{"title":"Usability Study on the User Interface Design of Mobile Payment Applications","authors":"Yi-Chii Hsu, Chien-Hsiung Chen","doi":"10.54941/ahfe1001719","DOIUrl":"https://doi.org/10.54941/ahfe1001719","url":null,"abstract":"Human consumption behavior has entered the digital age, and the payment methods have also emerged with different new styles. However, whether the new digital payment user experience meets the user’s expectations is a question worthy of discussion. Three commonly used digital payment applications, i.e., Line Pay, PayPal, and WeChat Pay, were selected for this study. The experimental device was an iPhone X cell phone, and the convenience sampling method was adopted in this study. A total of 34 participants aged 18-28 were invited to take part in the experiment. The experiment recorded the time spent on each task and the results of completing the System Usability Scale (SUS) questionnaire after the task was performed. One-way ANOVA was used to determine the variance, while observational methods were used to observe the operating conditions of the participants. The results of the study were as follows: (1) The balance should be displayed at the first page, and the best way to display it is by \"$\" plus the amount of money supplemented by text. (2) QR Code payment is suitable for small amounts and quick payment. For large amounts, users should set up the correct payment recipient and follow the steps for more peace of mind. (3) The initial operation of the payment and receipt function should be integrated into a single function button or page, using the same operation mode, but using a different background page color, so that users can easily identify the current operation procedure as payment or receipt. (4) The setting function can be set on the top left of the home page, with the gear icon or avatar as the relevant design. (5) The design of the transaction history function can be combined with the balance display to provide sufficient information for users to operate, and it is not recommended to set the balance inquiry function in more than three pages or steps of the operation procedure. (6) Digital payment platform can integrate with other industry's services to generate more functions. (7) The functions are displayed in blocks, which will increase the operation time for users with no user experience. The results of the study can be used as a reference for digital payment platform and software design industry and designers and researchers","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117339995","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Research Hotspots and Trend Analysis of User Experience Design for Healthcare Service System","authors":"Xinyue Zhang","doi":"10.54941/ahfe1003216","DOIUrl":"https://doi.org/10.54941/ahfe1003216","url":null,"abstract":"International Organization for Standardization(ISO) defines user experience as the perceptions and responses of users about the usage or anticipated use of a system, product, or service. The notion of \"patient-centred\" service has steadily evolved over the last several years, focusing on user experience in the healthcare service system. Current research on user experience in healthcare service systems integrates topics such as psychology, design, and engineering. It is impossible to conduct an impartial analysis of this multidisciplinary topic based on a survey of the traditional literature due to the complexity and volume of the reference material. This study utilises bibliometrics to visualise the retrieved data's knowledge structure and structure of the retrieved data and to offer a foundation for future research in the area of user experience design for healthcare service systems.The information for this research comes from the Web of Science. The search strategy was TS=((User Experience)AND(Medical Services OR Medical Products OR Medical Diagnostic Equipment)), and the search sources were the five primary citation indexes typically utilised in the WOS database: SSCI, SCI-Expanded, A&HCI, CPCI-S and CPCI-SSH. During the search process, the sources had to be modified or eliminated to prevent the loss of interdisciplinary literature. The search results were produced as \"complete records and cited references\" text files. Manual screening is used to screen out publications that diverge from the subject of the study, lack on-site information (e.g., time, keywords, authors, and other crucial information), include duplicate data, or are otherwise distracting. For additional quantitative analysis, a total of 2030 articles were retrieved.This work employs a mix of bibliometrics, content analysis, and information visualisation, as proposed by Pritchard in 1969: bibliometrics may assist in identifying patterns and information in vast volumes of literature via quantitative analysis of all sorts of literature. The study also used a combination of two bibliometric tools, CiteSpace and VOSviewer, to examine keyword co-occurrence analysis and literature co-citation in the cited literature and to map the associated scientific information to visualise research paths and frontier regions.The results of the study indicate that: 1. From a macro perspective, the number of documents in the search area is increasing and will remain a key research direction in the academic community; 2. From the perspective of the number of articles published, the UK, the US, China, and Canada are leading the research in this field; kings coll London, Mcmaster univ, Boston univ and other institutions are more active, but there are few high-producing institutions, and eastern Europe is the least productive region. The need for more collaboration between research institutions and between institutions and