Papers by Emmanuel Mkpojiogu
The implementation of the Stimuli-OrganismResponse (SOR) framework introduced by Mehrabian and R... more The implementation of the Stimuli-OrganismResponse (SOR) framework introduced by Mehrabian and Russell in 1974 is described in this paper. The framework as an environmental psychology framework specifies that the organism of a person who interacts with a specified external object is influenced by specified external environmental factors. These factors make the individual to respond in some particular way by either accepting or avoiding the objects. With respect to user experience (UX), the external interactive objects are any interactive artifact which a user interacts with in certain specified context. The external environmental factors are design
factors or quality attributes that impact or activate (arouse) the
user’s organism. The organism is the user’s being that is
influenced by external stimulating factors. The influenced
organism responds by either approaching the object (interactive
application) in delight; satisfaction and pleasure or avoiding the
interactive product in disgust, frustration, and pain. Notwithstanding the benefit of this framework, the application is rarely employed in the context of UX. This study seeks to flag off awareness on how applicable the framework is to UX research.
A literature content analysis strategy was used to
synthesize extant literature sources to compr... more A literature content analysis strategy was used to
synthesize extant literature sources to comprehend and capture
the approaches to the design, evaluation and modeling of user
experience. From the analysis, two main methods were
identified for the UX research. These paradigms are holism and
reductionism. The holist approach stresses on sense making and
interpretative approaches to user experience, leading to
construction and reconstruction of users’ quality perceptions
about their experiences with technological artifacts. This
paradigm is design based. Conversely, the reductionism
approach is concerned with the deconstruction of users’
experiences. This approach conceives experiences as a model
that can be broken down into aspects and dimensions that
facilitates understanding of user experience. The debate among
researchers on these differing viewpoints conceived and drove
this study. The findings of the research show that the two
paradigms are insightful, rich and unique and can be
independently used in UX research, nevertheless, as both
approaches a limited and address the peculiar concerns of the
two respective paradigms, this paper advocates and endorses the
use of a mixed paradigm especially in longitudinal studies to
amalgamate the rich components of both varying approaches,
thus implying the interdependent use of the two paradigms in
UX research
Despite Internet use rapidly accelerating in ASEAN countries, its penetration rate across member ... more Despite Internet use rapidly accelerating in ASEAN countries, its penetration rate across member countries varies from 84.45% of the population in Singapore to roughly 21.87% in Laos. This digital divide portends profound consequences on the social-economic development of the region. Therefore, this article describes an Internet performance study conducted within ASEAN countries using actual Internet performance data collected from 2000 to 2019 generated by the PingER Project. The results showed that the pattern of Internet performance (IP) is that the most developed countries have the best Internet performance, whereas the least developed ones have the lowest Internet performance. These Internet performance data were then compared and analyzed against several selected social-economic development indices in order to observe any trends and establish observable relationships. Initial inspection indicated a possible relationship between Internet performance and the indices, which was then statistically tested further by correlation and regression. Next, the relationship was then represented by a regression model, which was then validated through R2 and graphical residual analysis. As a result, this study has proposed a novel model that provides an insight into the influence of social-economic development indices on Internet performance in ASEAN countries.
There are several definitions for user experience (UX). However, this study unveiled that there a... more There are several definitions for user experience (UX). However, this study unveiled that there are missing components in those definitions. An analysis of user experience definitions shows that the definitions had the elements of time of use and context of use absent in them. These missing components limit and obscure the understanding of user experience. Nevertheless, the inclusion of these components improves the specificity, robustness, uniqueness, and meaningfulness of UX and will provide illumination for the conceptualization, design, evaluation, and modeling of UX. As UX is understood the way it is defined, an all-encompassing definition that comprises the components of time and context of use will therefore be worthwhile. This study reviewed extant related literature and unraveled these gaps and suggested their inclusion in user experience definitions.
The purpose of this study was to conduct a literature review in order to gather material that wou... more The purpose of this study was to conduct a literature review in order to gather material that would serve to underpin and support a link between UX requirements and psychological theories. In the paper, relevant sources from extant literature were accessed and synthesized. The outcome revealed that psychological theories support user experience needs. UX needs as psychological needs are fully supported by psychological theories. In the light of this, the search for ways to meet these needs should be done using psychological needs fulfillment strategies. Further studies will investigate ways of meeting these user experience needs and how these needs can be modeled for UX design and evaluation.
