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Journal articles on the topic 'Design Experience - UX'

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1

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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Hartawan, Muhammad Syarif. "PENERAPAN USER CENTERED DESIGN (UCD) PADA WIREFRAME DESAIN USER INTERFACE DAN USER EXPERIENCE APLIKASI SINOPSIS FILM." JEIS: JURNAL ELEKTRO DAN INFORMATIKA SWADHARMA 2, no. 1 (2022): 43–47. http://dx.doi.org/10.56486/jeis.vol2no1.161.

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The purpose of this research is as a prototype for the application of User Centered Design in the development of User Interface Design and User Experience on the Film Synopsis android application. In developing android applications, the design of the User Interface (UI) and User Experience (UX) is a very important initial stage in using the application. This UI/UX will provide a user experience in using and interacting with this android application. In this article, we explain how UI/UX is designed in Film Synopsis using a User Centered Design (UCD) approach. At UCD there are 4 (four) stages i
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Liu, Liping, Le Zheng, and Zhong Ren. "Enhancing Digital Services in Parks through User Experience Design." Journal of Tourism Management 1, no. 1 (2024): 55–61. http://dx.doi.org/10.62517/jtm.202413109.

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This research investigates the pivotal role of user experience (UX) design in amplifying digital services within park environments. Focusing on the Xi'an Ba River Left Bank Eco-Sports Park digital platform project, the study scrutinizes the impact of UX design methodologies on enriching park digital services. Employing a fusion of theoretical UX principles and practical applications, methodologies such as design thinking, user surveys, A/B testing, and focus group discussions were integrated to elevate user satisfaction. The successful implementation of digital services, including the smart to
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Nugraha, Isnan, and Agung Fatwanto. "User Experience Design Practices in Industry (Case Study from Indonesian Information Technology Companies)." Elinvo (Electronics, Informatics, and Vocational Education) 6, no. 1 (2021): 49–60. http://dx.doi.org/10.21831/elinvo.v6i1.40958.

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User Experience (UX) is a term that has received a lot of attention in the last decade. The number of industries whose consider the importance of implementing the UX design process within their development cycle has increased. Therefore, we think it is important to investigate how UX design processes are implemented in the industries. In this research, we take a qualitative approach with descriptive methods by investigating six information technology companies in Indonesia. As a result, we found that most of these information technology companies implement the UX design process as part of thei
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Kim, Ji Young, and Hyuk Jae Choi. "A Study on Robot UX Design for Human-Robot Interaction." Korea Institute of Design Research Society 9, no. 3 (2024): 475–85. http://dx.doi.org/10.46248/kidrs.2024.3.475.

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The purpose of this paper is to conduct an in-depth review of robot user experience (UX) design to optimize the interaction between humans and robots. As a research method, the existing literature on robot UX design was reviewed, related theories and concepts were summarized, and various types of human-robot interaction were analyzed. By analyzing various robot UX design cases in various fields such as service, healthcare, and education, and suggesting the direction of future robot UX design with User Experience Design, the importance and possibility of robot UX design in the future society ar
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Hendrawan, Deden Sukma, Mochzen Gito Resmi, and Uus Muhammad Husni Tamyiz. "Perancangan UI/UX Design Aplikasi Jasa Fotografi Dengan Design Science Research Methodology." Jurnal Bangkit Indonesia 11, no. 2 (2022): 7–12. http://dx.doi.org/10.52771/bangkitindonesia.v11i2.200.

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Industri kreatif seperti dunia fotografi memiliki warna tersendiri dalam lika-liku teknis yang mempengaruhi berkembangnya dunia fotografi. Banyak unsur pendukung dari sisi alat dan sumber daya manusia yang ikut berperan dalam dunia fotografi, alat-alat yang dibutuhkan seperti kamera, lensa, tripod, lampu, dll. Berdasarkan subjek yang ditampilkan, karya fotografi memiliki bentuk yang berbeda dan terklasifikasi dalam tiga subdisiplin, yaitu genre fotografi komersial, jurnalistik, dan fotografi seni/ekspresi. User Interface (UI) adalah cara program dan pengguna untuk berinteraksi. Istilah user in
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Kim, Jong Ha, Kwon Ho Kim, and Ryan Jongwoo Choi. "UX Empathy Strategy for Introverted Users Through an AI Interviewer : Exploring the Needs and Wants of Introverted Users." Institute of Art & Design Research 27, no. 2 (2024): 103–13. https://doi.org/10.59386/jadr.2024.27.2.103.

