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Journal articles on the topic 'Readability usability UX design accessibility'

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1

Mahmoud, Hammad, Bani Baker Qanita, Al-Smadi Mohammed, and Alrashdan Wesam. "Towards enhancing the user experience of ChIP-Seq data analysis web tools." International Journal of Electrical and Computer Engineering (IJECE) 12, no. 5 (2022): 5236–47. https://doi.org/10.11591/ijece.v12i5.pp5236-5247.

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Deoxyribonucleic acid (DNA) sequencing is the process of locating the sequence of the main chemical bases in the DNA. Next-generation sequencing (NGS) is the state-of-the-art DNA sequencing technique. The NGS technique advanced the biological science in analyzing human DNA due to its scalability, high throughput, and speed. Analyzing human DNA is crucial to determine the ability of a person to develop certain diseases and his ability to respond to certain medications. ChIP-sequencing is a method that combines chromatin immunoprecipitation (ChIP) with NGS sequencing to analyze protein interactions with DNA to identify binding sites. Many online web tools have been developed to conduct ChIP-Seq data analysis to either discover or find motifs, i.e., patterns of binding sites. Since these ChIP-Seq web tools need to be used by clinical practitioners, they must comply to the web-related usability tasks including effectiveness, efficiency and satisfaction to enhance the user experience (UX). To that end, we have conducted an empirical study to understand their UX design. Specifically, we have evaluated the usability of 8 widely used ChIP-Seq web tools against 6 known usability quality metrics. Our study shows that the design of the studied ChIP-Seq web tools does not follow the UX design principles.
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Kim, Young Chan, and Moon Seok Kim. "Research on UI/UX improvement of subtitle service app : Proposal to improve usability of ‘Eeojum’, an automatic subtitle generation app for the hearing impaired." Korea Institute of Design Research Society 9, no. 3 (2024): 486–95. http://dx.doi.org/10.46248/kidrs.2024.3.486.

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This study aims to improve users' video content accessibility, usability, and aesthetic satisfaction by analyzing the UI/UX of <Eeojum>, an app that provides an automatic subtitle creation service for the hearing impaired, in terms of functionality and usability. To this end, we conducted preliminary research on automatic subtitle generation apps, analyzed the environment and actual conditions of mobile use by hearing impaired people, and analyzed domestic and international app accessibility policies and public institution UI design guidelines. Based on this, we looked at the UI/UX characteristics of <Eeojum>, derived UI/UX improvement items to improve app accessibility quality and usability, and proposed improvements to the voice conversion app UI/UX design draft. The biggest goal was to simplify the structure of IA and strengthen the visual formability of the display to improve usability, presenting design guidelines aimed at improving usability for the hearing impaired, the main users.
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Rangeswan, Harshaprathan, Arzath Areeff, Saruniya Manivannan, Benjo Rajkumar, and Jagath Wickramarathne. "A Critical Evaluation of Popular UX Frameworks Relevant to E-Health Apps." International Journal of Computational Science, Information Technology and Control Engineering 10, no. 1/2/3 (2023): 25–34. http://dx.doi.org/10.5121/ijcsitce.2023.10302.

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This research paper aims to evaluate the usability, accessibility, and effectiveness of the current User Experience (UX) frameworks relevant to mobile health apps, with a specific focus on the FitBit app. The selected UX frameworks for evaluation include Nielsen Norman Group's 10 Usability Heuristics, Don Norman's Three Levels of Design, and Human-Centered Design. A mixed-method approach, comprising both qualitative and quantitative analyses, was employed to evaluate these frameworks. The FitBit app was assessed based on the selected frameworks, and the obtained results were compared with existing literature and industry standards. The main subject of this study is the critical evaluation of popular UX frameworks in the context of e-health apps, with a specific emphasis on the FitBit app. The evaluation factors considered include usability, accessibility, and effectiveness. By utilizing the selected UX frameworks, the paper seeks to identify the strengths and limitations of each framework in evaluating e- health apps. The achieved results reveal that Nielsen Norman Group's 10 Usability Heuristics are valuable in identifying usability issues within the FitBit app. Don Norman's Three Levels of Design effectively evaluate the overall user experience, providing insights into the app's design quality. Human- Centered Design, on the other hand, offers a comprehensive and holistic approach to designing for the user, encompassing various aspects of the FitBit app. Through this research, a comprehensive understanding of the strengths and limitations of the evaluated UX frameworks in relation to e-health apps, specifically the FitBit app, is attained. The findings contribute to the existing literature on UX evaluation and provide insights for designers and developers to enhance the user experience of mobile health applications.
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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 satisfaction, and examining prevalent frameworks for evaluation. Through the analysis of peer-reviewed literature and empirical studies, the review identifies emerging design patterns and technologies—including responsive interfaces, AI-driven personalization, and behavioral nudging techniques—that contribute to improved user satisfaction and retention. The review also reveals persistent challenges such as interface fragmentation, poor accessibility in low-resource settings, and inconsistencies across platforms. Additionally, it examines the impact of technological context and demographic diversity on user interactions, with insights from both developed and developing markets. Comparative analyses highlight best practices in platform design, alongside cautionary examples of failed implementations due to inadequate user-centric considerations. The paper concludes with actionable recommendations for designers and developers, emphasizing the importance of inclusive, agile, and analytics-informed UX processes. Finally, it proposes future research directions in emerging technologies, longitudinal UX assessment, and interdisciplinary collaboration to advance the field. This study contributes a comprehensive reference for fintech professionals, UX researchers, and policy stakeholders aiming to improve financial inclusion and service efficiency through optimal digital experience design. Keywords: Multi-Channel Digital Payment, User Experience Optimization, Fintech Design Strategies, Usability and Accessibility, UX Evaluation Frameworks, Digital Financial Inclusion.
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Putra, Anak Agung Adi Wiryya, Kadek Wahyu Santika Putra, and Arefcy Theneven Saban. "Designing a User-Centered Facial Health Application (Glowessence) with Usability Testing." International Journal Software Engineering and Computer Science (IJSECS) 5, no. 1 (2025): 77–87. https://doi.org/10.35870/ijsecs.v5i1.3422.

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The study is carried out for developing the UI (User Interface) and UX(UX) of Glowessence App that enables users to determine their skin type and choose suitable facial care treatment for them. UI/UX Design process involves the User-Centered Design (UCD) principle which is primarily based on customer comfort and finding user requirements. In this study, the method adopted is Design Thinking (5 steps) which started from Empath, Define, Ideate, Prototype and Test. A System Usability Scale (SUS) is used during the testing phase to test the app with 29 participants and an average of 87 was scored — which falls into the "Excellent" category. Research results show the significance that UI/UX design based on direct user feedback could improve the success rate at solving skin care problems, making people more comfortable. The biggest novelty of this study is in a user-centered design solution enhancing application accessibility for a wider audience.
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Vivek, Jain. "The Role of UX/UI in E-Commerce Conversions." International Journal of Leading Research Publication 4, no. 8 (2023): 1–7. https://doi.org/10.5281/zenodo.14866778.

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User Experience (UX) and User Interface (UI) design play a pivotal role in shaping the success of e-commerce platforms. A seamless and intuitive UX/UI can significantly enhance user engagement, reduce bounce rates, and ultimately drive conversions. This paper explores the critical aspects of UX/UI in e-commerce, supported by real-time case studies and industry examples. We discuss design principles, usability heuristics, and emerging trends that influence purchasing behaviors. Furthermore, we analyze how factors such as mobile responsiveness, accessibility, and micro-interactions contribute to overall conversion rates. The study concludes with actionable insights for optimizing e-commerce UX/UI to maximize sales and customer satisfaction.
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Vivek, Jain. "The Role of UX/UI in E-Commerce Conversions." International Journal of Leading Research Publication 4, no. 8 (2023): 1–7. https://doi.org/10.5281/zenodo.14866833.

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User Experience (UX) and User Interface (UI) design play a pivotal role in shaping the success of e-commerce platforms. A seamless and intuitive UX/UI can significantly enhance user engagement, reduce bounce rates, and ultimately drive conversions. This paper explores the critical aspects of UX/UI in e-commerce, supported by real-time case studies and industry examples. We discuss design principles, usability heuristics, and emerging trends that influence purchasing behaviors. Furthermore, we analyze how factors such as mobile responsiveness, accessibility, and micro-interactions contribute to overall conversion rates. The study concludes with actionable insights for optimizing e-commerce UX/UI to maximize sales and customer satisfaction.
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Peddisetty, Namratha. "Enhancing digital products: A deep dive into UI/UX Design." International Journal of Multidisciplinary Research and Growth Evaluation 6, no. 1 (2025): 2067–70. https://doi.org/10.54660/.ijmrge.2025.6.1.2067-2070.

