A macroscopic finger friction device consisting of a piezoelectric force sensor was evaluated on 21 printing papers of different paper grades and grammage. Friction between a human finger and the 21 papers was measured and showed that measurements with the device can be used to discriminate a set of similar surfaces in terms of finger friction. When comparing the friction coefficients, the papers group according to paper grade and the emerging trend is that the rougher papers have a lower friction coefficient than smoother papers. This is interpreted in terms of a larger contact area in the latter case. Furthermore, a decrease in friction coefficient is noted for all papers on repeated stroking (15 cycles back and forth with the finger). Complementary experiments indicate that both mechanical and chemical modifications of the surface are responsible for this decrease: (1) X-ray photoelectron spectroscopy measurements show that lipid material is transferred from the finger to the paper surface, (2) repeated finger friction measurements on the same paper sample reveal that only partial recovery of the frictional behaviour occurs and (3) profilometry measurements before and after stroking indicate small topographical changes associated with repeated frictional contacts.
La réalité augmentée permet aux consommateurs d’interagir avec un produit dans le contexte de leur choix et d’une manière personnalisée avant l’achat, créant de nouvelles affordances. Il est nécessaire d’évaluer le potentiel de cette technologie et de ses caractéristiques pour pouvoir l’intégrer de manière stratégique dans les activités de commerce en ligne et commerce mobile. Etant donné que le développement des technologies s’effectue à une échelle globale, une approche investiguant différents pays doit être privilégiée. Cet article apporte un éclairage sur la perception de la réalité augmentée dans 4 pays européens et offre un guide pour mener des études comparatives avec la méthode Q. Les résultats suggèrent que des phénomènes de divergence et de convergence sont à l’œuvre, appelant à une approche différenciée pour les différents utilisateurs européens dans le cadre du développement et de la promotion d’applications de réalité augmentée.
Abstract. This article introduces user experience research that has been carried out by evaluating a video-illustrated science fiction prototype with process control workers. Essentially, the prototype 'A remote operator's day in a future control center in 2025' was aimed at discovering opportunities for new interaction methods and ambient intelligence for the factories of the future. The theoretical objective was to carry out experience design research, which was based on explicit ambient user experience goals in the nominated industrial work context. This article describes the complete creative prototyping process, starting from the initial user research that included evaluations of current work practices, technological trend studies and co-design workshops, and concluding with user research that assessed the final design outcome, the science fiction prototype. The main contribution of the article is on the ambient user experience goals, the creation process of the video-illustrated science fiction prototype, and on the reflection of how the experience-driven prototype was evaluated in two research setups: as video sequences embedded in a Web survey, and as interviews carried out with expert process control workers. For the science fiction prototyping process, the contribution demonstrates how the method may employ video-illustration as a means for future-oriented user experience research, and how complementary user-centered methods may be used to validate the results.
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