International Journal of Human-Computer Studies最新文献

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FunBreath: A novel interactive nebulizer mask with gamification system for children’s effective and enjoyable treatment FunBreath:一款新颖的交互式雾化口罩,带有游戏化系统,为儿童提供有效和愉快的治疗
IF 5.3 2区 计算机科学
International Journal of Human-Computer Studies Pub Date : 2025-06-16 DOI: 10.1016/j.ijhcs.2025.103557
Bo Liu , Qiuyu Ye , Jingyan Yang , Jun Zhang , Ping Li , Yan Luximon , Jie Zhang
{"title":"FunBreath: A novel interactive nebulizer mask with gamification system for children’s effective and enjoyable treatment","authors":"Bo Liu ,&nbsp;Qiuyu Ye ,&nbsp;Jingyan Yang ,&nbsp;Jun Zhang ,&nbsp;Ping Li ,&nbsp;Yan Luximon ,&nbsp;Jie Zhang","doi":"10.1016/j.ijhcs.2025.103557","DOIUrl":"10.1016/j.ijhcs.2025.103557","url":null,"abstract":"<div><div>Nebulized therapy is essential for treating respiratory illnesses in children, yet it can elicit fear and resistance. To tackle this challenge, we developed FunBreath—a novel interactive nebulizer mask with a gamification system. By integrating both hardware and software components, we revolutionized the therapy experience. Our approach began with in-depth surveys to understand the needs of children and their parents in relation to nebulized therapy. Subsequently, for the software component, we adopted the mechanics-dynamics-aesthetics framework to create engaging interactive games. For the hardware component, we incorporated a pressure sensor to monitor children’s breathing behavior, dynamically influencing gameplay. User studies suggest that the FunBreath system could provide a more effective and enjoyable therapy experience, potentially improving treatment adherence by enhancing children’s motivation, increasing their participation, and reducing anxiety during treatment. This work enabled us to distill and contextualize pivotal gamification design principles for medical health products, paving the way for future advancements in this domain.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"203 ","pages":"Article 103557"},"PeriodicalIF":5.3,"publicationDate":"2025-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144314336","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Toward personalized AI-powered recommender systems to support users’ daily music choice experiences 走向个性化的人工智能推荐系统,支持用户的日常音乐选择体验
IF 5.3 2区 计算机科学
International Journal of Human-Computer Studies Pub Date : 2025-06-16 DOI: 10.1016/j.ijhcs.2025.103574
Youngsoo Shin , Krithik Ranjan , Michael C. Kowalski , Jungkyoon Yoon
{"title":"Toward personalized AI-powered recommender systems to support users’ daily music choice experiences","authors":"Youngsoo Shin ,&nbsp;Krithik Ranjan ,&nbsp;Michael C. Kowalski ,&nbsp;Jungkyoon Yoon","doi":"10.1016/j.ijhcs.2025.103574","DOIUrl":"10.1016/j.ijhcs.2025.103574","url":null,"abstract":"<div><div>This paper explores a human-centered approach to developing personalized recommender systems by incorporating users’ individual characteristics. Despite the influence of interactive recommender systems on a wide range of everyday decisions, there has been limited research in the field of HCI on how to tailor these interactive computing systems to diverse user decision-making experiences. Existing literature primarily focuses on optimizing recommendation algorithms and lacks insights into developing human-centered recommender systems. To address this knowledge gap, this paper investigates (1) how users’ decision-making tendencies affect their interactions with AI-powered recommender systems, and (2) how these systems can be designed to align with varying user preferences. We developed a prototype of a conversational music recommender system with four different interaction modes by considering users’ different decision-making styles and information processing preferences. An in-lab experiment with 62 participants tested the effects of users’ decision-making styles and the prototype’s interaction modes on their music choice experience. The findings demonstrate that personalizing recommender systems based on users’ different decision-making styles and preferred information processing approaches can enhance user experiences. The paper concludes by discussing implications for future research on improving personalized recommender systems.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"203 ","pages":"Article 103574"},"PeriodicalIF":5.3,"publicationDate":"2025-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144572146","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Reflexive co-design: A participatory design protocol for socially responsible information technology based on responsible research and innovation 反思性协同设计:基于负责任研究和创新的社会责任信息技术的参与式设计协议
IF 5.3 2区 计算机科学
International Journal of Human-Computer Studies Pub Date : 2025-06-10 DOI: 10.1016/j.ijhcs.2025.103531