In this paper a literature review strategy was utilized to assess the methods of evaluating UX lo... more In this paper a literature review strategy was utilized to assess the methods of evaluating UX longitudinally. The review revealed that studies on user experience evaluation over time are rare. This rareness is attributed to the cost involved in carrying out such studies. This research nonetheless suggests that lack of sufficient information and adequate knowledge on methods used for the evaluation of UX over time may also be the reason for the scarcity of studies on long-term user experience evaluation. On this note, this paper reviewed previous works on long-term evaluation of UX to elicit the methods employed in conducting such evaluation to inform possible researchers on the existing methods. The outcome of the study indicated a number of methods for the evaluation of UX over time.
To elicit and assess prior studies related to the dimensioning and modeling of user experience, t... more To elicit and assess prior studies related to the dimensioning and modeling of user experience, this paper used a survey of literature technique. Despite the fact that there are various UX models, the review found that none of them is sufficiently complete for holistic user experience design and evaluation. In addition, the research discovered 10 major facets that are associated to or that contribute to the knowledge of user experience. The facets' attributes were also taken into account. This study built a user experience framework for the design and evaluation of digital artifacts based on this discovery, which consists of ten separate aspects or dimensions, each with its own set of quality characteristics.
This study used a literature review technique to acquire a better grasp of the available literatu... more This study used a literature review technique to acquire a better grasp of the available literatures on user experience modeling. The findings support a 3-factor user experience (UX) paradigm, which includes expected monovalent ergonomic, expected bivalent hedonomic, and unexpected monovalent hedonomic qualities, according to the findings. These attributes are arranged in a hierarchical fashion, according to the review. Each rung of the hierarchy is crucial for software product design and evaluation in order to improve UX design and assessment. As a result, software designers and assessors should consider this model. The study is limited however, because the conclusions, albeit interesting, were derived from a literature survey rather than an empirical investigation. This conceptual model will be empirically verified and validated in future works.
In this study an investigation was conducted to ascertain the possibility of conceptualizing and ... more In this study an investigation was conducted to ascertain the possibility of conceptualizing and developing a native user experience psychomotor model for the design and evaluation of the experiences of learning management systems (LMSs) users. The paper found that no previous model of this kind is in existence. Sequel to this discovery, a conceptualization of the model was done using the psychomotor component of the Bloom's learning taxonomy. The study then captured suitable dimensions/quality elements that best define/influence the model. These dimensions and quality elements include interactivity, engageability, ludicity, and sociability. The study hence proposes the adoption of this novel UX psychomotor model for the design and evaluation of the user experiences of LMS platforms learners.
This paper used literature mapping and review protocol to examine associated literature sources w... more This paper used literature mapping and review protocol to examine associated literature sources with possible relationships that offers hints for the conceptualization of a UX cognitive model for the design and evaluation of learning management system (LMS) products. The mapping review revealed that the cognitive aspects of Bloom's learning taxonomy can be mapped into the user experience cognitive model for LMS. This model comprises of usability, learnability, understandability, ubiquity, rememberability, safety, trust and epistemic design and evaluation quality criteria. The proposed model is both appropriate for the design and evaluation of the cognitive components of LMS platforms and is therefore recommended for adoption.
Modeling user experience (UX) is vital in properly understanding all its facets and to deconstruc... more Modeling user experience (UX) is vital in properly understanding all its facets and to deconstruct user experience for the purpose of design, measurement and evaluation. A cursory examination of prior UX models indicates issues worthy of note. Sequel to this, this paper reveals the absence of the parameters of time and context of interaction in the modeling of previous models of user experience. The paper strongly advocates the inclusion of these components in all user experience models. The reason for these advocacy and recommendation is that UX is better understood when considered within a context of use as no two experiences are the same. Experience is typically unique and situated in a continuum (time and context). Moreover, the evolution of UX clearly speaks about the significance of time in the conceptualizing and making sense of experience. Hence, when developing UX models for the design or evaluation of experience, it is pertinent to include the time and context of use in such modeling.
The production of mobile educational applications has made it possible for teachers to gain more ... more The production of mobile educational applications has made it possible for teachers to gain more insight on their various domains. The educational system around the world has gone through a lot of changes within the last decade. These changes undoubtedly, are made possible by the numerous mobile educational applications which are used to enhance teaching and learning. Hence, the purpose of this paper is to identify the factors determining its usefulness. There are several literatures relating to the use of mobile educational applications, however, these literatures do not sufficiently address the factors determining the usefulness of mobile educational applications. Therefore, this research attempted to review the available literatures with the aim of capturing these factors. This study applied systematic literature methodology in order to achieve the stated research goal. Seventy-eight (78) papers in the area of the usefulness of mobile educational applications and factors determining the usefulness of mobile educational They downloaded software. Fourty-three (43) of the most important studies were selected for review from these articles in order to extract the necessary information needed for the study. Although there are few literatures that identified the factors determining the usefulness of mobile educational application, the result revealed that the quality and reliability of the application, important and viable futures of the mobile application, proper monitoring and optimal performance were found to be part of the factors. The research findings indicate that mobile educational applications are useful in enhancing teaching and learning as well as providing satisfaction to users. It also identified factors that determine its usefulness such as quality and reliability of the application and learning the procedures for the use of mobile educational apps. The findings of the research will help administrators, teachers, and policy makers to draw more insight on the best strategies used to promote teaching and learning using mobile educational apps.
