Handbook of Usability and User-Experience: Methods and Techniques
- Length: 304 pages
- Edition: 1
- Language: English
- Publisher: CRC Press
- Publication Date: 2021-11-24
- ISBN-10: 0367357704
- ISBN-13: 9780367357702
- Sales Rank: #0 (See Top 100 Books)
Handbook of Usability and User Experience: Methods and Techniques is concerned with emerging usability and user experience in design concepts, theories and applications of human factors knowledge focusing on the discovery, design and understanding of human interaction and usability issues with products and systems for their improvement.
This volume presents methods and techniques to design products, systems and environments with good usability, accessibility and user satisfaction. It introduces the concepts of usability and its association with user experience, and discusses methods and models for usability and UX. It also introduces relevant cognitive, cultural, social and experiential individual differences, which are essential for understanding, measuring and utilizing these differences in the study of usability and interaction design. In addition, the book discusses the use of usability assessment to improve healthcare, the relationship between usability and user experience in the built environment, the state-of-the-art review of usability and UX in the digital world, usability and UX in the current context, and emerging technologies.
We hope that this first of two volumes will be helpful to a large number of professionals, students and practitioners who strive to incorporate usability and user experience principles and knowledge in a variety of applications. We trust that the knowledge presented in this volume will ultimately lead to an increased appreciation of the benefits of usability and incorporate the principles of usability and user experience knowledge to improve the quality, effectiveness and efficiency of consumer products, systems and environments in which we live.
Cover Half Title Title Page Copyright Page Table of Contents Preface Editors Contributors Section 1 Methods and Models for Usability and UX Chapter 1 Usability and User Experience: Methods and Models 1.1 Introduction 1.2 What Is Usability 1.3 Focusing on the User 1.4 Understanding Consumer Products 1.5 Context of Use for Consumer Products 1.6 Usability Measurement 1.7 Usability Models 1.8 Conclusion References Chapter 2 Implications and Methodological Issues for the Study of Individual Differences in Usability and User Experience 2.1 The Importance of Individual Differences in User Experience 2.1.1 Examples of Individual Differences 2.1.1.1 Cognitive Abilities Important to Usability 2.1.1.2 User Attributes to Consider for Usability Studies 2.2 An Approach to Incorporating Individual Differences in Usability 2.2.1 General Steps 2.3 Conclusion References Chapter 3 Three Methods of Usability-UX Task Analysis, REM, UX System Diagrams 3.1 Introduction 3.2 Usability-UX Task Analysis (Yamaoka 2012) 3.2.1 Background and Purpose 3.2.2 Proposed Method 3.3 Example of the Application of Usability-UX Task Analysis 3.3.1 Structuring of the Data 3.3.2 Analysis of the Data 3.4 REM (Hierarchical Requirements Extraction Method) (Yamaoka 2013) 3.4.1 Background and Purpose 3.4.2 Proposed Method How to obtain the final purpose How to obtain root cause 3.4.3 Observation 3.5 Example of REM Application 3.6 UX System Diagram 3.6.1 Background 3.6.2 Proposed Method How to use the UX system diagram 3.7 Example of UX System Diagram Application 3.8 Conclusion References Chapter 4 Remote Usability Testing 