Academic literature on the topic 'Design Experience - UX'

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Journal articles on the topic "Design Experience - UX"

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Bacha, Jeffrey A. "Mapping Use, Storytelling, and Experience Design." Journal of Business and Technical Communication 32, no. 2 (2017): 198–228. http://dx.doi.org/10.1177/1050651917746708.

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Framed around three different antenarratives about system development, this article builds on established user-centered theories to present a mixed-method approach to user experience (UX) design. By combining network theory, storytelling, and process mapping, this article provides a practical method of including users’ experiences during the predevelopment stages of building workplace-specific digital technologies. Specifically, this article argues for the collection of user-generated antenarratives as the first step in UX product development and demonstrates how to use those experience-based
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Juárez-Varón, David, and Manuel Ángel Juárez-Varón. "SEO vs. UX in Web Design." International Journal of Software Science and Computational Intelligence 16, no. 1 (2024): 1–26. http://dx.doi.org/10.4018/ijssci.342127.

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This work addresses a research gap in digital marketing by attempting to compare the effort in achieving the best organic search engine ranking with the effort in providing the best user experience in web navigation. The objective is to validate companies' efforts in the digital world, and the study is focused on the toy sector in Spain, specifically on the Google search engine, measuring the user experience in web browsing through neuromarketing biometrics. The top 30 results for each Google search were collected for the 638 keywords related to toys in Spain. Subsequently, the three best-posi
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Pandya, Manushri K. "Review of "User Experience as Innovative Academic Practice by Kate Crane and Kelli Cargile Cook," Crane, K., & Cook, K. C. (Eds.). (2023). User Experience as Innovative Academic Practice. University Press of Colorado." Communication Design Quarterly 13, no. 1 (2025): 61–63. https://doi.org/10.1145/3718959.3718966.

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Kate Crane and Kelli Cargile Cook's edited collection on User Experience as Innovative Academic Practice offers case studies in technical and professional communication (TPC) pedagogy that premise around user experience (UX) design as an integrated and proactive academic practice. TPC has a rich history of UX-specific scholarship that focuses on creating holistic user experiences and conceptions such as experience architecture (Potts, 2014), design as advocacy (Rose, 2016), and participatory design (Muller, 2009). These are consistently weaved throughout the book. Crane and Cook define UX as a
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Et.al, Azham Hussain. "Dimensioning UX Models for Design and Evaluation." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (2021): 1878–83. http://dx.doi.org/10.17762/turcomat.v12i3.1018.

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This paper attemptsto find out the available dimensions of user experience models in extant literature. The study observed that there are numeroususer experience models with a number of dimensions. This notwithstanding, there appears to be no concordamong practitioners and researchers on the dimensioning of UX models. The reason for lack of consensus is due tounderlying nature of user experience which signifies that UX should be structured and dimensioned differently dependent on the context and domain of use. Seemingly every experience is particularly unique and is situated in time and contex
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Ander, Veronika, Petr Cihelka, Jan Tyrychtr, and David Novák. "Towards Compromise User Experience Design in Ambient Intelligent Environment." Agris on-line Papers in Economics and Informatics 14, no. 2 (2022): 3–13. http://dx.doi.org/10.7160/aol.2022.140201.

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Building, testing and evaluating UX for applications for Agricultural Ambient Intelligence Environments can be a difficult and time-consuming job. It can be an even longer and more challenging process due to their complexity and area of scope for complex intelligent systems. Many studies address the issue of UX design and evaluation of website user interface, mobiles, tangible equipment, wearable equipment and other, but it is necessary to look for UX deficiencies in all possible functions, every possible task. Depending on the structure of expert teams, experts’ opinions can vary broadly vary
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Dabouis, Benoît, Vincent Boccara, and Bernard Yannou. "RETROSPECTIVE CODING OF THE UX DESIGN PROCESS FOR UX DESIGN ENHANCEMENT IN DESIGN AGENCIES." Proceedings of the Design Society 3 (June 19, 2023): 3105–14. http://dx.doi.org/10.1017/pds.2023.311.

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AbstractUser Experience is becoming an increasing centre of interest both in the academic and industrial worlds. Design agencies are no strangers to this phenomenon and are willing to shift from product-oriented design toward user experience design. However, their design process is often loose which may explain a lack of final UX quality or proof of quality, and does not allow to diagnose misuses and improvement opportunities due to a lack of UX formulation and traceability. We propose in this paper to retrospectively represent a design project and its specified, designed and validated UX, in
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Bisset Delgado, Claudia. "User experience (UX) in metaverse: realities and challenges." Metaverse Basic and Applied Research 1 (December 28, 2022): 9. http://dx.doi.org/10.56294/mr20229.