writers and the shortage of prolific authors represent the most significant resear","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"91 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117346881","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Assessing Experiences and Visual Perception in Train Station Environments with a Mobile Application and Eye Tracking","authors":"Andrea Schneider, Eva Krueger","doi":"10.54941/ahfe1001723","DOIUrl":"https://doi.org/10.54941/ahfe1001723","url":null,"abstract":"The Customer Experience Management at the Swiss Federal Railways (SBB) experiments with new technologies and methods to capture experiences and perceptions of passengers to design safe and customer friendly environments. First, a new methodological approach based on a mobile application was developed in-house to assess experiences and emotions of rail passengers. Second, to learn more about visual perception in train stations, mobile eye tracking was used. In conclusion, the app proved to be valuable in capturing personal and subjective experiences. Mobile eye tracking helped to assess visual perception of passengers which resulted in further understanding of unique situations or objects which might subconsciously influence the experience of passengers.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"102 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117298563","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Voice interaction design of intelligent wearable device in elderly exercise and health scene","authors":"Liao Yijun, Hui Zhang","doi":"10.54941/ahfe1001708","DOIUrl":"https://doi.org/10.54941/ahfe1001708","url":null,"abstract":"Health monitoring is a significant application scenario of intelligent wearable devices. In the ear of an aging society and intelligent elderly care, the weak physical function of the elderly will drive their demand for intelligent wearable devices and become an important user group in this field. Related products will carry out differentiated designs according to the characteristics and demands of elderly user groups. Under the vertical segmentation of scenes, the user experience will continue to upgrade, and the continuous innovation of interaction methods is also accelerating. Especially with the development of technology, AI improves the interaction ability and data value, and the requirements for voice interaction are improved. Voice is the natural interaction channel of intelligent wearable devices and the natural interaction mode of the elderly. However, at present, less research focuses on the voice interaction of smartwatches, especially on the sound details in different scenes. Based on the elderly exercise and health scene, this study explores the voice interaction design of smartwatches to put forward the corresponding voice interaction model and user experience design suggestions and promote reference in the field of voice interaction of intelligent wearable devices.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"82 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132559216","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Exploring the Design of Campus Directional Sign through Wayfinding Behavior in Virtual Environment","authors":"Ting Chun Liao, Ching I Chen, M. Zheng","doi":"10.54941/ahfe1003225","DOIUrl":"https://doi.org/10.54941/ahfe1003225","url":null,"abstract":"National Taipei University of Technology (NTUT) is in the center of Taipei City, with three significant entrances and more than 20 buildings. Because of the nearby attractions, such as the Huashan 1914 Creative Park and Jianguo Brewery, and the Red House, a city-designated historical monument on the campus. Visitors are often attracted to the campus. However, the crowded and enclosed building layout makes it difficult for first-year students, foreign guests, and tourists who are unfamiliar with the environment to navigate around the campus.In this study, the campus of NTUT was used as the experimental environment, and the modeling software was used to build the scene model. An interactive interface was created in Unity 3D to allow participants to move around the virtual campus from a first-person perspective to simulate wayfinding. A total of 30 participants conducted the online experiment, using the three entrances of the campus as the starting points to divide into three groups of scenarios. Each set of scenarios contained four tasks, and participants were divided into three groups of 10 to operate two scenarios, each with a total of eight tasks. The evaluation method is as follows: 1) Let participants perform wayfinding tasks, and the researcher observes and records their behavior and thinking aloud during the tasks. 2) After the tasks, a five-point Likert scale questionnaire was used to understand participants’ anxiety levels and evaluate the directional signs. 3) Semi-structured interviews were conducted at the end of all tasks to determine the reasons behind the behavior.The results show that the participants did not quickly enter the trail at the beginning of the experiment unless the directional sign gave clear guidance. They mostly searched for directions on the main wider paths, and we found that participants would expect the directional signs to be consistent. If they did not find the previous target information on the next directional sign, they would go back and forth to confirm the correctness of the information, or they would stop and look around, thinking they had reached their destination. On the other hand, once the participant starts looking at one form of directional sign design, they subconsciously look for the same design, such as the same color or shape. It caused participants easy to ignore the other design form of directional sign. In addition, the arrows of the directional signs should be more unambiguous. For example, when participants found out that the arrow is pointing to the back of the building, they are likely to pause and hesitate. A diagonal arrow can also lead to misunderstanding. When participants became disoriented in finding the exit, they used the strategy of walking around the campus wall to find the exit. The results of this study intend to help understand wayfinding behavior on campus and serve as a reference for the subsequent design of directional signs.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127838875","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ana Filomena Curralo, Pedro Miguel Faria, A. Curado, Paula Azeredo, Sergio I. Lopes
