Academic literature on the topic 'User Experience (UX) in Cybersecurity'

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Journal articles on the topic "User Experience (UX) in Cybersecurity"

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Yu, Jinghua, and Feng Luo. "A Systematic Approach for Cybersecurity Design of In-Vehicle Network Systems with Trade-Off Considerations." Security and Communication Networks 2020 (August 5, 2020): 1–14. http://dx.doi.org/10.1155/2020/7169720.

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With the increasing connectivity of modern vehicles, protecting systems from attacks on cyber is becoming crucial and urgent. Meanwhile, a vehicle should guarantee a safe and comfortable trip for users. Therefore, how to design a cybersecurity-critical system in vehicles with safety and user experience (UX) considerations is increasingly essential. However, most co-design methods focus on safety engineering with attack concerns and do not discuss conflicts and integration, and few contain the UX aspect. Besides, most existing approaches are abstract at a high level without practical guidelines
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Devottam Gaurav, Yash Kaushik, Santhoshi Supraja, Manav Yadav, M P Gupta, and Manmohan Chaturvedi. "Empirical Study of Adaptive Serious Games in Enhancing Learning Outcome." International Journal of Serious Games 9, no. 2 (2022): 27–42. http://dx.doi.org/10.17083/ijsg.v9i2.486.

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Use of serious games to teach concepts of various important topics including Cybersecurity is growing. A figure of merit for the serious games could be learning outcome and user experience(UX). With enhanced learning outcome and user experience, the player is likely to favourably rate a game. The organisation supporting such games would also benefit from such efficient training process.We report an empirical comparison of two cybersecurity games namely ; Use of Firewalls for network protection and concepts of Structured Query Language (SQL) injections to get unauthorised access to online datab
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Researcher. "IMPACT OF USER EXPERIENCE ON SECURITY BALANCING USABILITY AND SECURITY IN IAM SOLUTIONS." International Journal of Computer Engineering and Technology (IJCET) 15, no. 5 (2024): 1118–27. https://doi.org/10.5281/zenodo.14036231.

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This comprehensive article explores the critical interplay between user experience (UX) and security in Identity and Access Management (IAM) solutions. It examines the challenges organizations face in balancing robust security measures with user-friendly interfaces, highlighting how this balance significantly impacts user adoption, compliance with security policies, and overall system effectiveness. The article delves into the consequences of poor usability in IAM systems, including user fatigue, risky workarounds, and potential security vulnerabilities. Conversely, it showcases the benefits o
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Rybka, Paweł, Tomasz Bąk, Paweł Sobel, and Damian Grzechca. "Investigation of the Impact of Damaged Smartphone Sensors’ Readings on the Quality of Behavioral Biometric Models." Sensors 22, no. 24 (2022): 9580. http://dx.doi.org/10.3390/s22249580.

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Cybersecurity companies from around the world use state-of-the-art technology to provide the best protection against malicious software. Recent times have seen behavioral biometry becoming one of the most popular and widely used components in MFA (Multi-Factor Authentication). The effectiveness and lack of impact on UX (User Experience) is making its popularity rapidly increase among branches in the area of confidential data handling, such as banking, insurance companies, the government, or the military. Although behavioral biometric methods show a high degree of protection against fraudsters,
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Esiri, Sidney. "Cross-Platform Integration Framework for Increasing Accessibility and Engagement in Esports." International Journal of Multidisciplinary Research and Growth Evaluation 5, no. 1 (2024): 1318–26. https://doi.org/10.54660/.ijmrge.2024.5.1.1318-1326.

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The rapid evolution of eSports has led to increasing demands for seamless cross-platform experiences that enhance accessibility and engagement. However, fragmented gaming ecosystems, hardware limitations, and platform exclusivity create barriers for players, developers, and tournament organizers. This review proposes a Cross-Platform Integration Framework designed to address these challenges and create a more inclusive and engaging eSports environment. The framework focuses on several key areas: interoperability and game compatibility, ensuring seamless gameplay across PC, console, and mobile
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Rusu, Cristian, Virginica Rusu, Silvana Roncagliolo, and Carina González. "Usability and User Experience." International Journal of Information Technologies and Systems Approach 8, no. 2 (2015): 1–12. http://dx.doi.org/10.4018/ijitsa.2015070101.