Yuri Nakao
{"title":"Reflexive co-design: A participatory design protocol for socially responsible information technology based on responsible research and innovation","authors":"Yuri Nakao","doi":"10.1016/j.ijhcs.2025.103531","DOIUrl":"10.1016/j.ijhcs.2025.103531","url":null,"abstract":"<div><div>Participatory design has been explored to develop socially responsible information technologies. Information technologies on the Web, which significantly influence contemporary society, are used by a public consisting of an unspecified number of people. Therefore, participatory design, which has traditionally focused on deeply examining specific groups of people and specific situations, needs to consider the public outside the place of design toward connecting to technology governance after the technology is implemented in society. This study aims to identify the elements needed for design activities in participatory design to connect with technology governance and to propose and evaluate a practical design protocol. Referring to responsible research and innovation, a technology governance framework, we clarify the need to bring institutional reflexivity to the co-design activities and propose the Reflexive Co-Design protocol. We then executed a workshop study concerning on web search technology. As a result, the co-designers expressed 11 values, 6 categories of solutions, and 7 categories of reflective evaluations regarding information gathering, considering the public outside the design activity, including conflicting perspectives. Based on the result, we clarify that Reflexive Co-Design makes co-designers aware of the limits of their knowledge and that no values or solutions are absolutely socially good. Finally, we conclude that Reflexive Co-Design has introduced collaborative reflexivity, which leads to institutional reflexivity, into co-design activities. We discuss the need for an environment to introduce institutional reflexivity in the social implementation of technology to link participatory design to technology governance in the future.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"203 ","pages":"Article 103531"},"PeriodicalIF":5.3,"publicationDate":"2025-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144289165","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
“This is human intelligence debugging artificial intelligence”: Examining how people prompt GPT in seeking mental health support “这是人类智能调试人工智能”:研究人们如何在寻求心理健康支持时提示GPT
IF 5.3 2区 计算机科学
International Journal of Human-Computer Studies Pub Date : 2025-06-09 DOI: 10.1016/j.ijhcs.2025.103555
Zhuoyang Li , Zihao Zhu , Xinning Gui , Yuhan Luo
{"title":"“This is human intelligence debugging artificial intelligence”: Examining how people prompt GPT in seeking mental health support","authors":"Zhuoyang Li ,&nbsp;Zihao Zhu ,&nbsp;Xinning Gui ,&nbsp;Yuhan Luo","doi":"10.1016/j.ijhcs.2025.103555","DOIUrl":"10.1016/j.ijhcs.2025.103555","url":null,"abstract":"<div><div>Large language models (LLMs) could extend digital support for mental well-being with their unprecedented language understanding and generation ability. While we have seen individuals who lack access to professional care utilizing LLMs for mental health support, it is unclear how they prompt and interact with LLMs given their individualized emotional needs and life situations. In this work, we analyzed 49 threads and 7,538 comments on Reddit, aiming to understand how people seek mental health support from GPT by creating and crafting various prompts. Despite GPT explicitly disclaiming that it is not an alternative to professional care, we found that users continued to use it for support and devised different prompts to bypass the safety guardrails. Meanwhile, users actively refined and shared their prompts to make GPT more human-like by specifying nuanced communication styles and cultivating in-depth discussions. They also came up with several strategies to make GPT communicate more efficiently to enrich the customized personas on the fly or gain multiple perspectives. Reflecting on these findings, we discuss the tensions associated with using LLMs for mental health support and the implications for designing safer and more empowering human-LLM interactions.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"203 ","pages":"Article 103555"},"PeriodicalIF":5.3,"publicationDate":"2025-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144262114","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Design approaches to improve user experience: An example of a mobile app prototyping process 改善用户体验的设计方法:以手机应用原型设计过程为例
IF 5.3 2区 计算机科学
International Journal of Human-Computer Studies Pub Date : 2025-06-08 DOI: 10.1016/j.ijhcs.2025.103569
A. Ezgi Ilhan