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The first step in design begins with deep empathy for user experience. As design thinking and UX design have become key issues, empathy has grown essential. User interviews are widely used, yet they often fail to capture experiences of introverted or communication-challenged users, risking biased or ineffective design outcomes. This study examines the potential of AI interviewers to better engage introverted users and broaden UX research inclusivity. By selecting introverted participants to experience both human and AI interviews, we analyzed emotional responses and interview outcomes. This an
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Lima, Israely, and Jacilane De Holanda Rabelo. "«omitido»: Construindo Um Laboratório de Ensino Prático e Mentoria sobre Experiência do Usuário e Design de Interfaces." Anais do Computer on the Beach 16 (May 27, 2025): 528–30. https://doi.org/10.14210/cotb.v16.p528-530.

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ABSTRACTUser Experience (UX) aims to understand the human factorsinfluencing interaction, making it a prominent area in softwareprojects. In this context, the LearningLab project established alaboratory dedicated to UX studies (LLAB UX), combining lectureswith interface development to explore the UX process. A levelingsurvey identified profiles ranging from beginners to intermediateusers and experienced members proficient in Figma (a tool used forinterface design). A carefully planned approach to address thesevaried needs was implemented, ensuring inclusivity and fosteringlearning and satisfac
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Rousi, Rebekah. "Unremarkable experiences - Designing the user experience of elevators." Swedish Design Research Journal 11 (June 28, 2016): 47–54. http://dx.doi.org/10.3384/svid.2000-964x.14147.

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Elevators enable people and goods to be transported to great heights at substantial speeds.The feats required technologically for suspension, movement, controls and safety are no less than remarkable. This is increasingly so when considering the competing new heights of skyscrapers. Although technological accomplishments are becoming ever more extraordinary, for the sake of those using the technologies, there is also the need to counter this remarkableness and consider the unremarkable as an experiential design goal. Discourse in user experience (UX) has mainly focused on designing for positiv
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Berni, Aurora, and Yuri Borgianni. "Making Order in User Experience Research to Support Its Application in Design and Beyond." Applied Sciences 11, no. 15 (2021): 6981. http://dx.doi.org/10.3390/app11156981.

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The term User Experience (UX) was introduced to define the dynamics of the human-product interaction, and it was thought that design would have been a main recipient of UX research. However, it can be claimed that the outcomes of UX studies were not seamlessly transferred into design research and practice. Among the possible reasons, this paper addresses the fragmentary knowledge ascribable to the field of UX. The authors reviewed the literature analyzing the conceptual contributions that interpret UX, proposing definitions and/or a theoretical framework. This allowed the authors to provide an
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Raia, Mike. "Providing a better digital experience for employees." Strategic HR Review 16, no. 2 (2017): 71–75. http://dx.doi.org/10.1108/shr-01-2017-0004.

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Purpose The purpose of this paper is to explain how, if company’s digital experience is a good one, employees can work efficiently and feel positive about their environment while, if a company’s digital experience is poor, staff can become unmotivated and avoid using the systems that are critical to the organization. Design/methodology/approach The authors consulted with user interface/user experience (UI/UX) professionals to explain why attention needs to be paid to UI/UX in the employee experience and how to assess an organization’s current situation. Findings It is possible to prevent poor
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Koswara, Robby, and Fakhri Ikhwanul Alifin. "A User-oriented UI/UX Application Design Using The Integration of Quality Function Deployment (QFD) and Design Thinking Methods." MOTIVECTION : Journal of Mechanical, Electrical and Industrial Engineering 6, no. 1 (2024): 85–100. http://dx.doi.org/10.46574/motivection.v6i1.308.

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UI / UX is essential in designing an application or website due to its impact on the user. With a decent and user-oriented UI/UX, users will experience high conformance and interact easily with the application or website, hence increasing the intensity of product usage and providing a better experience for users. However, the users' requirements are often neglected, making it difficult for the applications or websites to obtain a constant user number. Furthermore, this research aims to create a novel method to design UI/UX for CRM, which aligns with the needs and specifications of users. The d
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Ntoa, Stavroula, George Margetis, Margherita Antona, and Constantine Stephanidis. "User Experience Evaluation in Intelligent Environments: A Comprehensive Framework." Technologies 9, no. 2 (2021): 41. http://dx.doi.org/10.3390/technologies9020041.