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UI and UX designs are most crucial for the development of any digital product, as they directly impact user satisfaction, engagement, and loyalty. This paper explores the role of UI/UX, focusing on its main components, the design process, and why it is crucial in enhancing usability and accessibility. The discussion encompasses best practices, challenges, and state-of-the-art trends like AI-driven personalization and augmented reality. It highlights practical recommendations through the analysis of case studies and successful implementations that may help designers in creating innovative and user-centered digital solutions.
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Podajow, Devid Riswandy, Dedi I. Inan, Ratna Juita, Marlinda Sanglise, and Natasya Yusinta Subay. "Design and Evaluation of User Interface Usability for Junior High School Websites in West Papua Province Using System Usability Scale." Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi 13, no. 2 (2024): 946. https://doi.org/10.35889/jutisi.v13i2.1870.

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<p class="Abstract"><em>The primary emphasis of this study lies in utilizing the System Usability Scale (SUS) method to assess the User Interface (UI) and User Experience (UX) design. The objective is to enhance the accessibility of information at SMP YPK 01 Manokwari, a school currently facing challenges due to the absence of an official website. By concentrating on designing a user-friendly UI, this research aims to facilitate users' ease in accessing information. Through the SUS method, the UI/UX design is thoroughly evaluated to ensure optimal usability. Findings from the questionnaire, which involved 33 respondents, revealed a commendable SUS score of 83.26, categorizing the tested UI/UX design as "excellent." Consequently, the prototype UI/UX design of the SMP YPK 01 Manokwari website has been effectively developed, showcasing a high level of usability.</em><em></em></p><p class="Abstract"><em>Keywords: </em><em>Design; S</em><em>ystem usability scale; User interface; User experience; Website.</em></p><p align="center"><strong> </strong></p><p align="center"><strong>Abstrak</strong></p><p>Penelitian ini difokuskan pada penggunaan metode <em>System Usability Scale</em> (SUS) untuk menilai desain Antarmuka Pengguna (UI) dan Pengalaman Pengguna (UX). Tujuannya adalah untuk meningkatkan aksesibilitas informasi di SMP YPK 01 Manokwari, sebuah sekolah yang saat ini menghadapi tantangan akibat ketiadaan situs web resmi. Dengan berfokus pada merancang UI yang ramah pengguna, penelitian ini bertujuan untuk memudahkan pengguna dalam mengakses informasi. Melalui metode SUS, desain UI/UX dievaluasi secara menyeluruh untuk memastikan penggunaan yang optimal. Temuan dari kuesioner, yang melibatkan 33 responden, mengungkapkan skor SUS yang memuaskan sebesar 83.26, mengkategorikan desain UI/UX yang diuji sebagai "excellent". Akibatnya, desain <em>prototype</em> UI/UX dari situs web SMP YPK 01 Manokwari telah berhasil dikembangkan, menunjukkan tingkat kegunaan yang tinggi.</p><p> </p>
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Septiani Kurnia and Nur Nawaningtyas. "Analisis Interaksi Pengguna dalam Desain User Interface dan User Experience yang Lebih Baik Menggunakan Metode Heuristik." Jurnal Teknik Mesin, Industri, Elektro dan Informatika 3, no. 4 (2024): 113–19. http://dx.doi.org/10.55606/jtmei.v3i4.4433.

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Effective User Interface (UI) and User experience (UX) design relies heavily on good interactions between users and the system. One approach to improving the quality of these interactions is to use heuristic methods. This method allows designers to spread the usability of an interface based on certain principles, such as readability, consistency, feedback, and efficiency. This study reviews how heuristic methods can be applied to identify potential problems in UI/UX design and provide solutions to create a better user experience. By transmitting designs through heuristic criteria, designers can quickly find errors that may not be visible in conventional trials, thereby accelerating system improvement and refinement. In addition, user interaction analysis through this method also provides a more systematic guide to designing UI/UX that is responsive to user needs, both visually and functionally. This study highlights the importance of using interactive heuristic evaluation in the product development cycle to ensure optimal user experience quality. The results of applying this method show increased navigation efficiency, better user engagement, and decreased user error rates.
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Anggraeni, Rika Ratri, and Budhi Kristianto. "Designing A Better User Experience: User Centered Design Methods For Digital Art Collection Portals." SISFORMA 11, no. 1 (2024): 57–62. http://dx.doi.org/10.24167/sisforma.v11i1.11688.

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The use of digital art collection portals and platforms has been growing rapidly in the digital era. However, many users face access and navigation challenges due to the complicated interface and inefficient search system. Therefore, this research aims to optimize the user experience on digital art collection portals by applying the user-centered design (UCD) method which focuses on web-based user interfaces (UI/UX). Calculations of the System Usability Scale (SUS) are used to quantify a system usability. This study focuses specifically on the millennial generation, the primary users of digital art, and identifies the unique challenges they face. By presenting a user-centered design (UCD) based solution, this research makes an important contribution to the understanding of user-centered design (UCD) optimization in the context of digital arts and culture. UI/UX testing shows that the system's usability and user experience have improved significantly. By integrating these insights, digital art collection portals can better meet users' needs and expectations, improve accessibility, and increase appreciation of digital art.
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Irwan Susanto. "Improving User Experience on Satellite Service Applications in Indonesia through Heuristic Walkthroughs and Prototype Development." Communications on Applied Nonlinear Analysis 32, no. 10s (2025): 63–79. https://doi.org/10.52783/cana.v32.4663.

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Introduction: The evaluation and optimization of user experience (UX) in high-tech applications, such as satellite service platforms, is of great importance. The Transponder Operation & Management System (TOMS) is a specialized application designed to support satellite transponder capacity management. While functional, early versions of the application exhibited various usability challenges, necessitating iterative development and thorough evaluation. Objectives: This research aims to identify usability issues with the existing TOMS app and develop an improved prototype. The focus was on improving the user experience by improving navigation, design consistency, and feature accessibility. Methods: The Heuristic Walkthrough method, which includes Guideline Checking, Heuristic Evaluation, and Cognitive Walkthrough, was used to evaluate the initial application and develop subsequent prototypes. Feedback from six evaluators during the two development phases guided improvements to aspects of accessibility, system visibility, and interface design Results: The initial evaluation identified issues such as inconsistent navigation, lack of system feedback, and sub-optimal layout of core features such as dashboards and payload management. The developed prototype successfully improved these aspects by integrating a more intuitive navigation system, consistent visual design, and better accessibility through dropdown menus and interactive tooltips. Follow-up evaluations showed significant improvements in usability and user satisfaction Conclusions: This research confirms the importance of iterative heuristic-based UX evaluation in developing high-tech applications. The improved TOMS application provides a relevant development model for satellite service platforms and has wider application potential in related fields. Further research is recommended to explore the scalability and adaptability of user-centered design for similar technical environments.
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Zhadan, A. S., O. O. Sichkar, and D. A. Pishkin. "RESEARCH OF THE INFLUENCE OF MODERN TRENDS IN UI/ UX DESIGN OF MOBILE APPLICATIONS ON USER’S MOOD." Automation of technological and business processes 16, no. 4 (2024): 82–87. https://doi.org/10.15673/atbp.v16i4.3014.

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Abstract: The research explores the impact of modern trends in UI/UX design on the mood of users interacting with mobile applications. Through an analysis of literature and a survey of IT students, the study evaluates the emotional resonance of seven contemporary UI/UX styles: brutalism, neubrutalism, Bauhaus, neumorphism, retrofuturism, cyberpunk, and glassmorphism. Each design trend is characterized by unique visual and functional elements that influence user experiences. The methodology involved presenting survey participants with interface examples representing each trend. They assessed these designs based on visual appeal, usability, engagement, and emotional impact. Key findings reveal distinct emotional responses to each trend: cyberpunk and retrofuturism evoked excitement, Bauhaus and flat design inspired calmness, while neumorphism and glassmorphism were appreciated for aesthetics but raised usability concerns. Generational differences were also noted, with younger users favoring experimental styles and older users preferring minimalistic designs. The study emphasizes the importance of balancing aesthetics and functionality, tailoring designs to target demographics, and ensuring accessibility for diverse users. It highlights how thoughtful design choices can evoke positive emotions, enhancing user satisfaction. These insights contribute to the growing understanding of the psychological impact of UI/UX design and its role in creating emotionally engaging digital experiences.
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Almeida, Fernando, and José Augusto Monteiro. "Approaches and Principles for UX Web Experiences." International Journal of Information Technology and Web Engineering 12, no. 2 (2017): 49–65. http://dx.doi.org/10.4018/ijitwe.2017040103.

