Human-computer interaction: input devices
ACM Computing Surveys (CSUR)
Usability evaluation for mobile device: a comparison of laboratory and field tests
Proceedings of the 8th conference on Human-computer interaction with mobile devices and services
Mobile Interaction Design
The Design of Everyday Things
User-Experience from an Inference Perspective
ACM Transactions on Computer-Human Interaction (TOCHI)
Computers in Human Behavior
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At the merchandise development phase, product vendors make their own strategy in the market. Few of them use existing technology and function, but others make their own technology and function to develop novel product. Despite they have invested vast amount of money, time, and effort, unfortunately most of them don't fall short of their expectations. Then they might decide budget reduction, and it would destroy a virtuous circle in the long run. It means companies which can afford to set the budget will be able to step further, but the others will not afford to do that. Functions and technologies are loaded on devices, and it interacts with user. Therefore, interaction between user and device is important to mitigate the problem above. This paper focuses on notions of &'Nudge' and &'Affordance' in the interaction. &'Affordance' is inherent in device to show how user can use it without instructions, and &'Nudge' can make person who made device possible to induce users' conduct. It makes an element named TRIGGER defined to lead users' behavior and vitalize using device. Furthermore, if its characteristics are found in detail, TRIGGER will be able to apply on device.