Redesign do onboarding de uma aplicação de Smart Home: estética e movimento como fatores de influência emocional
Resumo
Este estudo apresenta uma proposta de redesign do processo de onboarding de uma aplicação de Smart Home da empresa Altice Labs, com o objetivo de colmatar lacunas identificadas numa versão prévia em termos de coerência estética e usabilidade. Fundamentada nos princípios do design emocional e na temporali- dade da experiência do utilizador, desenvolveu-se uma nova abordagem centrada numa linguagem visual unificada e no uso de animações como elemento de envolvimento. Testes de usabilidade validaram a eficácia das alterações imple- mentadas, revelando melhorias significativas na experiência inicial dos utilizadores e em respostas emocionais positivas. O estudo aponta para a relevância do onboarding na formação das perceções e atitudes dos utilizadores ao longo do tempo, e expõe o potencial de uma abordagem de design atenta às dimensões visceral, comportamental e reflexiva da experiência para elevar a qualidade percebida e a capacidade de envolvimento de uma aplicação móvel.
Referências
CAVALCANTE, E., RIVERO, L., & CONTE, T. (2015). MAX: A Method for Evaluating the Post-use User eXperience through Cards and a Board. Proceedings of the International Conference on Software Engineering and Knowledge Engineering, SEKE, 2015-January, 495–500. https://doi.org/10.18293/SEKE2015-136
DESMET, P., & HEKKERT, P. (2007). Framework of product experience. International Journal of Design, 1(1), 57-66. http://resolver.tudelft.nl/uuid:d08c3615-8b84-4741-a264-db845de9463b
DIRIN, A., NIEMINEN, M., & LAINE, T. H. (2022). Feelings of Being for Mobile User Experience Design. International Journal of Human-Computer Interaction. https://doi.org/10.1080/10447318.2022.2108964
FENG, Y., YE, H. J., YU, Y., YANG, C., & CUI, T. (2018). Gamification artifacts and crowdsourcing participation: Examining the mediating role of intrinsic motivations. Computers in Human Behavior, 81, 124-136. https://doi.org/10.1016/j.chb.2017.12.018
FROEHLICH, M., KOBIELLA, C., SCHMIDT, A., & ALT, F. (2021). Is it Better with Onboarding? Improving First-Time Cryptocurrency App Experiences. DIS 2021 - Proceedings of the 2021 ACM Designing Interactive Systems Conference: Nowhere and Everywhere, 78–89. https://doi.org/10.1145/3461778.3462047
HARGREAVES, T., WILSON, C., & HAUXWELL-BALDWIN, R. (2018). Learning to live in a smart home. Building Research and Information, 46(1), 127–139. https://doi.org/10.1080/09613218.2017.1286882
HUSSAIN, J., HASSAN, A. U., BILAL, H. S. M., ALI, R., AFZAL, M., HUSSAIN, S., ... & LEE, S. (2018). Model-based adaptive user interface based on context and user experience evaluation. Journal on Mul- timodal User Interfaces, 12(1), 1-16. https://doi.org/10.1007/s12193-018-0258-2
INTERACTION DESIGN FOUNDATION (2011). What is Emotional Design? The Interaction Design Foundation; UX courses. https://www.interaction-design.org/literature/topics/emotional-design
INTERACTION DESIGN FOUNDATION (2019). User Experience (UX) Design. https://www.interaction-design.org/literature/topics/ux-design
KAPUSY, K., & LÓGÓ, E. (2022). User Experience Evaluation Methodology in the Onboarding Process: Snapchat Case Study. Ergonomics in Design, 30(3), 4–10. https://doi.org/10.1177/1064804620962270
KARAPANOS, E., ZIMMERMAN, J., FORLIZZI, J., & MARTENS, J. B. (2009). User Experience Over Time: An Initial Framework. Conference on Human Factors in Computing Systems - Proceedings, 729–738. https://doi.org/10.1145/1518701.1518814
KUJALA, S., ROTO, V., VÄÄNÄNEN-VAINIO-MATTILA, K., KARAPANOS, E., & SINNELÄ, A. (2011).
UX Curve: A method for evaluating long-term user experience. Interacting with Computers, 23(5), 473-483. https://doi.org/10.1016/j.intcom.2011.06.005
NIELSEN, J. (1994). Enhancing the explanatory power of usability heuristics. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’94), 152–158. https://doi.org/10.1145/191666.191729
NORMAN, D. (2004). Emotional Design - Why We Love (or Hate) Everyday Things. Basic Books.
OINAS-KUKKONEN, H., & HARJUMAA, M. (2009). Persuasive systems design: Key issues, process model, and system features. Communications of the Association for Information Systems, 24(1), 28. https://doi.org/10.17705/1CAIS.02428
POELS, K., & DEWITTE, S. (2006). How to capture the heart? Reviewing 20 years of emotion measurement in advertising. https://papers.ssrn.com/sol3/papers.cfm?abstract_id=944401
RENZ, J., STAUBITZ, T., POLLACK, J., & MEINEL, C. (2014). Improving the onboarding user experience in MOOCs. Proceedings of the 6th International Conference on Education and New Learning Tech- nologies (EduLearn14), 3931-3941.
SHNEIDERMAN, B. (2010). Designing the user interface: strategies for effective human-computer interaction. Pearson Education India.
SMART HOME (n.d.). Altice Labs. Smart Home - The comfort and benefits of a Smart Home. https://www.alticelabs.com/products/smart-home/
SOUSA, F., & MARTINS, N. (2021). Learning Experience Design: Instructional Design Applied to the Onboarding of Digital Products. In Springer Series in Design and Innovation (Vol. 12, pp. 45–57). Springer Nature. https://doi.org/10.1007/978-3-030-61671-7_5
STRAHM, B., GRAY, C. M., & VORVOREANU, M. (2018). Generating Mobile Application Onboarding Insights Through Minimalist Instruction. DIS 2018 - Proceedings of the 2018 Designing Interactive Systems Conference, 361–372. https://doi.org/10.1145/3196709.3196727
VALDIVIA, J. C., & FANCO, G. A. M. (2016). Beyond emotional design: Evaluation methods and the emotional continuum. 265–270. https://doi.org/10.5151/despro-icdhs2016-03_015
Direitos de Autor (c) 2024 Revista dos encontros internacionais Ergotrip Design
Este trabalho está licenciado com uma Licença Creative Commons - Atribuição 4.0 Internacional.