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The challenge of creating user experiences involves a panoply of multidisciplinary competences in terms of knowing tools, processes and the business itself. This study intends to identify and synthesize the main approaches and principles adopted by web design and e-business companies to create immersive user experiences. In order to achieve this objective, the authors conducted six semi-structured interviews with web design and e-business companies. They highlight that companies adopt specific-device design, responsive design and adaptive design approaches. Companies considered fundamental to attend technology life-cycle, heterogeneity of technologies and devices, identification of customer needs, relevance of test phase, scalability of applications, and accessibility and usability issues. Additionally, the customer experience testing is considered a key element to measure user experiences and companies expect that business and technological dimensions will be two key factors with future impact in their business.
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Onay Durdu, Pınar, and Zehra Altuntaş. "The Perception of Website Accessibility: A Survey of Turkish Software Professionals." AJIT-e: Online Academic Journal of Information Technology 11, no. 41 (2020): 42–71. http://dx.doi.org/10.5824/ajite.2020.02.003.x.

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Websites become main information dissemination mechanism to a variety of audiences for a wide spectrum of organizations from commercial to governmental context. The universal design of this communication medium, which enables them to be accessible for all people, becomes an important issue. However, currently websites are still not accessible. One of the reason for this situation can be based on the lack of awareness and understanding of software professionals who develop them since they have the greatest influence. In this study, the aim was to reveal the current situation among software professionals who contributed in any stage of the website development in Turkey by mainly focusing on their perceptions of website accessibility and related issues. A web-based questionnaire was implemented with 108 participants from academy, industry and government to reveal the perceptions regarding the relationship between accessibility, user experience (UX) and usability as well as professionals’ perspectives on related issues such as the need of a standard accessibility definition, accessibility evaluation methods, and accessibility drivers. The results showed that software professionals prefer inclusive definitions for website accessibility by relating it to all people. They think that accessibility, usability and UX are all related concepts and user-centered practices should be applied to enable the website accessibility. In addition, they think that legislations should be enabled to ensure web accessibility. Although the findings provides the snapshot of the Turkish situation regarding website accessibility perceptions, these perceptions are critical since they provide guidance on shared understanding for the accessibility community.
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Prof., Shipa Laxman Chabukswar, and Dr. Kishor Shankar Nikam Prof. "The Impact of Customer Interface and Experience on E-Banking Appropriation." International Journal of Advance and Applied Research S6, no. 22 (2025): 1075–81. https://doi.org/10.5281/zenodo.15534569.

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<em>The rapid adoption of e-banking largely depends on user interface (UI) and customer experience (CX). A well-designed, intuitive interface enhances accessibility, usability, and trust, leading to higher adoption rates. This study examines the relationship between UI/UX design and customer satisfaction in e-banking services. It explores key factors like ease of navigation, security perceptions, and personalization. The findings highlight how a seamless banking experience influences customer retention and digital transformation. Recommendations focus on optimizing UI/UX to boost e-banking adoption and ensuring security, convenience, and user engagement in digital financial transactions</em>
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Jefferson, Dwayne, Frederick Paige, Philip Agee, and France Jackson. "User Experience of Green Building Certification Resources: EarthCraft Multifamily." Sustainability 13, no. 14 (2021): 7871. http://dx.doi.org/10.3390/su13147871.

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To improve the construction industry’s capacity to deliver sustainable infrastructure, guidance on delivering green building systems needs to be more usable. Green buildings have certifications and ratings in place that ensure that projects are environmentally responsible and meet standards in resource efficiency. EarthCraft Multifamily (ECMF), an evolving green building certification, has been successful in increasing the delivery of energy-efficient affordable housing, and this study leverages user experience (UX) methodologies to understand how to further improve ECMF and replicate its success. This study identifies the impact ECMF tools and resources, such as the program manual, worksheet, and technical guidelines, have on enhancing project delivery for architects. This study conducted data analysis on project specifications, heuristic evaluation data, and stakeholder interview data. As the strengths and weaknesses of ECMF were identified, knowledge on the usability of the green building certification program was unveiled. Heuristic evaluations data show that accessibility and usability issues are present in ECMF resources. Interview data show that architects’ experiences with ECMF resources were affected by some of the usability issues identified in the heuristic evaluation data. Coded interview transcripts show the most prominent participant-identified improvements represented within the data. Resources need appropriate visual representation such as readability and hierarchy to improve their usability. Understanding how ECMF resources are utilized during project delivery allows for the appropriate content and options to be strategically framed to improve accessibility and enhance user decision making. ECMF resources can allow for the inclusion of a broader set of stakeholders by lowering the level of expertise required for sustainable infrastructure delivery.
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A Adewusi, Bolanle, Bolaji Iyanu Adekunle, Sikirat Damilola Mustapha, and Abel Chukwuemeke Uzoka. "Advances in AI-Augmented User Experience Design for Personalized Public and Enterprise Digital Services." International Journal of Advanced Multidisciplinary Research and Studies 3, no. 6 (2023): 1910–29. https://doi.org/10.62225/2583049x.2023.3.6.4408.

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The integration of Artificial Intelligence (AI) into user experience (UX) design is fundamentally transforming the way digital services are delivered across public and enterprise platforms. As digital interactions become increasingly complex and data-driven, AI-augmented UX design offers the potential to create highly personalized, intuitive, and adaptive digital environments that cater to diverse user needs. This paper explores the latest advances in AI-augmented UX design, focusing on how emerging AI techniques such as machine learning, natural language processing, computer vision, and behavioral analytics are being deployed to enhance personalization, usability, accessibility, and service delivery efficiency in both public and enterprise contexts. We examine how public sector institutions are leveraging AI-driven UX to improve citizen engagement, streamline service delivery, and foster digital inclusion through personalized portals, chatbots, and predictive interfaces. In parallel, enterprises are adopting intelligent UX systems to tailor customer journeys, increase operational efficiency, and gain competitive advantage through real-time adaptation to user behavior and preferences. The study highlights the integration of AI with UX methodologies such as design thinking and user-centered design to create responsive interfaces that evolve continuously with user feedback and contextual data. Key challenges such as data privacy, algorithmic bias, ethical AI use, and user trust are critically analyzed, with emphasis on strategies to ensure transparency, fairness, and inclusivity in AI-driven UX solutions. Additionally, the paper identifies emerging trends including AI-driven accessibility for persons with disabilities, emotion-aware interfaces, and zero UI (voice- or gesture-based interaction) as frontiers for future development. Our findings emphasize that AI-augmented UX design is not only a technological evolution but also a strategic enabler of personalized digital transformation. It requires interdisciplinary collaboration among designers, engineers, policymakers, and stakeholders to harness its full potential responsibly. The paper concludes by offering actionable frameworks and policy recommendations for integrating AI into UX design to deliver more inclusive, personalized, and efficient digital services.
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Ramadhan, Ikhwan Farhan, and Adam Sekti Aji. "Enhancing Repository Application UI/UX through Design Thinking Methodology." Journal of Scientific Research, Education, and Technology (JSRET) 3, no. 4 (2024): 1540–50. https://doi.org/10.58526/jsret.v3i4.531.

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This research discusses the application of Design Thinking methods in redesigning the user interface (UI) and user experience (UX) of an academic repository website. With the growing need for user-centered design, this research focuses on how a Design Thinking approach can be used to improve the usability and visual appeal of a repository website. The method includes five main stages: Empathize, Define, Ideate, Prototype, and Test, which were applied to deeply understand the user experience through interviews and observations. Data was collected using the System Usability Scale (SUS) and the results showed a low score, indicating major problems in the aspects of navigation, accessibility, and monotonous visual design. The results of this study showed significant improvements in website functionality and user satisfaction, achieving an average SUS score of 93.58, classified as “Excellent” (Grade A). The redesign process yielded a modern and minimalist interface that enables users to access features with ease, enhancing information retrieval and overall engagement. This research underscores the critical role of design thinking in creating accessible, aesthetically pleasing, and user-friendly interfaces that align with user needs. By prioritizing empathy and iterative development, the study highlights the potential of design thinking to revolutionize UI/UX design, ensuring impactful and satisfying digital experiences.
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Harshal, Yashwant Rinait, Ajay Kapse Tanmay, and Lekhraj Villhekar Prof. "Study and Review Various Approaches for Human Computer Interaction with Verge of AI." Journal of Research and Reviews in Human Computer Interaction 1, no. 2 (2025): 1–3. https://doi.org/10.5281/zenodo.15542262.

