The temporal dimension of acceptance is under-researched in technology acceptance research. Yet, people’s perceptions on technology use may change over time when gaining user experiences. Our 6-month home study deploying an interactive robot provides insight into the long-term use of use interactive technology in a domestic environment. We present a phased framework for the acceptance of interactive technology in domestic environments. Based on 97 interviews obtained from 21 participants living in different household types, the results provide an initial validation of our phased framework for long-term acceptance showing that acceptance phases are linked to certain user experiences which evolve over time when people gain experience with the technology. Involving end users in the early stages of development helps researchers understand the cultural and social contexts of acceptance and enables developers to apply this gained knowledge into their future designs.
Vertical urbanisation is perceived as necessary to accommodate a growing population but is associated with severe risks for human well-being. It requires a profound understanding of how archi-tectural designs can ensure visually readable and liveable environments before it has been built. How-ever, current digital representation techniques fail to address the diverse interests of non-experts. Emerging biometric technologies may deliver the missing user information to involve (future) inhabit-ants at different stages of the planning process. The study aims to gain insight into how non-experts (visually) experience 3D city visualizations of designed urban areas. In two laboratory studies, univer-sity students were randomly assigned to view a set of the same level of detail images from one of two planned urban area developments in the Netherlands. Using eye-tracking technology, the visual behav-iour metrics of fixation count and duration and general eye-movement patterns were recorded for each image, followed by a short survey. The results show how visual behaviour and perception are remark-ably similar across different detail levels, implying that 3D visualizations of planned urban develop-ments can be examined by non-experts much earlier in the design process than previously thought.
The AR in Staged Entertainment project focuses on utilizing immersive technologies to strengthen performances and create resiliency in live events. In this project The Experiencelab at BUas explores this by comparing live as well as pre-recorded events that utilize Augmented Reality technology to provide an added layer to the experience of the user. Experiences will be measured among others through observational measurements using biometrics. This projects runs in the Experience lab of BUas with partners The Effenaar and 4DR Studio and is connected to the networks and goals related to Chronosphere, Digireal and Makerspace. Project is powered by Fieldlab Events (PPS / ClickNL)..
Our world is changing rapidly as a result of societal and technological developments that create new opportunities and challenges. Extended Realities (XR) could provide solutions for the problems the world is facing. In this project we apply these novel solutions in food and hospitality. It aims to tackle fundamental questions on how to stimulate a healthy and vital society that is based on a sustainable and innovative economy. This project aims to answer the question: How can Extended Reality (XR) technologies be integrated in the design of immersive food experiences to stimulate sustainable consumption behavior? A multidisciplinary approach, that has demonstrated its strength in the creative industry, will be applied in the hospitality and food sector. The project investigates implications and design considerations for immersion through XR technology that can stimulate sustainable consumption behavior. Based on XR prototypes, physiological data will be collected using biometric measuring devices in combination with self-reports. The effect of stimuli on sustainable consumption behavior during the immersive experience will be tested to introduce XR implementations that can motivate long-term behavioral change in food consumption. The results of the project contribute towards developing innovations in the hospitality sector that can tackle global societal challenges by exploiting the impact of new technology and understanding of consumer behavior to promote a healthy lifestyle and economy. Next to academic publications and conference contributions, the project will develop a handbook for hospitality professionals. It will outline steps and design criteria for the implementation of XR technologies to create immersive experiences that can stimulate sustainable consumption behavior. The knowledge generated in the project will contribute to the development of the curriculum at the Academy for Hotel and Facility at Breda University of Applied Sciences by introducing a technology-driven experience design approach for the course Sustainable Strategic Business Design.