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Advanced Technologies for User-Centered Design and User Experience

A special issue of Applied Sciences (ISSN 2076-3417). This special issue belongs to the section "Computing and Artificial Intelligence".

Deadline for manuscript submissions: closed (20 October 2024) | Viewed by 29106

Special Issue Editors

Division of Future Convergence (HCI Science Major), Dongduk Women's University, Seoul 02748, Republic of Korea
Interests: HCI (human-computer interaction); UX (user experience); UCD (user-centered design); ergonomic design
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
Department of Industrial Engineering, Seoul National University, Seoul 08826, Republic of Korea
Interests: ergonomics; human factors; user-centered design; human interface design; affective engineering; Kansei engineering
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

With recent technological advances, high-tech-based products that work with users through various methods such as tactile interfaces, gesture recognition, voice command and motion detection are increasing. It includes innovative technologies ranging from smart devices to AI speakers, virtual reality systems, and augmented reality devices, but the increase of these products has raised concerns about user inconvenience due to lack of consideration of user needs and behavior for design.

This journal covers all topics studied from the user experience (UX) and user-centric design (UCD) perspective, in the context of new high-tech products, devices and services and interactions between users. This Special Issue welcomes original, unpublished research contributions including but not limited to methodological studies, quantitative, qualitative or mixed-methods studies focusing on issues around consumer interaction with new technologies or methodologies.

In detail, this Special Issue includes the following research topics:

  • New user-centered design methodologies;
  • Design and evaluation of high-tech based products or smart products;
  • New methodologies for gathering user experience data;
  • New methodologies for evaluating user experience;
  • User experience design for high-tech based products or smart products;
  • Review articles related to UCD/UX methodologies, challenges.

Dr. Ilsun Rhiu
Prof. Dr. Myung Hwan Yun
Guest Editors

Manuscript Submission Information

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Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Applied Sciences is an international peer-reviewed open access semimonthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2400 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • user-centered design
  • user experience
  • usability
  • human–computer interaction
  • smart products/applications

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Related Special Issue

Published Papers (15 papers)

