive and authoritative data sources. This paper advances the integration of citizen science and mobile GIS by providing a framework that follows user-centered design principles to inform future disaster response applications.
Digitalization of Small Batik Industry: UI/UX design to support Batik Lasem E Commerce
Batik Lasem was once one of the six biggest industries during Dutch Colonialism. However, this industry began to experience extinction until now. It was caused by the difficulty of young Lasem to continue in this industry. They tendto work in modern sector inside or outside Rembang. Because of that they had experienced some difficulties to promote with a wider range. The objective of this project is to create application that can help Batik Lasem entrepreneurs in terms of promotion and sales. Research methods that used for this study is qualitative. This research taken from both online and offline (books, journals, internet, or interview). Deeply interview with Batik Lasem entrepreneurs with Santoso Hartono, Katrin, and Rahmini will be held. After that to get more informations an interview with Dante Hidajat will be held. She is a professional writer who did a research about Batik lasem.
Comparing the Effectiveness of Speech and Physiological Features in Explaining Emotional Responses during Voice User Interface Interactions
The rapid rise of voice user interface technology has changed the way users traditionally interact with interfaces, as tasks requiring gestural or visual attention are swapped by vocal commands. This shift has equally affected designers, required to disregard common digital interface guidelines in order to adapt to non-visual user interaction (No-UI) methods. The guidelines regarding voice user interface evaluation are far from the maturity of those surrounding digital interface evaluation, resulting in a lack of consensus and clarity. Thus, we sought to contribute to the emerging literature regarding voice user interface evaluation and, consequently, assist user experience professionals in their quest to create optimal vocal experiences. To do so, we compared the effectiveness of physiological features (e.g., phasic electrodermal activity amplitude) and speech features (e.g., spectral slope amplitude) to predict the intensity of users’ emotional responses during voice user interface interactions. We performed a within-subjects experiment in which the speech, facial expression, and electrodermal activity responses of 16 participants were recorded during voice user interface interactions that were purposely designed to elicit frustration and shock, resulting in 188 analyzed interactions. Our results suggest that the physiological measure of facial expression and its extracted feature, automatic facial expression-based valence, is most informative of emotional events lived through voice user interface interactions. By comparing the unique effectiveness of each feature, theoretical and practical contributions may be noted, as the results contribute to voice user interface literature while providing key insights favoring efficient voice user interface evaluation.
Exploring the Design of a Mixed-Reality 3D Minimap to Enhance Pedestrian Satisfaction in Urban Exploratory Navigation
The development of ubiquitous computing technology and the emergence of XR could provide pedestrian navigation with more options for user interfaces and interactions. In this work, we aim investigate the role of a mixed-reality map interface in urban exploration to enhance pedestrians’ mental satisfaction. We propose a mixed-reality 3D minimap as a part of the navigation interface which pedestrians could refer to and interact during urban exploration. To further explore the different levels of detail of the map interface, we conducted a user study (n = 28, two groups with two tasks). We designed two exploratory activities as experimental tasks with two map modes (a normal one and a simplified one) to discuss the detailed design of the minimap interface. The results indicated that participants showed a positive attitude toward our method. The simplified map mode could result in a lower perceived workload in both tasks while enhancing performance in specific navigation, such as wayfinding. However, we also found that pedestrians’ preference for the level of detail of the minimap interface is dynamic in navigation. Thus, we suggest discussing the different levels of detail further in specific scenarios. Finally, we also summarize some findings observed during user study for inspiring the study of virtual map interface of future mixed-reality navigation for urban exploration in various scenarios.
