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Keywords = UX influence factors

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36 pages, 1232 KiB  
Article
Exploring the Factors Influencing AI Adoption Intentions in Higher Education: An Integrated Model of DOI, TOE, and TAM
by Rawan N. Abulail, Omar N. Badran, Mohammad A. Shkoukani and Fandi Omeish
Computers 2025, 14(6), 230; https://doi.org/10.3390/computers14060230 - 11 Jun 2025
Viewed by 2281
Abstract
This study investigates the primary technological and socio-environmental factors influencing the adoption intentions of AI-powered technology at the corporate level within higher education institutions. A conceptual model based on the Diffusion of Innovation Theory (DOI), the Technology–Organization–Environment (TOE), and the Technology Acceptance Model [...] Read more.
This study investigates the primary technological and socio-environmental factors influencing the adoption intentions of AI-powered technology at the corporate level within higher education institutions. A conceptual model based on the Diffusion of Innovation Theory (DOI), the Technology–Organization–Environment (TOE), and the Technology Acceptance Model (TAM) combined framework were proposed and tested using data collected from 367 higher education students, faculty members, and employees. SPSS Amos 24 was used for CB-SEM to choose the best-fitting model, which proved more efficient than traditional multiple regression analysis to examine the relationships among the proposed constructs, ensuring model fit and statistical robustness. The findings reveal that Compatibility “C”, Complexity “CX”, User Interface “UX”, Perceived Ease of Use “PEOU”, User Satisfaction “US”, Performance Expectation “PE”, Artificial intelligence “AI” introducing new tools “AINT”, AI Strategic Alignment “AIS”, Availability of Resources “AVR”, Technological Support “TS”, and Facilitating Conditions “FC” significantly impact AI adoption intentions. At the same time, Competitive Pressure “COP” and Government Regulations “GOR” do not. Demographic factors, including major and years of experience, moderated these associations, and there were large differences across educational backgrounds and experience. Full article
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25 pages, 2178 KiB  
Article
User Sentiment Analysis of the Shared Charging Service for China’s G318 Route
by Mei Wang, Siva Shankar Ramasamy, Xi Yu, Mutong Liu, Ahmad Yahya Dawod and Huayue Chen
Electronics 2024, 13(22), 4335; https://doi.org/10.3390/electronics13224335 - 5 Nov 2024
Cited by 1 | Viewed by 1255
Abstract
Shared charging services have gained popularity for their contribution to green travel. Accurately identifying the core factors that influence user experience (UX) not only enhances service quality and optimizes user satisfaction, but also promotes the dissemination of green travel concepts. However, the influencing [...] Read more.
Shared charging services have gained popularity for their contribution to green travel. Accurately identifying the core factors that influence user experience (UX) not only enhances service quality and optimizes user satisfaction, but also promotes the dissemination of green travel concepts. However, the influencing factors and their mechanisms vary significantly across regions, particularly along the Chengdu–Lhasa (G318) route, which features large elevation changes, diverse climatic conditions, rugged terrain, and frequent geological disasters, making the influencing factors particularly complex. This study analyzes comment texts from 38 shared charging stations along the G318 route in the e-Charging APP, totaling 15,214 comments. A comprehensive approach is employed, including high-frequency word analysis, term frequency–inverse document frequency (TF-IDF) comparison, co-occurrence semantic network and co-word matrix feature correlation analysis, Latent Dirichlet Allocation (LDA) topic modeling, and sentiment analysis. This multifaceted analysis explores core themes, user viewpoints, and sentiments in the comments, focusing on users’ perspectives on service quality, usage experience, and environmental impact of the charging stations. The findings indicate that charging speed, service attitude, environment, operational status of hardware and software, and pricing are key factors influencing user sentiment. Users have a high demand for the perfection of supporting facilities of shared charging stations, directly affecting user satisfaction and indirectly influencing the brand image and market competitiveness of enterprises. Full article
(This article belongs to the Special Issue Intelligent Data Analysis and Learning)
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23 pages, 1771 KiB  
Article
How to Keep Balance between Interaction and Automation? Toward User Overall Positive Experience of IoT-Based Smart Home Design
by Huayuan Xu, Hyemin Lee, Weijie Ling and Younghwan Pan
Electronics 2024, 13(7), 1375; https://doi.org/10.3390/electronics13071375 - 5 Apr 2024
Cited by 1 | Viewed by 3103
Abstract
Advances in Internet of Things (IoT) technologies have had a profound impact on the experiential tasks of the smart home, particularly automated tasks supported by sensors, embedded systems, and communication devices that are capable of autonomously performing a range of tasks previously performed [...] Read more.
