Academic literature on the topic 'UI/UX For Marginalized Groups'

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Journal articles on the topic "UI/UX For Marginalized Groups"

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Li, Wanxin. "User-Centered Design for Diversity: Human-Computer Interaction(HCI) Approaches to Serve Vulnerable Communities." Journal of Computer Technology and Applied Mathematics 1, no. 3 (2024): 85–90. https://doi.org/10.5281/zenodo.13506623.

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User-centered design is important in serving vulnerable groups, which means that we consider this perspective when researching and developing new technologies and systems, and add humanistic background and diversity considerations. Human-computer interaction (HCI) methods should not only focus on the functionality of technology, but also pay attention to the emotional and psychological needs of users, and effectively improve the usability and friendliness of technology. Vulnerable groups face many challenges in accessing and using technology, including technical barriers, cultural differences,
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Ering, Anatasya Lingkanwene, and Yessica Nataliani. "Penerapan Metode Design Thinking Pada Perancangan UI/UX Website Gereja di Gereja GMIM Nimahesaan Pinaras." Jurnal Indonesia : Manajemen Informatika dan Komunikasi 5, no. 2 (2024): 1833–45. http://dx.doi.org/10.35870/jimik.v5i2.756.

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The GMIM Nimahesaan Pinaras Church has not optimally utilized information technology to support church services. Until now, all information has been limited to WhatsApp groups or reading congregational news. From these problems, a solution is provided to design and develop the UI/UX of the church website related to worship and church finances. This website's UI/UX design uses the design thinking method in five stages: Empathize, define, ideate, prototype, and test. Test results using the System Usability Scale (SUS) by assessing feasibility, convenience, and system constraints. The success of
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Iegorova, Irina, and Kate Ilchenko. "PECULIARITIES OF UI TESTING." Bulletin of the National Technical University «KhPI» Series: New solutions in modern technologies, no. 4(14) (December 28, 2022): 18–23. http://dx.doi.org/10.20998/2413-4295.2022.04.03.

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The modern development of information technologies significantly affects the formation of demand and causes the appearance of digital products. For any digital product to be successful, a user-centric approach must be taken. User experience research is a key component of this development approach. UX research is the process of finding out how people interpret and use products and services. It is used everywhere from websites to mobile phones, consumer electronics, medical equipment, banking, and more. In UX design, research is a fundamental part of solving relevant problems. Today, when all ex
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Rumbiak, Rudolf, Royana Afwani, and Budi Irmawati. "RANCANG BANGUN USER INTERFACE DAN USER EXPERIENCE APLIKASI SEMBAKO BERBASIS WEB PADA TOKO G-STAR MENGGUNAKAN METODE HUMAN CENTERED DESIGN." Jurnal Teknologi Informasi, Komputer, dan Aplikasinya (JTIKA ) 6, no. 2 (2024): 491–99. http://dx.doi.org/10.29303/jtika.v6i2.411.

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The advancement of information and communication technology (ICT) has notably impacted various sectors, including trade. For grocery stores, effective User Interface (UI) and User Experience (UX) design are vital to ensure technology is user-friendly across different groups. This research applies the Human-Centered Design (HCD) method to develop the UI and UX for the G-Star grocery store web application, focusing on user needs, preferences, and contexts to create an intuitive interface. The research process includes stages such as user needs analysis, prototype design, usability testing, and i
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Miller, A. "Better Health by Design: UX for Health and Wellness." Interactions 32, no. 1 (2025): 48–49. https://doi.org/10.1145/3703449.

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This forum is dedicated to exploring the notion of meaningfulness in design processes, taking the perspectives of community groups, nongovernmental organizations, and those who are marginalized in society as starting points. Authors will reflect conceptually and methodologically on practical engagements. --- Rosanna Bellini and Angelika Strohmayer, Editors
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Ruddro, Rezwanul Ashraf. "ENERGY EFFICIENCY MONITORING IN INSTITUTIONAL FACILITIES: A REVIEW OF UI/UX SOLUTIONS FOR IOT DASHBOARDS." International Journal of Scientific Interdisciplinary Research 06, no. 01 (2025): 137–62. https://doi.org/10.63125/yhr4g345.

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As energy consumption becomes a critical concern for institutional facilities such as universities, hospitals, and government buildings, there is an increasing shift toward leveraging Internet of Things (IoT) technologies to enhance energy efficiency and operational sustainability. A key enabler in this transformation is the energy monitoring dashboard—an interface that aggregates and visualizes data from distributed smart meters, sensors, and gateways. However, the success of these dashboards hinges not only on their technical capacity but also on the quality of their user interface (UI) and
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Arthalia Wulandari, Ika, Mujito, and Budi Asmanto. "Implementasi Metode Design Thinking dalam Perancangan UI/UX Aplikasi Menabung." Jurnal Ilmiah Sistem Informasi (JISI) 4, no. 1 (2025): 21–29. https://doi.org/10.24127/jisi.v4i1.8560.

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Mobile-based savings apps offer convenience in financial planning and management.However, many apps still face challenges regarding user experience (UI/UX) quality, which impacts user adoption and satisfaction. Poor user experience is often caused by interfaces that are not user-centered and a lack of understanding of users' needs. To address this issue, the Design Thinking approach, which focuses on empathy and innovative solutions,has become an increasingly popular methodology in application design. This study examines the application of the Design Thinking method in designing the UI/UX of s
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Kwan, Tsz Ho, Denise Pui Chung Chan, and Shui Shan Lee. "User Experience and Usability of Neumorphism and Gamification User Interface Designs in an HIV Self-Test Referral Program for Men Who Have Sex With Men: Prospective Open-Label Parallel-Group Randomized Controlled Trial." JMIR Serious Games 10, no. 2 (2022): e35869. http://dx.doi.org/10.2196/35869.

