Boca Raton: CRC Press, 2022. — 371 p.
Editor Biographies
Usability and UX Concepts and Implementations
UX Concepts and Perspectives – From Usability to User-Experience Design
From Human–Computer Interaction, Usability to UX
UX Concepts and Perspectives
UX as a Result of User Perception Interacting with a Digital Product or the Usability of a Digital Product
UX as a Result of User Perception Interacting with a Specific Product or Service
UX as a Design Process
UX as a Result of User Perception Interacting with Broad System
Concluding Remarks
User Requirements Analysis
User Requirements Analysis Activities
Eliciting Requirements
Documenting Processes
Stakeholder Meeting
Generating Requirements
UX Technique: Development of Personas
Recording Requirements
Use Cases
UX Technique: Context of Use Analysis
User Stories
UX Technique: User-experience Goals
Data Flow Diagrams
UX Technique: Prototyping as a Way of Visualizing Requirements Gathered
Analyzing Requirements
Clarity, Uniqueness and Traceability
UX Technique: User Feedback Sessions
Resolving Conflicts
Design Concept Emergence
UX Technique: Brainstorming
Designing the Interactor – From User-Experience to Interaction Experience: Conceptual Foundations and Contributions towards a New Paradigm
Paradigm Shift from Material to Virtual Culture – The Contribution of Design to the Dematerialization of Tangible Objects
In Media Res Two Visions for Interaction Design
The Concept of User-Experience (UX) as a Current Paradigm
What Does It Mean to Be a Computer and to Be a User?
Embodiment and the Advances of Artificial Intelligence
Affective Computing from a Computer or User Perspective?
User versus Interactor
Equity between Human Agents and Computational Agents
Conclusion: The New Interaction Experience (IxX) Paradigm
Usability and UX in the Automotive Industry
Usability Evaluation of Exoskeleton Systems in Automotive Industry
Work Situation Where the Study Was Developed
Exoskeleton Systems Features
Workstation
Operators Who Participated in the Exoskeleton Test
Approach to Assess the Exoskeleton Usability Level
Results
Proposals for the Usability of Automated Vehicles’ HMI
Usability Recommendations for Automated Vehicles’ HMI
Method
Results
Is the Driver Ready to Receive Just Car Information in the Windshield during Manual and Autonomous Driving?
Method
Participants
Apparatus
Stimuli
Procedure
Experimental Design
Results
Manual Mode
Activation
Takeover Request
Rear-end Collision
Discussion
Usability and UX in Digital Interface, Game Design, and Digital Media
Interface Design and Usability Evaluation of Voice-Based User Interfaces
Study – Survey on the Use of Voice Assistants
Acceptance of Voice-Based Systems
Use of Voice Systems and Purposes of Use
Functions Considered Available but Not Used
Usefulness of Voice-Based Assistant
Study – Use of a Digital Assistant in a Student House
Aim
Method
Results
Study – Comparison of Experienced and Inexperienced Users of a Voice-Based Digital Home Assistant
Aim
Method
Results
Results from Inexperienced Users
Results from Experienced Users
Discussion
Design Guidelines to Improve User Growth
Accessibility Features in Digital Games that Provide a Better User-Experience for Deaf Players: A Proposal for Analysis Methodology
Development
Universal Design
Usability
Exclusion of Deaf People in Digital Games
User-Experience
Methodology
Choice of the Analyzed Games
Analyzing the Games
Marvel’s Spider-Man
God of War
The Last of Us Part
Crossing of the Accessibility Features
Results Evaluation
Game On: Using Virtual Reality to Explore the User-Experience in Sports Media
Examining the Sports Media Experience through Usability within a Hedonic System
Theories of Arousal and Affect Underlying User-Experiences with Hedonic Systems
Technology Manipulations to Enhance Arousal
Understanding the Impact of User Characteristics
Viewing Context Matters
Expanding Sports Media Viewing Beyond D: The Emergence of Virtual Reality
Pilot Study: Sports Viewing in HMD within a Virtual Environment Is Different from D
Usability and UX in Fashion Design
Expropriating Bodies: Immateriality and Emotion in Costume Design
Costume Design and the Scope of Fashion as Art
Costumes and the Embodied Experience in Immersion
Usability and User-Experience in the Personal and Social Construction of Meaning
Immateriality and Emotion in a Practice-led Research
Costume Design for Garb’urlesco
Costume Design for Cinderella
