1,721,291 research outputs found
A creative idea generation methodology by future envisioning from the user experience perspective
Although several studies have suggested activities of the fuzzy front end (FFE), they focus more on incremental innovation than to radical innovation. This study developed a creative idea generation methodology for the FFE of radical innovation from the user experience (UX) perspective, i.e., UX-driven idea generation methodology. Based on a literature review, a creative idea generation process was developed; it consists of four successive phases (Future envision, Opportunity identification and analysis, Idea generation, and Idea expansion) and one supportive phase (Ideation control). From various research fields, 70 idea generation techniques were collected and classified into phases of the process. To identify implicit and latent opportunities, the future envision method was developed based on a factor combination approach. In assessments by four experts in IT, the ideas generated by the UX-driven idea generation methodology got higher scores than brainstorming approach in novelty and relevance, but not in feasibility. The effectiveness, efficiency, and satisfaction was greater in the group who used the UX-driven idea generation methodology.
Relevance to industry: The idea generation methodology suggested in this study can help indusial designers such as novice designers, analytical individuals as well as intuitive individuals who adhere to initial ideas. The UX-driven methodology can be used as a guideline when selecting an idea generation technique in the FFE. (C) 2016 Elsevier B.V. All rights reserved.110sciessciscopu
An Analytical Approach to Creating Multitouch Gesture Vocabularies in Mobile Devices: A Case Study for Mobile Web Browsing Gestures
This study proposes an analytical approach to the creation of multitouch control-gesture vocabularies applicable to mobile devices. The approach consists of four steps: (a) identifying target commands, (b) extracting gesture features of the target commands, (c) analyzing usage patterns based on elements that consist of multitouch gestures, and (d) creating gesture vocabularies based on the gesture features and elements. Usefulness and practicality of the proposed approach were validated in a case study. The case study created 11 mobile web browsing gestures to improve short-cut interactions. Six volunteers created gestures based on systematic procedures and practical methods. A total of 314 gestures were created in the case study, and the results were compared with those of a previous study that used an empirical approach to design control gestures. The proposed approach helped designers to create appropriate gestures for various commands on mobile devices. It was very practicable for all designers, including even novice users.1166sciessciscopu
High Touch - an innovative scheme for new product development: case studies 1994-1998
Although many product developers may have high hopes for developing a new product in their respective domains. most product development efforts focus on incremental innovations. Accordingly. most research on the product development process focuses on the development of evolutionary products. In a project seeking the means for achieving breakthrough innovations, the fundamental question is: How do we integrate the innovative ideas into the product development process'! To provide an answer to the question, the concept of High Touch is presented with case studies conducted between 1994 and 1998. This study also presents a systematic model for identifying the: consumer needs and for generating new product 'ideas' based on the identified needs. High Touch is a product development strategy initiated and promoted by the first author since the 1980s. The insight gathered From the model and case studies of High Touch showed that the process for innovative product development should allow exploration and diversion of the project team facilitated with heavily consumer-driven development process. The kev success factor for all the case studies presented in this study seems to come from the systematic convergence of technological competence and the visionary role of the development team. In the front end of the successful new product development, the vision and implicit potential of the product should sometimes override the typical feasibility analysis, market assessment, and financial analysis of the product. Relevance to industry New product development is a key factor to the successful product strategy and thus, one of the most important components of a firm's competitiveness. The method and case studies presented in this paper will be useful to any industry that designs and produces consumer products. Especially, the case studies are very well suited to the manufacturers of consumer electronic products. (C) 2001 Elsevier Science Ltd. All rights reserved.X118sciescopu
Complementary menus: Combining adaptable and adaptive approaches for menu interface
This study proposes a method of coupling adaptable and adaptive approaches to the design of menus. The proposed complementary menu types incorporate both adaptability and adaptivity by dividing and allocating menu adaptation roles to the user and the system. Four different types of interface adaptation (i.e., adaptable with/without system support and adaptive with/without user control) were defined. They were implemented in a hypothetical prototype mobile phone via a hotlist (an additional collection of quickly accessible items). A controlled lab experiment was conducted to compare the menu types and investigate the effects of the system support in the adaptable menus and the user control in the adaptive menus. Twenty subjects participated in the experiment and performed menu selection tasks. Both performance and user satisfaction measures were collected. The results showed that adaptable and adaptive menus were superior to the traditional one in terms of both performance and user satisfaction. Providing system support to the adaptable menu not only increased the users' perception of the efficiency of selection, but also reduced the menu adaptation time. Important implications for the design of menus are described and valuable insights into the menu interface adaptation were gained from the quantitative and qualitative analyses of the experimental results. Relevance to industry: The evaluation experiment conducted in this study may provide valuable information to designers of adaptive or adaptable menus. Adding system support to adaptable menu would be an attractive option to consider. Also, the results of a user survey provide useful information to the practitioners in mobile phone industry on the features users accessed most frequently. (C) 2011 Elsevier B.V. All rights reserved.X1155sciessciscopu
A methodology for evaluating the usability of audiovisual consumer electronic products