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User experience (UX) design is an interdisciplinary field that combines elements of psychology, computer science, and design. It is concerned with how a product or service is perceived by its users and how it meets their needs. UX designers work to ensure that a product or service is easy to use, efficient, and satisfying for the person using it. The purpose of this article is to describe some implications of User Experience (UX) in the metaverse. UX is relevant in the metaverse because it determines how people interact with and perceive virtual environments. This will involve working with a v
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Fox, Robert. "UX gardens." OCLC Systems & Services 30, no. 1 (2014): 5–10. http://dx.doi.org/10.1108/oclc-10-2013-0035.

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Purpose – This column aims to explore the important role of user experience analysis in the design of web based digital library services and tools. Design/methodology/approach – Three key areas of UX are talked about. Findings – Three key areas of UX are applied to digital librarianship. Originality/value – The needs of the patron populations served by individual libraries are unique, but certain design principles can be followed that will significantly enhance the user experience. This column contributes to the discussion regarding those principles.
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Yeza, Mia Putri, Fauzi Adi Saputra, Marsya Halya Alfrida, Capriandika Putra Susanto, Anka Luffi Ramdani, and Humannisa Rubina Lestari. "Comparing User Experience Poro and Obenkyou Applications Using the User Experience Questionnaire." Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) 9, no. 4 (2025): 1478–88. https://doi.org/10.35870/jtik.v9i4.4217.

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The success of educational apps is closely tied to the quality of user experience (UX). This study compared the UX of two Japanese language learning apps, Poro and Obenkyou, to examine the impact of different instructional designs. Sixty-five respondents, all of whom had used both apps for at least one week, rated six UX dimensions-Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty-using the User Experience Questionnaire (UEQ). Data analysis using the official UEQ tool and independent t-tests showed that both apps received positive ratings on all dimensions, but P
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Самулінас, Станіслав, та Наталя Житєньова. "Інновації в UI/UX-дизайні як ключ до успішного просування вебресурсів". Professional Art Education 6, № 1 (2025): 93–106. https://doi.org/10.34142/27091805.2025.6.01.09.

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Object. The purpose of the article is to analyze the impact of innovative trends in UI/UX design on the promotion of web resources, identify their relationship with user behavior metrics and SEO effectiveness, and outline the primary challenges and prospects for further development in this area. Methods and methodology. The study employs a comprehensive analysis of current UI/UX design trends, including micro-animations, dark mode, VR/AR technologies, adaptive and personalized content, and their effects on user experience and SEO factors. Special attention is given to methods integrating UI/UX
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Dissertations / Theses on the topic "Design Experience - UX"

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Seeger, Ida. "User eXperience : Design, teknik, business – men vad innebär det egentligen?" Thesis, Högskolan i Gävle, Industridesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-30764.

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User Experience, UX, som till en början främst användes inom IT-världen och sägs härstamma från HCI (Human Computer Interaction) används idag i allt större utsträckning. Den här studien syftar till att förtydliga vad UX innebär, hur definieras det samt hur ser yrkesrollerna ut inom UX. Denna studie är en jämförelse mellan teori och praktik för att se om praktiken matchar litteraturen. Ytterligare fokus ligger på organisationers UX-mognad samt vad det innebär för någon som är yrkesverksam inom UX. Vad innebär det för designers när mognaden är låg respektive hög? I den här studien användes huvud
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Runsten, Jacqline. "UX-MOGNAD : Jämförelse mellan UX-mognadsmodeller inom spelindustrin." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15829.

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UX-mognad inom företag kan enklast beskrivas som mätningen av användarfokus under utvecklingen av en produkt och inom ett företag. Syftet med denna rapport är att jämföra två UX-mognadsmodeller i praktisk tillämning inom ett spelföretag utifrån aspekterna lätthanterlighet, modellprecision samt tillgänglighet. Nielsens UX-mognadsmodell som kom ut 2006 är utformad för organisationer, medan McAllisters UX-mognadsmodell är specifikt utformad för spelföretag och släpptes 2018. Den praktiska tillämpningen av modellerna bestod av en fältstudie där anställda på spelföretaget i
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Bergström, Emil. "Exploring User Experience designers experiences working with Machine Learning." Thesis, Högskolan i Halmstad, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44633.

