UX (User Experience Research)

UX (User Experience Research)

User experience (UX) is defined as the way a person feels about using a product, system or service. User experience highlights the experiential, affective, meaningful and valuable aspects of human-computer interaction and product ownership, but it also includes a person’s perceptions of the practical aspects such as utility, ease of use and efficiency of the system. Quality of Experience (QoE) a subjective measure of a user’s experience with a service or system. Without sufficient QoE, a system or service will not be used and eventually be abandoned. Aspects of functionality, usability, universal design, security, etc. are ingredients of such a measure.

Research challenge for UX include how to apply the subjective and objective QoE methods to applications, how do these measures have an impact on the 3D-enhanced social networks, and how to collect subjective and objective data simultaneously. The use of recent eye-tracking glasses technology can build a bridge between subjective and objective assessments. Since these eye-tracking glasses also employ a video-camera that records the environment, the room or setting of the person, the context can be included in the research design.

UX methods can be applied to a variety of applications, raning from access to cultural resources, three-dimensional presentations, to eHealth, and ambient assisted living. 

Selected Publications

Leister, Wolfgang; Boudko, Svetlana; Røssvoll, Till Halbach (2011). Adaptive Video Streaming through Estimation of Subjective Video Quality. International Journal On Advances in Systems and Measurements. ISSN 1942-261X. 4(1&2)

Leister, Wolfgang; Tjøstheim, Ingvar (2012). Gamification, User Experience, and Sensors. Full-text 

Leister, Wolfgang (2012). Research Challenges for Smart Information Systems. Key-note at SMART 2012, Stuttgart. Full-text . Review