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‘User Experience’ (UX) is a term that has been established in HCI research and practice, subsuming the term ‘usability’. UX denotes that interaction with a contemporary technological system goes far beyond usability, extending to one’s emotions before, during, and after using the system and cannot be defined only by studying the fundamental usability attributes of effectiveness, efficiency and user satisfaction. Measuring UX becomes a substantially more complicated endeavor when the interaction target is not just a technological system or application, but an entire intelligent environment and
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Berni, Aurora, and Yuri Borgianni. "FROM THE DEFINITION OF USER EXPERIENCE TO A FRAMEWORK TO CLASSIFY ITS APPLICATIONS IN DESIGN." Proceedings of the Design Society 1 (July 27, 2021): 1627–36. http://dx.doi.org/10.1017/pds.2021.424.

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AbstractThe concept of User Experience (UX) dates back to the 1990s, but a shared definition of UX is not available. As design integrates UX, different interpretations thereof can complicate the possibility to build upon previous literature and develop the field autonomously. Indeed, by analysing the literature, UX emerges as a cauldron of related and closely linked concepts. However, it is possible to find recurring attributes that emerge from those definitions, which are ascribable to two foci: the fundamental elements of the interaction (user, system, context) and typologies of experience (
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Ranscombe, Charlie, Jacob Rodda, and Mark Johnson. "Visualising User Experiences: Analysing Embodiment of UX in Autonomous Vehicle Concepts." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (2019): 4039–48. http://dx.doi.org/10.1017/dsi.2019.411.

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AbstractThe prospect of autonomous vehicles and associated technologies has disrupted traditional modes of vehicle operation and ownership. This requires automotive designers to shift their focus from designing vehicle form to consider the design of transport experiences. As such, there is a need to explore how best to support automotive designers in communicating user experiences (UX) alongside the physical design of vehicles. This paper presents an industry case study conducted with Ford Design Asia Pacific to assess the embodiment of UX in early concepts. Attributes of generalised model for
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Arvola, Mattias, and Johan Linder. "Know Thy Users by Interpretative Phenomenological Analysis." Journal of Interaction Science 6 (October 20, 2018): 22. http://dx.doi.org/10.24982/jois.1719018.003.

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One approach to getting to know a user and understanding the user experience (UX) is phenomenology. Currently, there is a lack of clearly defined methods for phenomenological analysis of user experience in design projects. Interpretative Phenomenological Analysis (IPA) is an approach developed in psychology, and in this article, it is adapted to the case of a pro bono design project at a UX design agency supporting a disadvantaged group of people, newly arrived immigrants to Sweden. The design project involved research on how the immigrants experienced a service that introduced them to the job
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M. Fakhri Sholahuddin and Tata Sutabri. "Analisis Efektifitas UI/UX Design Software Pengolah Gambar Menggunakan Metode Design Thingking terhadap Kenyamanan Pengguna dalam Industry Animasi." Router : Jurnal Teknik Informatika dan Terapan 2, no. 4 (2024): 66–72. http://dx.doi.org/10.62951/router.v2i4.275.

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In the animation industry, the effectiveness of user interface (UI) and user experience (UX) design in image processing software is crucial for enhancing user comfort and productivity. This study aims to evaluate the UI/UX design in software belonging to the Adobe family, such as Photoshop, Illustrator, and After Effects. The employed methodology is Design Thinking, which includes the steps of Empathize, Define, Ideate, Prototype, and Test, to analyze each aspect of UI/UX design. Data were gathered through surveys and interviews with industry professionals to understand their experiences and p
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Hanafi, Dani, Isidorus Anung Prabadhi, and Galuh Boy Hertantyo. "PERANCANGAN DESAIN USER INTERFACE/USER EXPERIENCE : SYSTEMATIC LITERATURE REVIEW." JATI (Jurnal Mahasiswa Teknik Informatika) 9, no. 3 (2025): 4665–71. https://doi.org/10.36040/jati.v9i3.13782.

