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The Fuzzy Front End of Experience Design: Eliciting and Communicating Experience Goals
TLDR
We propose the model for Experience Goal Elicitation Process to clarify the fuzzy front end of experience design and instructions to support designers in defining and evaluating experience goals. Expand
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CROSS-CULTURAL DESIGN OF MOBILE MATHEMATICS LEARNING SERVICE FOR SOUTH AFRICAN SCHOOLS
In the era of mobile devices and services, researchers in the educational domain have been interested in how to support learning with mobile technology in both local and global contexts. RecentExpand
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Collecting cross-cultural user data with internationalized storyboard survey
TLDR
An internationalized remote online storyboard survey collected cross-cultural user data of 252 respondents, from the USA, Brazil, India, Italy and Finland -- around the topic of mobile content sharing concepts. Expand
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Axe UX: Exploring long-term user experience with iScale and AttrakDiff
TLDR
In this explorative study, 18 customers reported their experiences during the first three months of use of a non-interactive design tool, an axe. Expand
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Scenarios in the Heuristic Evaluation of Mobile Devices: Emphasizing the Context of Use
TLDR
In this study the context of use of mobile devices was examined with written scenarios. Expand
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DrawUX: web-based research tool for long-term user experience evaluation
TLDR
DrawUX is a web-based research tool for retrospective long-term user experience evaluation especially in remote studies. Expand
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Information Visualization Heuristics in Practical Expert Evaluation
TLDR
In this paper, we describe the application of ten information visualization heuristics from prior research and their testing in practical heuristic evaluation. Expand
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Measuring retrospective user experience of non-powered hand tools: an exploratory remote study with UX curve
TLDR
Two methods from Human-Computer Interaction field, UX Curve and Attrakdiff, were used for measuring the UX of a non-interactive product after three months of use. Expand
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Usefulness of long-term user experience evaluation to product development: practitioners' views from three case studies
TLDR
We explore how practitioners in product development companies evaluate the usefulness of long-term UX evaluation results to their own work. Expand
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Understanding the Digital and Non-digital Participation by the Gaming Youth
TLDR
We present a study on how youth aged 16–25 years perceive social and societal participation and more specifically, how youth currently participate in non-digitally and digitally. Expand
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