Luis Quesada

Dr. Luis Quesada

Universidad de Costa Rica

Research Focus & Metrics

Academic Career Length

12Years (2015-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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20 November 2019 in Proceedings
Verified
Conference Paper
Open access
PDF file
IDIgnacio Díaz-Oreiro
Ignacio Díaz-Oreiro
GLGustavo Lopez
Gustavo Lopez
LQLuis Quesada
Luis Quesada
LGLuis A. Guerrero
Luis A. Guerrero
Standardized questionnaires are one of the methods used to evaluate User Experience (UX). Standardized questionnaires are composed of an invariable group of questions that users answer themselves after using a product or system. They are considered reliable and economical to apply. The standardized questionnaires most recognized for UX evaluation are AttrakDiff, UEQ, and meCUE. Although the structure, format, and content of each of the questionnaires are known in detail, there is no systematic literature review (SLR) that categorizes the uses of these questionnaires in primary studies. This SLR presents the eligibility protocol and the results obtained by reviewing 946 papers from four digital databases, of which 553 primary studies were analyzed in detail. Different characteristics of use were obtained, such as which questionnaire is used more extensively, in which geographical context, and the size of the sample used in each study, among others.

20 November 2019 in Proceedings
Verified
Conference Paper
Open access
PDF file
ABAna Laura Berdasco
Ana Laura Berdasco
GLGustavo Lopez
Gustavo Lopez
IDIgnacio Diaz
Ignacio Diaz
LQLuis Quesada
Luis Quesada
LGLuis A. Guerrero
Luis A. Guerrero
Natural user interfaces are becoming popular. One of the most common natural user interfaces nowadays are voice activated interfaces, particularly smart personal assistants such as Google Assistant, Alexa, Cortana, and Siri. This paper presents the results of an evaluation of these four smart personal assistants in two dimensions: the correctness of their answers and how natural the responses feel to users. Ninety-two participants conducted the evaluation. Results show that Alexa and Google Assistant are significantly better than Siri and Cortana. However, there is no statistically significant difference between Alexa and Google Assistant.

22 March 2017 in Journal of Ambient Intelligence and Humanized Computing
Verified
Journal Article
Closed access
PDF file
LQLuis Quesada
Luis Quesada
GLGustavo López
Gustavo López
LGLuis Guerrero
Luis Guerrero

4 May 2021 in Advances in Human-Computer Interaction
Verified
Journal Article
Open access
PDF file
IDIgnacio Díaz-Oreiro
Ignacio Díaz-Oreiro
GLGustavo Lopez
Gustavo Lopez
LQLuis Quesada
Luis Quesada
LGLuis A. Guerrero
Luis A. Guerrero
Background. Standardized questionnaires are well-known, reliable, and inexpensive instruments to evaluate user experience (UX). Although the structure, content, and application procedure of the three most recognized questionnaires (AttrakDiff, UEQ, and meCUE) are known, there is no systematic literature review (SLR) that classifies how these questionnaires have been used in primary studies reported academically. This SLR seeks to answer five research questions (RQs), starting with identifying the uses of each questionnaire over the years and by geographic region (RQ1) and the median number of participants per study (how many participants is considered enough when evaluating UX?) (RQ2). This work also aims to establish whether these questionnaires are combined with other evaluation instruments and with which complementary instruments are they used more frequently (RQ3). In addition, this review intends to determine how the three questionnaires have been applied in the fields of ubiquitous computing and ambient intelligence (RQ4) and also in studies that incorporate nontraditional interfaces, such as haptic, gesture, or speech interfaces, to name a few (RQ5). Methods. A systematic literature review was conducted starting from 946 studies retrieved from four digital databases. The main inclusion criteria being the study describes a primary study reported academically, where the standardized questionnaire is used as a UX evaluation instrument in its original and complete form. In the first phase, 189 studies were discarded by screening the title, abstract, and keyword list. In the second phase, 757 studies were full-text reviewed, and 209 were discarded due to the inclusion/exclusion criteria. The 548 resulting studies were analyzed in detail. Results. AttrakDiff is the questionnaire that counts the most uses since 2006, when the first studies appeared. However, since 2017, UEQ has far surpassed AttrakDiff in uses per year. The contribution of meCUE is still minimal. Europe is the region with the most extended use, followed by Asia. Within Europe, Germany greatly exceeds the rest of countries (RQ1). The median number of participants per study is 20, considering the aggregated data from the three questionnaires. However, this median rises to 30 participants in journal studies while it stays in 20 in conference studies (RQ2). Almost 4 in 10 studies apply the questionnaire as the only evaluation instrument. The remaining studies used between one and five complementary instruments, among which the System Usability Scale (SUS) stands out (RQ3). About 1 in 4 studies analyzed belong to ubiquitous computing and ambient intelligence fields, in which UEQ increases the percentage of uses when compared to its general percentage, particularly in topics such as IoT and wearable interfaces. However, AttrakDiff remains the predominant questionnaire for studies in smart cities and homes and in-vehicle information systems (RQ4). Around 1 in 3 studies include nontraditional interfaces, being virtual reality and gesture interfaces the most numerous. Percentages of UEQ and meCUE uses in these studies are higher than their respective global percentages, particularly in studies using virtual reality and eye tracking interfaces. AttrakDiff maintains its overall percentage in studies with tangible and gesture interfaces and exceeds it in studies with nontraditional visual interfaces, such as displays in windshields or motorcycle helmets (RQ5).

13 December 2015
Verified
Book Chapter
Closed access
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LQLuis Quesada
Luis Quesada
GLGustavo Lopez
Gustavo Lopez
LGLuis A. Guerrero
Luis A. Guerrero

21 November 2019 in Proceedings
Verified
Conference Paper
Open access
PDF file
ASAndres Solano
Andres Solano
GLGustavo Lopez
Gustavo Lopez
LGLuis Guerrero
Luis Guerrero
LQLuis Quesada
Luis Quesada
Maintaining high cognitive activity is vital for the mental health of seniors. Taking part in leisure activities is an exciting and gratifying way to accomplish this, with video games having several advantages for this use. The present study is a work in progress to develop different digital games with natural voice interfaces that can be easily and pleasantly used by older adults to stimulate their cognitive needs. A Wizard of Oz with two different games was developed to evaluate the user experience perceived when using such applications. Positive results enhance the notion that using digital games powered by natural voice interfaces may appeal to the elderly, while stimulating their cognitive processes, thus fortifying their mental health.