A Tale of Two Perspectives: A Conceptual Framework of User Expectations and Experiences of Instructional Fitness Apps

@article{Aladwan2019ATO,
  title={A Tale of Two Perspectives: A Conceptual Framework of User Expectations and Experiences of Instructional Fitness Apps},
  author={Ahed Aladwan and Ryan M. Kelly and Steven Baker and Eduardo Velloso},
  journal={Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems},
  year={2019}
}
We present a conceptual framework grounded in both users' reviews and HCI theories, residing between practices and theories as a form of intermediate-level knowledge in interaction design. [] Key Method We first extracted the particular instances using users' online reviews and conceptualised them as an expectations and experiences framework. Second, within the framework, we evaluated the artefact related constructs using Norman's design principles. Third, we evaluated beyond the artefact related constructs…

Figures from this paper

Revisiting Reflection in HCI
TLDR
This work constructed four design resources for reflection: temporal perspective, conversation, comparison and discovery, and identified design patterns in past digital artefacts that implement the resources.
Towards Understanding People’s Experiences of AI Computer Vision Fitness Instructor Apps
TLDR
A first look into people’s initial experiences with on-device AI fitness instructor applications is contributed and design considerations are provided to guide future contextually-aware AI research in this domain.
Measuring Anticipated and Episodic UX of Tasks in Social Networks
TLDR
This work collects UX perceived in both periods to contrast user expectations and experiences offered on social networks, in order to find elements that could improve the design of user-tools.
How Ethnographic Practices Are Reconfigured with 360-degree Cameras
: Ethnography has become common in human-computer interaction research as both a methodology and a research subject. Ethnographic practices have historically been enhanced with the introduction of
An Analysis of Ludo Board Game Play on Smartphones
TLDR
A case study of a popular board game, Ludo, is conducted to understand players’ opinions of its digital adaptation and make recommendations for improving Ludo apps and other apps, based on random chance board games.

References

SHOWING 1-10 OF 87 REFERENCES
Strong concepts: Intermediate-level knowledge in interaction design research
TLDR
The aim is to foster an academic culture of discursive knowledge construction of intermediate-level knowledge and of how it can be produced and assessed in design-oriented HCI research.
Between theory and practice: bridging concepts in HCI research
TLDR
It is argued that bridging concepts address the challenge of facilitating exchange between theory and practice in HCI, and it is proposed that they have three defining constituents: a theoretical foundation, a set of design articulations and a range of exemplars that demonstrate the scope and potential of their application.
Generating implications for design through design research
TLDR
This work reports on interviews with twelve expert HCI design researchers probing the roles and types of design implications, and the process of generating and evaluating them, and synthesizes different types ofDesign implications into a framework to guide their generation.
A PRACTITIONER'S VIEW OF HUMANCOMPUTER INTERACTION RESEARCH AND PRACTICE
TLDR
Namahn, a Belgian User Centered Design consultancy, describes the approach it took in radically renewing its methods and techniques to tackle interaction design for critical systems, finding a number of important new concepts and methodological hypotheses that form the basis of its new methodology.
Reprioritizing the relationship between HCI research and practice: bubble-up and trickle-down effects
TLDR
This paper explores this relationship privileging a practice perspective through a tentative model, which describes a "bubble-up" of ideas from practice to inform research and theory development, and an accompanying "trickle-down" of theory into practice.
Bridging the Theory-Practice Gap: Lessons and Challenges of Applying the Attachment Framework for Sustainable HCI Design
TLDR
A study using one well-established design framework, the Attachment Framework, to evaluate its applicability in use indicated a positive effect on the criterion of novelty, with mixed effects on attachment, presentation, aesthetics, usefulness, and feasibility.
Getting around the task-artifact cycle: how to make claims and design by scenario
TLDR
The approach leverages development practices of current HCI with methods and concepts to support a shift toward using broad and explicit design rationale to reify where in a design process, why the authors are there, and to guide reasoning about where they might go from there.
Translational Resources: Reducing the Gap Between Academic Research and HCI Practice
TLDR
Recommendations for the design of translational resources to bridge the gap between theory and practice in HCI are contributed, ways to create theory-driven examples tailored to specific activities: understanding, brainstorming, building, and advocacy.
What should we expect from research through design?
TLDR
It is suggested that the design research community should be wary of impulses towards convergence and standardisation, and instead take pride in its aptitude for exploring and speculating, particularising and diversifying, and - especially - its ability to manifest the results in the form of new, conceptually rich artefacts.
Mind the theoretical gap: interpreting, using, and developing behavioral theory in HCI research
TLDR
This work defines core theoretical terms to create shared understanding about what theory is, discuss ways in which behavioral theory can be used to inform research on behavior change technologies, identify shortcomings in current behavioral theories, and outline ways inWhich HCI researchers can not only interpret and utilize behavioral science theories but also contribute to improving them.
...
1
2
3
4
5
...