A Systematic Review of a Virtual Reality System from the Perspective of User ExperienceKim, Yong Min; Rhiu, Ilsun; Yun, Myung Hwan
doi: 10.1080/10447318.2019.1699746pmid: N/A
Virtual reality (VR) is receiving attention enough to be considered as its revival age in both industrial and academic field. Since VR systems have various types of interaction with users and new types of interaction are constantly being developed, various studies investigating user experience (UX) of VR systems are continuously needed. However, there is still a lack of research on the taxonomy that can recognize the main characteristics of VR system at a glance by reflecting the influencing factors of UX. Therefore, we collected and reviewed the research related to the UX evaluation of the VR system in order to identify the current research status and to suggest future research direction. To achieve this, a systematic review was conducted on UX studies for VR, and taxonomies of VR system including influencing factors of UX were proposed. A total of 393 unique articles were collected, and 65 articles were selected to be reviewed via Systematic Reviews and Meta-Analyses methodology. The selected articles were analyzed according to predefined taxonomies. As a result, current status of research can be identified base on the proposed taxonomies. Besides, issues related to VR devices and technology, and research method for future research directions can be suggested.
User-Centered Design Approaches to Integrating Intellectual Property Information into Early Design Processes with a Design Patent Retrieval ApplicationTang, Pinyan; Sun, Xu; Law, Effie Lai-Chong; Wang, Qingfeng; Cobb, Sue; Zhou, Xiaosong
doi: 10.1080/10447318.2019.1699747pmid: N/A
The relationship between intellectual property rights (IPRs) and the development of creativity is always a controversial topic. However, it has seldom been explored from the user-centered design (UCD) perspective. This paper describes how the UCD approach has been employed to develop Design Patent Retrieval Application (acronym: DsPLAi), a mobile app aimed to integrate IPRs related information into early design processes to enhance designers’ IP practice and to facilitate the creative process. Interview studies were first conducted to identify end-users’ understanding of IPRs and related practices. Next, participatory design workshops with designers and IP processionals were organized to understand the interaction between the two parties and their needs, thereby deriving requirements for DsPLAi. A prototype of the app was developed and evaluated with ten industrial designers. The prototype received positive feedback in the usability evaluation. The empirical results showed that the provision of IPRs related information at an early stage could be helpful to the design process and that the designers were positive about the use of DsPLAi in their daily design routines.
Perceiving a Mind in a Chatbot: Effect of Mind Perception and Social Cues on Co-presence, Closeness, and Intention to UseLee, Sangwon; Lee, Naeun; Sah, Young June
doi: 10.1080/10447318.2019.1699748pmid: N/A
A chatbot equipped with a conversational user interface often allows its users to feel as if they are conversing with a human being. The current study examined whether users’ perception of a mind within a chatbot is associated with their feeling of co-presence, closeness, and intention to use and whether the influence of mind perception is reinforced when the chatbot presents social cues in its language. A laboratory experiment (N = 64) revealed that the more participants perceived a mind behind a chatbot, the more co-presence and interpersonal closeness they experienced with the chatbot. The associations with co-presence and closeness became stronger when the chatbot used social cues. Furthermore, mind perception had an indirect effect on intention to use via closeness when social cues were presented. These findings imply the importance of mind perception and social cues in a chatbot’s language in creating a positive chatbot experience.
Predictors of Perceived Learning in a Distance Learning Environment from the Perspective of SIPS ModelOrhan Göksün, Derya
doi: 10.1080/10447318.2019.1700643pmid: N/A
The current study was based on Weidlich and Bastiaens’s SIPS model. The variables included in the study were modeled to reveal their roles in online learning environments. The data collected from 396 pre-service teachers, who were enrolled in one or more distance learning courses on and before the 2017–2018 academic year spring semester in a public Turkish university and participated in the study. A combined data collection instrument that included 61 items and a demographic information form and five scales was utilized. It was observed that the SIPS model tested with structural equation model in the present study was confirmed for the Turkish sample. One predicted variable was determined (predictive learning) by regression analysis, and in this analysis, it was determined that sociability and social interaction were not significant predictors. Only sociability was not a significant classificatory variable in CHAID.
Chinese System Usability Scale: Translation, Revision, Psychological MeasurementWang, Yuhui; Lei, Tian; Liu, Xinxiong
doi: 10.1080/10447318.2019.1700644pmid: N/A
The Chinese version of the system usability scale (SUS) was re-translated in this study by the addition of an interview process plus the modification and selection of strict translation results. The revised translation is in close accordance with the linguistic usage of Chinese native speakers without any ambiguity. The revised Chinese version of the psychometric measurement is shown to be reliable, effective, and sensitive. We also conducted a comparative study within one group to confirm that the reliability of the cross-cultural adaptation version is higher than that of the original version. The questionnaire provides a tested tool for Chinese language users to help practitioners complete usability assessments.
Using Live Video Streaming in Online Tutoring: Exploring Factors Affecting Social InteractionWu, Man; Gao, Qin
doi: 10.1080/10447318.2019.1706288pmid: N/A
The growth of live video streaming (LVS) technology provides new possibilities for online tutoring in that it accommodates a massive number of learners simultaneously. Questions still exist, however, about the extent to which new technology can support interactions between an instructor and a vast number of learners, as well as which factors would influence learners’ interactions with the instructor and peer learners. This study explored these questions by conducting a survey involving 189 senior high school students participating in online LVS tutoring. The results indicated that learner–instructor interaction dominated social interaction in the online tutoring environment with the current system design. This design may also contribute to the development of the perceived presence of peer learners with few direct information exchanges among peers. Social Connectedness and perceived enjoyment positively influenced learner–instructor interaction, whereas social fears and the social presence of the instructor negatively influenced learner–learner interaction.
User-Defined Gestures for Dual-Screen Mobile InteractionWu, Huiyue; Yang, Liuqingqing
doi: 10.1080/10447318.2019.1706331pmid: N/A
Existing mobile phones use the front screen for gesture interactions, but they often suffer from usability problems such as content occlusion and spurious triggering caused by fat finger errors. Recent advances in new sensor technologies have made it possible for modern mobile phones to recognize gesture inputs on the rear screen. Although inputs from the backside of a mobile phone have demonstrated their usefulness for simple interaction tasks such as target acquisition, little is known regarding the best practices in gesture design for complex concurrent tasks on dual-screen mobile devices. Therefore, we conducted a three-stage study to explore user-defined multi-finger gestures for concurrent game tasks on a dual-screen mobile device. Experimental results indicate the existence of a consensus between participants regarding gesture choices for specified game tasks. Based on this consensus, we developed a gesture taxonomy and generated a set of user-defined gestures for dual-screen mobile devices. A subsequent benchmark test validated the popularity of the user-defined gestures with both ordinary and professional game players.