Academic literature on the topic 'User Experience (UX) design'

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Journal articles on the topic "User Experience (UX) design"

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St. Peter, Hilary A. Sarat. "Communicating User Experience." International Journal of Sociotechnology and Knowledge Development 7, no. 2 (2015): 14–26. http://dx.doi.org/10.4018/ijskd.2015040102.

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Research in the ICT4D field implicates lack of user-centered design in the high rate of ICTD project failure. The field of user experience (UX) offers potentially fruitful approaches for user-centered design. In the ICTD context, these principles and methods clash with the triple constraints of project management (time, scope and funding). This paper introduces the user persona from UX design as a powerful tool for considering the user's perspective within resource-constrained ICTD projects. Although personas appear simple, they introduce complex communicative affordances, pragmatic benefits,
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Ahsan, Moh, Wahyudi Arianto, and Robbi Tri Murdani. "User Interface Design And User Experience Kuysedekah.Id Mobile Applications." SMATIKA JURNAL 10, no. 02 (2020): 109–14. http://dx.doi.org/10.32664/smatika.v10i02.515.

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Penduduk Indonesia mayoritas beragama islam, sehingga terdapat banyak masjid di Indonesia. Banyak masyarakat yang melakukan penggalangan dana secara langsung di jalan namun tak jarang pula kegiatan seperti ini malah menghambat mobilitas pengguna jalan seperti kemacetan dan kurangnya transparansi terhadap dana. Sebuah inovasi prototype aplikasi untuk sedekah yang mudah dan berdasarkan keinginan pengguna. Model pengembangan desain design thinking aplikasi Kuysedekah.id berbasis Mobile App. Prototype design UI (User Interface) dan UX (User Experience) bertujuan untuk menghasilkan hasil yang baik,
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Bacha, Jeffrey A. "Mapping Use, Storytelling, and Experience Design." Journal of Business and Technical Communication 32, no. 2 (2017): 198–228. http://dx.doi.org/10.1177/1050651917746708.

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Framed around three different antenarratives about system development, this article builds on established user-centered theories to present a mixed-method approach to user experience (UX) design. By combining network theory, storytelling, and process mapping, this article provides a practical method of including users’ experiences during the predevelopment stages of building workplace-specific digital technologies. Specifically, this article argues for the collection of user-generated antenarratives as the first step in UX product development and demonstrates how to use those experience-based
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Wong, Seng Yue, and Simin Ghavifekr. "User Experience Design of History Game." International Journal of Distance Education Technologies 16, no. 3 (2018): 46–63. http://dx.doi.org/10.4018/ijdet.2018070103.

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User experience (UX) and user interface design of an educational game are important in enhancing and sustaining the utilisation of Game Based Learning (GBL) in learning history. Thus, this article provides a detailed literature review on history learning problems, as well as previous studies on user experience in game design. Future studies on educational history games will benefit from this systematic review and analysis of current educational history games, as this article examines in detail which game features are the most effective in promoting engagement and supporting the process of lear
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Rousi, Rebekah. "Unremarkable experiences - Designing the user experience of elevators." Swedish Design Research Journal 11 (June 28, 2016): 47–54. http://dx.doi.org/10.3384/svid.2000-964x.14147.

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Elevators enable people and goods to be transported to great heights at substantial speeds.The feats required technologically for suspension, movement, controls and safety are no less than remarkable. This is increasingly so when considering the competing new heights of skyscrapers. Although technological accomplishments are becoming ever more extraordinary, for the sake of those using the technologies, there is also the need to counter this remarkableness and consider the unremarkable as an experiential design goal. Discourse in user experience (UX) has mainly focused on designing for positiv
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Ntoa, Stavroula, George Margetis, Margherita Antona, and Constantine Stephanidis. "User Experience Evaluation in Intelligent Environments: A Comprehensive Framework." Technologies 9, no. 2 (2021): 41. http://dx.doi.org/10.3390/technologies9020041.

