Handbook of Usability and User-Experience: Research and Case Studies
- Length: 320 pages
- Edition: 1
- Language: English
- Publisher: CRC Press
- Publication Date: 2021-11-24
- ISBN-10: 0367357712
- ISBN-13: 9780367357719
- Sales Rank: #0 (See Top 100 Books)
This volume of the Handbook of Usability and User Experience (UX) presents research and case studies used to design products, systems and environments with good usability and consequent acceptance, pleasure in use, good user experience, and understanding of human interaction issues with products and systems for their improvement.
The book presents concepts and perspectives of UX; it also discusses methods and tools that use requirements analysis activity elicitation, recording, and analysis to guarantee a good user experience. In addition, it introduces usability and UX in the automotive industry, usability and UX in a digital interface, game design and digital media, usability and UX in fashion design, and some case studies on usability and UX in various contexts in product design.
We hope that this second volume will be helpful to a larger number of professionals, students and practitioners who strive to incorporate usability and UX 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 UX knowledge to improve the quality, effectiveness, and efficiency of everyday consumer products, systems, and environments.
Half Title Title Page Copyright Page Table of Contents Preface Editor Biographies Contributors Section 1 Usability and UX Concepts and Implementations Chapter 1 UX Concepts and Perspectives – From Usability to User-Experience Design 1.1 Introduction 1.2 From Human–Computer Interaction, Usability to UX 1.3 UX Concepts and Perspectives 1.3.1 UX as a Result of User Perception Interacting with a Digital Product or the Usability of a Digital Product 1.3.2 UX as a Result of User Perception Interacting with a Specific Product or Service 1.3.3 UX as a Design Process 1.3.4 UX as a Result of User Perception Interacting with Broad System 1.4 Concluding Remarks Acknowledgments References Chapter 2 User Requirements Analysis 2.1 Introduction 2.2 User Requirements Analysis Activities 2.3 Eliciting Requirements 2.3.1 Documenting Processes 2.3.2 Stakeholder Meeting 2.3.3 Generating Requirements 2.3.3.1 UX Technique: Development of Personas 2.4 Recording Requirements 2.4.1 Use Cases 2.4.1.1 UX Technique: Context of Use Analysis 2.4.2 User Stories 2.4.2.1 UX Technique: User-experience Goals 2.4.3 Data Flow Diagrams 2.4.3.1 UX Technique: Prototyping as a Way of Visualizing Requirements Gathered 2.5 Analyzing Requirements 2.5.1 Clarity, Uniqueness and Traceability 2.5.1.1 UX Technique: User Feedback Sessions 2.5.2 Resolving Conflicts 2.5.3 Design Concept Emergence 2.5.3.1 UX Technique: Brainstorming 2.6 Conclusion References Chapter 3 Designing the Interactor – From User-Experience to Interaction Experience: Conceptual Foundations and Contributions towards a New Paradigm 3.1 Introduction 3.2 Paradigm Shift from Material to Virtual Culture – The Contribution of Design to the Dematerialization of Tangible Objects 3.3 In Media Res. Two Visions for Interaction Design 3.4 The Concept of User-Experience (UX) as a Current Paradigm 3.5 What Does It Mean to Be a Computer and to Be a User? 3.6 Embodiment and the Advances of Artificial Intelligence 3.7 Affective Computing from a Computer or User Perspective? 3.8 User versus Interactor 3.9 Equity between Human Agents and Computational Agents 3.10 Conclusion: The New Interaction Experience (IxX) Paradigm References Section 2 Usability and UX in the Automotive Industry Chapter 4 Usability Evaluation of Exoskeleton Systems in Automotive Industry 4.1 Introduction 4.2 Work Situation Where the Study Was Developed 4.2.1 Exoskeleton Systems Features 4.2.2 Workstation 4.2.3 Operators Who Participated in the Exoskeleton Test 4.3 Approach to Assess the Exoskeleton Usability Level 4.4 Results 4.5 Conclusion References Chapter 5 Proposals for the Usability of Automated Vehicles’ HMI 5.1 Introduction 5.2 Usability Recommendations for Automated Vehicles’ HMI 5.3 Method 5.4 Results 5.5 Conclusion Acknowledgments References Chapter 6 Is the Driver Ready to Receive Just Car Information in the Windshield during Manual and Autonomous Driving? 