Advances in Internet of Things (IoT) technologies have had a profound impact on the experiential tasks of the smart home, particularly automated tasks supported by sensors, embedded systems, and communication devices that are capable of autonomously performing a range of tasks previously performed by humans. However, the improvement in the level of smart home automation has not necessarily promoted more meaningful, relaxing, and positive experiences for users. This is largely due to the fact that it often overlooks the meaningful involvement of humans in the process. This paper proposes a conceptual design model for a smart home through two studies that aim to maintain the benefits of automation while ensuring positive experiences with user engagement tasks. Study 1 involved qualitative data using semi-structured interviews to understand what tasks lead to positive user experiences (P-UX) during the use of the smart home and what kind of factors influence these positive experiences. Study 2, using an online questionnaire, quantitatively investigated the varying impact of these factors on positive experiences in both automation and human–machine interactions. The results of both studies show that there are nine factors that influence positive user experience in the smart home, with instrumentality, convenience, and flexibility playing an important role in the positive experience of automation, aesthetics, immersion, association, and memory, having a greater effect on the positive experience of user engagement in interactions, and customization and emotion contributing to both paradigms. In future smart home design, this model will help designers rationally allocate tasks between automation and human–machine interaction as a way to enhance the overall positive user experience. Full article
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19 pages, 4071 KiB  
Article
Understanding Antecedents That Affect Customer Evaluations of Head-Mounted Display VR Devices through Text Mining and Deep Neural Network
by Yunho Maeng, Choong C. Lee and Haejung Yun
J. Theor. Appl. Electron. Commer. Res. 2023, 18(3), 1238-1256; https://doi.org/10.3390/jtaer18030063 - 10 Jul 2023
Cited by 6 | Viewed by 2651
Abstract
Although the market for Head-Mounted Display Virtual Reality (HMD VR) devices has been growing along with the metaverse trend, the product has not been as widespread as initially expected. As each user has different purposes for use and prefers different features, various factors [...] Read more.
Although the market for Head-Mounted Display Virtual Reality (HMD VR) devices has been growing along with the metaverse trend, the product has not been as widespread as initially expected. As each user has different purposes for use and prefers different features, various factors are expected to influence customer evaluations. Therefore, the present study aims to: (1) analyze customer reviews of hands-on HMD VR devices, provided with new user experience (UX), using text mining, and artificial neural network techniques; (2) comprehensively examine variables that affect user evaluations of VR devices; and (3) suggest major implications for the future development of VR devices. The research procedure consisted of four steps. First, customer reviews on HMD VR devices were collected from Amazon.com. Second, candidate variables were selected based on a literature review, and sentiment scores were extracted. Third, variables were determined through topic modeling, in-depth interviews, and a review of previous studies. Fourth, an artificial neural network analysis was performed by setting customer evaluation as a dependent variable, and the influence of each variable was checked through feature importance. The results indicate that feature importance can be derived from variables, and actionable implications can be identified, unlike in general sentiment analysis. Full article
(This article belongs to the Special Issue Social Commerce and the Recent Changes)
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21 pages, 13373 KiB  
Article
Exploring the Influencing Factors on User Experience in Robot-Assisted Health Monitoring Systems Combining Subjective and Objective Health Data
by Caterina Neef, Katharina Linden and Anja Richert
Appl. Sci. 2023, 13(6), 3537; https://doi.org/10.3390/app13063537 - 10 Mar 2023
Cited by 12 | Viewed by 3481
Abstract
As the population ages, the demand for care for older adults is increasing. To maintain their independence and autonomy, even with declining health, assistive technologies such as connected medical devices or social robots can be useful. In previous work, we introduced a novel [...] Read more.
