Waiting to receive medical attention is universally present in outpatient health services and, therefore, is a critical experience for service satisfaction. Researchers find that the waiting room physical environment influences users, and it may reduce the adverse effects of waiting. In this study, we used the spatial user experience model (SUE) framework in order to better understand the impact of waiting room features on patient experience. We developed and administered a questionnaire in waiting rooms at two Chilean medical centers. Responses from 563 outpatients and their companions were analyzed through structural equation modeling, concluding that the model is appropriate to describe the SUE in waiting rooms. The dimensions of emotional reaction, spatial appreciation, physical compatibility, and spatial cognition had the most substantial influence on user experience. Furthermore, the user experience showed a strong influence on behavioral intentions desirable by the healthcare industry. Our study provides useful insights to managers and creative teams about the diversity of factors that should be taken into consideration to implement waiting rooms that facilitate positive experiences for patients and visitors.
In the fields of Product Design and Human–Computer Interaction, the term User Experience has been used to describe the interaction with products and systems. The largest product that humans interact with is the built environment. We use the built environment constantly for various functions. Based on a thorough review of the literature from multiple disciplinary sources, we introduce a model of Spatial User Experience (SUE), in which we define six dimensions as the main influential factors of the User Experience. These dimensions are categorized into two groups: (1) Ergonomic‐Instrumental, including Spatial Cognition, Physical Compatibility, and Environmental Compatibility; and (2) Affective, comprising Emotional Reaction, Spatial Appreciation, and Proxemics. Furthermore, the User Experience influences behavioral responses, which will depend on the context and the activity performed. The model aims to be flexible enough to be applied in different physical settings. Its purpose is to contribute to the theory building in User Experience and Interior Design and to provide a foundation for empirical research. Future studies will be able to further validate the relationships defined in the model in diverse physical settings, identifying the dimensions that have greater impact on the User Experience. Ultimately, it is our objective to orient practitioners in the design of places that foster positive experiences and well‐being.
The effect of using a mouse, a trackpad and a 3D motion-and-gesture control (3DMGC) on point-and-click task performance, posture and comfort was tested with twelve participants. Performance (movement time, throughput, error); wrist and arm posture; comfort and usability ratings were recorded. Results showed that for performance measures, the mouse performed the best, having the fastest movement time and highest throughput; the trackpad had the least errors. Movement times were significantly slower for the 3DMGC and this had the lowest throughput among the three input devices. Postural analysis using RULA indicate that compared to a mouse and trackpad, posture was worse for ‘clicking’ task with the 3DMCG and this was also rated the least comfortable of the three and the most difficult to use.
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