The rise of autonomous systems in cities, such as automated vehicles (AVs), requires new approaches for prototyping and evaluating how people interact with those systems through context-based user interfaces, such as external human-machine interfaces (eHMIs). In this paper, we present a comparative study of three prototype representations (real-world VR, computer-generated VR, real-world video) of an eHMI in a mixed-methods study with 42 participants. Quantitative results show that while the real-world VR representation results in higher sense of presence, no significant differences in user experience and trust towards the AV itself were found. However, interview data shows that participants focused on different experiential and perceptual aspects in each of the prototype representations. These differences are linked to spatial awareness and perceived realism of the AV behaviour and its context, affecting in turn how participants assess trust and the eHMI. The paper offers guidelines for prototyping and evaluating context-based interfaces through simulations.
CCS CONCEPTS• Human-centered computing → HCI design and evaluation methods.
Digital banking is one of the latest applications that integrates all services of traditional banks via digitized technology. Its pivotal role in the development of banking industry has been recently recognized, especially in emerging countries such as Vietnam. This paper identified the determinants of Vietnamese consumers' behavioural intention to adopt or use digital banking . By using the Modified Unified Theory of Acceptance and Use of Technology (UTAUT2), the eight constructing factors have been selected to examine their influences on the Vietnamese customers' behaviour: performance expectancy (PE), effort expectancy (EE), social influences (SI), facilitating conditions (FC), hedonic motivation (HM), price value (PV), habit (HT), and trust (TR). The findings suggested that performance expectancy, effort expectancy, hedonic motivation, habit, and trust significantly and positively influence the behavioural intention of digital banking services. The intention of adoption services, together with habit and facilitating conditions are three significant factors capturing the usage intention under the context of Vietnam. The empirical results not only made a valuable contribution to the existing research on banking innovation, but also provided benefits to policymakers, bank supervisors, and bank managers concerning how to develop and improve the customers' recognition and intention to use new banking services.
Contribution/ Originality:This study is one of very few studies which have investigated the key factors influencing Vietnamese customers' behaviour in adopting and using digital banking services. The findings from UTAUT2 model showed that the usage intention was determined by the intention of adoption services, habit and facilitating conditions.
Immersive virtual reality (iVR) has gained considerable attention recently with increasing affordability and accessibility of the hardware. iVR applications for older adults present tremendous potential for diverse interventions and innovations. The iVR literature, however, provides a limited understanding of guiding design considerations and evaluations pertaining to user experience (UX). To address this gap, we present a state-of-the-art scoping review of literature on iVR applications developed for older adults over 65 years. We performed a search in ACM Digital Library, IEEE Xplore, Scopus, and PubMed (1 January 2010–15 December 2019) and found 36 out of 3874 papers met the inclusion criteria. We identified 10 distinct sets of design considerations that guided target users and physical configuration, hardware use, and software design. Most studies carried episodic UX where only 2 captured anticipated UX and 7 measured longitudinal experiences. We discuss the interplay between our findings and future directions to design effective, safe, and engaging iVR applications for older adults.
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