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Research

Jump to: Review

22 pages, 698 KiB  
Article
Echoes of the Day: Exploring the Interplay Between Daily Contexts and Smartphone Push Notification Experiences
by Mustafa Can Özdemir, Mati Mottus and David Lamas
Appl. Sci. 2025, 15(1), 14; https://doi.org/10.3390/app15010014 - 24 Dec 2024
Viewed by 1028
Abstract
Smartphone push notifications aim to provide time-sensitive information to their users. However, notifications are often transmitted in ill-timed situations, causing users to be interrupted, annoyed, and stressed. This ultimately affects the overall notification experience as it does not consider the external contexts the [...] Read more.
Smartphone push notifications aim to provide time-sensitive information to their users. However, notifications are often transmitted in ill-timed situations, causing users to be interrupted, annoyed, and stressed. This ultimately affects the overall notification experience as it does not consider the external contexts the users are situated in. This study aims to shed light on how users manage notifications in their daily lives and how they perceive the experience as a whole. A total of 28 participants took part in a 5-day mixed-method diary study, which logged a total of 135 entries. Based on this, six types of characteristics emerged. These characteristics were formed from the combination of three main categories: notification related, day related, and user related. The findings of this study highlight implementing different strategies for each type of characteristic to mitigate the adverse effects notifications have on users. Full article
(This article belongs to the Special Issue Advanced Technologies for User-Centered Design and User Experience)
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20 pages, 3437 KiB  
Article
Enhancing Player Experience in a First-Person Shooter with Dynamic Audio Cue Adjustment Based on Gaussian Progress Regression
by Xiaoxu Li, Yi Xia, Mustafa Can Gursesli, Xiao You, Siyuan Chen and Ruck Thawonmas
Appl. Sci. 2024, 14(23), 11146; https://doi.org/10.3390/app142311146 - 29 Nov 2024
Viewed by 1046
Abstract
This paper analyzes the experience of first-person shooter (FPS) players when game difficulty is adjusted by personalizing their audio cue settings, considering the balance between player performance, modeled using Gaussian process regression (GPR), and prior data serving as designer preference. In addition, we [...] Read more.
This paper analyzes the experience of first-person shooter (FPS) players when game difficulty is adjusted by personalizing their audio cue settings, considering the balance between player performance, modeled using Gaussian process regression (GPR), and prior data serving as designer preference. In addition, we investigate why player experience changes according to in-game audio cues. Previous studies have proposed various dynamic difficulty adjustment (DDA) methods for FPS games. However, few studies have considered the role of audio cues in the player experience. This paper compares the player experience of personalized enemy audio cue volume settings (GPR-DDA) with that of predetermined settings in an FPS game. Two comprehensive experimental phases, involving 80 participants, are conducted to assess the efficacy of GPR-DDA. The experience of our players is measured using questions taken from the Game User Experience Satisfaction Scale (GUESS) questionnaire and a final survey asking for their open-ended feedback. A large language model (LLM) is used to analyze the natural language expressions of the players according to their native languages. To ensure the LLM effectively assists a limited number of qualified human evaluators in classifying player responses, we have developed an original procedure for this task. The GUESS results show that GPR-DDA can improve the player experience. In addition, the high consistency in the classification results over multiple runs of the selected LLM, as well as the similarity between its results and those of our human evaluators, reflects the reliability of the proposed LLM-assisted procedure. Full article
(This article belongs to the Special Issue Advanced Technologies for User-Centered Design and User Experience)
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29 pages, 4068 KiB  
Article
Multidimensional User Experience Analysis of Chinese Battery Electric Vehicles’ Competition: An Integrated Association Mining Framework
by Quan Gu, Jie Zhang, Shengqing Huang, Yuchao Cai, Chenlu Wang and Jiaoman Liu
Appl. Sci. 2024, 14(22), 10757; https://doi.org/10.3390/app142210757 - 20 Nov 2024
Viewed by 939
Abstract
This study introduces an integrative framework for association mining within the Chinese battery electric vehicle market, aiming to reveal key user experience (UX) factors and their interrelationships through multidimensional analysis. Utilizing latent Dirichlet allocation (LDA), the study discerned primary themes from user-generated content [...] Read more.
This study introduces an integrative framework for association mining within the Chinese battery electric vehicle market, aiming to reveal key user experience (UX) factors and their interrelationships through multidimensional analysis. Utilizing latent Dirichlet allocation (LDA), the study discerned primary themes from user-generated content (UGC). The entropy weight method categorized level 2 factors, while domain-adaptive sentiment analysis quantified emotional responses to BEV user experience dimensions, highlighting significant sentiment disparities among competitors. Co-occurrence network analysis deepened insights into the emotional fabric of UX by exploring tertiary factor associations. Theoretically, this study advances a novel framework informed by Norman’s UX theory, integrating analytical techniques to capture the complexity of UX. Practically, it delivers strategic guidance for BEV manufacturers by analyzing emotional polarities and attribute associations, guiding product innovation and responding to market dynamics. The empirical evidence corroborates the framework’s efficacy in revealing the emotional associations within BEVUX factors, offering valuable implications for both theoretical development and practical application. Full article