4.1 Introduction 4.2 Preparing and Conducting a User Test 4.2.1 The Definition of Test Objectives 4.2.2 The Selection and Recruitment of Test Participants 4.2.3 The Definition of Task Scenarios 4.2.4 The Choice of Measures, Their Analyses and Their Representation 4.2.5 The Preparation of the Test Material and the Test Environment (Test Laboratory) 4.2.6 The Presentation and Communication of Test Results 4.3 Remote User Testing 4.3.1 Moderated User Testing 4.3.2 Unmoderated User Testing 4.3.3 Comparing In Situ and Remote User Testing 4.4 Conclusion Notes References Chapter 5 Helping Them to See It: Using Full Size Mock-Ups to Achieve Usability 5.1 Introduction 5.2 A Psychophysical “Old School” Approach 5.2.1 The Mock-Up Brief 5.2.2 Supervisor Workstations 5.2.3 Operator Workstations 5.2.4 Manager Workstations 5.2.5 Large Curved Display 5.2.6 Mock-Up Production 5.2.7 Mock-Up Erection 5.2.8 During the Trials 5.2.9 Waste Management 5.3 The Trials Approach 5.3.1 A Sample of Headline Findings 5.4 How Did the Approach Help Them to See It? References Chapter 6 Qualitative Techniques and Design: Using Sequential and Thematic Analysis to Investigate Focus Group in the Problem’s Exploration Phase 6.1 Introduction 6.2 The Problem’s Exploration Step, Focus Group and Design 6.3 The Research Context and Focus Group Application 6.3.1 Research Scenario 6.3.2 Participants Approach 6.3.3 Focus Group Workshops 6.3.3.1 First Moment 6.3.3.2 The Second and the Third Moment 6.3.4 Data Documentation and Analysis 6.3.4.1 Transcription 6.3.4.2 Description Narratives 6.3.4.3 Data Codification 6.3.4.4 Sequential and Thematic Analysis 6.4 Pre-Application, Application and Post-Application 6.4.1 Pre-Application 6.4.2 Application 6.4.3 Post-Application 6.5 Reports, Interaction and In-Depth Data in the Focus Group Sequences 6.5.1 Reports and Interaction Moments 6.5.2 Linear and Interspersed Sequencing 6.5.3 Focus Group Sequences and In-Depth Data 6.6 Interaction and Collective Sensemaking 6.6.1 How the Interaction Began 6.6.2 What Participants Interacted 6.6.3 The Collective Sensemaking 6.7 Discussion and Best Practices When Using Focus Groups 6.7.1 Discussing the Findings 6.7.1.1 “Pre-Application,” “Application” and “Post-Application” 6.7.2 Best Practices When Using Focus Groups 6.7.2.1 Guidelines for an Exploratory Focus Group Pre-Application 6.7.2.2 Guidelines for an Exploratory Focus Group Application 6.8 Final Remarks Notes References Chapter 7 User-Centred Change: New Perspectives on Technology Development and Implementation 7.1 Introduction 7.2 Digitalization: A Change Process 7.3 Change Processes and the Human Factor 7.4 Acceptance as a Multifaceted Phenomenon 7.5 User-Centred Change 7.6 The Four Phases of User-Centred Change 7.6.1 Insight 7.6.2 Path Making 7.6.3 Realization 7.6.4 Evaluation 7.7 Conclusions References Section 2 Usability and UX in the Health Sector Chapter 8 Usability to Improve Healthcare 8.1 Introduction 8.2 The Cooperative Communication System (CCS) 8.2.1 Design 8.2.2 Methods 8.2.2.1 Individual Usability Assessment 8.2.2.2 Team Validation Assessment 8.2.3 Results 8.2.3.1 Individual Usability Assessment 8.2.3.2 Team Validation Assessment 8.3 Telemedicine Prolonged Field Care (TelePFC) 8.3.1 Design 8.3.2 Methods 8.3.2.1 Recruitment 8.3.2.2 Randomization Block Design Strategy 8.3.2.3 Scheduling Strategy and Requirements of Subjects 8.3.2.4 Subject, Telementor, Proctor and Role-Player Orientation 8.3.2.5 Simulation Tests and Analysis 8.3.2.6 Data Analysis 8.3.3 Results 8.4 Discussion 8.5 Conclusions References