2. Topic 5: Overview
• Usability Functions
• User Experience Design in Context
• Case Study 1: AR app
• Case Study 2: e-Voting
• User Experience Questionnaire
2
3. • User-adaptive design is about the design of an
interactive digital environment that adapts its
behaviour to individual users involving some form
of learning, inference, or decision making.
4. Obtaining information about users:
• Explicit self-reports & assessments;
• self reports about objective personal
characteristics;
• self assessments of interests & knowledge;
• self reports on speci
fi
c evaluations;
• responses to test items;
5. Obtaining information about users:
• Non explicit input;
• naturally occurring actions;
• previously stored information;
• low levels of psychological states;
• signals concerning the current surroundings;
6. User Experience (UX) in
Context
• Culture: the complexities of context in use
• Understand variables:
• what variables to look for,
• what variables should look like,
• how variables affect use,
• how to design to address these issues
7. Script Theory for UX
• What is the overall objective the user wishes to accomplish (scene)?
• In what context will the user perform the actions needed to achieve this objective
(setting)?
• What are the various, individual steps the user must take—and in what order—to achieve
this objective in this context (sequence)?
• What individuals will the user expect to rely on to perform these tasks in this context
(roles)?
• What items does the user expect to employ (or for others to use) to perform the essential
tasks in this process (props)?
• How can the user access or obtain materials and information at different points in the
process (entry conditions)?
• How can the user remove items from or send/ transmit information during the process
(exit conditions)?
8. Representation Problem and
the Prototype Theory
• Appearance of variables in the context of use
• Different variables may affect recognition
• Differences may affect acceptance
9. Applying Prototypes to
Scripts
• Conduct interviews
• Ask interviewees to draw
examples
• A s k i n t e r v i e w e e s t o
comment on different
depictions
• Collect focused responses
• Perform observations
10. Testing
• Need to determine:
• Events in a sequence
• Variables of use identi
fi
ed by research
• Variables of use identi
fi
ed by participants
• Ethnographic observation
11. Case Study 1: AR App
• User Experience Design with Augmented Reality;
Stumpp, S., Knopf, T., & Michelis, D. (2019, September). User Experience Design with
Augmented Reality (AR). In European Conference on Innovation and
Entrepreneurship (pp. 1032-XXVI). Academic Conferences International Limited.
12. Case Study 2: e-Voting
• User Experience Design for E-Voting;
Zollinger, M. L., Distler, V., Roenne, P., Ryan, P., Lallemand, C., & Koenig, V. (2019).
User Experience Design for E-Voting: How mental models align with security
mechanisms. Electronic Voting.