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<em>Human-Computer Interaction (HCI) is an essential transdisciplinary area that investigates the design, testing, and implementation of interactive computing systems. The article discusses HCI research progress in artificial intelligence (AI), user experience (UX) design, augmented reality (AR), and accessibility. The results summarize major trends, challenges, and potential future research directions to enhance HCI applications.</em> <em>Recent advances in AI have made user-system interactions much better, facilitating more responsive, adaptive, and personalized interfaces. UX design has shifted from just focusing on usability to creating emotional connections and multi-sensory interactions to ensure more profound connections with users. Augmented and virtual reality technologies, on the other hand, are revolutionizing conventional interaction paradigms, providing immersive experiences for use in education, healthcare, and more. In addition, inclusivity and accessibility have emerged as focal issues, promoting innovation in assistive technologies to ensure digital systems become more accessible and usable for people with various abilities.</em>
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Rahmat Saputra, La Ode Alvin, Rizal Adi Saputra, and Muh Akbar Perdana Ramadhan. "Jelajah Sultra: Inovation Of UI/UX Design for Smart Tourism App with AI-Based Travel Assistant to Support SDG 8." IC-ITECHS 5, no. 1 (2024): 559–67. https://doi.org/10.32664/ic-itechs.v5i1.1589.

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The Jelajah Sultra application is a conceptual digital innovation designed to promote sustainable tourism in Southeast Sulawesi by incorporating an AI-powered smart travel assistant and optimal UI/UX design principles. This initiative addresses the growing demand for user-friendly and efficient digital platforms in the tourism sector, particularly in response to increasing tourist numbers in Indonesia. The primary aim of this study is to develop a UI/UX design concept for a tourism application that supports sustainable tourism practices, enhances local economic growth, and empowers communities by improving market accessibility. Utilizing the Design Thinking method, this research involves the stages of empathizing, defining user needs, ideating, prototyping, and testing to create a user-centric design for Jelajah Sultra. The design incorporates features such as AI-powered chatbot assistance, interactive maps, and streamlined navigation to ensure a superior user experience. The usability testing resulted in a high usability score of 94.0, indicating the potential of Jelajah Sultra to facilitate seamless information delivery and effective interaction for users. This research contributes to SDG 8 by fostering local economic growth and supporting responsible tourism practices.
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Vijay Bhasker Reddy Bhimanapati, Pandi Kirupa Gopalakrishna Pandian, and Prof.(Dr.) Punit Goel. "UI/UX Design Principles for Mobile Health Applications." International Journal for Research Publication and Seminar 15, no. 3 (2024): 216–31. http://dx.doi.org/10.36676/jrps.v15.i3.1485.

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The rapid advancement of mobile health applications (mHealth) has revolutionized healthcare delivery, offering unprecedented convenience and accessibility for users. However, the effectiveness and user engagement of these applications are heavily influenced by their user interface (UI) and user experience (UX) design. This paper explores the fundamental UI/UX design principles crucial for the development of effective and user-friendly mobile health applications. Firstly, usability is paramount in mHealth applications, demanding that interfaces be intuitive and easy to navigate. Given the diverse demographic of users, including those who may not be tech-savvy or have disabilities, the design must incorporate clear and accessible navigation structures. This includes prominent call-to-action buttons, straightforward menus, and consistent layouts that facilitate effortless interaction. Secondly, visual hierarchy plays a critical role in guiding users through the application. Effective use of color, contrast, and typography ensures that key information is highlighted and easily distinguishable. The design should prioritize critical health information, such as medication schedules or symptom tracking, making it readily accessible and understandable.
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Weni Oktavia Agus, Finanta Okmayura, Shofia Tri Wahyuni, Greghard Shawenner, Melati Angguni, and Diny Syahputri. "Implementasi Metode Design Thinking Dalam Perancangan UI/UX Pada Aplikasi “Resep Kita”." JURNAL FASILKOM 14, no. 1 (2024): 156–65. http://dx.doi.org/10.37859/jf.v14i1.6637.

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This research responds to the challenges faced by housewives and students in choosing their daily cooking menu through the development of an Android application called "Resep Kita". The main objective of this research is to build an Android-based food recipe system to assist users in determining their daily menu. The research methodology includes problem identification and formulation, as well as data collection through in-depth interviews and literature studies. The application design involved designing the user interface using Balsamiq for mockups and Figma for prototypes. Application feasibility evaluation was conducted using the System Usability Scale (SUS), with the data collection process following the design thinking approach, including the empathize, define, ideate, prototype, and test stages. Application testing using the System Usability Scale (SUS) aims to assess user satisfaction, accessibility, and efficiency of use. The results of this test record information from direct observation of the needs of users who have difficulty determining cooking recipes every day. By involving the design of the user interface and user experience and testing it using the System Usability Scale (SUS), it was found that this application obtained a SUS score of 80% with Excellent and good scale B categories, as well as acceptable acceptability ranges. The conclusion of these results shows that the design of this application is feasible for the user.
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Wijaya, Agustinus Fritz, Teady Matius Surya Mulyana, and Garren Janico Liunard. "Desain User Experience (UX) Pada Website Smart City untuk Meningkatkan Aksesibilitas Layanan Publik." Jurnal Teknologi dan Manajemen Industri Terapan 4, no. 2 (2025): 69–75. https://doi.org/10.55826/jtmit.v4i2.582.

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Perkembangan konsep smart city menuntut pemerintah untuk menyediakan layanan publik yang tidak hanya efisien dan terintegrasi, tetapi juga inklusif dan mudah diakses oleh seluruh lapisan masyarakat. Penelitian ini bertujuan merancang dan mengevaluasi desain user experience (UX) pada website smart city guna meningkatkan aksesibilitas digital, khususnya bagi kelompok rentan seperti penyandang disabilitas dan lansia. Pendekatan Human-Centered Design (HCD) dan standar Web Content Accessibility Guidelines (WCAG 2.1) diintegrasikan dalam proses perancangan. Metode penelitian meliputi observasi, studi literatur, wawancara, penyebaran kuesioner, serta evaluasi heuristik dan usability testing terhadap prototipe website. Hasil pengujian menggunakan System Usability Scale (SUS) menunjukkan skor rata-rata 86,4 (kategori “Excellent”), dengan mayoritas pengguna dapat mengakses fitur utama dalam waktu kurang dari dua menit. Elemen UX seperti navigasi intuitif, kontras warna tinggi, kompatibilitas screen reader, dan desain responsif terbukti meningkatkan kenyamanan dan efektivitas interaksi pengguna. Penelitian ini memberikan kontribusi praktis dan teoretis dalam pengembangan website smart city yang inklusif dan berorientasi pada pengguna, serta mendorong transformasi digital layanan publik yang berkelanjutan.
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Awasthi, Ganesh K., Shikha Tewari, Narayanasamy S, Gomathi P, Sanjeeb Mallick, and Sivakami S. "Human-Computer Interaction Design Principles for Enhancing User Experience in Mobile Applications." ITM Web of Conferences 76 (2025): 05003. https://doi.org/10.1051/itmconf/20257605003.

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As mobile technology continues to evolve, so has the need for rich, immersive, and easy-to-use applications. The concepts of Human-Computer Interaction (HCI) are indispensable for User Experience (UX) because this field ideally troubleshoots accessibility, usability, and engagement problems. In this study, we propose a novel mobile app design model derived from state-of-the-art theories related to human-computer interaction (HCI), artificial intelligence (AI), and gesture-recognition and ability-based design to deliver intuitive, adaptive, and inclusive mobile applications.This research also improves accessibility, allowing adaptive and customizable experiences by integrating IoT data with user profiles. The article highlights the importance of built-in accessibility frameworks in mobile apps, which will be of exceptional help to users with disabilities in participating effectively in the digital realm. Another focal point is gesture-based interactions, where the optimization of gestures makes mobile interfaces more natural. However, non-standard hardware and UI designs often take a toll. This study improves gesture recognition methods to augment usability by prioritizing a tiny idle wrist displacement and stable function on mobile.Personalization With predictive models powered by AI and the ability to adapt interfaces in real-time, personalization enables apps to create meaningful experiences for users by dynamically adjusting based on their behavior and preferences, thus ensuring they stay relevant over time. This is unlike theoretical or lab-based experiments, which have been the backbone of many mainstream studies, and this research consolidates its framework with in-field testing and user feedback to provide practical applicability. In addition, the study extracts and validates key design principles in a real-world context.Therefore, this research proposes an integrative framework that embraces innovative HCI methodologies that can contribute to providing high-quality UX in mobile applications. It embraces agility, accessibility and personalisation while maximising touch, gestures and experience. In conclusion, the proposed framework serves as a foundation for further exploration and innovation in the realm of responsive and user-centric mobile applications in the current digital ecosystem.
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Oluwayemisi Runsewe, Olajide Soji Osundare, Samuel Olaoluwa Folorunsho, and Lucy Anthony Akwawa. "Optimizing user interface and user experience in financial applications: A review of techniques and technologies." World Journal of Advanced Research and Reviews 23, no. 3 (2024): 934–42. http://dx.doi.org/10.30574/wjarr.2024.23.3.2633.