{"title":"Design approaches to improve user experience: An example of a mobile app prototyping process","authors":"A. Ezgi Ilhan","doi":"10.1016/j.ijhcs.2025.103569","DOIUrl":"10.1016/j.ijhcs.2025.103569","url":null,"abstract":"<div><div>User experience, user-product interaction, and digital products have become increasingly popular topics within design disciplines in recent years. This study aims to reveal the approaches and product decisions of the designer candidates during the design of the Caribou Contest mobile application. This study includes the design process of 38 students from different design disciplines, including Industrial Design and Visual Communication Design. Study 1 illustrates the design examples suggested by the designers through their process management from the research to the prototyping stage. Study 2 aims to determine which research topics the designers prioritised, their goals over the product, their usability considerations, and their focus on the user and the critical design elements. The shared perspectives and different critical evaluations of two different design disciplines are also revealed. The evaluations are collected via a 5-point scale questionnaire and analysed with JASP software. It is determined that the designers gave great importance to the prototyping stage, which they carried out using the Figma program. The concepts of ease of use and benefit are emphasised regarding the design goals. The emphasis on hierarchy and figure-ground relationships among the design elements is remarkable. The two disciplines differ in their importance to user needs and choice of colour and contrast design elements. The fundamental qualities identified through the designers’ decisions in terms of user experience and user interface perspectives provide theoretical insights for future user-centred product designs. The obtained information is also explained through prototypes and visual screens that can practically support similar study outputs.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"203 ","pages":"Article 103569"},"PeriodicalIF":5.3,"publicationDate":"2025-06-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144280714","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Eye contact during virtual storytelling: Enhancing social evaluation through pupil mimicry 虚拟讲故事时的眼神交流:通过瞳孔模仿增强社会评价
IF 5.3 2区 计算机科学
International Journal of Human-Computer Studies Pub Date : 2025-06-06 DOI: 10.1016/j.ijhcs.2025.103558
Evania L. Fasya , Esther van den Bos , Dirk K.J. Heylen , Mariska E. Kret
{"title":"Eye contact during virtual storytelling: Enhancing social evaluation through pupil mimicry","authors":"Evania L. Fasya ,&nbsp;Esther van den Bos ,&nbsp;Dirk K.J. Heylen ,&nbsp;Mariska E. Kret","doi":"10.1016/j.ijhcs.2025.103558","DOIUrl":"10.1016/j.ijhcs.2025.103558","url":null,"abstract":"<div><div>The human eye plays a crucial role in shaping social judgments; for instance, maintaining eye contact enhances social interactions and influences how others perceive us. At a more subtle level, the pupils also play an important role; recent research shows that pupil mimicry fosters trust. In our digitizing world, people frequently interact with virtual agents. Therefore, it is of crucial importance to investigate whether the positive effects of eye gaze and pupil mimicry generalize to virtual interactions. In the current study, we investigated whether eye contact and pupil dilation mimicry influence the evaluation of virtual humans and whether these effects vary with the participants’ levels of social anxiety. Six virtual humans told a story which participants watched on a monitor screen. Three of them were programmed to mimic the participants’ pupil size at moments when participants displayed natural pupil dilation, while the other three did not mimic these instances and instead, their pupil sizes dilated at random moments. After each story, we assessed how the virtual human was perceived by taking multiple social evaluation measures. The results show that the more the participants made eye contact, the more positively they evaluated the virtual human, especially during trials where the virtual humans mimicked the spontaneous instances of pupil dilation in participants’ eyes. Social anxiety levels did not influence the results. This study demonstrates that the cumulative positive effects of eye contact and pupil dilation mimicry generalize to interactions with virtual agents, which may inspire potential applications.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"203 ","pages":"Article 103558"},"PeriodicalIF":5.3,"publicationDate":"2025-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144262112","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
“Having it physical is a different story”: Physicalizing personal data publicly to motivate physical activity “物理化是另一回事”:公开将个人数据物理化,以激励体育锻炼