(This article belongs to the Special Issue Advanced Technologies for User-Centered Design and User Experience)
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18 pages, 2587 KiB  
Article
Research on User Demands and Functional Design of an AR-Based Interior Design and Display Platform for Recreational Vehicles
by Xun Zhang, Xiyu Wang and Wei Xu
Appl. Sci. 2024, 14(22), 10568; https://doi.org/10.3390/app142210568 - 16 Nov 2024
Viewed by 1158
Abstract
Background: Augmented Reality (AR) technology provides a new way for product design and display due to its unique interaction, enabling customers to experience products more comprehensively and immersively. Objective: To study the interactive form and application of AR technology in the interior design [...] Read more.
Background: Augmented Reality (AR) technology provides a new way for product design and display due to its unique interaction, enabling customers to experience products more comprehensively and immersively. Objective: To study the interactive form and application of AR technology in the interior design and display of RV, to provide new ideas and solutions for the interior design of RV, to optimize the user experience of customers and improve the work efficiency in the process of customized interior design of RV. Methods: Qualitative and quantitative research methods were adopted, the target customer groups were investigated based on the KANO model, the data were analysed, and the design suggestions for the function and interactive interface of the RV interior design display platform were summarized. Results: Based on the investigation and research, the specific functions of the RV indoor experience design platform and the needs of the target user groups were identified, including 12 essential needs, 5 charm needs, 1 expectation needs and 2 undifferentiated needs, which correspond to different functions, respectively. Finally, the main features of the platform are outlined, and the functional framework of the RV interior design and display platform is drawn. Conclusions: The interactive form of AR RV interior design includes user interface design and interactive mode design, which can greatly enhance user experience, optimize space utilization and enhance customized services. The application of AR technology in RV design has a high potential, providing theoretical and practical support for the design and development of the RV AR RV design display platform. Full article
(This article belongs to the Special Issue Advanced Technologies for User-Centered Design and User Experience)
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17 pages, 1312 KiB  
Article
How Does Talking with a Human-like Machine in a Self-Driving Car Affect your Experience? A Mixed-Method Approach
by Yong Min Kim, Jiseok Kwon and Donggun Park
Appl. Sci. 2024, 14(19), 8999; https://doi.org/10.3390/app14198999 - 6 Oct 2024
Cited by 2 | Viewed by 1703
Abstract
This study investigates the impact of human-like machines (HLMs) on the user experience (UX) of young adults during voice interactions between drivers and autonomous vehicles. A mixed-method approach was employed to evaluate three voice agents with varying levels of anthropomorphism: a machine voice [...] Read more.
This study investigates the impact of human-like machines (HLMs) on the user experience (UX) of young adults during voice interactions between drivers and autonomous vehicles. A mixed-method approach was employed to evaluate three voice agents with varying levels of anthropomorphism: a machine voice without humanized speech strategies (Agent A), a human voice without humanized speech strategies (Agent B), and a human voice with humanized speech strategies (Agent C). A total of 30 participants were invited to interact with the agents in a simulated driving scenario. Quantitative measures were employed to assess intimacy, trust, intention to use, perceived safety, and perceived anthropomorphism based on a 7-point Likert scale, while qualitative interviews were conducted to gain deeper insights. The results demonstrate that increased anthropomorphism enhances perceived anthropomorphism (from 2.77 for Agent A to 5.01 for Agent C) and intimacy (from 2.47 for Agent A to 4.52 for Agent C) but does not significantly affect trust or perceived safety. The intention to use was higher for Agents A and C (4.56 and 4.43, respectively) in comparison to Agent B (3.88). This suggests that there is a complex relationship between voice characteristics and UX dimensions. The findings of this study highlight the importance of balancing emotional engagement and functional efficiency in the design of voice agents for autonomous vehicles. Full article
(This article belongs to the Special Issue Advanced Technologies for User-Centered Design and User Experience)
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24 pages, 2901 KiB  
Article
FRAMUX-EV: A Framework for Evaluating User Experience in Agile Software Development
by Luis Felipe Rojas, Daniela Quiñones and Claudio Cubillos
Appl. Sci. 2024, 14(19), 8991; https://doi.org/10.3390/app14198991 - 6 Oct 2024
Cited by 1 | Viewed by 2030
Abstract
Agile software development prioritizes customer satisfaction through the continuous delivery of valuable software. However, integrating user experience (UX) evaluations into agile projects remains a significant challenge. Existing proposals address specific stages that apply UX evaluation methods but do not fully consider UX artifacts [...] Read more.
Agile software development prioritizes customer satisfaction through the continuous delivery of valuable software. However, integrating user experience (UX) evaluations into agile projects remains a significant challenge. Existing proposals address specific stages that apply UX evaluation methods but do not fully consider UX artifacts or UX events for integrating user experience into agile processes. To address this gap and support teams, we propose FRAMUX-EV, a framework for evaluating UX in agile software development using Scrum. FRAMUX-EV introduces seven UX artifacts: (1) UX evaluation methods, (2) UX design system, (3) UX personas, (4) UX responsibilities and roles, (5) UX evaluation repository, (6) UX backlog, and (7) UX sprint backlog; and four UX events: (1) pre-planning UX meeting, (2) pre-review UX meeting, (3) weekly UX meeting, and (4) weekly user meeting. The first version of the framework was developed using a seven-step methodology with a qualitative approach. A survey of 34 practitioners validated the usefulness and ease of integration of FRAMUX-EV components, yielding positive results. These findings suggest the potential of FRAMUX-EV as an interesting proposal for integrating UX into agile software development. Full article
