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2003
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8 pages
1 file
Traditional human-computer interaction settings involve a taskoriented approach where the human interacts with an application to accomplish a particular goal. The emergence of media-rich computer-mediated leisure applications requires a fresh view of the current paradigms and a careful examination of how this change of perspective affects their relevance.
User Modeling and User-Adapted Interaction, 2000
2003
Abstract The purpose of this paper is to present our experience from the design of a personalized television application, and the implications for the design of interactive television applications in general. Personalized advertising is a gentle introduction to interactive television applications through a push paradigm that is closer to the established patterns of television use.
2001
ABSTRACT The birth of the World Wide Web (WWW) in 1993, particularly its graphical user interface, offered marketers opportunities that were previously unimaginable. The WWW allows advanced marketing activities and more particularly interactive marketing, as the user is actively involved in responding to the vendor's promotion campaign. Interactive TV, also referred to as iTV, combines the appeal and mass audience of traditional TV with the interactive features such as those currently available on the Web.
This paper describes the evaluation of usability and user experience of the interactive TV (iTV) services provided by the Norwegian company Zonavi on Canal Digital during broadcast of the FIFA football World Cup 2002 to Norwegian viewers. The research examines the relationship between people's use of the iTV, and the total user experiences of the event. A questionnaire survey before and after the World Cup championships investigated both user expectations and user experiences of iTV during the World Cup. The target samples of the surveys were (1) users of iTV with access to World Cup, and (2) users watching the football event without an interactive TV service. Respondents with access to iTV during the football World Cup reported a greater total experience of the games compared to respondents with traditional TV. A greater total experience of the championships was associated with how entertaining they found the interactive services. The results are controlled to such factors as interest in football, whether they saw all the games they wanted to see, and how much they were looking forward to the games. These results are discussed in the context of new media trends and previous research
Concepts, Methodologies, Tools, and Applications, 2009
This chapter proposes an activity-oriented approach to digital television (DTV) user interface design. Our approach addresses DTV usefulness and usability issues and entails two phases. A user activity analysis is conducted in phase one, and activities and their social/cultural context are identified. DTV service functions are then conceived to support user activities and their context. DTV service usefulness can be ensured as a result. The user interface design considers both activity requirements and user requirements such as user’s related product experience, mental model, and preferences in phase two. Consequently, DTV usability is achieved. A DTV user interface concept is thus proposed. The interface design concept contains the following design features: activityoriented user interface flow, remote control for universal access, shallow menu hierarchy, display management, adaptive information presentation, and context sensitive functions. Usability evaluation results indicate th...
2009
In this paper, we introduce NoTube's vision on deploying semantics in interactive TV context in order to contextualize distributed applications and lift them to a new level of service that provides context-dependent and personalized selection of TV content. Additionally, lifting content consumption from a single-user activity to a community-based experience in a connected multi-device environment is central to the project.
Computers in Entertainment, 2008
At first glance, the notion of social interactive television seems to be a tautology. Television watching has always been a social activity. People watch television together in their living rooms, and outside their homes they talk about last night's football match; and even call each other to recommend an interesting program. Unfortunately, until recently, research on social interactive television has been scarce. One limiting factor for the development of innovative services for the home is the interactive technology behind user interaction, which was limited to the remote control. Fortunately, a number of studies concentrate on extending interactive methods, for example by using contextual information. This article reviews the state of the art in these two directions: the social aspects of television and user interaction. We conclude with a research agenda for further research, which might transform current interactive television services into shared experiences.
2006
Abstract A diverse user population employs interactive TV (ITV) applications in a leisure context for entertainment purposes. The traditional user interface (UI) evaluation paradigm involving efficiency and task completion may not be adequate for the assessment of such applications.
This paper describes the evaluation of usability and user experience of the interactive TV (iTV) services provided by the Norwegian company Zonavi on Canal Digital during broadcast of the FIFA football World Cup 2002 to Norwegian viewers. The research examines the relationship between people's use of the iTV, and the total user experiences of the event. A questionnaire survey before and after the World Cup championships investigated both user expectations and user experiences of iTV during the World Cup. The target samples of the surveys were (1) users of iTV with access to World Cup, and (2) users watching the football event without an interactive TV service. Respondents with access to iTV during the football World Cup reported a greater total experience of the games compared to respondents with traditional TV. A greater total experience of the championships was associated with how entertaining they found the interactive services. The results are controlled to such factors as interest in football, whether they saw all the games they wanted to see, and how much they were looking forward to the games. These results are discussed in the context of new media trends and previous research.
The Turkish Online Journal of Design Art and Communication, 2016
sd.polyu.edu.hk
UXTV08 - Proceedings of the 1st International Conference on Designing Interactive User Experiences for TV and Video, 2008
International Journal of Human-computer Interaction, 2008
Proceeding of the 1st …, 2008
Behaviour & Information Technology, 2014
A Companion to Media Studies, 2003
Lecture Notes in Computer Science