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‘User Experience’ (UX) is a term that has been established in HCI research and practice, subsuming the term ‘usability’. UX denotes that interaction with a contemporary technological system goes far beyond usability, extending to one’s emotions before, during, and after using the system and cannot be defined only by studying the fundamental usability attributes of effectiveness, efficiency and user satisfaction. Measuring UX becomes a substantially more complicated endeavor when the interaction target is not just a technological system or application, but an entire intelligent environment and
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Rebelo, Francisco, Paulo Noriega, Emília Duarte, and Marcelo Soares. "Using Virtual Reality to Assess User Experience." Human Factors: The Journal of the Human Factors and Ergonomics Society 54, no. 6 (2012): 964–82. http://dx.doi.org/10.1177/0018720812465006.

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Objective: The aim of this article is to discuss how user experience (UX) evaluation can benefit from the use of virtual reality (VR). Background: UX is usually evaluated in laboratory settings. However, considering that UX occurs as a consequence of the interaction between the product, the user, and the context of use, the assessment of UX can benefit from a more ecological test setting. VR provides the means to develop realistic-looking virtual environments with the advantage of allowing greater control of the experimental conditions while granting good ecological validity. Method: The metho
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Fadli, Muhammad Raffi. "USER INTERFACE AND USER EXPERIENCE OF INDOSPORT MOBILE APPLICATIONS USING A USER CENTERED DESIGN APPROACH." Arty: Jurnal Seni Rupa 9, no. 2 (2020): 128–38. http://dx.doi.org/10.15294/arty.v9i2.40365.

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An alternative solution for Indosport, considering the increasingly advanced smartphone development and also followed by the rapid growth of its users in Indonesia. The purpose of this study project is to produce a product in the form of a user interface (UI) and user experience (UX) design in helping to realize targeted mobile applications and not forgetting to apply the principles of visual communication design namely unity and variety, hierarchy, contrast, proportion and balance. The UI and UX design methods go through several stages of work in sequence: pre-production process, production p
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Salehudin, Mohammad, Abdulloh Hamid, Zuhkhriyan Zakaria, Widdy H. F. Rorimpandey, and Muhammad Yunus. "Instagram User Experience in Learning Graphic Design." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 11 (2020): 183. http://dx.doi.org/10.3991/ijim.v14i11.13453.

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<span lang="EN-US">Mobile phone technology offers new opportunities to integrate face-to-face learning also other models of learning. Instagram is mostly only used for business and public figure exposure. But we see a tendency to use Instagram that students use in learning graphic design as a way to access content, publish work and learning outcomes using mobile phone. The purpose of this study is to find out the comparison of the average value of In-diagram assisted creative learning and measure the user experience (UX) of Instagram in learning graphic design. This study uses a quantita
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Lee, Hee-Jin, Joon-Sang Lee, Eunkyoung Jee, and Doo-Hwan Bae. "A User eXperience Evaluation Framework for Mobile Usability." International Journal of Software Engineering and Knowledge Engineering 27, no. 02 (2017): 235–79. http://dx.doi.org/10.1142/s0218194017500097.

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The worldwide mobile software market has grown dramatically since feature phones became popular in the early 1990s. In practice, mobile usability — which can be defined for a resource-constrained device in two ways, namely, User eXperience (UX) and User Interface (UI) — has been regarded as the key to gaining superiority in terms of both market share and customer loyalty. Unfortunately, de facto standards for software design and the development process, such as Unified Modeling Language (UML) and Rational Unified Process (RUP), do not seem to promote mobile usability in a systematic manner in
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Dissertations / Theses on the topic "User Experience (UX) design"

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

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User Experience, UX, som till en början främst användes inom IT-världen och sägs härstamma från HCI (Human Computer Interaction) används idag i allt större utsträckning. Den här studien syftar till att förtydliga vad UX innebär, hur definieras det samt hur ser yrkesrollerna ut inom UX. Denna studie är en jämförelse mellan teori och praktik för att se om praktiken matchar litteraturen. Ytterligare fokus ligger på organisationers UX-mognad samt vad det innebär för någon som är yrkesverksam inom UX. Vad innebär det för designers när mognaden är låg respektive hög? I den här studien användes huvud
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Bergström, Emil. "Exploring User Experience designers experiences working with Machine Learning." Thesis, Högskolan i Halmstad, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44633.