IF 5.3 2区 计算机科学
International Journal of Human-Computer Studies Pub Date : 2025-06-02 DOI: 10.1016/j.ijhcs.2025.103552
Mengyan Guo , Qianhui Wei , Xingjian Zeng , Lorenzo James , Pieter Van Gorp , Steven Vos , Steven Houben , Jun Hu
{"title":"“Having it physical is a different story”: Physicalizing personal data publicly to motivate physical activity","authors":"Mengyan Guo ,&nbsp;Qianhui Wei ,&nbsp;Xingjian Zeng ,&nbsp;Lorenzo James ,&nbsp;Pieter Van Gorp ,&nbsp;Steven Vos ,&nbsp;Steven Houben ,&nbsp;Jun Hu","doi":"10.1016/j.ijhcs.2025.103552","DOIUrl":"10.1016/j.ijhcs.2025.103552","url":null,"abstract":"<div><div>Publicly displaying personal tracking data can promote healthier lifestyles, with most existing research focusing on digital visualizations. However, public physicalizations have been shown to attract more attention and foster greater engagement. Despite this, few studies in this area have utilized personal physical activity data as input or explored its impact on motivating data generators’ physical activity. To address this gap, we designed PlanetWalker, a system that visualizes users’ walking steps on their phone and shows the visualization publicly through a digital display, as well as medium- and large-scale public physicalizations as probes. The probes were deployed following the Wizard of Oz method in sequence during a six-week in-the-wild study. Through evaluations with users generating data and passersby, our findings show how public physicalizations can improve motivation, facilitate social interaction, and increase engagement. We conclude by discussing the design directions for supporting the public presentation of personal data through public physicalization to motivate physical activity and provide design trade-offs and suggestions on the physicality and scale of the medium.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"203 ","pages":"Article 103552"},"PeriodicalIF":5.3,"publicationDate":"2025-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144231696","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
How does comprehension affect user experience quality in multilanguage voice-activated intelligent education? 在多语言声控智能教育中,理解如何影响用户体验质量?
IF 5.3 2区 计算机科学
International Journal of Human-Computer Studies Pub Date : 2025-06-02 DOI: 10.1016/j.ijhcs.2025.103551
Entong Gao, Yun Liu, Yage Zhou, Jialu Guo, Zhe Chen
{"title":"How does comprehension affect user experience quality in multilanguage voice-activated intelligent education?","authors":"Entong Gao,&nbsp;Yun Liu,&nbsp;Yage Zhou,&nbsp;Jialu Guo,&nbsp;Zhe Chen","doi":"10.1016/j.ijhcs.2025.103551","DOIUrl":"10.1016/j.ijhcs.2025.103551","url":null,"abstract":"<div><div>With the rapid advancement of artificial intelligence and increased demand for personalized learning, voice-activated intelligent education (V-AIE) systems have emerged as promising tools for enhancing the user experience and learning outcomes. However, the mechanisms by which comprehension impacts user experience quality (UEQ) in V-AIE systems, particularly in native and nonnative language environments, remain unexplored. This study investigates how intelligibility, comprehensibility, and cognitive effort influence UEQ in V-AIE systems across different language environments in cross-sectional and longitudinal experiment. This research draws on cognitive load theory and the phonological loop model to explore the mechanism in different language contexts. Path analysis and causal forests are employed to assess the treatment effect and provide deeper and dynamic insights into the user experience. The findings reveal the following: 1) Intelligibility has a significant positive effect on comprehensibility in native environments, but this impact is limited in nonnative environments. 2) Cognitive effort plays a crucial role in shaping UEQ, particularly in nonnative contexts, where greater effort improves satisfaction. 3) The effect pathways associated with UEQ differ significantly between different language environments and require tailored design strategies. This study innovatively conducts a comprehensive comparison of the mechanisms underlying the impact of comprehension on UEQ in V-AIE systems in different language environments, thereby providing novel insights into the roles played by cognitive effort and intelligibility. The findings offer eight actionable design implications used to enhance V-AIE systems, including integrating adaptive features and adjusting the cognitive load. Educational technologists can use these insights to develop more inclusive and effective tools, thereby promoting equal access to personalized learning experiences worldwide.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"203 ","pages":"Article 103551"},"PeriodicalIF":5.3,"publicationDate":"2025-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144280715","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Augmented urban models: Investigating how data layout and link to the physical referent impact visual search in augmented reality 增强城市模型:研究数据布局和链接到物理参考如何影响增强现实中的视觉搜索