Designing software systems without considering the usability of such systems is tantamount to des... more Designing software systems without considering the usability of such systems is tantamount to designing a poor quality product. There is the need to assess the usability of software systems under development (formative usability) and the already built software systems (summative usability). Formative usability helps in eliciting issues and problems inherent in the interface of such systems while summative usability is necessary for benchmarking in addition to post development problem elicitation. In this study, a formative usability was carried out on an online health sensitization portal built for both laptops and smartphones to capture usability issues and problems with their interfaces. The usability evaluation was conducted using moderated labbased usability testing method. The results revealed that though both the laptop and smartphone prototypes statistically had similar usability issues, the laptop prototype however, had greater amount of usability issues with greater criticality rates than was observed for the smartphone prototype. This calls for design attention to be given to both designs but particularly to the laptop design.
The purpose of this research was to carry out a comparative evaluation of the UX of WhatsApp Mess... more The purpose of this research was to carry out a comparative evaluation of the UX of WhatsApp Messenger on iPhone X and Samsung S9 Plus mobile platforms. Apple Inc. and Samsung are the world's major producers of smartphones and over the years, improvements have been made to the products of these companies leaving a more or less constant back and forth debate about the superiority in functionality of one company's smartphone to the other among smartphone users. This paper came from the angle of texting, which is considered the most used form of communication among users of instant messaging applications. A comparison of the UX of WhatsApp Messenger is made on the two smartphones. Users' perceptions about the UX of WhatsApp on the devices were elicited and analysed. The outcome indicated that users of Samsung S9 Plus have a better experience than users of Iphone X.
Massive data are generated by social media users including posts, tweets, images, and videos. Get... more Massive data are generated by social media users including posts, tweets, images, and videos. Getting valuable information from this big data is a significant, challenging, and interesting issue in the text mining domain. Twitter data are analyzed with text mining techniques to discover society agenda, trends, user behaviors, and feelings. Text analysis method to determine sentiments from tweets is proposed in the present research. Apache Flume is used to collect data stream from Twitter and store into Apache Hadoop. Natural language processing techniques are carried out to put the data into meaningful context followed by a classification model training with data mining methods. It carries out the classification label as people's opinion, such as positive, negative, and neutral sentiments, using Twitters streaming data. 10 different automobile brands are selected and collected tweets with hashtags about these brands by using Apache Flume are used as case study. Collected data have been pre-processed using TF-IDF, Bi-gram, and SVD metrics and a classification tree model has been generated and the results are compared. The results that were experimented indicated that the classification tree based on SVD has the best accuracy. According to the different brands model, based on bigram is the most stable and performs with the best accuracy. The results from the experiments indicate that the model that uses Bi gram could be used to address data with complex behavior in the sentiment detection.
This paper utilized a literature survey method to find out the quality attributes (or design fact... more This paper utilized a literature survey method to find out the quality attributes (or design factors) that impact on or contribute to user experience in extant literature. The results indicate that there are ten dimensions that model UX. Each of these dimensions has associated quality attributes that contribute to it and influence the UX of interactive applications. The study, therefore, proposes the use of these dimensions and the related quality attributes in the development and modeling of the UX of interactive systems. Furthermore, these dimensions and attributes can be utilized in the design and evaluation of interactive digital artifacts.
This paper used a literature review strategy to investigate the approaches used in building user ... more This paper used a literature review strategy to investigate the approaches used in building user experience (UX) models and in evaluating UX over time. The paper reports that there is no uniform and consensus approach in the strategies used in developing user experience models and in evaluating UX over time. Researchers adopt divergent ways in building UX models and evaluating UX. This makes the development of a common approach difficult. It is also shown that there are three frequently employed approaches in the development of UX models and in the evaluation of UX over time. The three approaches are the construct, inference and process (CIP) approaches. The first two are associated with UX model development while the third is associated with UX evaluation over time utilizing the developed model. Researchers seldom use the three approaches combined together due to the rare use of longitudinal research in UX domain. Consequently, this paper strongly recommends and proposes the use of the combination of the three approaches to build UX models and to employ the developed model in evaluating UX over time.
