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Quality and User Experience [electronic resource] / edited by Sebastian Egger-Lampl, Katrien De Moor, Manfred Tscheligi.

Contributor(s): Material type: Continuing resourcePublisher: Cham : Springer International Publishing : Imprint: Springer.Description: online resourceISSN:
  • 2366-0147
Subject(s): Additional physical formats: Printed version: : No titleOnline resources: Summary: This journal encompasses the human experience and quality perception of digital media, telecommunication and ICT products, and interactive services. Example applications include mobile and pervasive applications, augmented and virtual reality, gaming, video conferencing, telepresence, and video-on-demand. An example goal would be to develop a new metric based on subjective or objective analysis. Tactics can be human centered (to characterize user perceptions) or technology centered (to guide product development). This journal encourages knowledge integration by bringing together a variety of disciplinary perspectives on experience quality. These disciplines include quality of experience (QoE), user experience (UX), quality management, usability engineering, human-centered design, cognitive processes, subjective audio & video quality assessment, and human-computer interaction.
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This journal encompasses the human experience and quality perception of digital media, telecommunication and ICT products, and interactive services. Example applications include mobile and pervasive applications, augmented and virtual reality, gaming, video conferencing, telepresence, and video-on-demand. An example goal would be to develop a new metric based on subjective or objective analysis. Tactics can be human centered (to characterize user perceptions) or technology centered (to guide product development). This journal encourages knowledge integration by bringing together a variety of disciplinary perspectives on experience quality. These disciplines include quality of experience (QoE), user experience (UX), quality management, usability engineering, human-centered design, cognitive processes, subjective audio & video quality assessment, and human-computer interaction.

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