Chapter 9 Considering Users’ Experience in the Design of Animated Instructions for Medicines Usage: Listening to Patients and Health Professionals 9.1 Introduction 9.2 Aspects of User Experience (UX) 9.3 A Study on Animations about Procedures for Medicines Usage 9.3.1 Study with Health Professionals and Patient/Users 9.4 Summary of the Results of the Interviews with Health Professionals and Users 9.5 The Design of Animations About Medicine Usage 9.6 Users’ and Health Professionals’ Assessment of the Animations 9.7 Summary of the Results of the Study with Users 9.7.1 Understanding the Animations and Performing Simulated Tasks: Comparing the Results of the Two Studies 9.8 Summary of the Results of the Study with Physicians and Pharmacists 9.9 Conclusions and Final Considerations Acknowledgments References Chapter 10 Getting the Benefit from Connecting Health Apps to Complex Healthcare Systems 10.1 Introduction 10.2 A Digital Application to Screen for Atrial Fibrillation (AF) 10.2.1 The Digital Application 10.2.2 The Plan 10.2.3 The Implementation and the Result 10.2.4 The Revised Plan 10.2.5 Discussion 10.3 A Digital Application for the Management of Outpatient Appointments 10.3.1 The Digital Application 10.3.2 The Plan 10.3.3 The Implementation and the Result 10.3.4 Discussion 10.4 A Digital System to Deliver General Practitioner Services 10.4.1 A Disruption Approach to General Practice Services 10.4.2 The Digital Application 10.4.3 The Implementation Plan 10.4.4 The Implementation and the Result 10.4.5 Discussion 10.5 The Adoption of Digital Applications as Evolutionary Sociotechnical Systems Change 10.5.1 The Challenges 10.5.2 Meeting the Challenges 10.5.2.1 Flexibility in the Digital Application to Meet the Challenge of a Changing Sociotechnical System 10.5.2.2 A Multidisciplinary Design Team 10.5.2.3 An Evolutionary Approach 10.5.2.4 The Tools for the Job 10.5.2.5 Passing on the Learning 10.6 Conclusion References Section 3 Usability and UX in the Built Environment Chapter 11 Usability and User Experience of the Built Environment: Concepts, Methods and Techniques 11.1 Introduction 11.2 The Evolution of the Concept of Usability/UX Applied to the Built Environment 11.2.1 Usability Concepts for the Built Environment Field 11.2.2 User Experience Concepts for the Built Environment Field 11.3 Methodological Issues for Their Evaluation 11.3.1 Main Methodological Approaches of Usability Evaluation for the Built Environment 11.3.2 Main Methodological Approaches of User Experience Evaluation for the Built Environment 11.4 Combining UX and Sustainable Concepts as a 21st-Century Design Strategy 11.5 Future Researches References Chapter 12 A Human-Centered Architecture: Considering Usability and User Experience in Architectural Design 12.1 Introduction 12.2 UX and Usability and Human-Centered Design Concepts 12.3 Built Environment and Human Behavior 12.3.1 UX, Usability, HCD and Architecture 12.3.2 The Human-Building Interaction Concept 12.3.3 The Human-Centered Architecture 12.4 Conclusions Notes References Section 4 Usability and UX in the Digital World Chapter 13 Digital Human Modeling in Usability 13.1 Introduction to DHM and Usability 13.2 DHM Representation of the User 13.3 DHM in Product Design 13.4 DHM in Testing and Predicting Usability 13.5 Common DHM Tools in Usability 13.5.1 SIEMENS JACK 13.5.2 Human Solutions RAMSIS 13.5.3 Dassault Systèmes 3DS Virtual Ergonomics 13.5.4 NexGen Ergonomics HumanCAD 13.5.5 SANTOS 13.5.6 imk EMA 13.6 Usability and UX of DHM Tools 13.7 Case Studies 13.7.1 Hospital Bed Design 