UXPA 2013 Annual Conference Friday July 12, 2013 1:30pm - 2:30pm ET by Amaya Becvar Weddle, Hua Yu
This submission describes an original UX research study that sought to characterize and quantify the emotional response of audio-haptic enhancement to mobile video applications. The findings reported here indicate that participants feel more emotionally involved with certain types of mobile video content when they are accompanied by audio-haptic effects. Study participants also exhibited heightened emotional arousal levels as indicated by both a physiological measure (electrodermal response rates) and a self-report. These results have important implications for mobile interaction designers, as well as mobile content providers and application developers, who wish to create engaging media experiences for mobile device users.
"Virtual Environments for Healthcare" By Pavarti Dav- Serious Play Conference...SeriousGamesAssoc
Pavarti Dav speaks about "Virtual Environments for Healthcare" at the 2102 Serious Play Conference
ABSTRACTS:
Healthcare training is an apprenticeship when so many other professions have incorporated simulations and virtual environments for their training. Flight simulation for pilots is so powerful that a pilot trained on a simulation of a new plane is considered competent to fly the real plane for the first time with a full load of passengers and cargo. What should virtual environments for healthcare look like, be capable of, encourage, constrain? What are the barriers to use? We will explore these questions and examine the current status of healthcare virtual environments.
The Power of Design Thinking to Build Connected Health Products People LoveShaun Gummere
Connected health products hold tremendous promise. But creating products people love goes beyond technology. In this hands-on workshop, we’ll demystify design thinking, the methodology being embraced by innovative startups and Fortune 500s, such as IBM, to sustain and extend their relevance in the new economy. By using three lenses — product strategy, product as a service, and behavioral change — we’ll explore how connected products can help to drive meaningful health and wellness outcomes. This workshop is relevant to those who want to uncover actionable data, as well as deliver products and services that make a meaningful impact on people’s lives.
My presentation for Hack the Hackathon Istanbul. I edited the presentation and added some notes for readers.
Basically tells the meaning of user experience as it is supposed to be. Let's define it without boundaries, not stuck in digital life.
You will get what is it as a terminology, what is the main parts of experience, how to check and change it. The essentials of UX and basic fundamentals.
From validating to understanding: Why measuring insights strenght is not suff...InSites Consulting
In today’s business reality, decisions cannot be based on random, uncontrollable factors such as luck. The same goes for the assessment of which insights to take on in the innovation funnel. In this fast-moving environment the risk of failure is greater than ever. Figures reported by the Doblin Group show that 96% of all new product introductions and innovations fail to return their cost of capital. The current market space requires brands to validate each step of the entire innovation process, starting with the validation of insights.
Considering the importance of validating these insights for the innovation process, the need for accuracy is more present than ever. Can insight validation through surveys reclaim its position to provide consistent and rich data for decision-making by capturing the complex consumer reality, while at the same time increasing the engagement level?
Part II of the Museums and the Mind session at ASTC 2008 in Philadelphia. John Falk, professor of free-choice learning at Oregon State University, discusses metrics of evaluating the effect of emotion on free-choice learning.
"Virtual Environments for Healthcare" By Pavarti Dav- Serious Play Conference...SeriousGamesAssoc
Pavarti Dav speaks about "Virtual Environments for Healthcare" at the 2102 Serious Play Conference
ABSTRACTS:
Healthcare training is an apprenticeship when so many other professions have incorporated simulations and virtual environments for their training. Flight simulation for pilots is so powerful that a pilot trained on a simulation of a new plane is considered competent to fly the real plane for the first time with a full load of passengers and cargo. What should virtual environments for healthcare look like, be capable of, encourage, constrain? What are the barriers to use? We will explore these questions and examine the current status of healthcare virtual environments.
The Power of Design Thinking to Build Connected Health Products People LoveShaun Gummere
Connected health products hold tremendous promise. But creating products people love goes beyond technology. In this hands-on workshop, we’ll demystify design thinking, the methodology being embraced by innovative startups and Fortune 500s, such as IBM, to sustain and extend their relevance in the new economy. By using three lenses — product strategy, product as a service, and behavioral change — we’ll explore how connected products can help to drive meaningful health and wellness outcomes. This workshop is relevant to those who want to uncover actionable data, as well as deliver products and services that make a meaningful impact on people’s lives.
