Improving user experience and communication of digitally enhanced advanced services (DEAS) offers in manufacturing sector

Mohammed Soheeb Khan*, Vassilis Charissis, Phil Godsiff, Zena Wood, Jannat F. Falah, Salsabeel F.M. Alfalah, David K. Harrison

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

7 Citations (Scopus)
130 Downloads (Pure)

Abstract

Digitally enhanced advanced services (DEAS), offered currently by various industries, could be a challenging concept to comprehend for potential clients. This could result in limited interest in adopting (DEAS) or even understanding its true value with significant financial implications for the providers. Innovative ways to present and simplify complex information are provided by serious games and gamification, which simplify and engage users with intricate information in an enjoyable manner. Despite the use of serious games and gamification in other areas, only a few examples have been documented to convey servitization offers. This research explores the design and development of a serious game for the Howden Group, a real-world industry partner aiming to simplify and convey existing service agreement packages. The system was developed under the consultation of a focus group comprising five members of the industrial partner. The final system was evaluated by 30 participants from engineering and servitization disciplines who volunteered to test online the proposed system and discuss their user experience (UX) and future application requirements. The analysis of users’ feedback presented encouraging results, with 90% confirming that they understood the DEAS concept and offers. To conclude, the paper presents a tentative plan for future work which will address the issues highlighted by users’ feedback and enhance the positive aspects of similar applications.
Original languageEnglish
Article number21
JournalMultimodal Technologies and Interaction
Volume6
Issue number3
Early online date16 Mar 2022
DOIs
Publication statusPublished - Mar 2022

Keywords

  • human-computer interaction
  • serious games
  • manufacturing
  • simulation education
  • user experience
  • interaction design
  • digitally enhanced advance service (DEAS)
  • engineering management
  • commercialisation
  • user interface design
  • 3D visualisation
  • gamification
  • servitization
  • metaverse

ASJC Scopus subject areas

  • Human-Computer Interaction
  • Management of Technology and Innovation
  • Marketing
  • Industrial and Manufacturing Engineering
  • Management Science and Operations Research
  • Neuroscience (miscellaneous)
  • Computer Networks and Communications
  • Computer Science Applications

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  • Can gamification improve user experience (UX) of servitization in the financial and construction sector?

    Khan, M. S., Charissis, V. & Harrison, D. K., 25 Nov 2022, HCI International 2022 – Late Breaking Papers. Interaction in New Media, Learning and Games - 24th International Conference on Human-Computer Interaction, HCII 2022, Proceedings. Meiselwitz, G., Moallem, A., Zaphiris, P., Ioannou, A., Ioannou, A., Sottilare, R. A., Schwarz, J. & Fang, X. (eds.). Springer Nature, Vol. 13157. p. 592-603 12 p. (Lecture Notes in Computer Science).

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  • Servitization through VR serious games: from manufacturing to consumer electronics

    Charissis, V., Khan, M. S. & Harrison, D. K., 25 Nov 2022, HCI International 2022 – Late Breaking Papers. Interaction in New Media, Learning and Games - 24th International Conference on Human-Computer Interaction, HCII 2022, Proceedings. Meiselwitz, G., Moallem, A., Zaphiris, P., Ioannou, A., Ioannou, A., Sottilare, R. A., Schwarz, J. & Fang, X. (eds.). Springer Nature, Vol. 13517. p. 545-555 11 p. (Lecture Notes in Computer Science).

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  • Utilising gamification and virtual environments to present Digitally Enhanced Advanced Services (DEAS) for the financial sector

    Khan, S., Charissis, V. & Harrison, D. K., 14 Oct 2022, (E-pub ahead of print) Proceedings of the Future Technologies Conference, FTC 2022, Volume 3. Arai, K. (ed.). Springer Nature, Vol. 3. p. 802–814 13 p. (Lecture Notes in Networks and Systems).

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