Artificial intelligence (AI) for user experience (UX) design: a systematic literature review and future research agenda
PurposeThe aim of this article is to map the use of AI in the user experience (UX) design process. Disrupting the UX process by introducing novel digital tools such as artificial intelligence (AI) has the potential to improve efficiency and accuracy, while creating more innovative and creative solutions. Thus, understanding how AI can be leveraged for UX has important research and practical implications.Design/methodology/approachThis article builds on a systematic literature review approach and aims to understand how AI is used in UX design today, as well as uncover some prominent themes for future research. Through a process of selection and filtering, 46 research articles are analysed, with findings synthesized based on a user-centred design and development process.FindingsThe authors’ analysis shows how AI is leveraged in the UX design process at different key areas. Namely, these include understanding the context of use, uncovering user requirements, aiding solution design, and evaluating design, and for assisting development of solutions. The authors also highlight the ways in which AI is changing the UX design process through illustrative examples.Originality/valueWhile there is increased interest in the use of AI in organizations, there is still limited work on how AI can be introduced into processes that depend heavily on human creativity and input. Thus, the authors show the ways in which AI can enhance such activities and assume tasks that have been typically performed by humans.
Explaining the user experience of recommender systems
Research on recommender systems typically focuses on the accuracy of prediction algorithms. Because accuracy only partially constitutes the user experience of a recommender system, this paper proposes a framework that takes a user-centric approach to recommender system evaluation. The framework links objective system aspects to objective user behavior through a series of perceptual and evaluative constructs (called subjective system aspects and experience, respectively). Furthermore, it incorporates the influence of personal and situational characteristics on the user experience. This paper reviews how current literature maps to the framework and identifies several gaps in existing work. Consequently, the framework is validated with four field trials and two controlled experiments and analyzed using Structural Equation Modeling. The results of these studies show that subjective system aspects and experience variables are invaluable in explaining why and how the user experience of recommender systems comes about . In all studies we observe that perceptions of recommendation quality and/or variety are important mediators in predicting the effects of objective system aspects on the three components of user experience: process (e.g. perceived effort, difficulty), system (e.g. perceived system effectiveness) and outcome (e.g. choice satisfaction). Furthermore, we find that these subjective aspects have strong and sometimes interesting behavioral correlates (e.g. reduced browsing indicates higher system effectiveness). They also show several tradeoffs between system aspects and personal and situational characteristics (e.g. the amount of preference feedback users provide is a tradeoff between perceived system usefulness and privacy concerns). These results, as well as the validated framework itself, provide a platform for future research on the user-centric evaluation of recommender systems.
Molecular Evolutionary Genetics Analysis (MEGA) for macOS
The Molecular Evolutionary Genetics Analysis (MEGA) software enables comparative analysis of molecular sequences in phylogenetics and evolutionary medicine. Here, we introduce the macOS version of the MEGA software. This new version eliminates the need for virtualization and emulation programs previously required to use MEGA on Apple computers. MEGA for macOS utilizes memory and computing resources efficiently for conducting evolutionary analyses on macOS. It has a native Cocoa graphical user interface that is programmed to provide a consistent user experience across macOS, Windows, and Linux. MEGA for macOS is available from www.megasoftware.net free of charge.
MEGA11: Molecular Evolutionary Genetics Analysis Version 11
Abstract The Molecular Evolutionary Genetics Analysis (MEGA) software has matured to contain a large collection of methods and tools of computational molecular evolution. Here, we describe new additions that make MEGA a more comprehensive tool for building timetrees of species, pathogens, and gene families using rapid relaxed-clock methods. Methods for estimating divergence times and confidence intervals are implemented to use probability densities for calibration constraints for node-dating and sequence sampling dates for tip-dating analyses. They are supported by new options for tagging sequences with spatiotemporal sampling information, an expanded interactive Node Calibrations Editor, and an extended Tree Explorer to display timetrees. Also added is a Bayesian method for estimating neutral evolutionary probabilities of alleles in a species using multispecies sequence alignments and a machine learning method to test for the autocorrelation of evolutionary rates in phylogenies. The computer memory requirements for the maximum likelihood analysis are reduced significantly through reprogramming, and the graphical user interface has been made more responsive and interactive for very big data sets. These enhancements will improve the user experience, quality of results, and the pace of biological discovery. Natively compiled graphical user interface and command-line versions of MEGA11 are available for Microsoft Windows, Linux, and macOS from www.megasoftware.net.