IF 5.3 2区 计算机科学
International Journal of Human-Computer Studies Pub Date : 2025-05-30 DOI: 10.1016/j.ijhcs.2025.103556
Mohamed Reda Benkhelifa , Emmanuel Dubois , Louis-Pierre Bergé , Marcos Serrano
{"title":"Augmented urban models: Investigating how data layout and link to the physical referent impact visual search in augmented reality","authors":"Mohamed Reda Benkhelifa ,&nbsp;Emmanuel Dubois ,&nbsp;Louis-Pierre Bergé ,&nbsp;Marcos Serrano","doi":"10.1016/j.ijhcs.2025.103556","DOIUrl":"10.1016/j.ijhcs.2025.103556","url":null,"abstract":"<div><div>Recent studies in situated augmented reality have explored interactive urban physical 3D models providing a physical anchor and context to data analysis. See-through Head-Mounted Displays (HMDs) enhance these models by displaying virtual data around the buildings. However, the optimal positioning of multiple information relative to the physical referents is crucial yet has barely been explored. In this paper, we focus on arranging multiple data windows around a district model and present a design space describing the window layouts and linking techniques between the virtual data and its physical referent. We conduct three studies to evaluate these design dimensions for two fundamental visual search tasks: finding a data window for a given physical referent, and vice-versa. Our results reveal novel findings on the best combinations of window layout and link in terms of performance, mental workload and user preference. Finally, we propose a set of design guidelines for presenting situated immersive data around a physical urban model.</div><div>CCS CONCEPTS • Human-centered computing∼Human computer interaction (HCI)∼Interaction paradigms∼AR</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"203 ","pages":"Article 103556"},"PeriodicalIF":5.3,"publicationDate":"2025-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144241950","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Enhancing shopping experience in augmented reality by customizing product manipulation modalities: A customer experience study 通过定制产品操作方式增强增强现实中的购物体验:一项客户体验研究
IF 5.3 2区 计算机科学
International Journal of Human-Computer Studies Pub Date : 2025-05-23 DOI: 10.1016/j.ijhcs.2025.103553
Merylin Monaro , Alice Bettelli , Giovanni Portello , Leonardo Pierobon , Valeria Orso , Ariel Caputo , Maria Luisa Campanini , Andrea Giachetti , Luciano Gamberini
{"title":"Enhancing shopping experience in augmented reality by customizing product manipulation modalities: A customer experience study","authors":"Merylin Monaro ,&nbsp;Alice Bettelli ,&nbsp;Giovanni Portello ,&nbsp;Leonardo Pierobon ,&nbsp;Valeria Orso ,&nbsp;Ariel Caputo ,&nbsp;Maria Luisa Campanini ,&nbsp;Andrea Giachetti ,&nbsp;Luciano Gamberini","doi":"10.1016/j.ijhcs.2025.103553","DOIUrl":"10.1016/j.ijhcs.2025.103553","url":null,"abstract":"<div><div>In recent years, Augmented Reality (AR) technology has permeated various domains. This paper focuses on the critical aspect of enhancing customer interaction within AR e-commerce environments by investigating the impact of virtual product size manipulation on usability, user experience, and shopping satisfaction. We tested two manipulation modalities: an unconstrained scaling modality, enabling users to manually adjust product dimensions, and an assisted modality providing automatic 1:1 scaling. Using the Microsoft HoloLens 2 AR headset, we engaged 40 participants with small and large virtual products in shopping scenarios using these two manipulation modalities.</div><div>Results show that users found the automatic manipulation modality to provide a superior user experience, being more effective, easy, useful, and pleasant when interacting with large virtual products. For small virtual products, they expressed a preference for free manipulation. Customer satisfaction with the shopping experience is positive, however, product size and manipulation modality affect the repatronage intention.</div><div>The findings offer insights into designing AR e-commerce interfaces, highlighting that providing different manipulation modalities depending on the size of the products allows for enriching the shopping experience and improving the AR market potential.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"202 ","pages":"Article 103553"},"PeriodicalIF":5.3,"publicationDate":"2025-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144166604","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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