UX, Design, Sustainable Development and Online Selling and Buying of Women’s Clothes
Corporate Social Responsibility (CSR)
Consumer Socialization
Selling and Buying of Clothes Online: Main Issues
The Serial Returners
Easy Returns
Size Inconsistencies Stimulate the Serial Returner Behavior
Impact on the Reverse Logistics System
The Analysis
Market and User Context
In Brazil
In Europe
In Portugal
The Project
Benchmark
Ideation
Annexures
Case studies in Usability and User Experience
User Testing in an Agile Startup Environment: A Real-World Case Study
The Startup Way
The Lean Startup and Human-Centered Design
Agile Software Engineering, User-Experience and Human-Centered Design
Case Study: Fanbot Places
The Product
The UX Team at Fanbot
User Testing Iterations
Iteration : The Pilot
Goal
Highlights of the Test
Learnings to Improve the Product
Iteration
Goal
Highlights from the Test
Learnings to Improve the Product
Changes to the Product
Pending to Assess
Iteration
Goals
Highlights from the Test
Learnings to Improve the Product
Changes to the Product
Pending to Assess
Iteration
Goal
Highlights from the Test
Learnings to Improve the Product
How These Results Modify the Product
Pending to Assess
Iteration
Goals
Highlights from the Test
Learnings to Improve the Product
How These Results Modify the Product
Pending to Assess
Iteration
Goals
Highlights from the Test
Learnings to Improve the Product
How This Results Modify the Product
Pending to Assess
Final Recommendations
User-Experience and Usability Review of a Smartphone Application: Case Study of an HSE Management Mobile Tool
Theoretical Framework
Development of a Mobile App for HSE Management
The PrüfExpress System Case Study: Planning, Design, Operation, User-Experience and Usability Review
State-of-the-Art Mobile Application for Testing and Documenting Work Equipment
LegalDocumentation
Testing and Documentation Process
Concept, Technology and Programming Languages
The Architecture of the System
Final Considerations
Encounters and Difficulties when Gathering User Experience Data
Conceptual Context
Digital Inclusion
Human Work in Human–Computer Interaction
User-Experience
Case Studies
DescriptionMethods for Data Collection and Analysis
Results and Discussion
Conclusions
Parametric Design Method for Personalized Bras
Background of Bra Design
Problems of the Traditional Methods
Motivation and Goal
Design Exploration
Anthropometrical Study
Breast Arc Length Approach
The Folding Line Approach
Bra Design
Parametric Design Method
Design and Development
The Self-Measuring Approach
Landmarks
Arc Lengths
Parametric Algorithm
Original References and Base Bra Model
Mechanism of Rhino/Grasshopper
Parameters and Algorithm
Generating Personalized Bra Models
User Test and Evaluations
Purpose of the User Test
Procedures
Evaluation Results
Discussion
Future Study
Optimization of the Parametric Algorithm
Prototyping and Manufacturing
Fit Tests
Personalization Era for Women’s Bras
Dimensional Aspects of Usability of the Beds
Existing Dimensions of Beds
Usual Use of Certain Types of Beds
Small Single
Extra Small Single
Single/Twin
Single/Twin Extra-long
Large Single
King Single
Extra-long Twin
Super Single
Small Double
Double/Full
Queen
King
Super King
California King
Super King Size
Procedures for Determining Dimensions of the Beds
The First Procedure for Determination of the Dimensions of Beds
The Second Procedure for the Determination of the Dimensions of Beds
The Third Procedure for Determination of the Dimensions of Beds
Data Collection Procedure
Results
Analysis of the Results
Usability of the Back Seat of Wagon Cars – Recommendations for Design
Goal of the Research
Method
Selection of Wagons
Selection of the Anthropometric Dimensions for the Usability Study
Selection of Subjects and Percentiles
Selection of the Measurement Points
Results
Evaluation of the Hip Room for Equal Percentiles
Evaluation of the Shoulder Room for Equal Percentiles
Evaluation of the Hip Room for Unequal Percentiles
Evaluation of the Shoulder Room for Unequal Percentiles
Discussion
System Perspective in Usability and UX Design: A Case Study of an Indian Cooking Spatula
SystemEnd User and Product: An Understanding between User and Product
Case Study on Redesigning Cooking Spatula
Background Literature about Cooking Spatula and Users’ Problems during Cooking
Results
Cognitive Walkthrough for the New Design
Kansei Questionnaire for the New Design