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This review paper explores the critical aspects of optimizing User Interface (UI) and User Experience (UX) in financial applications, emphasizing the importance of design and technology in enhancing user engagement, trust, and accessibility. It examines trends such as minimalistic design, personalization, and integrating security features that build user confidence. Key design techniques, including User-Centered Design (UCD), wireframing, A/B testing, and responsive design, are discussed for their roles in creating intuitive and adaptable financial interfaces. The paper also delves into emerging technologies like Artificial Intelligence (AI), Machine Learning (ML), blockchain, Augmented Reality (AR), Virtual Reality (VR), and Voice User Interfaces (VUI), highlighting their potential to revolutionize the user experience in financial services. Finally, it addresses the challenges of balancing security with usability, adapting to new technologies, maintaining regulatory compliance, and embracing sustainability in design. This comprehensive review aims to provide insights into the evolving landscape of UI/UX in financial applications and offer guidance for future development.
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Oluwayemisi, Runsewe, Anthony Akwawa Lucy, Olaoluwa Folorunsho Samuel, and Soji Osundare Olajide. "Optimizing user interface and user experience in financial applications: A review of techniques and technologies." World Journal of Advanced Research and Reviews 23, no. 3 (2024): 934–42. https://doi.org/10.5281/zenodo.14937412.

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This review paper explores the critical aspects of optimizing User Interface (UI) and User Experience (UX) in financial applications, emphasizing the importance of design and technology in enhancing user engagement, trust, and accessibility. It examines trends such as minimalistic design, personalization, and integrating security features that build user confidence. Key design techniques, including User-Centered Design (UCD), wireframing, A/B testing, and responsive design, are discussed for their roles in creating intuitive and adaptable financial interfaces. The paper also delves into emerging technologies like Artificial Intelligence (AI), Machine Learning (ML), blockchain, Augmented Reality (AR), Virtual Reality (VR), and Voice User Interfaces (VUI), highlighting their potential to revolutionize the user experience in financial services. Finally, it addresses the challenges of balancing security with usability, adapting to new technologies, maintaining regulatory compliance, and embracing sustainability in design. This comprehensive review aims to provide insights into the evolving landscape of UI/UX in financial applications and offer guidance for future development.
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Nugroho, Doni Tri, Dwi Rosa Indah, Hardini Novianti, M. Rudi Sanjaya, and M. Husni Syahbani. "The Impact of Implementing Usability Principles in UI/UX on Consumer Purchase Intention on the Shopee Platform." SISTEMASI 14, no. 2 (2025): 687. https://doi.org/10.32520/stmsi.v14i2.5030.

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The advancement of technology and the internet has transformed consumer behavior, particularly in online shopping through e-commerce. Shopee, as a leading e-commerce platform in Indonesia, accounted for 51% of total e-commerce visits from February to April 2024, thanks to its integration of usability principles in its User Interface (UI) and User Experience (UX). In a highly competitive e-commerce landscape, usability is a key factor influencing purchasing decisions, as an optimal user experience can enhance trust and reduce shopping cart abandonment. This study evaluates the impact of usability, based on Nielsen’s Attributes of Usability (NAU), on consumer purchase intention on Shopee. A quantitative survey method was employed, involving 100 active Shopee users in Palembang. Data was collected through an online questionnaire and analyzed using multiple linear regression. The results indicate that efficiency, memorability, and satisfaction significantly influence purchase intention, with efficiency having a negative impact, while memorability and satisfaction have positive effects. Meanwhile, learnability and errors were found to have no significant effect. From a practical perspective, Shopee and other e-commerce platforms should optimize memorability and satisfaction in UI/UX design—such as through personalized interfaces and enhanced accessibility—to improve user experience, drive purchase intention, and strengthen customer loyalty in an increasingly competitive market.
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Ntahonkiriye, Alida, Charles Ndikumana, and Denise Mutoni. "Designing Inclusive Hybrid Learning Using Eye-Tracking and Adaptive UX: A Neuroadaptive Framework." Journal Emerging Technologies in Education 3, no. 3 (2025): 139–47. https://doi.org/10.70177/jete.v3i3.2233.

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Background. The growing diversity of learners in hybrid education environments necessitates adaptive systems that respond to individual cognitive and emotional states in real time. Traditional user experience (UX) models often fail to accommodate neurodivergent users or those with varying attention patterns and processing styles. Purpose. This study proposes a neuroadaptive framework that integrates eye-tracking technology and adaptive UX design to create inclusive hybrid learning experiences. Method. The research aims to examine how real-time gaze data can inform interface adjustments that support engagement, accessibility, and cognitive load management. Employing a mixed-method design, the study involved 58 university students who interacted with a prototype learning platform embedded with eye-tracking sensors and adaptive UX features. Quantitative data from gaze patterns, task completion, and performance metrics were complemented by qualitative feedback through user interviews and think-aloud protocols. Results. Results indicate that the neuroadaptive interface significantly improved task efficiency, learner focus, and subjective usability across diverse cognitive profiles. Conclusion. The study concludes that This study demonstrates that real-time biometric feedback can personalize hybrid learning experiences and improve inclusivit.
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Safitri, Destiara Kirana, and Andrianingsih Andrianingsih. "Analisis UI/UX untuk Perancangan Ulang Front-End Web Smart-SITA dengan Metode UCD dan UEQ." Techno.Com 21, no. 1 (2022): 127–38. http://dx.doi.org/10.33633/tc.v21i1.5639.

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Smart-SITA merupakan sebuah aplikasi berbasis web untuk membantu mahasiswa FTKI UNAS melakukan proses pengerjaan Tugas Akhir secara online. Dalam pembuatan suatu sistem, tiap-tiap aspek harus diterapkan dengan baik demi kenyamanan user dalam berinteraksi dengan aplikasinya yang dimana dapat dinilai dari usability User Interface (UI) dan User Experience (UX) nya. Penelitian ini memiliki tujuan, yaitu, menganalisis UI/UX dari Smart-SITA dan membuat desain solusi UI/UX nya untuk diterapkan dalam perancangan ulang Front-End Web Smart-SITA dengan menggunakan metode User Centered Design (UCD). Dalam tahapan evaluasi sistemnya, digunakan evaluasi User Experience Questionnaire (UEQ) yang diajukan kepada minimal 72 responden mahasiswa FTKI UNAS dan didapatkan hasil nilai mean dari total 6 aspek UEQ pada desain lama sebesar 0,20, lalu 1,28 untuk desain baru. Selanjutnya, testing menggunakan toolLigthouse untuk mengetahui kualitas halaman web dari Front-End WebSmart-SITA yang sudah dirancang ulang mendapat nilai meanPerformances sebesar 91, Accessibility 88,7, Best Practise 95,2.
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Elsana Bekti Nugroho and Ellya Zulaikha. "Enhancing Acne Care Through Design Thinking: UI/UX Blueprint for Dermist, a Teledermatology Application." Jurnal Ekonomi Manajemen Sistem Informasi 6, no. 3 (2025): 1434–44. https://doi.org/10.38035/jemsi.v6i3.3906.

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Acne is one of the most common skin diseases worldwide. Most patients often resort to self-experimentation with skincare products. Accessibility to dermatological consultations is limited by the lack of on-demand, online services. In addition, treatments often do not address individual skin concerns. With the emergence of telemedicine in the digital era, this research aims to develop a platform tailored to acne concerns to improve acne care by providing accessible, convenient, and personalized dermatological consultations. The study employed a design thinking methodology. Preliminary data were collected to explore potential solutions for women with acne. In-depth interviews during the Empathize stage helped identify user needs and pain points. In the Define stage, insights were translated into problems and solutions using user persona and value proposition canvas. The platform's blueprint was developed with the use of affinity diagrams, information architecture, and user flow. After wireframing, user interface (UI) and user experience (UX) design, the prototype was tested through in-depth interviews and usability testing using Maze.co and system usability score (SUS). Key features included personalized skincare routines, photo scanning for skin analysis, interactive consultation booking, skincare purchasing, a daily check-in feature, and educational modules. Testing with Maze.co revealed a usability score of 94 with a misclick rate of less than 10% across all tasks. Additionally, the application achieved an SUS score of 83.75."Dermist" demonstrates potential as an accessible and effective solution for improving acne care for women in Indonesia, setting a foundation for innovative teledermatology services.
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Lahmidi, Zineb, and Achraf Dadouh. "UX with regard to interruptive advertising on YouTube: State of the art." International Journal of Engineering, Business and Management 7, no. 3 (2023): 31–40. http://dx.doi.org/10.22161/ijebm.7.3.6.