6.1 Introduction 6.2 Method 6.2.1 Participants 6.2.2 Apparatus 6.2.3 Stimuli 6.2.4 Procedure 6.2.5 Experimental Design 6.3 Results 6.3.1 Manual Mode 6.3.2 Activation 6.3.3 Takeover Request 6.3.4 Rear-end Collision 6.4 Discussion 6.5 Conclusion 6.6 Summary References Section 3 Usability and UX in Digital Interface, Game Design, and Digital Media Chapter 7 Interface Design and Usability Evaluation of Voice-Based User Interfaces 7.1 Introduction 7.2 Study 1 – Survey on the Use of Voice Assistants 7.2.1 Acceptance of Voice-Based Systems 7.2.2 Use of Voice Systems and Purposes of Use 7.2.3 Functions Considered Available but Not Used 7.2.4 Usefulness of Voice-Based Assistant 7.3 Study 2 – Use of a Digital Assistant in a Student House 7.3.1 Aim 7.3.2 Method 7.3.3 Results 7.4 Study 3 – Comparison of Experienced and Inexperienced Users of a Voice-Based Digital Home Assistant 7.4.1 Aim 7.4.2 Method 7.4.3 Results 7.4.3.1 Results from Inexperienced Users 7.4.3.2 Results from Experienced Users 7.4.4 Discussion 7.4.5 Design Guidelines to Improve User Growth 7.5 Conclusion References Chapter 8 Accessibility Features in Digital Games that Provide a Better User-Experience for Deaf Players: A Proposal for Analysis Methodology 8.1 Introduction 8.2 Development 8.2.1 Universal Design 8.2.2 Usability 8.2.3 Exclusion of Deaf People in Digital Games 8.2.4 User-Experience 8.3 Methodology 8.3.1 Choice of the Analyzed Games 8.4 Analyzing the Games 8.4.1 Marvel’s Spider-Man (2018) 8.4.2 God of War (2018) 8.4.3 The Last of Us Part 2 (2020) 8.4.4 Crossing of the Accessibility Features 8.5 Results Evaluation 8.6 Conclusion References Chapter 9 Game On: Using Virtual Reality to Explore the User-Experience in Sports Media 9.1 Examining the Sports Media Experience through Usability within a Hedonic System 9.2 Theories of Arousal and Affect Underlying User-Experiences with Hedonic Systems 9.3 Technology Manipulations to Enhance Arousal 9.4 Understanding the Impact of User Characteristics 9.5 Viewing Context Matters 9.6 Expanding Sports Media Viewing Beyond 2D: The Emergence of Virtual Reality 9.7 Pilot Study: Sports Viewing in HMD within a Virtual Environment Is Different from 2D 9.8 Conclusion References Section 4 Usability and UX in Fashion Design Chapter 10 Expropriating Bodies: Immateriality and Emotion in Costume Design 10.1 Introduction 10.2 Costume Design and the Scope of Fashion as Art 10.3 Costumes and the Embodied Experience in Immersion 10.4 Usability and User-Experience in the Personal and Social Construction of Meaning 10.5 Immateriality and Emotion in a Practice-led Research 10.5.1 Costume Design for Garb’urlesco (2019) 10.5.2 Costume Design for Cinderella (2018) 10.6 Conclusion References Chapter 11 UX, Design, Sustainable Development and Online Selling and Buying of Women’s Clothes 11.1 Introduction 11.1.1 Corporate Social Responsibility (CSR) 11.1.2 Consumer Socialization 11.2 Selling and Buying of Clothes Online: Main Issues 11.2.1 The Serial Returners 11.2.2 Easy Returns 11.2.3 Size Inconsistencies Stimulate the Serial Returner Behavior 11.2.4 Impact on the Reverse Logistics System 11.3 The Analysis 11.4 Market and User Context 11.4.1 In Brazil 11.4.2 In Europe 11.4.3 In Portugal 11.5 The Project 11.5.1 Benchmark 11.5.2 Ideation 11.6 Conclusion References Annexures Section 5 Case studies in Usability and User Experience Chapter 12 User Testing in an Agile Startup Environment: A Real-World Case Study 12.1 Introduction 12.1.1 The Startup Way 12.1.2 The Lean Startup and Human-Centered Design 12.1.3 Agile Software Engineering, User-Experience and Human-Centered Design 12.2 Case Study: Fanbot Places 12.2.1 The Product 12.2.2 The UX Team at Fanbot 12.3 User Testing Iterations 12.3.1 Iteration 1: The Pilot 12.3.1.1 Goal 12.3.1.2 Highlights of the Test 12.3.1.3 Learnings to Improve the Product 12.3.2 Iteration 12.3.2.1 Goal 12.3.2.2 Highlights from the Test 12.3.2.3 Learnings to Improve the Product 12.3.2.4 Changes to the Product 12.3.2.5 Pending to Assess 12.3.3 Iteration 12.3.3.1 Goals 12.3.3.2 Highlights from the Test 12.3.3.3 Learnings to Improve the Product 12.3.3.4 Changes to the Product 12.3.3.5 Pending to Assess 12.3.4 Iteration 12.3.4.1 Goal 12.3.4.2 Highlights from the Test 12.3.4.3 Learnings to Improve the Product 12.3.4.4 How These Results Modify the Product 12.3.4.5 Pending to Assess 12.3.5 Iteration 