{"title":"Designing a UX Mobile App for Hydration and Sustainability Tracking in Academia","authors":"Ana Filomena Curralo, Pedro Miguel Faria, A. Curado, Paula Azeredo, Sergio I. Lopes","doi":"10.54941/ahfe1001692","DOIUrl":"https://doi.org/10.54941/ahfe1001692","url":null,"abstract":"Higher Education Institutions (HEIs) are favored atmospheres in the civic training of their audiences, undertaking a major role in Global Sustainable Development. The management of waste packaging represents a huge environmental footprint, particularly the plastic water bottles which constitute a major example of everyday waste that directly impacts our lives, not only ecologically, but also economically. Hence, the project RefillH20 proposes to reduce the sales of plastic water bottles in the 6 schools of the Polytechnic Institute of Viana do Castelo (IPVC), respective bars, canteens, and halls of residence. For this purpose, a smartbottle, equipped with a radio frequency identification (RFID) chip, has been designed and integrated within an institutional ecosystem, that includes several smart refill stations, enabling an automatic filling process with no physical contact with the equipment. This approach enables not only the computation of water consumption metrics typically used for hydration assessment but also the computation of relevant sustainability metrics and indicators through a mobile application, such as the number of refills per period of time, amount of consumed water, the estimated amount of averted plastic waste considering different approaches (temporal, cumulative, individual or referring to colleges, classes, etc.), the energy-saving from overall waste reduction and reduction of greenhouse gas (GHG) emissions and information on users’ environmental footprint. This work presents the development of a high fidelity UX Mobile App prototype, which aims to allow users of RefillH20 ecosystem to monitor their water intake habits, as well as their contribution to improving the overall environmental sustainability in academia, and thus promoting the creation of awareness regarding their effective ecological footprint. By using a UX Design approach, the users have been involved interactively with these new digital products and services idealization, through their appearance and how they feel, use and remember such interactions.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131072089","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Lorena Recalde, Rosa Navarrete, Luis Rosero Correa
{"title":"A Framework for data mining of structured semantic markup extracted from educational resources on University websites","authors":"Lorena Recalde, Rosa Navarrete, Luis Rosero Correa","doi":"10.54941/ahfe1001745","DOIUrl":"https://doi.org/10.54941/ahfe1001745","url":null,"abstract":"The coronavirus pandemic has forced education at all levels to change from face-to-face mode to online learning. In keeping with that purpose, Universities are releasing a significant number of educational resources on the Web to support virtual education. Final users, who need these educational resources, explore the Web through search engines such as Google, Yahoo, Yandex, or Bing; unfortunately, the search results they obtain lack accuracy and are not necessarily adequate to their requirements. This problem is because Web resources release does not consider their visibility or ease of being found. One way to improve the experience of users who browse the Web is by delivering more appropriate content in response to their searches. An alternative to enhancing the meaning of web searching results is embedding structured semantic markup in the HTML of web pages through standards such as JSON-LD and Schema.org vocabulary, in compliance with W3C recommendation. Search engines can interpret this markup to understand the resources being published and, consequently, improve the rightness of search results. For example, Google uses the structured semantic markup to show rich fragments, Rich Snippets, or even Knowledge Graph in user searches.This research proposes a framework that enables a systematic analysis of the websites of the top-ranking universities, focused on the educational content they provide to review the embedded semantic markup annotated by using JSON-LD and the Schema vocabulary. To this end, a worldwide list of the universities that are part of the top international ranking has been compiled. Then, by using Web Scraping techniques, we have analyzed these universities' Websites in search of educational resources and reviewed if the embedded structured markup is included. Finally, data mining techniques have been used to describe and organize the educational resources obtained.The contribution of this work is two-fold. Firstly, the analysis of embedded structured markup that uses Schema vocabulary and JSON-LD format in university websites. This analysis is relevant since previous research has not explicitly focused