(This article belongs to the Special Issue Advanced Technologies for User-Centered Design and User Experience)
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17 pages, 7036 KiB  
Article
A Study on the Sound Therapy Interaction Design to Alleviate Homesickness: The HomeSeek App among Chinese Users
by Ye Zhou, Ken Nah and Suqin Tan
Appl. Sci. 2024, 14(19), 8940; https://doi.org/10.3390/app14198940 - 4 Oct 2024
Viewed by 1686
Abstract
Research in the field of psychological health care has confirmed that chronic homesickness can exacerbate emotional problems. However, there is a lack of diverse products in the design field that can effectively address the issue of alleviating homesickness. This study explores how interaction [...] Read more.
Research in the field of psychological health care has confirmed that chronic homesickness can exacerbate emotional problems. However, there is a lack of diverse products in the design field that can effectively address the issue of alleviating homesickness. This study explores how interaction design can mitigate homesickness-related anxiety while delivering a good user experience, from an application-driven perspective. An inclusive design approach was adopted. Firstly, an online survey was conducted in China through social media platforms (WeChat and websites), and 323 responses were analyzed to examine Chinese preferences for sounds that alleviate homesickness and the influence of various characteristics on the perception of hometown sounds. Secondly, personas were created to capture user needs. Based on regional differences, local sound characteristics, and adaptation to various audience backgrounds, this study examined the effects of these sounds on alleviating homesickness across different scenarios and proposed a sound therapy design model. The practical application of this model was demonstrated through the HomeSeek app, which provides personalized therapeutic experiences. Finally, an application usability test was conducted. The findings indicated that 92.5% of participants were satisfied with the homesickness therapy experience, demonstrating its effectiveness in alleviating homesickness and providing strong support for the research model. Full article
(This article belongs to the Special Issue Advanced Technologies for User-Centered Design and User Experience)
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29 pages, 10587 KiB  
Article
Innovating Statistics Education: The Design of a Novel App Using Design Thinking
by Daniela Quiñones, Felipe Ruz, Jaime Díaz-Arancibia, Freddy Paz, José Osega and Luis Felipe Rojas
Appl. Sci. 2024, 14(18), 8515; https://doi.org/10.3390/app14188515 - 21 Sep 2024
Viewed by 1656
Abstract
Statistical education at university level faces significant challenges, particularly with the rapid advancements in technology and evolving teaching methods. Updating teaching methodologies for statistics in higher education is essential. Information technologies can greatly enhance the learning of statistical content, but many existing platforms [...] Read more.
Statistical education at university level faces significant challenges, particularly with the rapid advancements in technology and evolving teaching methods. Updating teaching methodologies for statistics in higher education is essential. Information technologies can greatly enhance the learning of statistical content, but many existing platforms are not well-suited for university contexts, either due to language barriers or how the content is presented (often confusing, with limited explanations or lacking context). It is crucial to have a student-centered platform that addresses these issues, ensuring an effective and efficient learning experience. This study introduces “EstApp”, an innovative mobile application prototype designed for teaching and learning descriptive statistics in university courses. The application was developed using the Design Thinking methodology, which emphasizes user experience and focuses on the needs of the end users. The design process involved stages of empathizing, defining, ideating, prototyping, and testing, culminating in validation through user tests with university students and professors. This study concludes that EstApp’s functionalities enhance understanding of (1) statistical models through interactive graphs and data visualizers; (2) probability concepts via a probability calculator; and (3) descriptive statistics through real-time data generation and visualizers. Full article
(This article belongs to the Special Issue Advanced Technologies for User-Centered Design and User Experience)
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19 pages, 2418 KiB  
Article
A Method for Evaluating User Interface Satisfaction Using Facial Recognition Technology and a PSO-BP Neural Network
by Qingchen Li, Bingzhu Zheng, Tianyu Wu, Yajun Li and Pingting Hao
Appl. Sci. 2024, 14(13), 5649; https://doi.org/10.3390/app14135649 - 28 Jun 2024
Cited by 1 | Viewed by 1355
Abstract
User satisfaction serves as a crucial reference for iteratively optimizing software interface designs. This paper introduces a comprehensive measurement model of user satisfaction, employing Notability and Goodnotes for case studies. The proposed model incorporates facial recognition technology to gauge the intensity of users’ [...] Read more.