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Often attached to usability, design, utility, accessibility, ergonomics, system performance, marketing, human-machine interaction, etc., UX is a multidisciplinary concept in continuous evolution. Among the online platforms marking this evolution, we shed light on one of the most manipulated video content sharing websites in Morocco: YouTube having a growing popularity and proposing a diversified digital advertising offer. From this point of view, the current research is theoretical in nature. It attempts to address the concept of user experience from a marketing perspective in general and in light of the evolution of YouTube advertising in particular. The aim is to focus more on the influencing factors attached to interruptive advertising on YouTube.
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Hamdanuddinsyah, Muhammad Hafizh, Mukhtar Hanafi, and Pristi Sukmasetya. "Perancangan UI/UX Aplikasi Buku Online Mizanstore Berbasis Mobile Menggunakan User Centered Design." Journal of Information System Research (JOSH) 4, no. 4 (2023): 1464–75. http://dx.doi.org/10.47065/josh.v4i4.3850.

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Currently, e-commerce has become a crucial necessity for society as it provides convenience and comfort in shopping. MizanStore, as an e-commerce platform, enables people to search for and purchase various products they need without leaving their homes. In this ever-evolving era, the use of mobile platforms is preferred over websites due to advantages such as easy accessibility and better user experience. Hence, a research study was conducted to design optimal user interface (UI) and user experience (UX) through the development of the MizanStore mobile application. The User Centered Design (UCD) methodology was implemented in this research, involving four main stages. These stages encompassed understanding the application's usability, conducting in-depth analysis of user needs, developing responsive design solutions, and evaluating through continuous testing. By employing this approach, existing issues were identified and addressed, resulting in a prototype design model that aligns with user expectations and desires. Testing was conducted with the participation of 10 users, utilizing the System Usability Scale (SUS) questionnaire. The results indicated that MizanStore obtained an average SUS score of 90, demonstrating high user satisfaction and alignment between the application and their needs. These findings provide a solid foundation for further improvement and development of MizanStore. Consequently, MizanStore can continue to deliver an optimal shopping experience and better meet user needs.
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Zakaria, Noor Azura, Putra Ahmad Maarifudin Ahmad Mizanudin, Siti Asma Mohammed, Muna Azuddin, and Romzie Rosman. "EXPLORING E-BOOKS EVALUATION: ISSUES, EVALUATION CRITERIA AND TECHNIQUES." Journal of Information System and Technology Management 10, no. 38 (2025): 232–51. https://doi.org/10.35631/jistm.1038016.

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E-book evaluation involves balancing technical and user-centered criteria to ensure usability and functionality across various contexts and platforms. This study reviews existing literature to examine the issues, challenges, evaluation criteria, and techniques used in e-book evaluation. Identified challenges include the lack of standardization in interfaces and functionalities, licensing restrictions such as Digital Rights Management (DRM), variability in accessibility features across formats, and the complexity of criteria influenced by context and user needs. Commonly used evaluation criteria include readability, accessibility, interactivity, efficiency, and navigation. The evaluation approaches vary across domains, with educational settings focusing on engagement and knowledge retention, academic contexts prioritizing accuracy and depth, and professional environments emphasizing practicality and efficiency. Methodologies such as mixed methods, usability testing, and surveys are used to measure user satisfaction and technical performance. This review offers valuable insights for developers, educators, and researchers. Additionally, guiding better user experiences in future e-book design and innovation.
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Mohammed, Siti Asma, Nuramalia Batrisyia Md Noor, and Muna Azuddin. "UX Evaluation of Dyslexia App Based on Honeycomb Model." Journal of Advanced Research in Computing and Applications 38, no. 1 (2025): 51–62. https://doi.org/10.37934/arca.38.1.5162.

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Dyslexia is a learning disorder that affects literacy skills, creating challenges for children in traditional educational settings. This study evaluates the overall user experience (UX) of Mari Membaca app, which is designed to help dyslexic children improve their reading abilities. Using the UX Honeycomb model as a framework, the app was evaluated through usability testing tasks and teacher interviews. The findings show that the app supports letter recognition and reading comprehension while keeping children engaged with interactive features. However, there is room for improvement, such as using more dyslexia-friendly fonts, adding foundational modules, and expanding phonics content. This research highlights how user-centered design and structured feedback can enhance educational tools, making them more inclusive and effective. The study also emphasizes the potential of digital solutions like Mari Membaca to transform learning for dyslexic children and calls for their integration into educational policies to promote accessibility.
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Mayanda, Alia Mutia, Agnes Sondita Payani, Adenia Adiresta, and Imairi Eitiveni. "Analisis Usability pada Human Capital Management System PT. XYZ menggunakan WEBUSE Model." Journal of Applied Computer Science and Technology 4, no. 1 (2023): 12–18. http://dx.doi.org/10.52158/jacost.v4i1.504.

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Human Capital Management System (HCMS) has become a necessity for organizations to perform administrative personnel services. PT XYZ started implementing HCMS in 2019 as an online self-service for personnel administration, which was previously done manually. During this transition phase, not all employees understand how to use the HCMS system due to its confusing interface. As a result, many employees still prefer assistance from the HR/IT team to make changes to their data rather than doing it themselves. This research was conducted to analyze the usability of the HCMS system using the WEBUSE method. There are four categories used: Content, Organization, and Readability (COR); Navigation and Links (NAL); User Interface Design (UID); and Performance and Effectiveness (PAE). Each category serves as a basis for measuring usability. Data was collected through questionnaires and interviews with respondents to obtain values and levels of WEBUSE usability based on user satisfaction aspects In the case study of this research, it was obtained from the results of the questionnaire distributed as many as 13 respondents stated that in general, the usability of the HCMS system was at the Good level. This research provides recommendations for improving the self-service HCMS based on the needs or experiences of employees using the system. Also contributes to the scientific study of UI/UX and provides an ideal overview practitioner in developing an HCMS system.
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Auliya, Rahman Fachri, and Dwi Rosa Indah. "Perancangan Ulang Desain UI/UX Website Digilib Universitas Sriwijaya Menggunakan Metode Double Diamond." JURNAL FASILKOM 14, no. 1 (2024): 135–48. http://dx.doi.org/10.37859/jf.v14i1.6919.

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System digitalization is an effort to improve quality to make it easier for users to manage the system digitally. Library digitalization aims to connect the interaction of the general public and information sources from the library without any interaction. Sriwijaya University State University facilitates student learning sequences in terms of submitting documents and searching for research and journals with Sriwijaya University's digital library called Digilib Unsri. However, based on an initial survey that was conducted with 30 respondents using the webuse method which was divided into 4 dimensions, namely (Content, Organization &amp; Readability, Navigation &amp; Links, User Interface Design, and Performance &amp; Effectiveness), stated that the satisfaction points for using the website were only of 0.55 with the level of use being at a moderate level. This is caused by several reasons, such as unclear website usage guidelines, feature functions that are difficult to understand, unattractive design appearance, and a display that is less user friendly. To overcome this, the author redesigned the interface design on the Digilib Unsri website using the Double Diamond method which is divided into 4 stages, namely discover, define, develop, and delivery. website with points of 0.85 and is at the "excellent" usage level. From these results, it can be seen whether the new design of the Digilib website prototype is accepted by users. This research uses webuse to measure website interface design, it is recommended that further research use other usability testing methods as a measuring tool for interface planning.
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Handriyantini, Eva, and Stefanus Salem. "DESIGNING USER EXPERIENCES IN CASUAL GAMES TO ENHANCE PRODUCT KNOWLEDGE." JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) 10, no. 3 (2025): 488–95. https://doi.org/10.33480/jitk.v10i3.5761.

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The widespread adoption of mobile platforms has transformed the gaming industry, making casual games highly popular due to their accessibility via smartphones and tablets. Beyond entertainment, casual games now serve as effective educational and marketing tools for delivering product knowledge. This study explores how user experience (UX) design can enhance product education in casual games by focusing on game mechanics, UX principles, narrative engagement, and product placement. Using a Design-Based Research (DBR) approach, this study develops, tests, and refines interactive experiences to ensure the effective implementation of design elements. Testing with 50 participants showed a 30% improvement in product recall after playing, along with high satisfaction levels regarding game usability and engagement. Participants also demonstrated improved time management skills and emotional connection to the game content. The game integrates challenges and activities designed to build cognitive and emotional engagement. Artificial intelligence (AI) technology is utilized through Unreal Engine to create a realistic and immersive environment. By incorporating product information into engaging gameplay, the game serves as both an educational and entertainment tool. This research provides practical insights for game developers, marketers, and educators on integrating educational content into casual games. By leveraging AI, user testing, and advanced UX strategies, casual games can become effective tools for game-based marketing and education. This game significantly enhances product knowledge retention, user engagement, and practical skills.
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Nuruz Zaman, Mochamad, Supriatnoko, and Muhammad Naufal Alhilmy. "Landscape lexical diversity for readability and safety mitigation on the commuter line bilingual information board." E3S Web of Conferences 604 (2025): 07001. https://doi.org/10.1051/e3sconf/202560407001.