13.7.2 Vehicle Ingress-Egress 13.7.3 Welding Station Acknowledgments Bibliography Chapter 14 User Experience and Information Architecture: Interaction with Recommendation System on a Music Streaming Platform 14.1 Introduction 14.2 Information Architecture: From Web Sites to Ecologies 14.2.1 Information Architecture: From Ecologies to Machine Learning 14.2.2 Discussing AI and ML 14.3 User Experience and Machine Learning 14.3.1 Problems in UX-AI Intersection 14.3.2 Basic Guidelines for Human-Algorithm Interaction 14.3.3 The Importance of Mental Models 14.4 Understanding Recommendation Systems 14.4.1 The Algorithms Implemented by Spotify 14.5 Research Method: Users’ Interviews 14.5.1 Interviewing Results 14.6 Conclusions and Notes for Discussion References Chapter 15 Personified Virtual Assistants: Evaluating Users’ Perception of Usability and UX 15.1 A Brief Introduction 15.1.1 Voice User Interfaces 15.1.2 Personified Virtual Assistants (PVAs) 15.2 Method 15.2.1 Quantitative Phase: Online Questionnaire 15.2.1.1 Questions and Respondents’ Profile 15.2.1.2 Sample and Answers 15.2.2 Qualitative Phase: Focus Group 15.2.2.1 Technique and Its Conduction 15.2.2.2 Pre-Session and Groups Profile 15.2.3.3 Conducting the Focus Groups Sessions 15.2.2.4 Focus Group Sessions’ Results and Discussion 15.3 Takeaways and Future Researches Acknowledgment Note References Section 5 Usability and UX in the Currency Context and Emerging Technologies Chapter 16 User Experience in Remote Context Emerging Needs 16.1 Introduction 16.2 Usability, User Experience and User Context 16.3 Context in the Pandemic Period 16.4 Strategies for Conducting User Experience Studies in the Context of a Pandemic 16.5 Survey of Perceptual Aspects of Users of Digital Platforms for Remote Activities 16.6 Conclusion References Chapter 17 Applications of Infrared Thermography to Evaluate the Ergonomics and Usability of Products with a Gestural Interface 17.1 Introduction 17.2 Gestural Interfaces for 3D Modeling 17.3 Leap Motion and Sculpting 17.4 Digital Infrared Thermography 17.4.1 Applications of Digital Infrared Thermography 17.4.2 The Operation of Digital Infrared Thermography 17.4.3 Emotional Measurement with Digital Thermography 17.5 Research Materials and Methods 17.5.1 Hypotheses 17.5.2 Usability Assessment 17.5.3 Ergonomic Assessment 17.5.4 Study Design 17.5.4.1 Definition of the Sample of Users 17.5.4.2 Test Location 17.5.4.3 Equipment Used 17.6 Field Study 17.6.1 Field Study 1: Expert Evaluation 17.6.2 Field Study 2—Emotional Assessment 17.6.2.1 Assessment of the Reported Stress 17.6.2.2 Assessment of the Felt Stress 17.6.2.3 Analysis and Discussion of Emotional Assessment 17.6.3 Field Study 3: Pain Assessment 17.6.3.1 Assessment of the Reported Pain 17.6.3.2 Assessment of the Felt Pain 17.6.3.3 Analysis and Discussion of Pain Assessment 17.7 Conclusions Acknowledgments References Chapter 18 Advanced User Experience Evaluations Using Biosensors in Virtual Environments 18.1 Introduction 18.2 About UX Concept 18.3 Virtual Reality in UX Measures 18.4 Components of a VR System 18.5 Proposed Model 18.5.1 Analysis of the Situation 18.5.2 Situation Concept 18.5.3 Immersive VR Simulator 18.5.3.1 Object and Space Geometry 18.5.3.2 Textures 18.5.3.3 Lightening and Shadows 18.5.3.4 Sound 18.5.3.5 Triggers and Events 18.5.4 User Interaction with VR 18.6 Biosensors 18.6.1 Dynamics Characteristics 18.6.2 Signal Acquisition Chain 18.6.3 Collection of Physiological Signals 18.7 Conclusions References Index
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