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

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Designing good digital experiences for children can be difficult; designers have to consider children's cognitive and motor skill limitations, understand their target audience, create something entertaining and educational, comply with national and international jurisdiction, and at the same time appeal to parents. We set out to create a general framework which designers and developers can use as a foundation and testing ground for their digital products in the field of user experience. The methods used during the thesis include interviews, literature studies, user testing, case studies, perso
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Chawana, Trevor Ngonidzashe. "Optimising the user experience design process for timeous systems development : a South African case study." Diss., University of Pretoria, 2020. http://hdl.handle.net/2263/80180.

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User Experience (UX) design is the process of creating products that adequately meet users’ needs and result in user satisfaction. In the context of software development, the application of UX design practices has been linked to increased profitability in organisations. Despite the financial benefit organisations stand to gain by adopting UX design practices, previous studies have revealed a low rate of adoption. One key source of resistance to the adoption UX design practices is the perception that adding new steps to an organisation’s software development process would prolong delivery timel
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Lindblom, Marcus, and Robin Åhlin. "Medical counselling via video using WebRTC : User interface and user experience design." Thesis, KTH, Hälsoinformatik och logistik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260959.

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CareLigo is a medical technology company that supplies heart failure patients with a home-based care solution called OPTILOGG. OPTILOGG helps patients to keep track of their symptoms, provides medication instructions and educates them about their illness. CareLigo requested an expansion of OPTILOGG which would allow patients to talk to care providers via video communication. This thesis describes the creation of this video communication solution and how this can be done in the best way for both patients and caregivers. Based on literature studies on human-computer interaction, user interface (
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Selent, Jette, and Michael Minge. "IM-UX – Fragebogen zu intrinsischer Motivation in der User Experience." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36919.

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Intrinsische Motivation gilt als wesentlicher Einflussfaktor dafür, dass Verhaltensweisen mit erhöhter Wahrscheinlichkeit und über längere Zeiträume hinweg stabil gezeigt werden (Ryan & Deci 2000a, Vallerand 1997). Dies lässt sich auch bei der Nutzung von Software-Produkten beobachten, deren Nutzung nicht aus Notwendigkeit sondern freiwillig erfolgt. So gilt etwa die Playfulness (Verspieltheit) von Systemen nicht nur als Quelle für intrinsische Motivation, sondern auch als einer der wichtigsten Faktoren für das Entstehen und Aufrechterhalten von Akzeptanz und der Bereitschaft zur Nutzung eines
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van, der Werf Marinus, and Daniel Rundqvist. "Turning the Tides : A case study about integrating UX practices within a UX-immature organization." Thesis, Umeå universitet, Institutionen för informatik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-149614.

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In an era where the customer has the power, creating not only usable but also satisfiable systems and applications is of importance. However, research shows that software development practices do not always allow user experience design to take place and gives little guidance regarding how to conduct and integrate UX work. Despite UX’ increased popularity, gained recognition and prior research efforts, organizations and companies still encounter challenges when trying to embrace this change to offer customers more than just a system that ‘works’. Much recognition has gone to the UX field of lat
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Eriksson, Mikaela, and Vilma Reponen. "Designing a Shared Listening Experience for an Audiobook Streaming Service : A UX and UI Project." Thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-432719.

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This study, done in collaboration with Storytel, aimed to investigate whether a shared audiobook live listening experience would add value to users of the Storytel app and how such a feature could be designed in terms of User Experience and User Interface. The purpose was to determine the minimal viable product (MVP) and if live listening with others is interesting in itself or else, what is the most basic interaction type required in connection to the listening. The aim was also to design the optimal solution, beyond technical, time and/or prioritization constraints. The method used was a com
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Srivastava, Akshat. "Developing Functional Literacy of Machine Learning Among UX Design Students." University of Cincinnati / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1617104876484835.

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Varatharajah, Thujeepan. "Integrating UCD with Agile Methods : From the perspective of UX-Designers." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-262705.