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Background Digital interventions have been applied for promoting HIV prevention and care among men who have sex with men (MSM). As user interface (UI) design plays a role in determining usability and user experience (UX), the intervention outcome could be affected. Objective In this study, we hypothesized that 2 UI design styles, namely gamification and neumorphism, could impact usability and be differentially preferred by distinct groups of MSM. Methods A prospective parallel-group open-label randomized controlled trial was conducted in Hong Kong. Eligible participants were adult MSM recruite
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Wang, Min, and Zhewen Zhao. "A Cultural-Centered Model Based on User Experience and Learning Preferences of Online Teaching Platforms for Chinese National University Students: Taking Teaching Platforms of WeCom, VooV Meeting, and DingTalk as Examples." Systems 10, no. 6 (2022): 216. http://dx.doi.org/10.3390/systems10060216.

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This study aims to explore online teaching from the perspective of the cultural-centered model (CCM) of user experience (UX) design and learning preferences (LP) for by investigating in Chinese national universities. A mixed-method approach was used based on the results of a questionnaire survey; results showed that questions mostly reported by students mainly concerned the need for test preparation, such as playback and optimized interactive functions. The need for playback feedback also indicates that teachers are reluctant to turn on the playback function when teaching online, and there are
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Wiyaringtyas, Anggis Rizky, and Irma Damajanti. "Designing UI/UX App for Parents of ASD Children through Social Approach." JURNAL TEKNOLOGI DAN OPEN SOURCE 7, no. 2 (2024): 110–24. https://doi.org/10.36378/jtos.v7i2.3863.

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Compared to children’s parents with typical conditions, parents of children with autism spectrum disorder (ASD) experience higher levels of stress. As a result, parents may become more at risk of social stigma and become apart from those who seem can't understand their situation. Parents' stress levels can be reduced by experiencing a positive response like happiness and comfortable. One of the factors that makes parents of children happy and comfort with ASD is social support. In this study, researchers developed a smartphone application that can provide social support—such as groups, informa
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Conference papers on the topic "UI/UX For Marginalized Groups"

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Pereira, Nathaniel. "Implicit Bias in UX Research Methods." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002544.

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User Experience (UX) is a multidisciplinary field that utilizes specialized research methodologies to provide approaches to accessibility and usability among the users of a physical or digital product. However, in the development of these methodologies, implicit bias can present obstacles to an equitable user experience for marginalized groups. The purpose of this pilot study was to find trends in the awareness of implicit biases, such as physical, social and emotional, or cognitive and intellectual barriers to participation in UX research processes to ultimately inform larger studies. An onli
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Khaleeva, Ulyana. "Evaluating the Interface Using Expert-heuristic Method." In 31th International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2021. http://dx.doi.org/10.20948/graphicon-2021-3027-1114-1124.

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The research aims to form a new method for evaluating interfaces, ensuring its multi-criteria nature and eliminating the shortcomings of previous methods. A combination of expert and heuristic approach is proposed, to detect a wide range of UI/UX problems, to ensure assessment competence and to reduce the level of distrust of the expert. In the first experiment, two groups of interfaces with different characteristics were evaluated, with two interfaces in each group. Fifteen heuristics were evaluated: ten general purpose criteria and five specialized criteria. Thirteen experts were involved, f
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Morisso, João, Marcelo Gitirana Gomes Ferreira, Alexandru Cristian Rusu, Oriella Ortiz, and Kevin Vera. "Exploring Microinteractions in Online Grocery Shopping: A Comparative Analysis Using Co-discovery User Testing." In 16th International Conference on Applied Human Factors and Ergonomics (AHFE 2025). AHFE International, 2025. https://doi.org/10.54941/ahfe1006678.

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This study investigates user interactions on two online grocery shopping (OGS) platforms, Santa Isabel and Jumbo, using the co-discovery method. Conducted in Valparaíso, Chile, the research explores microinteractions in usability and user experience (UX) through observational and comparative analysis. The study highlights how differing interface designs influence user interaction patterns, usability challenges, and satisfaction. In a controlled UX and Usability Laboratory setting, two experiments were conducted with participants aged 18–36, in groups of two and performed predefined tasks. The
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Polanco Jr, Alexis, and Tsailu Liu. "Uncovering an Inclusion Gap in the Design of Digital Assessments for Middle school-aged Deaf and Hard of Hearing Students in the United States." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003329.

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What does a score on a digital assessment mean? At its core, a score is a measurement of how a student matches up to a predefined construct. For example, a reading assessment may measure the construct of a student’s reading fluency, comprehension, or both. This research seeks to challenge the legitimacy of digital assessment from the lens of Accessibility, User Experience (UX), Inclusive Design, and Marginalized Populations by focusing on the needs of the deaf and hard of hearing (DHH) middle school-aged student in the United States.DHH learners are among the least understood groups. Neither t
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Terpstra, Glenn. "Building Better Community: A You-centralized Experience." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002542.

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Through a metaverse hosted art show we use novel mechanisms to control access to content in virtual spaces. In these spaces where anonymity is the standard, and requiring interaction is secondary to being viewed or received, we explore unique means of service deployment by requiring viewers to create “content” in the form of survey responses and other interactions prior to accessing the show’s content. To strengthen the connection to the virtual space we offer POAP’s to participants to add a layer of accountability and a way of monitoring attendance and interaction on the blockchain. Content m
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