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The user experience (UX) design practice (c.m.p interaction design practice) has started to make profound changes in designing intelligent digital services using Machine Learning (ML) to enhance the UX. ML has the capability to enhance the user’s experience, for example, facilitating more accurate decisions or improving efficiency in achieving one's goals. However, research suggests that ML is a challenging design material in design practice, such as not envisioning the best-suited solution because of not comprehending data dependency when prototyping or the lack of tools and methods for evalu
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Bräne, Arvid. "User Experience Design for Children : Developing and Testing a UX Framework." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-125935.

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Designing good digital experiences for children can be difficult; designers have to consider children's cognitive and motor skill limitations, understand their target audience, create something entertaining and educational, comply with national and international jurisdiction, and at the same time appeal to parents. We set out to create a general framework which designers and developers can use as a foundation and testing ground for their digital products in the field of user experience. The methods used during the thesis include interviews, literature studies, user testing, case studies, perso
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van, der Werf Marinus, and Daniel Rundqvist. "Turning the Tides : A case study about integrating UX practices within a UX-immature organization." Thesis, Umeå universitet, Institutionen för informatik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-149614.

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In an era where the customer has the power, creating not only usable but also satisfiable systems and applications is of importance. However, research shows that software development practices do not always allow user experience design to take place and gives little guidance regarding how to conduct and integrate UX work. Despite UX’ increased popularity, gained recognition and prior research efforts, organizations and companies still encounter challenges when trying to embrace this change to offer customers more than just a system that ‘works’. Much recognition has gone to the UX field of lat
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Srivastava, Akshat. "Developing Functional Literacy of Machine Learning Among UX Design Students." University of Cincinnati / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1617104876484835.

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Selent, Jette, and Michael Minge. "IM-UX – Fragebogen zu intrinsischer Motivation in der User Experience." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36919.

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Intrinsische Motivation gilt als wesentlicher Einflussfaktor dafür, dass Verhaltensweisen mit erhöhter Wahrscheinlichkeit und über längere Zeiträume hinweg stabil gezeigt werden (Ryan & Deci 2000a, Vallerand 1997). Dies lässt sich auch bei der Nutzung von Software-Produkten beobachten, deren Nutzung nicht aus Notwendigkeit sondern freiwillig erfolgt. So gilt etwa die Playfulness (Verspieltheit) von Systemen nicht nur als Quelle für intrinsische Motivation, sondern auch als einer der wichtigsten Faktoren für das Entstehen und Aufrechterhalten von Akzeptanz und der Bereitschaft zur Nutzung eines
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Chawana, Trevor Ngonidzashe. "Optimising the user experience design process for timeous systems development : a South African case study." Diss., University of Pretoria, 2020. http://hdl.handle.net/2263/80180.

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User Experience (UX) design is the process of creating products that adequately meet users’ needs and result in user satisfaction. In the context of software development, the application of UX design practices has been linked to increased profitability in organisations. Despite the financial benefit organisations stand to gain by adopting UX design practices, previous studies have revealed a low rate of adoption. One key source of resistance to the adoption UX design practices is the perception that adding new steps to an organisation’s software development process would prolong delivery timel
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Varatharajah, Thujeepan. "Integrating UCD with Agile Methods : From the perspective of UX-Designers." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-262705.

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With the increasing popularity of Agile methods in software development projects, an emerging question is how Agile incorporates user needs to their process – which is the staple of User Centered Design (UCD). Existing reports indicate that integrating Agile and UCD has shown to improve the process and end product and that they are a natural fit. However, there is also a general lack of guidelines of how an effective integration may be done, and further research is requested. This study aims to provide that by portraying some aspects of how Agile and UCD may be integrated in practice, but also
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Eriksson, Mikaela, and Vilma Reponen. "Designing a Shared Listening Experience for an Audiobook Streaming Service : A UX and UI Project." Thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-432719.

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This study, done in collaboration with Storytel, aimed to investigate whether a shared audiobook live listening experience would add value to users of the Storytel app and how such a feature could be designed in terms of User Experience and User Interface. The purpose was to determine the minimal viable product (MVP) and if live listening with others is interesting in itself or else, what is the most basic interaction type required in connection to the listening. The aim was also to design the optimal solution, beyond technical, time and/or prioritization constraints. The method used was a com
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Books on the topic "Design Experience - UX"

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1975-, Etches Amanda, ed. User experience (UX) design for libraries. ALA TechSource, an imprint of the American Library Association, 2012.

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Soares, Marcelo M., Elizabeth Rosenzweig, and Aaron Marcus, eds. Design, User Experience, and Usability: UX Research and Design. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78221-4.

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Soares, Marcelo M., Elizabeth Rosenzweig, and Aaron Marcus, eds. Design, User Experience, and Usability: UX Research, Design, and Assessment. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-05897-4.