As the population ages, the demand for care for older adults is increasing. To maintain their independence and autonomy, even with declining health, assistive technologies such as connected medical devices or social robots can be useful. In previous work, we introduced a novel health monitoring system that combines commercially available products with apps designed specifically for older adults. The system is intended for the long-term collection of subjective and objective health data. In this work, we present an exploratory user experience (UX) and usability study we conducted with older adults as the target group of the system and with younger expert users who tested our system. All participants interacted with a social robot conducting a health assessment and tested sensing devices and an app for data visualization. The UX and usability of the individual components of the system were rated highly in questionnaires in all sessions. All participants also said they would use such a system in their everyday lives, demonstrating the potential of these systems for self-managing users’ health. Finally, we found factors such as previous experience with social robots and technological expertise to have an influence on the reported UX of the users. Full article
(This article belongs to the Special Issue Advances in Intelligent Robotics in the Era 4.0)
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16 pages, 1833 KiB  
Article
The Role UX Design Attributes Play in the Perceived Persuasiveness of Contact Tracing Apps
by Kiemute Oyibo and Plinio Pelegrini Morita
Multimodal Technol. Interact. 2022, 6(10), 88; https://doi.org/10.3390/mti6100088 - 12 Oct 2022
Cited by 5 | Viewed by 2842
Abstract
Contact tracing apps (CTAs) were deployed worldwide in 2020 to combat COVID-19. Due to their low uptake, a growing amount of empirical research is being conducted to understand the factors that drive their adoption. For CTAs to be adopted, users must, first and [...] Read more.
Contact tracing apps (CTAs) were deployed worldwide in 2020 to combat COVID-19. Due to their low uptake, a growing amount of empirical research is being conducted to understand the factors that drive their adoption. For CTAs to be adopted, users must, first and foremost, find them persuasive. However, there is little research to understand the role user experience (UX) plays in their perceived persuasiveness. Consequently, we conducted an online study on Amazon Mechanical Turk among Canadian and American residents (n = 446) to investigate the most important UX design attributes associated with the perceived persuasiveness of CTAs. The study was based on two app designs (control and persuasive), each of which comprises three use cases: no exposure, exposure, and diagnosis report interfaces. One interface (screenshot) was randomly presented to a participant to view and provide their responses on the perceived UX design attributes and perceived persuasiveness of the interface. In the overall model, we found that perceived usefulness is the most important and consistent UX design attribute that influences perceived persuasiveness (β = 0.29, p < 0.001), followed by perceived trustworthiness (β = 0.24, p < 0.001) and perceived privacy protection (β = 0.16, p < 0.05). Respectively, the three predictors were consistently significant in two-thirds, half, and one-third of the 12 submodels based on app design, adoption status, and country of residence. The relationships regarding the persuasive designs are more likely to be significant, with the variance of the target construct explained by the predictors ranging from 71% to 89% compared with 54% to 69% for the control designs. The three significant attributes will help designers know which UX design attributes to focus on when designing CTAs for future epidemics. More importantly, in predictive modeling, if their ratings are known, they hold potential in predicting new users’ responsiveness to multiple persuasive strategies/messages featured in behavior-change support systems. Full article
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15 pages, 1517 KiB  
Article
User Experience of 5G Video Services in Indonesia: Predictions Based on a Structural Equation Model
by Raden Deiny Mardian, Muhammad Suryanegara and Kalamullah Ramli
Information 2022, 13(3), 155; https://doi.org/10.3390/info13030155 - 17 Mar 2022
Cited by 4 | Viewed by 3628
Abstract
The advent of 5G has created an expectation for the provision of a much better user experience (UX) for utilising video streaming services. However, apart from quality, there are many other factors believed to influence users’ experiences of video streaming services in the [...] Read more.