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Perancangan User Interface (UI) dan User Experience (UX) menjadi aspek krusial dalam pengembangan teknologi digital untuk memastikan pengalaman pengguna yang optimal. Penelitian ini bertujuan untuk men-gidentifikasi tren metode, platform, dan media yang paling umum digunakan dalam desain UI/UX berdasarkan studi literatur yang tersedia. Studi ini menggunakan metodologi PRISMA terhadap berbagai publikasi ilmiah terkait UI/UX untuk mengevaluasi pendekatan yang sering digunakan, seperti Design Thinking, User-Centered Design (UCD), Human-Centered Design (HCD), dan Lean UX. Selain itu, penelitian in
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Awan, Ali Baig, Ammar Wasif Mahmood, and Nosheen Sabahat. "Enhancing User Experience: Exploring Mobile Augmented Reality Experiences." VFAST Transactions on Software Engineering 12, no. 1 (2024): 121–32. http://dx.doi.org/10.21015/vtse.v12i1.1741.

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In recent years, the integration of augmented reality (AR) technology into mobile devices has revolutionized both human-computer interaction and computer graphics. This transformative blend of virtual elements into the physical world has led to a new era of possibilities for user experiences. However, the unique challenges posed by Mobile Augmented Reality (MAR) applications demand a closer examination of design and usability considerations to ensure optimal user engagement and satisfaction. This study investigates users' experiences with Mobile Augmented Reality applications, with particular
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Wu, Christofer Veronica, Hasniati, and Izmy Alwiah Musdar. "Implementation of User Centered Design Approach in User Interface Design and User Experience Website Worker's." KHARISMA Tech 17, no. 2 (2022): 71–84. http://dx.doi.org/10.55645/kharismatech.v17i2.246.

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Abstract: The system quality can be affected by user involvement. It is necessary to implement User Centered Design (UCD) in the UI/UX Design of the Worker's Website. This study aims to evaluate and redesign the UI/UX of Worker's Websites with the UCD and SUS (System Usability Scale) methods in order to make it easier for prospective workers or the public to use website profiling. Data was collected via interview with 30 responds where the results of the interviews are used as a reference for making new designs and then evaluating the new designs with a closed questionnaire to the same respond
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Prabowo, Dwi Puji, Abi Senoprabowo, Muslih Muslih, Khamadi Khamadi, and Alya Tsabitah Rismansa. "DESAIN INFOGRAFIS TENTANG PEKERJAAN TERKAIT UI DAN UX." JADECS (Journal of Art, Design, Art Education & Cultural Studies) 8, no. 1 (2023): 88. http://dx.doi.org/10.17977/um037v8i12023p88-96.

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Abstract: Online marketing carried out by various companies has increased due to the Covid 19 pandemic. Companies create mobile platforms and websites to develop their business online. Thus, the need for work in the field of mobile applications and websites is increasing, especially in the fields of User Interface (UI) and User Experience (UX). A large salary makes people interested in pursuing work in this field. However, jobs in the UI and UX fields are still not well understood by the public, especially regarding career opportunities and what competencies are needed. So, there is a need for
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Tang, Yingying. "Review of "Amplifying Voices in UX: Balancing Design and User Needs in Technical Communication by Amber L. Lancaster and Carie S.T. King (Eds.)," Lancaster, A. L., & King, C. S. T. (Eds.). (2024). Amplifying voices in UX: Balancing design and user needs in technical communication. SUNY Press." Communication Design Quarterly 12, no. 4 (2024): 69–70. https://doi.org/10.1145/3658438.3658445.

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In Amplifying Voices in UX, a diverse group of scholars and practitioners come together to explore different aspects of user experience (UX) with a focus on inclusivity and social justice. This book moves beyond conventional UX frameworks, presenting innovative pedagogical strategies and methodologies that highlight empathy, accessibility, and the importance of considering marginalized voices in design. The authors delve into areas often overlooked in mainstream UX discourse, offering new perspectives on how to create more inclusive and impactful user experiences.
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Ali Alsoqour, Kholoud. "Software Design User experience (UX) design in Mobile Application." المجلة العلمية بکلية الآداب 2024, no. 57 (2024): 725–44. http://dx.doi.org/10.21608/jartf.2024.301875.1864.

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Babajide Tolulope Familoni and Sodiq Odetunde Babatunde. "USER EXPERIENCE (UX) DESIGN IN MEDICAL PRODUCTS: THEORETICAL FOUNDATIONS AND DEVELOPMENT BEST PRACTICES." Engineering Science & Technology Journal 5, no. 3 (2024): 1125–48. http://dx.doi.org/10.51594/estj.v5i3.975.