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Degen, Helmut. UX best practices: How to achieve more impact with user experience. McGraw-Hill, 2012.

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Unger, Russ. A project guide to UX design: For user experience designers in the field or in the making. New Riders, 2009.

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Carolyn, Chandler, ed. A project guide to UX design: For user experience designers in the field or in the making. New Riders, 2009.

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Hartson, Rex, and Pardha Pyla. UX Book: Agile UX Design for a Quality User Experience. Elsevier Science & Technology Books, 2018.

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UX Book: Agile UX Design for a Quality User Experience. Elsevier Science & Technology, 2024.

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UX Book: Agile UX Design for a Quality User Experience. Elsevier Science & Technology, 2018.

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Ferreira, Alberto. Universal UX Design: Building Multicultural User Experience. Elsevier Science & Technology Books, 2016.

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Book chapters on the topic "Design Experience - UX"

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Martelaro, Nikolas, and Brad A. Myers. "UX Design Tools." In User Experience Methods and Tools in Human-Computer Interaction. CRC Press, 2024. http://dx.doi.org/10.1201/9781003495161-15.

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Huang, Tao. "Disruptive UX for Sustainability." In Design, User Experience, and Usability: Novel User Experiences. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40355-7_46.

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Farkas, Pavel. "Defining HCI/UX Principles for Urban Environment." In Design, User Experience, and Usability: Interactive Experience Design. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20889-3_33.

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Lahiri Chavan, Apala, and Girish Prabhu. "Should We Measure UX Differently?" In Design, User Experience, and Usability. Interaction Design. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49713-2_12.

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Guo, Hang. "Lean but not Mean UX: Towards a Spiral UX Design Model." In Design, User Experience, and Usability: Design Thinking and Methods. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40409-7_3.

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von Saucken, Constantin, Ioanna Michailidou, and Udo Lindemann. "How to Design Experiences: Macro UX versus Micro UX Approach." In Design, User Experience, and Usability. Web, Mobile, and Product Design. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39253-5_15.

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Bruckschwaiger, Claudia, Clemens Lutsch, Thorsten Jonas, Tanja Brodbeck, and Olga Lange. "Empfehlungen für UX Design for Sustainability." In User Experience Design und Sustainability. Springer Fachmedien Wiesbaden, 2024. https://doi.org/10.1007/978-3-658-45048-9_3.

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Hillmann, Cornel. "UX and Experience Design: From Screen to 3D Space." In UX for XR. Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7020-2_4.

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Rindo, Abigail. "Guiding the Player Experience." In Game Narrative Design and UX Fundamentals. CRC Press, 2024. http://dx.doi.org/10.1201/9781003342977-8.

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Marcus, Aaron, and Xiaojuan Ma. "Cuteness Design in the UX: An Initial Analysis." In Design, User Experience, and Usability: Novel User Experiences. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40355-7_5.

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Conference papers on the topic "Design Experience - UX"

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Manoharan, Sakthiprasad Kuttankulungara, Rajesh Kannan Megalingam, and Ann Mariya Ajay Lazar. "Reconfigurable UI /UX Design for Robotic Applications based on User Experience." In 2024 4th Asian Conference on Innovation in Technology (ASIANCON). IEEE, 2024. https://doi.org/10.1109/asiancon62057.2024.10837735.

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Mavri, Aekaterini, Andri Ioannou, and Andreas Kitsis. "Blending UX, CoDesign and Learning Experience for Educational Technology Product Design." In 2025 IEEE Global Engineering Education Conference (EDUCON). IEEE, 2025. https://doi.org/10.1109/educon62633.2025.11016292.

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Kantorowitz, Eliezer. "Low Cost User Experience (UX) Design." In the 2014 European Conference. ACM Press, 2014. http://dx.doi.org/10.1145/2637248.2637252.

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Stanford, Joshua, Edward O'Brien, Aaron Meyrick, Philip Fajardo, and Raegan Johnson. "Metrology Software User Experience (UX) Design." In Proposed for presentation at the National Conference of Standards Laboratoties International held August 22-24, 2022 in Grapevine, Texas United States. US DOE, 2022. http://dx.doi.org/10.2172/2004465.

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Tong, Yanzhang, Yan Liang, Ying Liu, Yulia Hicks, and Irena Spasic. "Integrating Hedonic Quality for User Experience Modelling." In ASME 2021 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2021. http://dx.doi.org/10.1115/detc2021-69781.