on the educational field or has not used a specific dataset within this context. Secondly, the proposal of a framework that allows accomplishing this type of analysis of embedded structured markup from a data collection phase to obtaining results and indicators on the data. It addresses the data mining process from download to the final data analysis to get information. The proposed framework consists of eleven components distributed in three well-defined layers: data access layer, service layer, and application layer. The framework component development process is defined by merging two methodologies, Design Science Research (DSR), to guide the creation of an artifact, and CRISP-DM, to address the data mining process. The architecture of the framework integrates tools such as Scrapy (Python), for web scraping and crawling func","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125845963","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Applying the Kano Model to Optimize the Furniture in Rental Scenarios - An application to China case study","authors":"Wei Ding, Yuting Liao","doi":"10.54941/ahfe1003211","DOIUrl":"https://doi.org/10.54941/ahfe1003211","url":null,"abstract":"With the price of commercial housing rising year by year and the increasing floating population, more and more people choose to rent housing to solve their housing problems in the transitional stage. In order to reduce rental costs, many furniture in rental houses has problems such as poor quality of supporting facilities, incomplete functions, and difficulty in carrying, often ignoring the functional and emotional needs of tenants for the use of furniture, so it is necessary to find new furniture forms to meet the material and spiritual needs of contemporary renters.In this paper, the strategic analysis tool stemming from the PEST(political, economic, social, and technological) has been adopted to explore the necessity of studying furniture for rental scenes. Among the relevant research and practical cases, the research on rental furniture mainly focuses on space-saving, multi-functional, and modular design, and puts a lot of practice into the structural design of furniture, and conducts in-depth research on the difficulty of furniture disassembly and assembly, the portability of furniture, etc. However, relevant studies have ignored the functional and emotional needs of tenants in the process of using furniture, so some products do not fit well with the actual rental group.In response to this problem, we carried out user research using user interviews and Kano models. The research process is divided into three parts: experimental design, experimental development, and experimental results. We want to obtain basic user information through user interviews, and then use the Kano model to analyze and classify user needs and prioritize demand. Combined with the two-factor theory, we analyze the relative satisfaction (SI) and relative dissatisfaction (DSI) of each demand for users, so as to finally evaluate the functional demand of users for rental furniture design, and show the data results of this study in the experimental results.Based on the above research, this paper summarizes the requirements of furniture in the rental scenario and proposes the optimization strategy for this type of furniture design from four dimensions: user targeting, furniture appearance, furniture structure, furniture function, and furniture experience.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123962651","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Smartphone application designed to support the visually impaired people and enhance the user experience of entertaining events in Saudi Arabia","authors":"Saad Almesalm, Mariam Alshahrani, Raneem Aldajany, Faisal Almahmoud","doi":"10.54941/ahfe1001738","DOIUrl":"https://doi.org/10.54941/ahfe1001738","url":null,"abstract":"Saudi Arabia sponsors various amazing events annually. The General Entertainment Authority (GEA) is in charge of organizing and running the events. These events are local and international and the kind of an event differs from one city to another including concert, parade, winter wonderland park, safari etc. With the great services provided by (GEA) during the event to visitors, however; visually impaired people need assistance in navigating and exploring entertainment places due to extreme lack of accessibility. We aim to create a smartphone application to support visually impaired people in terms of accessibility to entertaining places with enjoyment and valuable user experience. It is proposed that user empathy may be helpful to offer a solution to the following questions:What are the pain points visually impaired users feel when attending entertaining events?What are the scientific findings in the following methodologies: desk research, user interview, usability testings? How do visually impaired users cope with events in Saudi Arabia in terms of navigation?How can a smartphone application help visually impaired people navigate in events?This paper follows a specific set of stages from the initiative idea to the release of the product; however, the first three stages of the product will be included and the rest two stages will be part of future research. The stages are brainstorm, define, design, test, and launch. The purpose of this paper is clear and easy to use, we want to help those who struggle in public events due to vision impaired. We want to make their experience as enjoyable and beautiful as possible. In addition, the design of the app is a reflection of what our targeted users think or feel toward it.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124331058","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}