User satisfaction serves as a crucial reference for iteratively optimizing software interface designs. This paper introduces a comprehensive measurement model of user satisfaction, employing Notability and Goodnotes for case studies. The proposed model incorporates facial recognition technology to gauge the intensity of users’ facial expressions while interacting with various functions of the target interface. Additionally, an experimental observation method is employed to gather objective data, including task completion time, task success rates, and operational procedures, alongside users’ subjective evaluations. Leveraging objective data as input and subjective ratings as output, a user satisfaction prediction model based on a PSO-BP neural network has been devised. The results demonstrate an impressive accuracy rate of 86.26%, indicating a high accuracy in subjective perception prediction. This model has proven to be effective for measuring user satisfaction and evaluating software interface usability. Moreover, this research contributes to expanding the repertoire of user interface satisfaction evaluation methods, enhancing the objectivity of measurements and surpassing the efficiency of conventional experimental evaluation techniques. The proposed model holds practical significance for software interface usability assessment and optimization design. Full article
(This article belongs to the Special Issue Advanced Technologies for User-Centered Design and User Experience)
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36 pages, 8737 KiB  
Article
Applying Design Thinking to Develop AI-Based Multi-Actor Decision-Support Systems: A Case Study on Human Capital Investments
by Silvia Marocco, Alessandra Talamo and Francesca Quintiliani
Appl. Sci. 2024, 14(13), 5613; https://doi.org/10.3390/app14135613 - 27 Jun 2024
Cited by 2 | Viewed by 1530
Abstract
Artificial intelligence, particularly machine learning, has revolutionized organizational decision-making processes by assuming many decision responsibilities traditionally allocated to humans. In this scenario, decision-support systems based on AI have gained considerable relevance, although the attitudes of managers toward intelligent agents are still unbalanced towards [...] Read more.
Artificial intelligence, particularly machine learning, has revolutionized organizational decision-making processes by assuming many decision responsibilities traditionally allocated to humans. In this scenario, decision-support systems based on AI have gained considerable relevance, although the attitudes of managers toward intelligent agents are still unbalanced towards human intervention in decision-making. An additional level of complexity arises when the development of these systems occurs within the context of investments in human capital, such as startup funding or organizational development. In this field, decision-making becomes even more critical, since it implies the will, goals, and motivations of every human actor involved: the investors and those seeking investments. termed multi-actor decision-making, this process involves multiple individuals or groups of individuals who, starting from non-coincident objectives, must reach a mutual agreement and converge toward a common goal for the success of the investment. Considering these challenges, this study aims to apply the design thinking technique as a human-centered methodology to support the design of an AI-based multi-actor decision-support system, conceived by Mylia (The Adecco Group), in the field of organizational development. Additionally, the integration of strategic organizational counseling will be introduced to facilitate the modeling of internal DM processes within the provider organization, enabling the seamless flow of internal behaviors from the decision-support system’s conceptualization to its integration in the external market. Full article
(This article belongs to the Special Issue Advanced Technologies for User-Centered Design and User Experience)
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27 pages, 3046 KiB  
Article
Importance Ranking of Usability Indicators for Second-Hand Trading Applications Based on Exploratory Factor Analysis—Analytic Hierarchy Process toward Sustainable Development
by Xiaoxue Liu, Boyoung Lee and Kyungjin Park
Appl. Sci. 2024, 14(12), 5164; https://doi.org/10.3390/app14125164 - 13 Jun 2024
Viewed by 1609
Abstract
In contemporary society, excessive energy consumption and rapid product development cycles are seen as significant barriers to sustainable development. Second-hand trading apps have emerged as a solution to this issue that allow the extension of the lifecycle of products to reduce resource consumption [...] Read more.
In contemporary society, excessive energy consumption and rapid product development cycles are seen as significant barriers to sustainable development. Second-hand trading apps have emerged as a solution to this issue that allow the extension of the lifecycle of products to reduce resource consumption and waste generation. This study aims to support the design and development of second-hand trading apps by establishing and prioritizing usability indicators. To this end, we assembled a team of 20 experts and initially identified usability indicators using the Delphi method. Then, data from surveys of 412 users were analyzed using Exploratory Factor Analysis (EFA) to reduce dimensions, and the Analytic Hierarchy Process (AHP) was used to finally rank the relative importance and priority of these indicators. The results show that of the Level 1 indicators, safety and privacy, learning and operation, and information architecture are relatively highly prioritized. For the Level 2 indicators, property protection, page information architecture, privacy protection, ease of use, and efficiency ranked highly in terms of composite weight priority. The findings of this study will aid in the usability evaluation and enhancement of future second-hand trading apps. By optimizing app usability, increasing user engagement, and thereby boosting the rate of second-hand product purchases, this research contributes positively to the sustainable development of the environment by reducing waste generation. Full article
(This article belongs to the Special Issue Advanced Technologies for User-Centered Design and User Experience)
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20 pages, 1392 KiB  
Article
Enhancing Spatial Cognition in Online Virtual Museum Environments: Integrating Game-Based Navigation Strategies for Improved User Experience
by Yuxin Zhang, Boning Zhang, Wansok Jang and Younghwan Pan
