The Research in User eXperience (RUX) Lab investigates issues related to user experience and usability of software, products and processes.
The lab conducts research and provides consulting services to industry in the following areas:
Usability Testing
We examine product ease-of-use from the users’ perspective. Using a systematic and empirical approach, we gather the following to assess usability and make design recommendations:
- Task success
- Time to complete tasks
- Efficiency (clicks/taps/keystrokes)
- User perceptions
Expert/Heuristic Review
Experts from the lab will evaluate website/product usability using our own set of heuristics and checklists, customized to the product domain. This provides an overview of potential product pitfalls, as well as areas of delight to prospective users. This activity, when coupled with usability testing, provides a comprehensive review of usability from both the expert and end user perspectives.
Eyetracking
Examining where users look on a web page helps designers understand user expectations and the impact of color, layout and imagery on user search strategies. Using the Tobii X2 eye tracker, we gather data regarding the number of fixations, fixation duration and order of fixations by Area of Interest. We also have the Tobii Glasses 2, which allow us to understand eye movements in mobile product environments.
Out-of-the-Box Experience Evaluation
First impressions are lasting impressions, which is why the Out-of-the-Box Experience (OOBE) is important. We track users’ experiences from receiving and unboxing a product to the point where they start to use it. We identify roadblocks, common questions and usability issues encountered through the process. Optimizing the OOBE can increase sales, user satisfaction and customer loyalty.
Competitive Product Analysis
Knowing where your product stands against your competitors is critical. We ask users to compare and contrast products to one another in a systematic and empirical manner. In addition to usability testing metrics, we gather user input on preferences, delights and frustrations with all products. Sometimes it is better to know what features do not work for a product as much as those that do.
Requirements Gathering
Understanding your users and how they use your product is extremely important when optimizing their user experience. This can be done through interviews, focus groups, online surveys or simply observation. We employ a variety of methods to capture user needs, capabilities, desires, frustrations and requirements.
Video Game Satisfaction (GUESS)
The Game User Experience Satisfaction Scale (GUESS) is a recently validated survey that breaks down overall satisfaction into nine dimensions. An analysis of over 450 different video games with 1,300 participants resulted in the determination of the nine factors that contribute to video game satisfaction. The GUESS was created following best practices of scale development and provides a comprehensive measure of video game satisfaction.
Equipment
- Tobii X60 Eye Tracker
- Tobii Glasses 2
- HoloLens 1 and 2 mixed-reality headsets
- Meta Quest Pro Mixed Reality Headset
- Computing equipment (PCs, laptops and tablets)
Recent Publications/Grants/Presentations
(*indicates student author)
- *Anderson, J. D., Geliga, J. A., Tang, K. Y., Kuykendall, K. P., Canales, D., & Chaparro, B. S. (2024). Immersive Framework for Designing Trajectories Using Augmented Reality. In AIAA SCITECH 2024 Forum (p. 1057)
- *Aros, M., *Tyger, C. L., & Chaparro, B. S. (2024, June). Unraveling the Meta Quest 3: An Out-of-Box Experience of the Future of Mixed Reality Headsets. In International Conference on Human-Computer Interaction (pp. 3-8). Cham: Springer Nature Switzerland.
- *Van Ommen, C. A., *Dreslin, B. D., Keebler, J. R., & Chaparro, B. S. (2024, June). When Users Dislike Tech: Assessing Inclusivity and Common Themes with the PTPI Scale. In International Conference on Human-Computer Interaction (pp. 162-178). Cham: Springer Nature Switzerland.
- *Sinlapanuntakul, P., *Korentsides, J., & Chaparro, B. S. (2023). Exploring the User Experience (UX) of a Multi-Window Augmented Reality Environment. Frontiers in Virtual Reality, 4, 1194019.
- Keebler, J. R., *Shelstad, W. J., Smith, D. C., Chaparro, B. S., & Phan, M. H. (2020). Validation of the GUESS-18: A Short Version of the Game User Experience Satisfaction Scale (GUESS). Journal of Usability Studies, 16(1).
Lab Director
Professor and Program Coordinator for Ph.D. in Human Factors
- Human Factors and Behavioral Neurobiology
- College of Arts & Sciences
Related Resources
Contact Us
Dr. Barbara S. ChaparroCollege of Arts & Sciences, Rm. 401.29
Daytona Beach, FL 32114