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User Experience (UX) Design in Medical Products is pivotal in enhancing patient outcomes, satisfaction, and adherence to treatment regimens. This abstract delves into the theoretical underpinnings and best practices that underscore effective UX design within the medical domain. Grounded in human-centered design principles, this approach emphasizes understanding user needs, preferences, and limitations to develop inclusive, accessible, and intuitive interfaces. Integrating insights from behavioral psychology, UX designers leverage techniques such as persuasive design to promote healthy behavior
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Researcher. "AI-DRIVEN EMPATHY IN UX DESIGN: ENHANCING PERSONALIZATION AND USER EXPERIENCE THROUGH PREDICTIVE ANALYTICS." International Journal of Computer Engineering and Technology (IJCET) 15, no. 5 (2024): 129–42. https://doi.org/10.5281/zenodo.13739571.

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This paper explores how AI predictive analytics can enhance UX design, creating more personalized and empathetic user experiences. Traditional UX approaches often overlook users' changing emotions, highlighting the need for adaptive, empathy-driven AI models. This study, which includes a literature review and interviews, aims to identify the current limits and abilities of AI in UX design. The research, involving UX designers, AI developers, and users, proposes a framework that places a strong emphasis on the user. This framework combines AI, multimodal data, and empathy, including behavioral,
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Suadamara, Rein. "Opportunity and Challenges in UX Design for E-Commerce Website." Engineering, MAthematics and Computer Science Journal (EMACS) 6, no. 2 (2024): 157–62. http://dx.doi.org/10.21512/emacsjournal.v6i2.11555.

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The study of this research focuses on a review approach based on the information collected on the opportunities and challenges in user experience (UX) design for e-commerce websites. The foundation of the study is based on the global expansion of e-commerce which demonstrated the people’s acceptance of e-commerce. Recognizing where there is room for improvements in the UX design is therefore critical. Overcoming the challenges is also important to create the best UX design that answers the user’s need for an e-commerce website. Understanding what users need through the user experience may dete
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Researcher. "EMERGING PARADIGMS IN USER EXPERIENCE DESIGN: A SYSTEMATIC REVIEW OF AI, EXTENDED REALITY, AND INCLUSIVE DESIGN INNOVATIONS." International Journal of Research In Computer Applications and Information Technology (IJRCAIT) 7, no. 2 (2024): 1043–55. https://doi.org/10.5281/zenodo.14070286.

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This article examines the transformative trends reshaping user experience (UX) design through a mixed-methods analysis of emerging technologies and design paradigms. Through a systematic review of 157 industry implementations and in-depth interviews with 42 UX professionals, we investigate the impact of artificial intelligence-driven personalization, natural user interfaces, and extended reality integration on contemporary digital interactions. The findings reveal a significant shift toward adaptive interfaces, with 73% of analyzed cases showing improved user engagement through AI-driven perso
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Maidatussohiba, Esa, Moh Novil Maarij, Bayu Wahyu P, Maynanda Dwi Lisnorviona, and Kadek Ayu Krisna P. "Redesain Website Ventela untuk Meningkatkan User Experience Pengguna Menggunakan Lean UX." ETNIK: Jurnal Ekonomi dan Teknik 2, no. 11 (2023): 1056–69. http://dx.doi.org/10.54543/etnik.v2i11.262.

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The improvement of user experience (UX) is essential in website development, particularly in the current digital era. Ventela website, an e-commerce platform offering a variety of fashion products, needs enhancements in its UX to meet the increasing needs and expectations of users. In this context, this research aims to redesign the Ventela website with a focus on the Lean UX method to achieve a better user experience. Lean UX is a design approach that emphasizes collaboration among the development team, designers, and users during the design process, while focusing on rapid iterations to ensu
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Florence Sophia Ezeh, Oluwasanmi Segun Adanigbo, Unomah Success Ugbaja, Comfort Iyabode Lawal, and Solomon Christopher Friday. "SYSTEMATIC REVIEW OF USER EXPERIENCE OPTIMIZATION IN MULTI-CHANNEL DIGITAL PAYMENT PLATFORM DESIGN." Gulf Journal of Advance Business Research 1, no. 3 (2023): 271–82. https://doi.org/10.51594/gjabr.v1i3.135.

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This systematic review critically explores user experience (UX) optimization strategies in the design and implementation of multi-channel digital payment platforms within the rapidly evolving financial technology landscape. As digital payment ecosystems expand across web, mobile, and USSD interfaces, ensuring consistent, accessible, and intuitive user experiences has become central to fostering adoption and sustained engagement. The study begins by establishing the theoretical foundations of UX in digital finance, distinguishing key dimensions such as usability, efficiency, accessibility, and
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Rasmila, Rasmila, and M. Hafizin Syahid Walillah. "Design Thinking's Role in Enhancing User Experience on Fashion Campus with Attractive UI/UX Design." PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic 11, no. 2 (2023): 293–308. http://dx.doi.org/10.33558/piksel.v11i2.7115.