My presentation for Hack the Hackathon Istanbul. I edited the presentation and added some notes for readers.
Basically tells the meaning of user experience as it is supposed to be. Let's define it without boundaries, not stuck in digital life.
You will get what is it as a terminology, what is the main parts of experience, how to check and change it. The essentials of UX and basic fundamentals.
From validating to understanding: Why measuring insights strenght is not suff...InSites Consulting
In today’s business reality, decisions cannot be based on random, uncontrollable factors such as luck. The same goes for the assessment of which insights to take on in the innovation funnel. In this fast-moving environment the risk of failure is greater than ever. Figures reported by the Doblin Group show that 96% of all new product introductions and innovations fail to return their cost of capital. The current market space requires brands to validate each step of the entire innovation process, starting with the validation of insights.
Considering the importance of validating these insights for the innovation process, the need for accuracy is more present than ever. Can insight validation through surveys reclaim its position to provide consistent and rich data for decision-making by capturing the complex consumer reality, while at the same time increasing the engagement level?
Part II of the Museums and the Mind session at ASTC 2008 in Philadelphia. John Falk, professor of free-choice learning at Oregon State University, discusses metrics of evaluating the effect of emotion on free-choice learning.
iMotions White Paper: Validation of Emotion Evaluation System embedded in Att...iMotionsEyeTracking
Abstract: This paper describes how Attention Tool® can be used to measure human emotions and which statistical outputs are provided in the tool for each tested visual stimulus. The method in Attention Tool for measuring the emotional strength, also known as physiological arousal, is based on pupil size variation, eye blink pattern and gaze behavior. Furthermore, the method is evaluated together with galvanic skin response (GSR) recordings that is a well-known and widely used method for measuring arousal. The comparison of these two methods shows that Attention Tool is just as good an evaluator of physiological arousal as the currently used GSR.
Building on the Usability Study: Two Explorations on How to Better Understan...mprabaker
In this presentation, we describe two separate studies that improved our ability to
understand our users’ experience of our products at salesforce.com. The first study
explored a methodology of combining expert and novice performance data to yield a
measure of intuitiveness. The second study created a methodology that combines both
verbal and nonverbal emotion scales to better understand the emotional effect our
products have on our users. We present both these methods as expansions on the
standard usability study and examples of ways to better understand your users within
an industry environment.
Thelxinoë: Recognizing Human Emotions Using Pupillometry and Machine Learningmlaij
In this study, we present a method for emotion recognition in Virtual Reality (VR) using pupillometry. We analyze pupil diameter responses to both visual and auditory stimuli via a VR headset and focus on extracting key features in the time-domain, frequency-domain, and time-frequency domain from VR-generated data. Our approach utilizes feature selection to identify the most impactful features using Maximum Relevance Minimum Redundancy (mRMR). By applying a Gradient Boosting model, an ensemble learning technique using stacked decision trees, we achieve an accuracy of 98.8% with feature engineering, compared to 84.9% without it. This research contributes significantly to the Thelxinoë framework, aiming to enhance VR experiences by integrating multiple sensor data for realistic and emotionally resonant touch interactions. Our findings open new avenues for developing more immersive and interactive VR environments, paving the way for future advancements in virtual touch technology.
Thelxinoë: Recognizing Human Emotions Using Pupillometry and Machine Learningmlaij
In this study, we present a method for emotion recognition in Virtual Reality (VR) using pupillometry. We analyze pupil diameter responses to both visual and auditory stimuli via a VR headset and focus on extracting key features in the time-domain, frequency-domain, and time-frequency domain from VR-generated data. Our approach utilizes feature selection to identify the most impactful features using Maximum Relevance Minimum Redundancy (mRMR). By applying a Gradient Boosting model, an ensemble learning technique using stacked decision trees, we achieve an accuracy of 98.8% with feature engineering, compared to 84.9% without it. This research contributes significantly to the Thelxinoë framework, aiming to enhance VR experiences by integrating multiple sensor data for realistic and emotionally resonant touch interactions. Our findings open new avenues for developing more immersive and interactive VR environments, paving the way for future advancements in virtual touch technology.