This paper attemptsto find out the available dimensions of user experience models in extant liter... more This paper attemptsto find out the available dimensions of user experience models in extant literature. The study observed that there are numeroususer experience models with a number of dimensions. This notwithstanding, there appears to be no concordamong practitioners and researchers on the dimensioning of UX models. The reason for lack of consensus is due tounderlying nature of user experience which signifies that UX should be structured and dimensioned differently dependent on the context and domain of use. Seemingly every experience is particularly unique and is situated in time and context, thus making the dimensioning of UX to vary and differ. A close look at prior literature indicate that several user experience models exist but their dimensions are however not comprehensive enough for a holistic design and evaluation of digital applications experiences. To this end, this study proposed a set of dimensions for interactive systems that will aid a more comprehensive and holistic design and evaluation of the user experience of interactive applications.
This study looked into extant literature to elicit a mapping relationship for the affective compo... more This study looked into extant literature to elicit a mapping relationship for the affective component of Bloom's learning taxonomy and a theoretical affective model for the design and evaluation of the affective experiences of users of and learners on learning management system (LMS) platforms. The study found that no prior affective model exists specifically for the design and evaluation of the affective experiences of LMS users. The study then mapped the affective component of the Bloom's taxonomy of learning with the conceptual affective model and captured corresponding suitable quality facets/dimensions that influence and contribute to the model. This model is particularly appropriate for the design and evaluation of the affectivity of LMS platforms.
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Papers by Emmanuel Mkpojiogu
factors or quality attributes that impact or activate (arouse) the
user’s organism. The organism is the user’s being that is
influenced by external stimulating factors. The influenced
organism responds by either approaching the object (interactive
application) in delight; satisfaction and pleasure or avoiding the
interactive product in disgust, frustration, and pain. Notwithstanding the benefit of this framework, the application is rarely employed in the context of UX. This study seeks to flag off awareness on how applicable the framework is to UX research.
synthesize extant literature sources to comprehend and capture
the approaches to the design, evaluation and modeling of user
experience. From the analysis, two main methods were
identified for the UX research. These paradigms are holism and
reductionism. The holist approach stresses on sense making and
interpretative approaches to user experience, leading to
construction and reconstruction of users’ quality perceptions
about their experiences with technological artifacts. This
paradigm is design based. Conversely, the reductionism
approach is concerned with the deconstruction of users’
experiences. This approach conceives experiences as a model
that can be broken down into aspects and dimensions that
facilitates understanding of user experience. The debate among
researchers on these differing viewpoints conceived and drove
this study. The findings of the research show that the two
paradigms are insightful, rich and unique and can be
independently used in UX research, nevertheless, as both
approaches a limited and address the peculiar concerns of the
two respective paradigms, this paper advocates and endorses the
use of a mixed paradigm especially in longitudinal studies to
amalgamate the rich components of both varying approaches,
thus implying the interdependent use of the two paradigms in
UX research
factors or quality attributes that impact or activate (arouse) the
user’s organism. The organism is the user’s being that is
influenced by external stimulating factors. The influenced
organism responds by either approaching the object (interactive
application) in delight; satisfaction and pleasure or avoiding the
interactive product in disgust, frustration, and pain. Notwithstanding the benefit of this framework, the application is rarely employed in the context of UX. This study seeks to flag off awareness on how applicable the framework is to UX research.
synthesize extant literature sources to comprehend and capture
the approaches to the design, evaluation and modeling of user
experience. From the analysis, two main methods were
identified for the UX research. These paradigms are holism and
reductionism. The holist approach stresses on sense making and
interpretative approaches to user experience, leading to
construction and reconstruction of users’ quality perceptions
about their experiences with technological artifacts. This
paradigm is design based. Conversely, the reductionism
approach is concerned with the deconstruction of users’
experiences. This approach conceives experiences as a model
that can be broken down into aspects and dimensions that
facilitates understanding of user experience. The debate among
researchers on these differing viewpoints conceived and drove
this study. The findings of the research show that the two
paradigms are insightful, rich and unique and can be
independently used in UX research, nevertheless, as both
approaches a limited and address the peculiar concerns of the
two respective paradigms, this paper advocates and endorses the
use of a mixed paradigm especially in longitudinal studies to
amalgamate the rich components of both varying approaches,
thus implying the interdependent use of the two paradigms in
UX research