Wearable computers are one of the new technologies that are expected to be a part of users' lives extensively in near future. While some of the users have positive attitudes towards these new products, some users may reject to use them due to different reasons. User experience is subjective, and effected by various parameters. Among these the first impression, namely the perceived qualities has an important impact on product acceptance. This paper aims to explore the perceived qualities of wearables and define the relations between them. An empirical study is conducted, to find out the hierarchy and meaningful relationships between the perceived qualities of smart wearables. The study is based on personal construct theory and data is presented by Cross-Impact Analysis. The patterns behind affection and affected qualities are explored to understand the design requirements for the best integration of wearables into daily lives.
User experience evolves in accordance with users' attitudes, habits, and personality, as well as their prior experiences. Even though there are attempts to holistically frame the long-term experience of interactive products, there is still debate on how to guide designers in the design process of those products. To tackle this issue, this paper proposes the usage of Path of Long-Term User Experience (PLUX) model in design process. To interrogate the usefulness of the model, we conducted two studies. First, we adopted, adapted and tested the applicability of the backcasting approach, together with the visual materials that could be used in the design process. Following this, we tested the effectiveness of using the PLUX model as a guidance tool in designing interactive products. The PLUX model together with the backcasting approach helps designers to better ground their decisions in the design process and to find ways to enrich long-term user experience. The stages of user experience as well as the human and product-related qualities of the PLUX model facilitated in-depth reflection, and espoused creative interpretations of these qualities for ideation. However, the high level of detail is found limiting at times, depending on the ways the model is utilised.
The purpose of this research is to explore the roles that sports trackers and running-related data play in runners’ personal goal achievement. A two-week diary study and semi-structured interviews were conducted with 22 runners to explore how runners engage with their running-related data to set and achieve their running goals. We found that participants pursued and transitioned between different running goals as their needs, abilities, and surrounding environment changed. We also found multiple motivations that shaped the use of sports trackers. We identified two main categories in runners’ motivations for using trackers and data to achieve their goals. These categories were (i) documenting and tracking in running, and (ii) supporting goal-oriented reflections and actions, with various reasons for use while preparing for and during running. This study provides insights into the psychological effects of running-related data and signals practical implications for runners and developers of tracking technology.
Impaired hand function impacts many stroke patients' daily lives, leading to a lack of independence and difficulty in performing activities of daily living (ADL). There are various assistive devices and interactive exercise monitoring systems that aim to help stroke patients perform unsupervised at-home hand rehabilitation exercises. However, for these efforts to work, the patients are required to self-supervise their rehabilitation process at home and allocate time in their daily schedule, which often is challenging. In this paper, we propose an alternative method. We hypothesize and test the idea of seamlessly integrating hand rehabilitation exercises with the products used for cooking. To this aim, we followed a research through design approach, developed Gr!pp and tested it with two stroke patients. Our results show that Gr!pp can facilitate intuitive use by its form. We also found other application areas of Gr!pp (e.g., eating) and improvement points (e.g., gamification) to promote motivation. We conclude our paper with further implications and our contribution to the tangible interaction design field.
CCS CONCEPTS• User centred design; • Interactive Systems and Tools; • Empirical studies in interaction design;
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