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Since the Covid pandemic, it has become popular to purchase used clothing. However, there are still obstacles to purchasing used apparel, such as limited selection, quality, and lack of product information. To address this issue, Fashion Campus, a platform for purchasing and selling used clothing with an attractive UI and excellent UX, was developed. UI/UX design is essential for ensuring a positive user experience, and Figma, a web-based vector design application, is being utilized for collaborative efforts. The Design Thinking method is used to increase the efficiency of collaboration and re
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St. Peter, Hilary A. Sarat. "Communicating User Experience." International Journal of Sociotechnology and Knowledge Development 7, no. 2 (2015): 14–26. http://dx.doi.org/10.4018/ijskd.2015040102.

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Research in the ICT4D field implicates lack of user-centered design in the high rate of ICTD project failure. The field of user experience (UX) offers potentially fruitful approaches for user-centered design. In the ICTD context, these principles and methods clash with the triple constraints of project management (time, scope and funding). This paper introduces the user persona from UX design as a powerful tool for considering the user's perspective within resource-constrained ICTD projects. Although personas appear simple, they introduce complex communicative affordances, pragmatic benefits,
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Rojas, Luis Felipe, Daniela Quiñones, and Claudio Cubillos. "FRAMUX-EV: A Framework for Evaluating User Experience in Agile Software Development." Applied Sciences 14, no. 19 (2024): 8991. http://dx.doi.org/10.3390/app14198991.

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Agile software development prioritizes customer satisfaction through the continuous delivery of valuable software. However, integrating user experience (UX) evaluations into agile projects remains a significant challenge. Existing proposals address specific stages that apply UX evaluation methods but do not fully consider UX artifacts or UX events for integrating user experience into agile processes. To address this gap and support teams, we propose FRAMUX-EV, a framework for evaluating UX in agile software development using Scrum. FRAMUX-EV introduces seven UX artifacts: (1) UX evaluation met
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B.K, Ms Sunitha. "The Impact of AI on Human Roles in the User Interface & User Experience Design Industry." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 03 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem29692.

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The ever-evolving field of User Interface & User Experience UI/UX design prioritizes creating user-friendly interfaces. Traditionally, this has been a human-centred process. However, Artificial Intelligence AI offers new possibilities for automating design tasks and leveraging data for user insights. This research paper delves into the potential impact of AI on UI/UX design. The core question is whether AI tools can effectively replace human designers in crafting user experiences. Alternatively, can AI work alongside designers to enhance their capabilities? This paper explores these questi
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Chen Yingyi, Rosita Mohd Tajuddin, Amer Shakir Zainol, and Chen Zijie. "Emotion-Driven User Experience on Elderly Women’s Impulse Buying:A Kano Model study." Environment-Behaviour Proceedings Journal 10, no. 31 (2025): 153–60. https://doi.org/10.21834/e-bpj.v10i31.6530.

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This study examines how emotion-driven user experience (UX) design influences impulse buying among women aged 50-59 in online fashion shopping. Using the Kano model, it categorizes UX elements—visual appeal, social interaction, and personalized recommendations—into basic, performance, and attractive needs. A survey of 265 women reveals that emotionally engaging features significantly drive impulse purchases, though their impact on loyalty is limited. Key findings highlight the importance of visual aesthetics and personalized experiences. This research provides actionable insights for optimizin
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Rebelo, Francisco, Paulo Noriega, Emília Duarte, and Marcelo Soares. "Using Virtual Reality to Assess User Experience." Human Factors: The Journal of the Human Factors and Ergonomics Society 54, no. 6 (2012): 964–82. http://dx.doi.org/10.1177/0018720812465006.

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Objective: The aim of this article is to discuss how user experience (UX) evaluation can benefit from the use of virtual reality (VR). Background: UX is usually evaluated in laboratory settings. However, considering that UX occurs as a consequence of the interaction between the product, the user, and the context of use, the assessment of UX can benefit from a more ecological test setting. VR provides the means to develop realistic-looking virtual environments with the advantage of allowing greater control of the experimental conditions while granting good ecological validity. Method: The metho
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Wong, Seng Yue, and Simin Ghavifekr. "User Experience Design of History Game." International Journal of Distance Education Technologies 16, no. 3 (2018): 46–63. http://dx.doi.org/10.4018/ijdet.2018070103.