The advent of 5G has created an expectation for the provision of a much better user experience (UX) for utilising video streaming services. However, apart from quality, there are many other factors believed to influence users’ experiences of video streaming services in the era of 5G. The question then arises: what will determine the UX of streaming video services in the 5G era? This study aimed to discover what factors would influence 5G UX by using a conceptual framework involving measures of users’ predictive judgements of 5G combined with users’ measurements of current 4G UX, considering that there is no specific standard for measuring UX. Our case study is Indonesia, the world’s fourth-largest market, so the predictions may later become a reference for the priorities of implementing 5G technology. Our conceptual framework utilised the structural equation model (SEM) approach, based on the primary data of a 254-respondent sample of the Indonesian market. The questionnaire assessed 10 factors of user experience, ranging from service attractiveness to economic-related aspects. The results imply that the current user’s experience of 4G has an effect with a significance value of 0.42 to their later experience when accessing 5G video services. It means that many users will continue to use 4G for video streaming and still need tangible evidence of 5G. Among the 10 factors, a satisfaction value of 0.72 in 4G technology and perspicuity of 0.81 in 5G are the highest correlations. These factors are the most influential for video service experience. Full article
(This article belongs to the Section Wireless Technologies)
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21 pages, 331 KiB  
Article
User Behavioral Intentions toward a Scooter-Sharing Service: An Empirical Study
by Fei-Hui Huang
Sustainability 2021, 13(23), 13153; https://doi.org/10.3390/su132313153 - 27 Nov 2021
Cited by 14 | Viewed by 4519
Abstract
This paper proposes an innovative shared scooter service whereby scooter owners can authorize the rental of their scooters to others through a mobile service platform. It constitutes a public short-distance mobility service for travelers and increases the efficient utilization of each private scooter. [...] Read more.
This paper proposes an innovative shared scooter service whereby scooter owners can authorize the rental of their scooters to others through a mobile service platform. It constitutes a public short-distance mobility service for travelers and increases the efficient utilization of each private scooter. The study examines the adoption of scooter-sharing services by travelers and adapts the unified theory of acceptance and use of technology, attitude, and user experience (UX) to investigate the factors that may influence traveler acceptance of scooter-sharing services. The data were collected from Taiwanese travelers who used the shared scooters provided in this study and completed pre- and post-use subjective ratings of the scooter-sharing service (n = 99), analyzed using a hierarchical multiple regression analysis. The results indicate that the model constructs of habit, social influence, and environmental protections may positively affect users’ behavioral intentions toward shared scooters, while performance expectancy and effort expectancy may negatively affect intention to use. Attitudes and UX had no direct effect on intention to use. In light of the findings, recommendations for improving the design of scooter-sharing services, implications for service providers, and a reference basis for the development of future shared micro-mobility services are provided. Full article
19 pages, 2415 KiB  
Review
Making Order in User Experience Research to Support Its Application in Design and Beyond
by Aurora Berni and Yuri Borgianni
Appl. Sci. 2021, 11(15), 6981; https://doi.org/10.3390/app11156981 - 29 Jul 2021
Cited by 18 | Viewed by 6104
Abstract
The term User Experience (UX) was introduced to define the dynamics of the human-product interaction, and it was thought that design would have been a main recipient of UX research. However, it can be claimed that the outcomes of UX studies were not [...] Read more.
