Clubs Forming on Crazyvote -The Blurred Social Boundary Between Online Communities and the Real World

With the rapid growth and development of information and communication technology, the Internet has played a definite and irreplaceable role in people-s social lives in Taiwan like in other countries. In July 2008, on a general social website, an unexpected phenomenon was noticed – that there were more than one hundred users who started forming clubs voluntarily and having face-to-face gatherings for specific purposes. In this study, it-s argued whether or not teenagers- social contact on the Internet is involved in their life context, and tried to reveal the teenagers- social preferences, values, and needs, which merge with and influence teenagers- social activities. Therefore, the study conducts multiple user experience research methods, which include practical observations and qualitative analysis by contextual inquiries and in-depth interviews. Based on the findings, several design implications for software related to social interactions and cultural inheritance are offered. It is concluded that the inherent values of a social behaviors might be a key issue in developing computer-mediated communication or interaction designs in the future.

A Study on the User Experience Design of Mobile Twitter Application

The number of people using SNS with their mobile devices is soaring. This research focuses on the Twitter service that has the most third-party applications and delved into the fact that there were not sufficient studies on the UX design aspects of Twitter applications. Among social network services which have emerged as a major social topic lately, this research try to analyze the UX design of the Twitter application which is also called micro-blogging service. Therefore this research sets its goal to draw components of the UX design aspect of the Tweeter application on which there are not enough analysis yet. Moreover, this research suggests improvement of mobile application which will assure better users- experience. In order to analyze the UX design aspect of the mobile twitter application, with relevant document and user research, evaluating factors of the UX Design which would affect users- experience were organized. The subjects for cases were selected among six paid and free social networking applications that had been consistently ranked from 1st to 100th in the Korean application store during May, 2012 after closely monitoring the rank. From May 15th to May 11th in 2012, in accordance with the evaluating standard, surveys were conducted in a form of interviews with 20 subjects who have used the Twitter application to find out problems and solutions for the UX design of the mobile Twitter application.

User Experience Evolution Lifecycle Framework

Perceptions of quality from both designers and users perspective have now stretched beyond the traditional usability, incorporating abstract and subjective concepts. This has led to a shift in human computer interaction research communities- focus; a shift that focuses on achieving user experience (UX) by not only fulfilling conventional usability needs but also those that go beyond them. The term UX, although widely spread and given significant importance, lacks consensus in its unified definition. In this paper, we survey various UX definitions and modeling frameworks and examine them as the foundation for proposing a UX evolution lifecycle framework for understanding UX in detail. In the proposed framework we identify the building blocks of UX and discuss how UX evolves in various phases. The framework can be used as a tool to understand experience requirements and evaluate them, resulting in better UX design and hence improved user satisfaction.

A Study on the Mobile Web Generating using Element of User Experience

As mobile service's subscriber is increasing; mobile contents services are getting more and more variables. So, mobile contents development needs not only contents design but also guideline for just mobile. And when mobile contents are developed, it is important to pass the limit and restriction of the mobile. The restrictions of mobile are small browser and screen size, limited download size and uncomfortable navigation. So each contents of mobile guideline will be presented for user's usability, easy of development and consistency of rule. This paper will be proposed methodology which is each contents of mobile guideline. Mobile web will be developed by mobile guideline which I proposed.

A Distributed Cognition Framework to Compare E-Commerce Websites Using Data Envelopment Analysis

This paper presents an approach based on the adoption of a distributed cognition framework and a non parametric multicriteria evaluation methodology (DEA) designed specifically to compare e-commerce websites from the consumer/user viewpoint. In particular, the framework considers a website relative efficiency as a measure of its quality and usability. A website is modelled as a black box capable to provide the consumer/user with a set of functionalities. When the consumer/user interacts with the website to perform a task, he/she is involved in a cognitive activity, sustaining a cognitive cost to search, interpret and process information, and experiencing a sense of satisfaction. The degree of ambiguity and uncertainty he/she perceives and the needed search time determine the effort size – and, henceforth, the cognitive cost amount – he/she has to sustain to perform his/her task. On the contrary, task performing and result achievement induce a sense of gratification, satisfaction and usefulness. In total, 9 variables are measured, classified in a set of 3 website macro-dimensions (user experience, site navigability and structure). The framework is implemented to compare 40 websites of businesses performing electronic commerce in the information technology market. A questionnaire to collect subjective judgements for the websites in the sample was purposely designed and administered to 85 university students enrolled in computer science and information systems engineering undergraduate courses.

Context Aware Navigation System for Using Public Transport on Smartphone

Recently, many web services to provide information for public transport are developed and released. They are optimized for mobile devices such a smartphone. We are also developing better path planning system for route buses and trains called “Bus-Net"[1]. However these systems only provide paths and related information before the user start moving. So we propose a context aware navigation to change the way to support public transport users. If we go to somewhere using many kinds of public transport, we have to know how to use them. In addition, public transport is dynamic system, and these have different characteristic by type. So we need information at real-time. Therefore we suggest the system that can support on user-s state. It has a variety of ways to help public transport users by each state, like turn-by-turn navigation. Context aware navigation will be able to reduce anxiety for using public transport.

Collaborative Mobile Device based Data Collection and Dissemination using MIH for Effective Emergency Management

The importance of our country-s communication system is noticeable when a disaster occurs. The communication system in our country includes wired and wireless telephone networks, radio, satellite system and more increasingly internet. Even though our communication system is most extensive and dependable, extreme conditions can put a strain on them. Interoperability between heterogeneous wireless networks can be used to provide efficient communication for emergency first response. IEEE 802.21 specifies Media Independent Handover (MIH) services to enhance the mobile user experience by optimizing handovers between heterogeneous access networks. This paper presents an algorithm to improve congestion control in MIH framework. It is analytically shown that by including time factor in network selection we can optimize congestion in the network.