Abstract
User Experience (UX) is a concept based on the human-product interaction. An increase of UX studies in the Human-Computer interaction (HCI) field was observed in the last decade. Empirical studies based their experimental activity on HCI products, which are characterized by two components: Software and intangible (digital interfaces and web apps) and Hardware and physical (devices). Trough an explorative study, the authors propose a research direction to compares UX studies targeting software and hardware components of HCI products. A preliminary sample of papers was considered. The authors collected contributions where UX in HCI design is investigated through case studies involving devices with software and hardware components. Objectives, methods, and tools of each case study were compared. It emerged that complex systems require both quantitative and qualitative analysis approaches, as the wide variety of tools for data acquisition and processing show. Since Hardware components are more closely related to products such as consumer goods and engineering products, it is possible that methods and tools used to study hardware components could also be applicable to other physical and tangible products, i.e., the main reference for product, engineering, and mechanical design.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Norman, D., Miller, J., Henderson, A.: What You See, Some of What’s in the Future, And How We Go About Doing It: HI at Apple Computer, p. 1. (1995)
McCarthy, J., Wright, P.: Technology as Experience, vol. 11. MIT Press, Cambridge, Massachusetts, United States (2004)
Law, E.L.-C., Vermeeren, A.P.O.S., Hassenzahl, M., Blythe, M.: Towards a UX Manifesto. In: Proceedings of HCI 2007, the 21st British HCI Group Annual Conference University of Lancaster, UK (Sep. 2007)
Karapanos, E., Zimmerman, J., Forlizzi, J., Martens, J.-B.: User experience over time: an initial framework. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, New York, NY, USA, pp. 729–738 (Apr. 2009)
Law, E.-C., van Schaik, P.: Modelling user experience – an agenda for research and practice. Interact. Comput. 22(5), 313–322 (2010)
Hassenzahl, M.: Experience design: technology for all the right reasons. Synth. Lect. Hum. Center. Inform. 3(1), 1–95 (2010)
Pucillo, F., Cascini, G.: A framework for user experience, needs and affordances. Des. Stud. 35(2), 160–179 (2014)
Ogunyemi, A.A., Lamas, D., Lárusdóttir, M.K., Loizides, F.: A systematic map** study of HCI practice research. Int. J. Hum. Comput. Interact. 35(16), 1461–1486 (2019)
Hassenzahl, M., Tractinsky, N.: User experience – a research agenda. Behav. Inform. Technol. 25(2), 91–97 (2006)
Wong, M.L., Khong, C.W., Thwaites, H.: Applied UX and UCD design process. Interface Des. Procedia Soc. Behav. Sci. 51, 703–708 (2012)
Remy, C., Huang, E.M.: Addressing the Obsolescence of End-User Devices: Approaches from the Field of Sustainable HCI. In: Hilty, L.M., Aebischer, B. (eds.) ICT Innovations for Sustainability. AISC, vol. 310, pp. 257–267. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-09228-7_15
Robinson, J., Lanius, C., Weber, R.: The past, present, and future of UX empirical research. Commun. Des. Q. Rev. 5(3), 10–23 (2018)
Berni, A., Borgianni, Y.: Applications of virtual reality in engineering and product design: why, what, how, when and where. Electronics 9(7), 1064 (2020)
Berni, A., Borgianni, Y.: From the definition of user experience to a framework to classify its applications in design. In: 23rd International Conference on Engineering Design ICED (Aug. 2021)
Alben, L.: Quality of experience: defining the criteria for effective interaction design. Interactions 3(3), 11–15 (1996)