12.3.5.1 Goals 12.3.5.2 Highlights from the Test 12.3.5.3 Learnings to Improve the Product 12.3.5.4 How These Results Modify the Product 12.3.5.5 Pending to Assess 12.3.6 Iteration 12.3.6.1 Goals 12.3.6.2 Highlights from the Test 12.3.6.3 Learnings to Improve the Product 12.3.6.4 How This Results Modify the Product 12.3.6.5 Pending to Assess 12.4 Final Recommendations 12.5 Conclusion Acknowledgment References Chapter 13 User-Experience and Usability Review of a Smartphone Application: Case Study of an HSE Management Mobile Tool 13.1 Introduction 13.2 Theoretical Framework 13.3 Development of a Mobile App for HSE Management 13.4 The PrüfExpress System Case Study: Planning, Design, Operation, User-Experience and Usability Review 13.4.1 State-of-the-Art Mobile Application for Testing and Documenting Work Equipment 13.4.2 LegalDocumentation 13.4.3 Testing and Documentation Process 13.4.4 Concept, Technology and Programming Languages 13.4.5 The Architecture of the System 13.5 Final Considerations References Chapter 14 Encounters and Difficulties when Gathering User Experience Data 14.1 Introduction 14.2 Conceptual Context 14.2.1 Digital Inclusion 14.2.2 Human Work in Human–Computer Interaction 14.2.3 User-Experience 14.3 Case Studies 14.3.1 Description 14.3.2 Methods for Data Collection and Analysis 14.4 Results and Discussion 14.5 Conclusions Acknowledgments References Chapter 15 Parametric Design Method for Personalized Bras 15.1 Introduction 15.1.1 Background of Bra Design 15.1.2 Problems of the Traditional Methods 15.1.3 Motivation and Goal 15.2 Design Exploration 15.2.1 Anthropometrical Study 15.2.1.1 Breast Arc Length Approach 15.2.1.2 The Folding Line Approach 15.2.2 Bra Design 15.2.3 Parametric Design Method 15.3 Design and Development 15.3.1 The Self-Measuring Approach 15.3.1.1 Landmarks 15.3.1.2 Arc Lengths 15.3.2 Parametric Algorithm 15.3.2.1 Original References and Base Bra Model 15.3.2.2 Mechanism of Rhino/Grasshopper 15.3.2.3 Parameters and Algorithm 15.3.2.4 Generating Personalized Bra Models 15.4 User Test and Evaluations 15.4.1 Purpose of the User Test 15.4.2 Procedures 15.4.3 Evaluation Results 15.4.4 Discussion 15.5 Future Study 15.5.1 Optimization of the Parametric Algorithm 15.5.2 Prototyping and Manufacturing 15.5.3 Fit Tests 15.5.4 Personalization Era for Women’s Bras Acknowledgment References Chapter 16 Dimensional Aspects of Usability of the Beds 16.1 Introduction 16.2 Existing Dimensions of Beds 16.3 Usual Use of Certain Types of Beds 16.3.1 Small Single 16.3.2 Extra Small Single 16.3.3 Single/Twin 16.3.4 Single/Twin Extra-long 16.3.5 Large Single 16.3.6 King Single 16.3.7 Extra-long Twin 16.3.8 Super Single 16.3.9 Small Double 16.3.10 Double/Full 16.3.11 Queen 16.3.12 King 16.3.13 Super King 16.3.14 California King 16.3.15 Super King Size 16.4 Procedures for Determining Dimensions of the Beds 16.4.1 The First Procedure for Determination of the Dimensions of Beds 16.4.2 The Second Procedure for the Determination of the Dimensions of Beds 16.4.3 The Third Procedure for Determination of the Dimensions of Beds 16.5 Data Collection Procedure 16.6 Results 16.6.1 Analysis of the Results 16.7 Conclusion References Chapter 17 Usability of the Back Seat of Wagon Cars – Recommendations for Design 17.1 Introduction 17.1.1 Goal of the Research 17.2 Method 17.2.1 Selection of Wagons 17.2.2 Selection of the Anthropometric Dimensions for the Usability Study 17.2.3 Selection of Subjects and Percentiles 17.2.4 Selection of the Measurement Points 17.3 Results 17.3.1 Evaluation of the Hip Room for Equal Percentiles 17.3.2 Evaluation of the Shoulder Room for Equal Percentiles 17.3.3 Evaluation of the Hip Room for Unequal Percentiles 17.3.4 Evaluation of the Shoulder Room for Unequal Percentiles 17.4 Discussion 17.5 Conclusion References Chapter 18 System Perspective in Usability and UX Design: A Case Study of an Indian Cooking Spatula 18.1 Introduction 18.2 SystemEnd User and Product: An Understanding between User and Product 18.2.1 Case Study on Redesigning Cooking Spatula 18.2.1.1 Background Literature about Cooking Spatula and Users’ Problems during Cooking 18.3 Results 18.3.1 Cognitive Walkthrough for the New Design 18.3.2 Kansei Questionnaire for the New Design 18.4 Conclusion References Index
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