Appl. Sci. 2024, 14(10), 4163; https://doi.org/10.3390/app14104163 - 14 May 2024
Cited by 3 | Viewed by 2983
Abstract
Online Virtual Museums (OVM) serve as vital conduits for the global propagation of cultural heritage but grapple with the challenge of user disorientation due to the absence of physical references. Leveraging the successful paradigm of game-based virtual navigation, this study investigates the potential [...] Read more.
Online Virtual Museums (OVM) serve as vital conduits for the global propagation of cultural heritage but grapple with the challenge of user disorientation due to the absence of physical references. Leveraging the successful paradigm of game-based virtual navigation, this study investigates the potential integration of game mini-map navigation design elements into OVM to enhance spatial cognition. Through empirical investigation, a conceptual model was developed to probe the role of core mini-map design elements (interactivity, visual guidance, and information content) in augmenting spatial cognition. Results indicate that optimizing these elements significantly enhances user immersion and presence, thereby improving spatial cognition. Specifically, information content and visual guidance exerted stronger effects on immersion and presence, respectively. This research contributes a novel perspective on incorporating game design strategies into non-game virtual experiences, offering practical guidance for enhancing navigation in OVM and similar virtual environments. This bridges the gap between virtual museum navigation and game design, propelling the evolution of more dynamic, interactive, and user-centric virtual environments, thus fostering the preservation and dissemination of digital cultural heritage. Full article
(This article belongs to the Special Issue Advanced Technologies for User-Centered Design and User Experience)
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15 pages, 2066 KiB  
Article
A Study on the Preference of Electric Vehicle Front Design Elements
by Zhiyou Sun and Kyungjin Park
Appl. Sci. 2024, 14(8), 3262; https://doi.org/10.3390/app14083262 - 12 Apr 2024
Cited by 2 | Viewed by 2363
Abstract
In order to invigorate Korea’s pure electric vehicle market, innovative changes are imperative in both technological advancements and exterior design aesthetics. The front fascia, being the nucleus of car design, profoundly influences not only brand perception but also consumer preferences and purchasing decisions. [...] Read more.
In order to invigorate Korea’s pure electric vehicle market, innovative changes are imperative in both technological advancements and exterior design aesthetics. The front fascia, being the nucleus of car design, profoundly influences not only brand perception but also consumer preferences and purchasing decisions. Hence, the significance of front-end design in pure electric vehicle engineering is becoming increasingly evident. This study aims to assess the front-end design of electric vehicles and delineate the design aesthetics favored by consumers. Focusing on the exterior design aspects of electric vehicles, the study participants were limited to adults aged 20 or above. Utilizing Maximum Difference Scaling, a questionnaire was formulated, and preferences for front-end elements (headlamps, bonnet, bumper, grille, and side mirrors) were scrutinized through cross-tabulation analysis. The findings revealed the bonnet as the most preferred element, with a preference towards simplistic designs observed across all elements, including the bumper, grille, and side mirrors. Headlamps ranked as the second most preferred element, with a tendency towards emotionally evocative designs. This study offers insights into consumer preferences regarding the front-end elements of electric vehicles and is poised to contribute to the revitalization of Korea’s pure electric vehicle market by providing pertinent information to future electric vehicle manufacturers. Full article
(This article belongs to the Special Issue Advanced Technologies for User-Centered Design and User Experience)
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14 pages, 5600 KiB  
Article
Effects of Visual Complexity of Banner Ads on Website Users’ Perceptions
by Nejc Bočaj and Jure Ahtik
Appl. Sci. 2023, 13(24), 13317; https://doi.org/10.3390/app132413317 - 17 Dec 2023
Cited by 2 | Viewed by 3152
Abstract
Design plays a major role in online advertising. While specific aspects such as color or animation have been extensively studied, there is a surprising lack of comprehensive research on the overall impact of visual design and aesthetics. This study delved into the effects [...] Read more.
Design plays a major role in online advertising. While specific aspects such as color or animation have been extensively studied, there is a surprising lack of comprehensive research on the overall impact of visual design and aesthetics. This study delved into the effects of varying levels of visual complexity in banner ads using the eye-tracking method. Out of 108 participants browsing test webpages with specially designed banners, data from 90 adequately measured data sets were used in the study. Notably, ads with a low level of visual complexity outperformed ads with a high level of visual complexity. While users noticed complex ads slightly faster (by 0.84%), they fixated on them significantly less (by 9.09%) and looked at them less frequently (by 4.79%). An implemented survey questionnaire examining the user perception of the banners reinforced the superiority of simple ads, as they were perceived as 4.40% more appealing in comparison. The study further delved into the correlation between objectively and subjectively evaluated data, exploring the credibility of subjective methods in the process. Considering our results and findings from other studies, it was evident that visually complex ads demanded more cognitive effort, could be more distracting, negatively impacted attention, could contribute to banner blindness and were perceived as less appealing. Full article
(This article belongs to the Special Issue Advanced Technologies for User-Centered Design and User Experience)
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Review