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This study examines lexical diversity and readability of bilingual information boards on the Commuter Line Tanah Abang-Rangkasbitung in Indonesia, with a focus on their impact on passenger safety. It is motivated by observed discrepancies in translations, which could compromise clarity and effectiveness of public signage. The primary objective is to analyze lexical diversity and assess the readability of these translations using theoretical frameworks from Nida and Taber (2003), Newmark (1988), and Venuti (2012). The study employs a qualitative descriptive research design with Spradley’s Ethnographical Approach, focusing on the Green Ring Route, which encompasses 19 CL stations. Data were collected through direct observation, photographic documentation, and field notes and analyzed using domain, taxonomy, componential, and cultural theme. The findings reveal significant variation in readability levels, influenced by the translation techniques used. High readability was found in translations employing Literal Translation and Established Equivalent techniques, while medium and low readability were associated with Borrowing, Modulation, and Amplification techniques. These findings underscore the need for consistent, culturally relevant translation practices to ensure effective communication and passenger safety. The study concludes by recommending regular usability testing, feedback integration, and use of technology to enhance the accessibility and effectiveness of bilingual signage in public transportation.
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Aljunid, Shariffah Syazwana, Nurhizam Safie bin Mohd Satar, and Rozilawati Razali. "USABILITY GUIDELINES FOR DESIGNING M-HEALTH CLINICAL CODING AND GROUPING APPLICATION." Malaysian Journal of Public Health Medicine 23, no. 2 (2023): 350–58. http://dx.doi.org/10.37268/mjphm/vol.23/no.2/art.2275.

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The rapid progression of technology has led to web-based e-Health systems migrating to mobile device systems known as m-Health apps. Past researchers gave guidelines on the general e-Health, but the usability guidelines for m-Health apps were lacking. General guidelines are challenging to refer to when developing mobile apps with specific domains and complex functionalities. However, the absence of specific m-Health guidelines has made it challenging to design a quality and suitable app if it follows the general guidelines. Hence, specific usability guidelines for specific domains and complex functionalities apps with quality and sound research were developed to ensure the users get the best usable app. This study aims to produce a m-Health usability guideline for the clinical-based app of clinical coding and grouping for healthcare users. A total of ten participants participated in this study, which were fell into three categories; namely four industrial practitioners in the field of UI/UX, four experts with more than 20 years of experience in UI/UX and usability expertise, and two end-users, which consist of doctors and lecturers in public health and clinical coding. The data were collected through semi-structured interviews, allowing the participants to share feedbacks and comments to improve the usability guidelines and prototype for clinical coding and grouping of the m-Health app. The four participants from the expert categories had undergone usability evaluations, namely heuristic evaluations, while the two end-users’ groups had engaged in cognitive walkthroughs to improve the usability guidelines and the app’s prototype. The transcript of the interviews and usability evaluations were transcribed for thematic analysis using Nvivo software. The emerging themes were categorised into legibility and readability consisting of sub-themes font, icon, label and logo, buttons, and visual design that includes the sub-theme, theme and style, illustration and animation and colour. The emerging themes were a few vital usability components that were taken into consideration during the development of the m-Health app. The study highlights some of the usability components that were the foundation of the usability guidelines and the prototypes developed may be used by researchers and developers to develop the clinical-based m-Health app in the future. The usability guidelines and the clinical coding and grouping m-Health app prototype can be further tested towards other m-Health apps with similar features and between more experts and other wider audiences, such as older age groups and colour-blind people to produce a more robust and holistic app that is universally suited for all people. Moreover, the expansion from a medium-fidelity prototype to a high-fidelity app was also encouraged for future researchers and developers.
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Li, Qing. "Virtual space experience design of grand canal cultural heritage landscape: Panoramic interaction and guided tour algorithm." Journal of Autonomous Intelligence 7, no. 5 (2024): 1579. http://dx.doi.org/10.32629/jai.v7i5.1579.

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&lt;h3&gt;This work presents the application of interactive virtual reality (IVR) technology in the preservation and presentation of cultural heritage (CH) for China’s Grand Canal. The Grand Canal is a historical engineering marvel and an icon in Chinese cultural and economic development. This work addresses the need for the enhancement of traditional methods for CH education and preservation through immersive and interactive experiences. In this study, an IVR system is developed that is tailored to represent China’s Grand Canal with the objective of providing users with historical accuracy and better engagement. The IVR experience is designed based on core user experience (UX) principles to maintain usability, accessibility, and engagement. Key features of the model include panoramic interactions, higher participation, and realistic representations through better graphic rendering and 3-D modelling. A guided tour algorithm was employed for personalized and adaptive UX to increase user satisfaction. The findings found after the IVR implementation through the sourced feedback reveal that the IVR system has improved user engagement, comprehension, satisfaction, and immersion compared to traditional touring methods. The statistical analysis, including comparative analysis, cross-tabulation, and correlation tests, supported these conclusions.&lt;/h3&gt;
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Kim Young Seak. "Study on Relevance between Usability Principles of UX Design and Accessibility and Satisfaction in Social Commerce Websites." Journal of Korea Design Forum ll, no. 45 (2014): 237–48. http://dx.doi.org/10.21326/ksdt.2014..45.022.

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Sanchis Font, Rosario, MARIA JOSE CASTRO BELDA, MARIA BEGOÑA JORDA ALBIÑANA, and LUIS LOPEZ CUERVA. "E-LEARNING UNIVERSITY EVALUATION THROUGH SENTIMENT ANALYSIS CENTERED ON USER EXPERIENCE DIMENSIONS." DYNA DYNA-ACELERADO (November 24, 2022): [ 5 pp]. http://dx.doi.org/10.6036/10603.

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The COVID-19 crisis increased the number of users of university online teaching, enhancing the importance of this learning format. Additionally, ISO 9241-210:2019 standard sets the international standards for the design of products, services and interaction systems from usability, accessibility, and user experience (User eXperience - UX) perspective. Then, in order to design interfaces and learning experiences that include motivations, feelings and needs of end users, it is necessary to previously evaluate the UX of these environments, with less general and/or laborious methods than those that currently exist. Therefore, this work aims to establish the basis of a method that allows to automatically evaluate the UX of online teaching platforms by analyzing the users' sentiment about specific aspects of their virtual learning experience. To do this, 2,035 users were surveyed about their online learning experience with a questionnaire and an open text field to give their opinion. The population surveyed were online postgraduate students of the Universitat de València and the Universidad Rey Juan Carlos, and university students of massive open online courses of the Universitat Politècnica de València. The opinions collected in Spanish from 476 students were processed with the commercial sentiment analysis and natural language processing tool MeaningCloud, to analyze the sentiment (positive, negative, or neutral) about aspects of their experience. The results present a new model that, on the one hand, ontologically classifies categories and aspects of online education with sentiment analysis techniques, and on the other hand, the model groups these categories according to UX criteria, presenting its own classification to facilitate the evaluation of online learning experiences in a concrete and automatic way. Keywords: user experience, UX, e-learning, virtual learning, sentiment analysis, data mining, MeaningCloud, natural language processing, university online learning, user centered design, UCD, NLP, VLE
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44

Yash, Jani. "Enhancing Website Performance and User Experience: The Role of Lighthouse in Identifying and Mitigating UI Issues." European Journal of Advances in Engineering and Technology 6, no. 4 (2019): 51–56. https://doi.org/10.5281/zenodo.13319419.

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In the digital era, the quality of a website's user experience (UX) is pivotal in determining its success. This paper delves into the multifaceted impact of website development on UX, particularly emphasizing the critical role played by Google's Lighthouse [1] tool in identifying and mitigating UI issues. Despite advancements in web technologies, many websites suffer from suboptimal performance and poor usability, leading to significant adverse effects on user engagement, satisfaction, and conversion rates. This study examines the comprehensive benefits of employing Lighthouse [1], an open-source, automated auditing tool, to enhance website performance, Accessibility [7], adherence to best practices, and search engine optimization (SEO) [3]. Through an in-depth analysis of common development pitfalls and their detrimental effects on UX, we highlight how Lighthouse [1] provides actionable insights and recommendations that can transform user interactions with web interfaces. Additionally, the paper explores the socio-economic implications of bad UI, demonstrating how it can lead to increased bounce rates, reduced customer retention, and potential revenue losses. By integrating case studies and empirical data, we underscore the efficacy of Lighthouse [1] in driving substantial improvements in web development practices, ultimately fostering a more inclusive, efficient, and engaging online ecosystem [4]. This investigation aims to provide web developers, designers, and stakeholders with a robust framework for leveraging Lighthouse [1] to achieve superior UX outcomes, thereby aligning technological capabilities with user-centric design principles.&nbsp;
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Hameed, Sahul. "Evaluation of Web Design: Historical Development, Current Practices, and Future Directions." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 12 (2024): 1–6. https://doi.org/10.55041/ijsrem40151.