In software teams, empathy makes us all kinder to each other, and I argue that developers capable of being inclusive of others’ perspectives have a higher chance of understanding the perspectives and needs of the many, diverse software users of the varied – increasingly integral to our society -- technologies we build nowadays. Therefore we can build more inclusive software
Between products and services: Innovation towards (and through) experiencePatrícia Lima
This position paper intends to discuss the emergence of innovation through design practices. Based on Donald Schön’s [4] notion of reflection on action, it makes sense of a practitioner role during a multidisciplinary and multicultural Innovation Camp. It draws essentially upon experience as a purpose of innovation, pointing out that what to design is (or should be) driven by why and who design for.
The Emergence of Positive Technology: Potential Applications - Giuseppe Riva...Riva Giuseppe
It is generally assumed that technology assists individuals in improving the quality of their lives. However, the impact of new technologies and media on well-being and positive functioning is still somewhat controversial. In this presentation, I suggest that the quality of Personal Experience should become the guiding principle in the design and development of new technologies, as well as a primary metric for the evaluation of their applications. The emerging discipline of Positive Technology —the scientific and applied approach to the use of technology for improving the quality of our personal experience through its structuring, augmentation, and/or replacement— provides a useful framework to address this challenge. Specifically, I suggest that it is possible to use technology to influence three specific features of our experience—affective quality, engagement/actualization, and connect-edness—that serve to promote adaptive behaviors and positive functioning. In this framework, positive technologies are classified according to their effects on a specific feature of personal experience.
UXPA 2023: Start Strong - Lessons learned from associate programs to platform...UXPA International
Imagine creating experiences for your rookie designers’ first couple years that are rewarding, enriching, and full of learning — without taking all your time or energy to manage. We’ll share techniques any team leader can put into practice using real-life examples from associate programs, apprenticeships, and internships.
Topics include onboarding, varied work challenges, developing multiple capabilities, buddy systems, group sharing, guest speakers, time with executives, and mentorship. We’ll also share how to operationalize learning, soft skills like communication and collaboration, setting boundaries, time management, achieving deep work, and more skills we all wish we were explicitly taught early on.
We’ll focus on modern-day associate programs, but even if you can’t create a full-fledged program, you’ll leave this session with ideas to use with your fledgling professionals. The benefits go beyond efficiency; it’s a foundation for culture, camaraderie, autonomy, and mastery.
UXPA 2023: Disrupting Inaccessibility: Applying A11Y-Focused Discovery & Idea...UXPA International
Digital advances are being made at a rapid-fire pace, yet disability inclusivity continues to fall short of the digital revolution. As the number of people living with disabilities rises, the time to take digital accessibility to the next level is now. Let’s disrupt inaccessibility together! Come hear about a multi-part discovery research and ideation project informing foundational UX designs for our customers. You’ll get insights from our unique study, which are widely applicable across industries, and walk away with tips and inspiration to kick off your own accessibility-focused discovery and ideation. Only YOU can prevent inaccessibility – are you in?
More Related Content
Similar to Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
iMotions White Paper: Validation of Emotion Evaluation System embedded in Att...iMotionsEyeTracking
Abstract: This paper describes how Attention Tool® can be used to measure human emotions and which statistical outputs are provided in the tool for each tested visual stimulus. The method in Attention Tool for measuring the emotional strength, also known as physiological arousal, is based on pupil size variation, eye blink pattern and gaze behavior. Furthermore, the method is evaluated together with galvanic skin response (GSR) recordings that is a well-known and widely used method for measuring arousal. The comparison of these two methods shows that Attention Tool is just as good an evaluator of physiological arousal as the currently used GSR.
Building on the Usability Study: Two Explorations on How to Better Understan...mprabaker
In this presentation, we describe two separate studies that improved our ability to
understand our users’ experience of our products at salesforce.com. The first study
explored a methodology of combining expert and novice performance data to yield a
measure of intuitiveness. The second study created a methodology that combines both
verbal and nonverbal emotion scales to better understand the emotional effect our
products have on our users. We present both these methods as expansions on the
standard usability study and examples of ways to better understand your users within
an industry environment.
