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      Analysing screen-capture recordings to explore user-experience with Web sites

      ,

      The 26th BCS Conference on Human Computer Interaction (HCI)

      Human Computer Interaction

      12 - 14 September 2012

      Screen-capture, Protocol analysis, Think-aloud, User-experience

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          Abstract

          This workshop contribution presents reflections on the collection and analysis of screen-capture video and audio recordings in two separate studies. Participants in both studies used a Web site individually in a laboratory setting under think-aloud instructions, while their online use and verbal behaviour was recorded using screen-capture software. One study used an online news site, the other a social-networking site as interactive artefact. The method of data collection, transcription of protocols, extraction of themes and the analysis of protocols are illustrated by comparing and contrasting the two studies. The use of the presented technique yielded valuable insights into user-reported aspects of user-experience with Web sites, and the findings of the studies were applied in further research to inform the selection of psychometric measures for modelling user-experience to guide system evaluation and design. Examples of results from the studies are provided to demonstrate the usefulness of the applied analysis techniques. Practical implications for collection, transcription and analysis of screen-capture video and audio data are discussed.

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          Most cited references 6

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          What is satisfying about satisfying events? Testing 10 candidate psychological needs.

          Three studies compared 10 candidate psychological needs in an attempt to determine which are truly most fundamental for humans. Participants described "most satisfying events" within their lives and then rated the salience of each of the 10 candidate needs within these events. Supporting self-determination theory postulates (Ryan & Deci, 2000)--autonomy, competence, and relatedness, were consistently among the top 4 needs, in terms of both their salience and their association with event-related affect. Self-esteem was also important, whereas self-actualization or meaning, physical thriving, popularity or influence, and money-luxury were less important. This basic pattern emerged within three different time frames and within both U.S. and South Korean samples and also within a final study that asked, "What's unsatisfying about unsatisfying events?" Implications for hierarchical theories of needs are discussed.
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            Why do people play on-line games? An extended TAM with social influences and flow experience

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              • Abstract: not found
              • Article: not found

              Needs, affect, and interactive products – Facets of user experience

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                Author and article information

                Contributors
                Conference
                September 2012
                September 2012
                : 1-4
                Affiliations
                Teesside University

                Middlesbrough, TS1 3BA
                Article
                10.14236/ewic/HCI2012.104
                © Gabor Aranyi et al. Published by BCS Learning and Development Ltd. The 26th BCS Conference on Human Computer Interaction, Birmingham, UK

                This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

                The 26th BCS Conference on Human Computer Interaction
                HCI
                26
                Birmingham, UK
                12 - 14 September 2012
                Electronic Workshops in Computing (eWiC)
                Human Computer Interaction
                Product
                Product Information: 1477-9358BCS Learning & Development
                Self URI (journal page): https://ewic.bcs.org/
                Categories
                Electronic Workshops in Computing

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