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The internet architecture has been grossly changed since the early 1990s with the fast pace of web- enabling devices. The dissertation reflects on how the web design evolution picked its pace from highly text-oriented configurations typical of the early, emergent web to today's responsive and user-centered designs. Most significant changes occurred since responsive frameworks and mobile- first design principles, which make a site accessible on most different devices from desktop computers to wearable technologies. This will mean that with advancing technology, web design can include AI and AR into its designs as well. Possible future trends will conclude the paper making their integration with modern functionalities to create more immersed experiences for the user and constantly explain the need to scale in web designing. Key Words: Human-Computer Interaction (HCI), Web Usability, Responsive Web Design, User Experience (UX), Accessibility Standards, Front-End Development, AI in Web Design.
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Huda, Shamsul, Ari Eko Wardoyo, and Henny Wahyu Sulistyo. "Analyzing UI and UX of Verval PTK: Impact on Elementary School Data Precision." Sinkron 8, no. 2 (2024): 748–55. http://dx.doi.org/10.33395/sinkron.v8i2.13572.

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This study explores the implementation of the Verval PTK application in elementary school data management in Kabupaten Jember, with emphasis on its impact and precision. The research methodology adopts a differential qualitative descriptive design, with the main focus on elementary schools in Kabupaten Jember that have integrated Verval PTK. Five Elementary Schools were involved in the study. Among others, SD Negeri Jember Lor 2, SD Negeri Kepatihan 1, SD Negeri Jember Kidul 2, SD Negeri Kebonsari 1, and SD Negeri Patrang 1. In the analysis, the study involved technical aspects such as usability tests, performance measurements using Lighthouse, and A/B tests. However, challenges related to platform accessibility and stability are still a concern. Performance measurement using Lighthouse shows excellent scores, although SEO scores require further attention to improve. A/B tests highlight significant improvements in time efficiency and data accuracy through Verval PTK implementations, but some low scores require more in-depth analysis. A number of technical recommendations were put forward to improve the security, stability, accessibility, and SEO optimization of Verval PTK. Regular software updates, efficient error management, and real-time performance monitoring are key focuses to support continuous development. This recommendation is directed to strengthen the role of Verval PTK in supporting efficient and accurate school data management.
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Paundog, Cheryl. "Efficacy of Printed Modules and Challenges in Assessment in Relation to Academic Performance of Learners in Mathematics." International Multidisciplinary Journal of Research for Innovation, Sustainability and Excellece (IMJRISE) 2, no. 1 (2025): 113–24. https://doi.org/10.5281/zenodo.14622918.

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<strong>Abstract:</strong> <strong>&nbsp;</strong> The study aimed to determine the level of efficacy of printed modules and degree of challenges in assessment in relation to the academic performance of Math 8 learners in Mathematics of Bais City National High School (BCNHS) of the Division of Bais City, Negros Oriental during the School Year 2020-2021. It examined the level of efficacy of printed modules according to integrity, usability, readability and accessibility. Moreover, this study aimed to find out whether or not significant difference exist in the following areas when grouped and compared according to sex and average family monthly income. Further, it aimed to determine the degree of challenges in assessment according to strategy, feedback mechanism and performance tasks. This study made use of descriptive research design with 237 students as respondents. Results shows that there was a significant difference in the level of efficacy of printed modules in the areas of integrity and readability but no significant difference in the areas of usability and accessibility when grouped according to sex, and no significant difference in the level of efficacy of printed modules in the aforementioned areas when grouped according to average family monthly income. It is recommended that the Chief of School Governance and Operation Division (SGOD) should craft training for upskilling teachers about assessment in the new normal. The school head should send notes of recognition to all types of learners for achieving satisfactory academic performance to motivate them to sustain or improve the current achievement status. &nbsp; <strong>Keywords:</strong> Academic performance, assessment, printed modules, learners. <strong>&nbsp;</strong>
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Kristiawan, Yohanes Nico, Faishal Mufied Al Anshary, and Syfa Nur Lathifah. "Designing UI/UX for Academic Module of Education Management System Using Design Thinking." Jurnal Teknologi Informasi dan Pendidikan 18, no. 1 (2025): 722–34. https://doi.org/10.24036/jtip.v18i1.884.

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Learning is the process of altering behavior through the acquisition of knowledge, useful skills, and moral precepts from a variety of sources. The role of media in education is becoming more and more important in the current digital era to improve human resources. By improving resource management, openness, and information exchange, education management systems raise academic standards. The COVID-19 pandemic has sped up digital learning, but issues with accessibility and flexibility still exist and require creative solutions. The digitalization of education is getting closer to reality thanks to growing internet usage, improved infrastructure, and greater technology literacy. The Education Management System (EMS) website at SMPN 1 Magetan was created using a Design Thinking methodology, which is examined in this paper. The goal of the academic module design is to improve user experience and management effectiveness. Key system features were defined by analyzing the user needs that were discovered through interviews. Low-fidelity wireframes were the first step in the design process, which continued to high-resolution prototypes. The prototype, when tested using the Maze tool, received a pleasant and user-friendly experience, with an average System Usability Score (SUS) of B and a Single Ease Question (SEQ) score of 5.5 to 6.0 out of 7 from all role like Student, Teacher, Parent, and Administrative Staff.
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Keller, Maria M., Beth Dolph, Lora Cavuoto, Molly Ranahan, Thomas H. Feeley, and Liise K. Kayler. "Formative Usability of the Kidneytime Online Live Donor Kidney Transplant Education Tool Among Transplant Candidates." Progress in Transplantation 31, no. 4 (2021): 314–22. http://dx.doi.org/10.1177/15269248211046035.

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Background Web-based education may be a powerful tool to support transplant candidates’ learning and communication about live donor kidney transplantation. Few educational interventions are web-based and have education sharing for living donor transplant as a primary goal. Methods Through user-centered design and iterative usability testing, we developed a web platform, called KidneyTIME, to support an educational intervention for adult transplant candidates. KidneyTIME delivers animated videos to improve candidate knowledge, motivation, and self-efficacy to pursue living donor transplantation and to promote outreach through video sharing. The animated-video educational content was previously produced by the researchers. We conducted a formative usability evaluation of the KidneyTIME web platform to enable users to find, view, and share the previously produced videos. A total of 30 kidney transplant candidates were involved in 4 rounds of testing at one transplant center, with amendments made after each round. Results Transplant candidates were predominantly White non-Hispanic; 47% had incomes &lt;$30 000 and &gt;43% had vision or motor impairment. Readability, navigation, and failure to find videos were the main usability issues identified. Substantial improvements were found in the usability of most functions after implementing certain features, such as enlarging text and buttons, enhancing contrast, and simplifying presentation. Participants reported that the intervention was user friendly and easy to navigate. Conclusion Considering feedback from a wide spectrum of users has improved the usability of KidneyTIME. A salient concern for End stage kidney disease populations is ensuring online accessibility despite vision and motor impairments.
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Theodorou, Paraskevi, Kleomenis Tsiligkos, Apostolos Meliones, and Costas Filios. "A Training Smartphone Application for the Simulation of Outdoor Blind Pedestrian Navigation: Usability, UX Evaluation, Sentiment Analysis." Sensors 23, no. 1 (2022): 367. http://dx.doi.org/10.3390/s23010367.

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Training blind and visually impaired individuals is an important but often neglected aspect of Assistive Technology solutions (ATs) that can benefit from systems utilizing multiple sensors and hardware devices. Training serves a dual purpose as it not only enables the target group to effectively utilize the ATs but, also, helps in improving their low acceptance rate. In this paper, we present the design, implementation, and validation of a smartphone-based training application. It is a form of immersive system that enables users to learn the features of an outdoor blind pedestrian navigation application and, simultaneously, to help them develop long-term Orientation and Mobility (O&amp;M) skills. The system consists of an Android application leveraging, as data sources, an external high-accuracy GPS sensor for real-time pedestrian mobility tracking, a second custom-made device attached to traffic lights for identifying their status, and an ultra-sonic sensor for detecting near-field obstacles on the navigation path of the users. The training version running as an Android application employs route simulation with audio and haptic feedback, is functionally equivalent to the main application, and was used in the context of specially designed user-centered training sessions. A Usability and User Experience (UX) evaluation revealed the positive attitude of the users towards the training version as well as their satisfaction with the skills acquired during their training sessions (SUS = 69.1, UEQ+ = 1.53). Further confirming the positive attitude was the conduct of a Recursive Neural Network (RNN)-based sentiment analysis on user responses with a score of 3 on a scale from 0 to 4. Finally, we conclude with the lessons learned and the proposal of general design guidelines concerning the observed lack of accessibility and non-universal interfaces.
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