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With the increasing popularity of Agile methods in software development projects, an emerging question is how Agile incorporates user needs to their process – which is the staple of User Centered Design (UCD). Existing reports indicate that integrating Agile and UCD has shown to improve the process and end product and that they are a natural fit. However, there is also a general lack of guidelines of how an effective integration may be done, and further research is requested. This study aims to provide that by portraying some aspects of how Agile and UCD may be integrated in practice, but also
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Books on the topic "User Experience (UX) design"

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

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

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

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

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

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James, Box, ed. Undercover user experience: Learn how to do great UX work with tiny budgets, no time, and limited support. New Riders, 2011.

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Moser, Christian. User Experience Design. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-13363-3.

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Marcus, Aaron, ed. Design, User Experience, and Usability. User Experience Design Practice. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07638-6.

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Marcus, Aaron, ed. Design, User Experience, and Usability: Interactive Experience Design. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20889-3.

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User experience management: Essential skills for leading effective UX teams. Morgan Kaufmann, 2011.

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Book chapters on the topic "User Experience (UX) design"

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

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

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

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

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

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Marcus, Aaron, and Scott Abromowitz. "The Driving Machine: Mobile UX Design That Combines Information Design with Persuasion Design." In Design, User Experience, and Usability. User Experience in Novel Technological Environments. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39238-2_16.

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

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Süner-Pla-Cerdà, Sedef, Gülşen Töre Yargın, Hilal Şahin, and Semih Danış. "Examining the Impact of Covid-19 Pandemic on UX Research Practice Through UX Blogs." In Design, User Experience, and Usability: UX Research and Design. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78221-4_40.

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Walser, Kate. "Engaging Citizens with UX Design." In Design, User Experience, and Usability. Design Philosophy, Methods, and Tools. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39229-0_46.

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Marache-Francisco, Cathie, and Eric Brangier. "Validation of a Gamification Design Guide: Does a Gamification Booklet Help UX Designers to Be More Creative?" In Design, User Experience, and Usability: Novel User Experiences. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40355-7_27.

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Conference papers on the topic "User Experience (UX) design"

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

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

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User experience (UX) design involves combination of different design attributes with their corresponding attribute levels to form different product profiles. This raises the issue of how to integrate corresponding UX of individual design attribute levels (i.e., partworth UX measures) into a holistic measure of UX of the entire product profile. Traditional methods often use a weighted sum of single partworth UX strategy without considering their dependence. This paper proposes to use utility copulas to accommodate the dependence of individual partworth UX measures. Single utility functions are
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Murakami, Tamotsu, and Tomoyuki Koyanagi. "Proposal of Delta Design Map Based on Function, Behavior, Structure and User Experience for Design Ideation Support." In ASME 2017 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2017. http://dx.doi.org/10.1115/detc2017-68058.

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In the present competitive business environment, designers and engineers need to come up with creative, innovative and valuable design ideas. In engineering design, the function (F), behavior (B) and structure (S) of a product are discussed using design theory and methodology. On the other hand, the concept of user experience (UX) is becoming important in product design. In this paper, we first discuss the relationship among F, B, S, UX and the value of a product. Then we propose a delta design map as a framework for a systematic method and computational tool for design ideation support. A del
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Bordegoni, Monica, and Umberto Cugini. "Bringing User Experience (UX) Upstream to Design: A Sensing Based Approach." In ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-12542.

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Several studies in the field of Emotional Engineering have focused on studying new methods to design products that elicit positive emotions in the future consumers, focusing on the study of the visual perception of the products. A typical application of Emotional Engineering (E-E) is in the product design domain, where the design of new products tends to be validated even with respect to emotional responses, well before releasing the final product design. This paper proposes a new method and process for product design that is driven by the validation of emotional aspects, elicited by multi-sen
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Trisminingsih, Rina, and Dedra Nurliaputri. "User Experience Design of Task-Management Application for Plantation Supervisor Using Lean UX." In 2019 5th International Conference on Science and Technology (ICST). IEEE, 2019. http://dx.doi.org/10.1109/icst47872.2019.9166579.

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Burkhard, Remo, Jan Perhac, Shiho Asada, et al. "4D-UX: User Experience Design Principles for Coupling Multidimensional Visual Representations in Presentations." In 2018 22nd International Conference Information Visualisation (IV). IEEE, 2018. http://dx.doi.org/10.1109/iv.2018.00071.