Thelxinoë: Recognizing Human Emotions Using Pupillometry and Machine Learningmlaij
In this study, we present a method for emotion recognition in Virtual Reality (VR) using pupillometry. We analyze pupil diameter responses to both visual and auditory stimuli via a VR headset and focus on extracting key features in the time-domain, frequency-domain, and time-frequency domain from VR-generated data. Our approach utilizes feature selection to identify the most impactful features using Maximum Relevance Minimum Redundancy (mRMR). By applying a Gradient Boosting model, an ensemble learning technique using stacked decision trees, we achieve an accuracy of 98.8% with feature engineering, compared to 84.9% without it. This research contributes significantly to the Thelxinoë framework, aiming to enhance VR experiences by integrating multiple sensor data for realistic and emotionally resonant touch interactions. Our findings open new avenues for developing more immersive and interactive VR environments, paving the way for future advancements in virtual touch technology.
Thelxinoë: Recognizing Human Emotions Using Pupillometry and Machine Learningmlaij
In this study, we present a method for emotion recognition in Virtual Reality (VR) using pupillometry. We analyze pupil diameter responses to both visual and auditory stimuli via a VR headset and focus on extracting key features in the time-domain, frequency-domain, and time-frequency domain from VR-generated data. Our approach utilizes feature selection to identify the most impactful features using Maximum Relevance Minimum Redundancy (mRMR). By applying a Gradient Boosting model, an ensemble learning technique using stacked decision trees, we achieve an accuracy of 98.8% with feature engineering, compared to 84.9% without it. This research contributes significantly to the Thelxinoë framework, aiming to enhance VR experiences by integrating multiple sensor data for realistic and emotionally resonant touch interactions. Our findings open new avenues for developing more immersive and interactive VR environments, paving the way for future advancements in virtual touch technology.
In software teams, empathy makes us all kinder to each other, and I argue that developers capable of being inclusive of others’ perspectives have a higher chance of understanding the perspectives and needs of the many, diverse software users of the varied – increasingly integral to our society -- technologies we build nowadays. Therefore we can build more inclusive software
Between products and services: Innovation towards (and through) experiencePatrícia Lima
This position paper intends to discuss the emergence of innovation through design practices. Based on Donald Schön’s [4] notion of reflection on action, it makes sense of a practitioner role during a multidisciplinary and multicultural Innovation Camp. It draws essentially upon experience as a purpose of innovation, pointing out that what to design is (or should be) driven by why and who design for.
The Emergence of Positive Technology: Potential Applications - Giuseppe Riva...Riva Giuseppe
It is generally assumed that technology assists individuals in improving the quality of their lives. However, the impact of new technologies and media on well-being and positive functioning is still somewhat controversial. In this presentation, I suggest that the quality of Personal Experience should become the guiding principle in the design and development of new technologies, as well as a primary metric for the evaluation of their applications. The emerging discipline of Positive Technology —the scientific and applied approach to the use of technology for improving the quality of our personal experience through its structuring, augmentation, and/or replacement— provides a useful framework to address this challenge. Specifically, I suggest that it is possible to use technology to influence three specific features of our experience—affective quality, engagement/actualization, and connect-edness—that serve to promote adaptive behaviors and positive functioning. In this framework, positive technologies are classified according to their effects on a specific feature of personal experience.
Similar to Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement (20)
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Imagine creating experiences for your rookie designers’ first couple years that are rewarding, enriching, and full of learning — without taking all your time or energy to manage. We’ll share techniques any team leader can put into practice using real-life examples from associate programs, apprenticeships, and internships.
Topics include onboarding, varied work challenges, developing multiple capabilities, buddy systems, group sharing, guest speakers, time with executives, and mentorship. We’ll also share how to operationalize learning, soft skills like communication and collaboration, setting boundaries, time management, achieving deep work, and more skills we all wish we were explicitly taught early on.
We’ll focus on modern-day associate programs, but even if you can’t create a full-fledged program, you’ll leave this session with ideas to use with your fledgling professionals. The benefits go beyond efficiency; it’s a foundation for culture, camaraderie, autonomy, and mastery.
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Digital advances are being made at a rapid-fire pace, yet disability inclusivity continues to fall short of the digital revolution. As the number of people living with disabilities rises, the time to take digital accessibility to the next level is now. Let’s disrupt inaccessibility together! Come hear about a multi-part discovery research and ideation project informing foundational UX designs for our customers. You’ll get insights from our unique study, which are widely applicable across industries, and walk away with tips and inspiration to kick off your own accessibility-focused discovery and ideation. Only YOU can prevent inaccessibility – are you in?
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https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
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