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19 pages, 1271 KiB  
Review
Examining the Effectiveness of Mnemonics Serious Games in Enhancing Memory and Learning: A Scoping Review
by Kingson Fung and Kiemute Oyibo
Appl. Sci. 2024, 14(23), 11379; https://doi.org/10.3390/app142311379 - 6 Dec 2024
Viewed by 1939
Abstract
Mnemonics hold potential for promoting long-term memory. Hence, they are being leveraged in serious games aimed to support long-term retention and retrieval of information. However, there is limited work focused on synthesizing the published research and findings on mnemonics serious games with a [...] Read more.
Mnemonics hold potential for promoting long-term memory. Hence, they are being leveraged in serious games aimed to support long-term retention and retrieval of information. However, there is limited work focused on synthesizing the published research and findings on mnemonics serious games with a view to uncovering the extent of their application and effectiveness. This scoping review aims to bridge this gap. Articles were retrieved from four databases (ACM Library, IEEE Xplore, Scopus, and Web of Science). The criteria for inclusion were that the papers must be user studies that focused on mnemonics and serious games at the same time, were written in English, and were published in peer-reviewed journals or conferences. Two researchers, with the guidance of a senior researcher, independently and collaboratively assessed the eligibility of the retrieved papers using the PRISMA flowchart, elicited the relevant data, and tabulated the results in tables and charts using the GPS (game play, purpose, and scope) model. There were 12 papers that were accepted in this scoping review. Overall, most of the mnemonics serious games had a positive effect on memory, suggesting that they hold potential for promoting long-term memory, especially in memorization-intensive instructions, where a good number of students still struggle to retain taught material due to pedagogical, personal, and social challenges. However, more research still needs to be conducted, especially in the area of player-created mnemonics and teaching users how mnemonics can be effectively created using visualization and elaboration techniques. Full article
(This article belongs to the Special Issue Advanced Technologies for User-Centered Design and User Experience)
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