The term User Experience (UX) was introduced to define the dynamics of the human-product interaction, and it was thought that design would have been a main recipient of UX research. However, it can be claimed that the outcomes of UX studies were not seamlessly transferred into design research and practice. Among the possible reasons, this paper addresses the fragmentary knowledge ascribable to the field of UX. The authors reviewed the literature analyzing the conceptual contributions that interpret UX, proposing definitions and/or a theoretical framework. This allowed the authors to provide an overview of recurring elements of UX, highlighting their relationships and affecting factors. This research aims to clarify the overall understanding of UX, along with its key components (the user, interaction, the system, and context) and dimensions (ergonomic, affective, and the cognitive experiences). The authors built a semantic construction inspired by the structure of a grammatical sentence to highlight the relationship between those components. Therefore, UX is defined by a subject/user who performs an action-interaction towards an object-system. A complement-context better defines the condition(s) where the action-interaction takes place. This work is expected to lay the foundations for the understanding of approaches and methods employed in UX studies, especially in design. Full article
(This article belongs to the Special Issue State-of-the-Art in Human Factors and Interaction Design)
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19 pages, 1203 KiB  
Article
User Experience in VR Fashion Product Shopping: Focusing on Tangible Interactions
by Jongsun Kim and Jisoo Ha
Appl. Sci. 2021, 11(13), 6170; https://doi.org/10.3390/app11136170 - 2 Jul 2021
Cited by 21 | Viewed by 5869
Abstract
It is necessary to focus on a VR environment centered on a tangible interaction (TI), which provides and interacts with the user experience (UX) with various sensational forms. Therefore, this study attempted to present UX evaluation items for VR fashion product shopping environment [...] Read more.
It is necessary to focus on a VR environment centered on a tangible interaction (TI), which provides and interacts with the user experience (UX) with various sensational forms. Therefore, this study attempted to present UX evaluation items for VR fashion product shopping environment through focusing on the TI. In addition, the developed factors were evaluated for validity through empirical experiments and attempted to explore the possibility of using a VR shopping UX evaluation methodology. As a result of factor analysis of items related to VR shopping, six factors were extracted, and each factor was named as intention to use, playfulness, sharpness, telepresence, interactivity, and usability, respectively. As a result of a t-test for the difference in UX between immersive VR and non-immersive VR, it was found that there were significant differences in intention to use, playfulness, sharpness, and telepresence. As a result of performing a multiple regression analysis to analyze the effect of TI on the VR fashion shopping UX, it was found that interaction, playfulness, and telepresence are UX factors that are formed under the influence of TI in an immersive VR. In addition, intention to use, sharpness, telepresence, and usability were found to be factors experienced as an effect of TI in a non-immersive VR. Full article
(This article belongs to the Special Issue Haptics: Technology and Applications2021)
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17 pages, 488 KiB  
Article
Development and Validation of User Experience-Based E-Learning Acceptance Model for Sustainable Higher Education
by Baqar Ali Zardari, Zahid Hussain, Aijaz Ahmed Arain, Wajid H. Rizvi and Muhammad Saleem Vighio
Sustainability 2021, 13(11), 6201; https://doi.org/10.3390/su13116201 - 31 May 2021
Cited by 32 | Viewed by 5857
Abstract
E-learning is a convenient way of learning through a portal. E-learning is being increasingly adopted in the world; however, the factors that influence the intention of users for accepting the e-learning technology have not been sufficiently explored, particularly in developing countries. Although many [...] Read more.