Hassenzahl, M.: The interplay of beauty, goodness, and usability in interactive products. Hum. Comput. Interact. 19(4), 319–349 (2004)
Norman, D.A.: Emotional design. Ubiquity, p. 1 (2004)
Ding, Y., Cao, Y., Qu, Q., Duffy, V.G.: An exploratory study using electroencephalography (EEG) to measure the smartphone user experience in the short term. Int. J. Hum. Comput. Interact. 36(11), 1008–1021 (2020)
Ekşioğlu, M.: User experience design of a prototype Kiosk: a case for the Istanbul public transportation system. Int. J. Hum. Comput. Interact. 32(10), 802–813 (2016)
Lee, S., Ryu, H., Park, B., Yun, M.H.: Using physiological recordings for studying user experience: case of conversational agent-equipped TV. Int. J. Hum. Comput. Interact. 36(9), 815–827 (2020)
Ducasse, J., Kljun, M., Čopič Pucihar, K.: Interactive web documentaries: a case study of audience reception and user engagement on iOtok. Int. J. Hum. Comput. Interact. 36(16), 1558–1584 (2020)
Alhadreti, O.: Assessing academics’ perceptions of blackboard usability using SUS and CSUQ: a case study during the COVID-19 pandemic. Int. J. Hum. Comput. Interact., 1–13 (2020)
Lindgaard, G.: Challenges to assessing usability in the wild: a case study. Int. J. Hum. Comput. Interact. 31(9), 618–631 (2015)
Assila, A., de Oliveira, K.M., Ezzedine, H.: Integration of subjective and objective usability evaluation based on IEC/IEC 15939: a case study for traffic supervision systems. Int. J. Hum. Comput. Interact. 32(12), 931–955 (2016)
Rhiu, I., Yun, M.H.: Exploring user experience of smartphones in social media: a mixed-method analysis. Int. J. Hum. Comput. Interact. 34(10), 960–969 (2018)
Aizpurua, A., Miñón, R., Gamecho, B., Cearreta, I., Arrue, M., Garay-Vitoria, N.: Accessible ubiquitous services for supporting daily activities: a case study with young adults with intellectual disabilities. Int. J. Hum. Comput. Interact. 35(17), 1608–1629 (2019)
Choe, M., Choi, Y., Kim, H.K.: Comparison of gaze cursor input methods for virtual reality devices. Int. J. Hum. Comput. Interact. 35(7), 620–629 (2019)
Buck, R., Khan, M., Fagan, M., Coman, E.: The user affective experience scale: a measure of emotions anticipated in response to pop-up computer warnings. Int. J. Hum. Comput. Interact. 34(1), 25–34 (2018)
Shin, D.-H.: Cross-platform users’ experiences toward designing interusable systems. Int. J. Hum. Comput. Interact. 32(7), 503–514 (2016)
Petrie, H., Othman, M.K., Power, C.: Smartphone guide technology in cultural spaces: measuring visitor experience with an iPhone multimedia guide in Shakespeare’s Church. Int. J. Hum. Comput. Interact. 33(12), 973–983 (2017)
Kim, M., Kim, J., Jeong, K., Kim, C.: Gras** VR: presence of pseudo-haptic interface based portable hand grip system in immersive virtual reality. Int. J. Hum. Comput. Interact. 36(7), 685–698 (2020)
Sekhavat, Y.A., Zarei, H.: Sense of immersion in computer games using single and stereoscopic augmented reality. Int. J. Hum. Comput. Interact. 34(2), 187–194 (2018)
Cristescu, I.: Motions in human-computer interaction: the role of nonverbal behavior in interactive systems. Inform. Econ. 1(42), 7 (2008)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Berni, A., Borgianni, Y. (2022). User Experience Design in Software and Hardware Components Studied in Human-Computer Interaction. In: Rizzi, C., Campana, F., Bici, M., Gherardini, F., Ingrassia, T., Cicconi, P. (eds) Design Tools and Methods in Industrial Engineering II. ADM 2021. Lecture Notes in Mechanical Engineering. Springer, Cham. https://doi.org/10.1007/978-3-030-91234-5_9
Download citation
DOI: https://doi.org/10.1007/978-3-030-91234-5_9
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-91233-8
Online ISBN: 978-3-030-91234-5
eBook Packages: EngineeringEngineering (R0)