Usability evaluation is now considered an essential procedure in consumer product development. Many studies have been conducted to develop various techniques and methods of usability evaluation hoping to help the evaluators choose appropriate methods. However, planning and conducting usability evaluation requires considerations of a number of factors surrounding the evaluation process including the product, user, activity, and environmental characteristics. In this perspective, this study suggested a new methodology of usability evaluation through a simple, structured framework. The framework was outlined by three major components: the interface features of a product as design variables, the evaluation context consisting of user, product, activity, and environment as context variables, and the usability measures as dependent variables. Based oil this framework, this study established methods to specify the product interface features, to define evaluation context, and to measure usability. The effectiveness of this methodology was demonstrated through case studies in which the usability of audiovisual products was evalulated by using the methods developed in this Study. This study is expected to help the usability practitioners in Consumer electronics industry in various ways. Most directly, it supports the evaluators' plan and conduct usability evaluation sessions in a systematic and Structured manner. In addition, it can be applied to other categories of consumer products (Such as appliances, automobiles, communication devices, etc.) with minor modifications as necessary. (C) 2002 Elsevier Science Ltd. All rights reserved.X1158sciescopu
Defining user value: a case study of a smartphone
Recently, value has been one of the important components of user experience (UX). Value that an individual can pursue has been widely studied in the field of social science, and some researchers in the field of marketing found that value may be connected to products. Agreeing to the linkage between value and products or services, this study intended to define what value is and distinguished life value from user value. Life value (e.g., happiness, freedom and equality) can be defined as desirable states of existence or modes of behavior. User value can be regarded as a subset of life value and an association with a certain product or service. In this study, user value elements of a smartphone were extracted from the list of life value elements through a case study using a longitudinal observation approach. The result of this study can provide insights to researchers probing user's value. Relevance to industry: This study proposed fifteen user value elements of a smartphone, including convenience, pleasure, beauty and friendship. Those elements can be used to investigate and understand how users are satisfied with their smartphones. (C) 2013 Elsevier B.V. All rights reserved.X112118sciessciscopu
A systematic approach for coupling user satisfaction with product design
A fundamental assumption in this paper is that user satisfaction depends on product design. The approach consists of 5 steps: ( 1) de. ne user satisfaction, ( 2) decompose product design elements, ( 3) conduct experiments, ( 4) develop relationship models, and ( 5) analyse critical design features. In order to demonstrate the practicability of this approach, relationship models were developed based on experimental data using a total of 60 subjects ( 30 American and 30 Korean subjects). In addition, critical design features and their common properties were identified for audio/visual consumer products. Similarities and differences between American and Korean consumers were discussed. The resulting relationship models can be used to predict user satisfaction and provide significant remedies for design change.X1163sciescopu
A methodology for developing a usability index of consumer electronic products
As the consumer electronic products become complicated, multi-functional, and intelligent, usability also becomes major issues for product designers. Although a wide variety of usability evaluation methods have been developed and applied, most methods focus oil finding usability problems and comparing usability between products in terms of performance and preference. This limitation leads to the need for a new methodology for estimating the level of usability in a quantitative and objective manner. In this study, a usability index was defined as a normalized value representing the level of usability of a product. In addition, a methodology for developing a usability index of consumer electronic products was proposed. The methodology consists of classifying usability dimensions, developing usability measures, and building usability index models. A case study on digital videodisc players was conducted to demonstrate the usefulness of the proposed methodology. The results showed that there existed a high correlation between the usability index and the subjective rating score. Providing a quantitative index to estimate the level of usability is a new approach in usability evaluation. Relevance to industry The proposed methodology can be applied to design phases to check the usability of prototypes when usability measures are identified. In addition, this methodology can also be applied to a finished product to provide a usability level in the form of a quantitative index. (C) 2007 Elsevier B.V. All rights reserved.X1125sciescopu
Touch key design for one-handed thumb interaction with a mobile phone: Effects of touch key size and touch key location
This study investigated effects of touch key sizes and locations oil one-handed thumb input on a mobile phone Three different touch key sizes (i.e. square shape with 4 mm, 7 mm, and 10 mm wide) and twenty-five locations were examined in an experiment A total of thirty subjects participated in the experiment in which they preformed a task of pressing a single target on a small touch screen Two time-related measures (first transition time and task completion time), number of errors, and subjective satisfaction (pressing convenience) were collected in the experiment The results revealed that the touch key size of 7 mm and 10 mm provided the best performance For time-related measures, while the touch key size of 10 mm only provided the best results for the other measures. In addition, the usability of touch key locations was statistically analyzed. Touch key locations providing good usability ('good regions') were also identified for each measure Recommendations were proposed for designing a touch user interface on a mobile phone based on the results of this study Relevance to industry The touch user interface is in the limelight of the handset industry This study conducted basic research to investigate the effects of touch key sizes and touch key locations for one-handed interaction The results of this study could be used for designing a touch user interface to enhance the usability of mobile phones and other small devices with a touch screen as well. (C) 2009 Elsevier B.V. All rights reservedX116381sciessciahciscopu
A fuzzy rule-based approach to modeling affective user satisfaction towards office chair design
Affective user satisfaction is considered one of the most important factors in designing consumer products. Researchers have attempted to build models explaining the relationship between design variables of consumer products and affective user satisfaction using statistical multivariate analysis techniques such as linear regression and quantification theory. These techniques, however, have limitations due to the inability of capturing non-linearity of human feelings. This paper proposes a fuzzy rule-based approach to building models relating product design variables to affective user satisfaction. Affective user satisfaction such as luxuriousness, balance, and attractiveness were modeled for office chair designs. Regression models were also built on the same data to compare model performance. The results showed that fuzzy rule-based models were better than regression models in terms of prediction performance and the number of variables included in the model. Methods for interpreting the fuzzy rules are discussed for practical applications in designing office chairs.X1175sciescopu
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