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Abstract Research on user experience (UX) has attracted much attention from designers. Additionally, hedonic quality can help designers understand user interaction (such as attractive, original and innovative) when they experience a product. Realising the user’s interaction state is a significant step for designers to optimise product design and service. Previous UX modelling lacks exploration in user interaction state. Also, the lack of user interaction state factor will reduce the accuracy of the UX modelling. In this paper, we explore the interaction value of online customer review and intr
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Hidayah, Nur Aeni, Zulfiandri, Ahmad Rafiiuddin, Yusuf Durachman, and Eri Rustamaji. "User Experience Design Analysis Using Lean UX Method." In 2021 9th International Conference on Cyber and IT Service Management (CITSM). IEEE, 2021. http://dx.doi.org/10.1109/citsm52892.2021.9588905.

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Zhou, Feng, and Jianxin (Roger) Jiao. "A Nested Multivariate Utility Copulas Approach to Aggregating User Experience Partworths for Aircraft Cabin Interior Design." In ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-13691.

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User experience (UX) design involves combination of different design attributes with their corresponding attribute levels to form different product profiles. This raises the issue of how to integrate corresponding UX of individual design attribute levels (i.e., partworth UX measures) into a holistic measure of UX of the entire product profile. Traditional methods often use a weighted sum of single partworth UX strategy without considering their dependence. This paper proposes to use utility copulas to accommodate the dependence of individual partworth UX measures. Single utility functions are
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Sari, Eunice, Henry Duh, Margot Brereton, Jennyfer Lawrence Taylor, Kagonya Awori, and Wan Fatimah Wan Bt Ahmad. "Experience design in the Asia Pacific ICT landscape." In APCHIUX '15: Asia Pacific Symposium of HCI and UX Design. ACM, 2015. http://dx.doi.org/10.1145/2846439.2846440.

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Sharma, Greeshma, and Jyoti Kumar. "Framework for AI based UX: rethinking design process." In Human Interaction and Emerging Technologies (IHIET-AI 2022) Artificial Intelligence and Future Applications. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe100915.

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Artificial intelligence (AI) posits an important question in the 21st century: “How do we ensure that when there is a human in the loop — such as in complex or life-changing decision-making — they remain critical and meaningful, while creating and maintaining an enjoyable user experience?” We are still looking for answers as the world is changing at a faster pace beyond human cognitive limits, encouraging human-centered design to be upcoming social challenges in context to HCI’s engagement with AI systems. The pre-sent study addresses several challenges faced by designers while creating AI-bas
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Kreis, Alexander, Daniel Fragner, and Mario Hirz. "User Experience in Modern Cars – Definition, Relevance and Challenges of Digital Automotive Applications." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003172.

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User experience (UX) is very contextual, and it's usually understood as an interaction between users and products or services. The term user experience is often used in the context of websites and apps, but also in view of physical use of products. UX encompasses all the effects and experiences, whether physical or emotional, that customers experience before, during and after using products. In an automotive context, UX may begin with the external appearance of cars and continues throughout the entire usage until the driver and passengers leave the cars. If this UX is experienced as positive a
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Reports on the topic "Design Experience - UX"

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Abdul Hamid, Umar Zakir. User Experience for Digitalized and Smart Cockpits and Cabins of Next-gen Mobility. SAE International, 2025. https://doi.org/10.4271/epr2025006.

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<div class="section abstract"><div class="htmlview paragraph">This SAE Edge Research Report explores advancements in next-generation mobility, focusing on digitalized and smart cockpits and cabins. It offers literature review, examining current customer experiences with traditional vehicles and future mobility expectations. Key topics include integrating smart cockpit and cabin technologies, addressing challenges in customer and user experience (UX) in digital environments, and discussing strategies for transitioning from traditional vehicles to electric ones while educating custom
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bin Ahsan, Wahid. The EDIT UX Framework: A User-Centered Approach to Effective Product Redesign. Userhub, 2024. http://dx.doi.org/10.58947/zxkd-kldq.

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In the dynamic domain of web and mobile application development, the imperative to continuously evolve and enhance user experience is paramount. The EDIT UX Framework offers a robust, systematic approach to redesign, aimed at significantly enhancing user engagement, accessibility, and business performance. This framework is delineated into four pivotal stages: (1) Evaluation, which establishes a solid analytical foundation by synthesizing metrics analysis, heuristic evaluations, accessibility assessments, and user insights; (2) Design, where ideation and prototyping are driven by user-centric
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Veit, Desarae A. Holisitic Approach to User Interface (UI) and User Experience (UX) Design and Development within the Software Development Process: An Exploration of Project Management, Design Theory, Design Systems, and Accessibility for Superior Application Development. Iowa State University, 2024. http://dx.doi.org/10.31274/cc-20240624-834.

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