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User experience (UX) and user interface design of an educational game are important in enhancing and sustaining the utilisation of Game Based Learning (GBL) in learning history. Thus, this article provides a detailed literature review on history learning problems, as well as previous studies on user experience in game design. Future studies on educational history games will benefit from this systematic review and analysis of current educational history games, as this article examines in detail which game features are the most effective in promoting engagement and supporting the process of lear
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Okonkwo, Charles. "Assessment of User Experience (UX) Design Trends in Mobile Applications." Journal of Technology and Systems 6, no. 5 (2024): 29–41. http://dx.doi.org/10.47941/jts.2147.

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Purpose: The general objective of the study was to explore the assessment of User Experience (UX) design trends in mobile applications. Methodology: The study adopted a desktop research methodology. Desk research refers to secondary data or that which can be collected without fieldwork. Desk research is basically involved in collecting data from existing resources hence it is often considered a low cost technique as compared to field research, as the main cost is involved in executive’s time, telephone charges and directories. Thus, the study relied on already published studies, reports and st
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Abdul Kholik, Asep Soegiarto, and Wina Puspita Sari. "Strategi Komunikasi Visual dalam User Interface (UI) dan User Experience (UX) Untuk Membangun Kepuasan Pengguna." TUTURAN: Jurnal Ilmu Komunikasi, Sosial dan Humaniora 2, no. 4 (2024): 335–44. http://dx.doi.org/10.47861/tuturan.v2i4.1358.

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In the current digital era, visual communication is crucial as users rely on interfaces to interact with various platforms. User Interface (UI) and User Experience (UX) design are key components in creating effective visual communication. UI focuses on appearance and aesthetics, while UX pertains to the overall user experience. This study employs a qualitative method through literature review, analyzing relevant written sources such as books and journals to identify findings and principles related to UI and UX. The process involves selecting credible sources and conducting critical analysis of
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Bonacchi, Andrea, Antonella Ferrari, Lelio Camilleri, and Francesca Chiesi. "Multidisciplinary Psychosomatic Assessment for UX Design Evaluation." Studies in Digital Heritage 2, no. 1 (2019): 106–20. http://dx.doi.org/10.14434/sdh.v2i1.25652.

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“In the mirror of the Wonder of Luca Giordano” was a multi-sensorial experience created in the gallery frescoed by Luca Giordano in Palazzo Medici Riccardi, in Florence; the project involved different disciplines and researchers. The entire experience was subjected to an impact analysis, combining principally psycho-physiological, qualitative psychological and neuro-physiological aspects. In most of the visitors who participated in the study the experience evoked a sense of pleasure, enjoyment, relaxation, lightness, space-time suspension, involvement and immersiveness. In many of the visitors
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Himanshu, Pal. "Impact of User Experience (UX) on Conversion Rates in E-Commerce Websites." RECENT RESEARCHES IN SOCIAL SCIENCES & HUMANITIES 12, no. 1 (2025): 55–63. https://doi.org/10.5281/zenodo.15289231.

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In the competitive landscape of e-commerce, User Experience (UX) plays a crucial role in influencingconsumer behaviour and conversion rates. A well-optimized UX enhances user satisfaction, increasesengagement, and ultimately drives higher conversion rates. This study explores the impact of key UXelements—such as website navigation, page load speed, mobile responsiveness, visual appeal, andcheckout process—on consumer purchasing decisions.The research employs a quantitative approach, analysing data from various e-commerce platforms toassess the correlation between UX factors and con
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Idogawa, Juliano, Flávio Bizarrias, Ricardo Camara, and Walter Satyro. "User experience and value: a bibliometric study." Concilium 23, no. 19 (2023): 100–118. http://dx.doi.org/10.53660/clm-2072-23p20.

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This research aimed to explore the literature on user experience (UX) and its correlation with perceived values. While previous studies have often examined UX and value in isolation, our study bridges this gap, highlighting their intertwined relationship. Utilizing a rigorous methodology, a bibliometric review was conducted on the Scopus and Web of Science databases, encompassing articles from 1966 to 2023. The research protocol was validated by a panel of experts, including three doctors and two specialists. Our findings revealed recurrent themes around usability, design, productivity, and th
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