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Zhou, Feng, and Jianxin (Roger) Jiao. "Hierarchical Bayesian Parameter Estimation for Modeling and Analysis of User Affective Influence." In ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-13693.

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Traditional user experience (UX) models are mostly qualitative in terms of its measurement and structure. This paper proposes a quantitative UX model based on cumulative prospect theory. It takes a decision making perspective between two alternative design profiles. However, affective elements are well-known to have influence on human decision making, the prevailing computational models for analyzing and simulating human perception on UX are mainly cognition-based models. In order to incorporate both affective and cognitive factors in the decision making process, we manipulate the parameters i
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Zhang, Rui, Ye Deng, and Lei Shi. "User Research and Design for Live TV UX in China." In TVX '17: ACM International Conference on Interactive Experiences for TV and Online Video. ACM, 2017. http://dx.doi.org/10.1145/3084289.3089916.

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Carvalho, Vítor Marques, and Elizabeth Sucupira Furtado. "GLiMPSE - A Framework for Evaluating UX in Games." In I Workshop sobre Interação e Pesquisa de Usuários no Desenvolvimento de Jogos. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/wiplay.2019.7834.

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The gaming industry has grown considerably in the last decades, designing experiences and interactive platforms through games, an entertainment media from the popular culture. With the advancement of technologies and user experience design methods, a challenge is faced for the constant improvement of the characteristics of a game aiming to improve the enjoyment and immersion perceived by users. To face this challenge, we designed a conceptual framework named GLIMPSE based on constructs used to evaluate user experiences with games. GLIMPSE brings together concepts of presence and interaction, g
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Xu, Qianli, Feng Zhou, and Jianxin Roger Jiao. "Petri Net-Based Affective-Cognitive Modeling for Product Ecosystem Design." In ASME 2011 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2011. http://dx.doi.org/10.1115/detc2011-48916.

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Product ecosystem design that emphasizes user experience (UX) with both users’ affective and cognitive aspects lends itself to be of primary importance to value-added user satisfaction. In a product ecosystem, there are human users, multiple products, and the ambience. Thus it involves complex human-product-ambience interactions, which contribute to UX evolution with its ambiguous affective states in conjunction with the cognitive process. In order to optimize UX in the context of product ecosystems, this paper formulates the architecture of product ecosystems with a particular focus on event-
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Reports on the topic "User Experience (UX) design"

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Marshak, Ronni. How to Think About Your Customer Experience and User Experience Design Strategy. Patricia Seybold Group, 2011. http://dx.doi.org/10.1571/psgp06-23-11cc.

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Amend, Clara, Ferdinand Revellio, Isabell Tenner, and Stefan Schaltegger. User Experience with Smartphone Repair Activities and The Impact of Modular Product Design. University of Limerick, 2021. http://dx.doi.org/10.31880/10344/10193.

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Colina Unda, Vanessa. Citizen Experience Design for Digital Transformation. Inter-American Development Bank, 2021. http://dx.doi.org/10.18235/0003194.

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How many times have you heard the term "human-centered design"? How about "human-centered technology"? These terms are often used interchangeably in conversations involving digital transformation. The purpose of this paper is to provide a path for policymakers to start considering user-centric design to better understand citizens characteristics, challenges, and needs. The guidelines and case studies presented here are meant to be timeless, high-level, and strategic. There is a focus on principles throughout the publication that can be used and adapted for any particular starting point. The pa
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McKenna, Patrick, and Mark Evans. Emergency Relief and complex service delivery: Towards better outcomes. Queensland University of Technology, 2021. http://dx.doi.org/10.5204/rep.eprints.211133.

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Emergency Relief (ER) is a Department of Social Services (DSS) funded program, delivered by 197 community organisations (ER Providers) across Australia, to assist people facing a financial crisis with financial/material aid and referrals to other support programs. ER has been playing this important role in Australian communities since 1979. Without ER, more people living in Australia who experience a financial crisis might face further harm such as crippling debt or homelessness. The Emergency Relief National Coordination Group (NCG) was established in April 2020 at the start of the COVID-19 p
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