E-learning is a convenient way of learning through a portal. E-learning is being increasingly adopted in the world; however, the factors that influence the intention of users for accepting the e-learning technology have not been sufficiently explored, particularly in developing countries. Although many e-learning acceptance models do exist, the research on a user experience (UX)-based e-learning acceptance model is still lacking. As UX is one of the crucial factors for the acceptance of an e-learning portal, this research study aims to develop and validate a UX-based e-learning acceptance framework for sustainable higher education. In this connection, a web-based responsive e-learning portal for university students has been developed. The portal can be accessed from anywhere, at any time, and on any device, making the learning sustainable. The UX-based e-learning acceptance framework is developed by integrating the selected constructs of a widely accepted UX model, technology acceptance model (TAM), and four well-known constructs from various technology acceptance models. The constructs are appeal, pleasure, satisfaction, perceived ease of use, perceived usefulness, information quality, self-efficacy, social influence, benefits, and behavioral intention, which can predict the intentions of the students for acceptance of the e-learning portal. The data were collected from 650 university students using online and manual questionnaires. After data screening, 513 valid responses were further analyzed using structural equation modeling. According to the results, the framework fits the data well. The constructs satisfaction, perceived ease of use, perceived usefulness, information quality, self-efficacy, social influence, and benefits have a statistically significant effect on the behavioral intention of the students regarding the acceptance of the e-learning portal. The construct perceived ease of use has a statistical significant impact on perceived usefulness and pleasure. The construct appeal has a statistical significant impact on pleasure and satisfaction. Similarly, the construct pleasure has also a positive statistical significant impact on satisfaction. This research study contributes to the e-learning acceptance models by developing and validating the UX-based e-learning acceptance framework for sustainable higher education. The framework provides important insights for the acceptance of university based e-learning portals in the context of developing countries. Full article
(This article belongs to the Special Issue Visual Technologies for Sustainable Digital Environments)
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12 pages, 7972 KiB  
Article
An Innovative Reflection Based on Critically Applying UX Design Principles
by Kamarin Merritt and Shichao Zhao
J. Open Innov. Technol. Mark. Complex. 2021, 7(2), 129; https://doi.org/10.3390/joitmc7020129 - 10 May 2021
Cited by 10 | Viewed by 7821
Abstract
Over the past few years, the internet and omni-channel domains have created a new economy that is growing rapidly and shifting the way in which businesses operate due to the influence of technological advancements and innovations. Now customers are embracing technology more than [...] Read more.
Over the past few years, the internet and omni-channel domains have created a new economy that is growing rapidly and shifting the way in which businesses operate due to the influence of technological advancements and innovations. Now customers are embracing technology more than ever, user experience is becoming a crucial factor of the customer journey and remaining competitive in any industry is becoming increasingly difficult due to this. These changes have forced many businesses to rethink their presence, whether this is physically or digitally. In order to gain an understanding of how this should be approached, this paper focuses on demonstrating a critical understanding of innovation theories and concepts, which are utilised to enhance value for business. As well as this, web-based technologies and User Experience (UX) principles will be outlined and applied in order to create an online presence for a prototype supermarket, which will be then be reflected upon against PESTLE factors. From this, an innovative strategy will be formulated and evaluated for a new technology-based product/venture. Full article
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15 pages, 1239 KiB  
Review
Examination of the Protection Offered by Current Accessibility Acts and Guidelines to People with Disabilities in Using Information Technology Devices
by Hyun K. Kim and Jaehyun Park
Electronics 2020, 9(5), 742; https://doi.org/10.3390/electronics9050742 - 30 Apr 2020
Cited by 9 | Viewed by 4052
Abstract
Today, information technology (IT) products are extensively used in everyday life; however, disabled people still experience difficulties in using them. To ensure the equal use of IT products by people with disabilities, various laws/guidelines/standards have been established. In particular, Section 508 of the [...] Read more.
Today, information technology (IT) products are extensively used in everyday life; however, disabled people still experience difficulties in using them. To ensure the equal use of IT products by people with disabilities, various laws/guidelines/standards have been established. In particular, Section 508 of the Rehabilitation Act, 21st-Century Communications and Video Accessibility Act, the European Accessibility Act, and the Web Content Accessibility Guidelines strongly influence IT product sales and, hence, have been included in the scope of this research. This study analyzed the main accessibility provisions/guidelines from the user experience (UX) perspective and the IT device difficulties that are addressed by the provisions/guidelines. Accordingly, the study used the IT interaction disability concept, which analyzes the comprehensive difficulties associated with the use of an IT device from the perspective of interaction, to map each task–user interface–context factor. Finally, this study suggests the aspects to be considered while establishing accessibility provisions/guidelines. Moreover, it clarifies the provisions and guidelines for IT product designers and developers by analyzing them from the UX perspective. Full article
(This article belongs to the Special Issue User Interface (UI) of Wearable Device, VR/AR Headset and Drone)
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15 pages, 471 KiB  
Article
Factors Influencing Usability of Rehabilitation Robotic Devices for Lower Limbs
by Taesun Kim
Sustainability 2020, 12(2), 598; https://doi.org/10.3390/su12020598 - 14 Jan 2020
Cited by 10 | Viewed by 5543
Abstract
In recent years, there has been a sharp increase in the number of elderly people in South Korea; this has led to rising costs and concerns on the quality of physical therapy treatment involving rehabilitation robotic devices. Therefore, the government has asked academia [...] Read more.
In recent years, there has been a sharp increase in the number of elderly people in South Korea; this has led to rising costs and concerns on the quality of physical therapy treatment involving rehabilitation robotic devices. Therefore, the government has asked academia to expand its research scope to evaluate the usability of these devices. Hence, this study aimed to identify the major factors influencing the usability of a rehabilitation robotic device for lower limbs and the reasons for involving several diverse user groups for a more comprehensive evaluation. To measure usability as perceived by three primary user groups of user experience (UX) professionals, rehab professionals, and lay people, this study collected 196 survey. The results of an EFA showed that among three general quality factors and five device specific factors, visual pertinence, use confidence, and safety were the critical factors influencing usability, and the results of ANOVA offered that there was discrepancy in the influential factors, namely visual pertinence, transferring, and holding the body. These findings indicate that the necessity of employing a posture-centered approach and multiple user groups in assessing the usability of rehabilitation devices. Given these findings, it is suggested that the industry and design community should move toward implementing a more explorative perspective to enable a more human-centered and posture-concerned approach to provide better usability to the diverse users of medical devices. Full article
(This article belongs to the Special Issue Sustainability in 2nd IT Revolution with Dynamic Open Innovation)
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22 pages, 4195 KiB  
Article
Gaze-Assisted User Intention Prediction for Initial Delay Reduction in Web Video Access
by Seungyup Lee, Juwan Yoo and Gunhee Han
Sensors 2015, 15(6), 14679-14700; https://doi.org/10.3390/s150614679 - 19 Jun 2015
Cited by 13 | Viewed by 7360
Abstract
Despite the remarkable improvement of hardware and network technology, the inevitable delay from a user’s command action to a system response is still one of the most crucial influence factors in user experiences (UXs). Especially for a web video service, an initial delay [...] Read more.
Despite the remarkable improvement of hardware and network technology, the inevitable delay from a user’s command action to a system response is still one of the most crucial influence factors in user experiences (UXs). Especially for a web video service, an initial delay from click action to video start has significant influences on the quality of experience (QoE). The initial delay of a system can be minimized by preparing execution based on predicted user’s intention prior to actual command action. The introduction of the sequential and concurrent flow of resources in human cognition and behavior can significantly improve the accuracy and preparation time for intention prediction. This paper introduces a threaded interaction model and applies it to user intention prediction for initial delay reduction in web video access. The proposed technique consists of a candidate selection module, a decision module and a preparation module that prefetches and preloads the web video data before a user’s click action. The candidate selection module selects candidates in the web page using proximity calculation around a cursor. Meanwhile, the decision module computes the possibility of actual click action based on the cursor-gaze relationship. The preparation activates the prefetching for the selected candidates when the click possibility exceeds a certain limit in the decision module. Experimental results show a 92% hit-ratio, 0.5-s initial delay on average and 1.5-s worst initial delay, which is much less than a user’s tolerable limit in web video access, demonstrating significant improvement of accuracy and advance time in intention prediction by introducing the proposed threaded interaction model. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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