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Human – Computer Interaction (HCI) should be a basic part of the formative process of all Computer Science (CS) professionals. Usability and User Experience (UX) were (re)defined by many authors and well recognized standards. UX is usually considered as an extension of usability. To move from usability to UX seems to be a tendency lately. The lack of generally agreed formal definitions of HCI/usability/UX may have consequences on their development and recognition among CS communities, especially in regions where HCI is poorly developed, as Latin America. Practical activities are fundamental in
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Winanda, Salsa, Tengku Khairil Ahsyar, Angraini, and Megawati. "User Experience Evaluation of M-Passpor Using User Experience Questionnaire." Jurnal Sistem Cerdas 7, no. 3 (2024): 318–27. https://doi.org/10.37396/jsc.v7i3.474.

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This study evaluates UX of the M-Passpor application, an m-government application to facilitate the online passport administrative process and reduce queues at the immigration office. Although this application offers convenience in making passports, since its release M-Paspor has received many complaints from users regarding the services provided. A UX evaluation was conducted using the UEQ method, which measures six of these aspects aspects: Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty. The outputs presented that Perspective and Attractiveness aspects had t
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Yeza, Mia Putri, Fauzi Adi Saputra, Marsya Halya Alfrida, Capriandika Putra Susanto, Anka Luffi Ramdani, and Humannisa Rubina Lestari. "Comparing User Experience Poro and Obenkyou Applications Using the User Experience Questionnaire." Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) 9, no. 4 (2025): 1478–88. https://doi.org/10.35870/jtik.v9i4.4217.

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The success of educational apps is closely tied to the quality of user experience (UX). This study compared the UX of two Japanese language learning apps, Poro and Obenkyou, to examine the impact of different instructional designs. Sixty-five respondents, all of whom had used both apps for at least one week, rated six UX dimensions-Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty-using the User Experience Questionnaire (UEQ). Data analysis using the official UEQ tool and independent t-tests showed that both apps received positive ratings on all dimensions, but P
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Hanafi, Dani, Isidorus Anung Prabadhi, and Galuh Boy Hertantyo. "PERANCANGAN DESAIN USER INTERFACE/USER EXPERIENCE : SYSTEMATIC LITERATURE REVIEW." JATI (Jurnal Mahasiswa Teknik Informatika) 9, no. 3 (2025): 4665–71. https://doi.org/10.36040/jati.v9i3.13782.

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Perancangan User Interface (UI) dan User Experience (UX) menjadi aspek krusial dalam pengembangan teknologi digital untuk memastikan pengalaman pengguna yang optimal. Penelitian ini bertujuan untuk men-gidentifikasi tren metode, platform, dan media yang paling umum digunakan dalam desain UI/UX berdasarkan studi literatur yang tersedia. Studi ini menggunakan metodologi PRISMA terhadap berbagai publikasi ilmiah terkait UI/UX untuk mengevaluasi pendekatan yang sering digunakan, seperti Design Thinking, User-Centered Design (UCD), Human-Centered Design (HCD), dan Lean UX. Selain itu, penelitian in
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Shourmasti, Elaheh Shahmir, Ricardo Colomo-Palacios, Harald Holone, and Selina Demi. "User Experience in Social Robots." Sensors 21, no. 15 (2021): 5052. http://dx.doi.org/10.3390/s21155052.

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Social robots are increasingly penetrating our daily lives. They are used in various domains, such as healthcare, education, business, industry, and culture. However, introducing this technology for use in conventional environments is not trivial. For users to accept social robots, a positive user experience is vital, and it should be considered as a critical part of the robots’ development process. This may potentially lead to excessive use of social robots and strengthen their diffusion in society. The goal of this study is to summarize the extant literature that is focused on user experienc
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Dissertations / Theses on the topic "User Experience (UX) in Cybersecurity"

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Nyambi, Pride Bongiwe. "Exploring user experience (UX) factors For ICTD services." Thesis, University of Fort Hare, 2015. http://hdl.handle.net/10353/d1020164.

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Consistent with global entities such as the United Nations- through the World Summit of the Information Society (WSIS), introduction of Information and Communication Technology (ICT) for human development has seen the introduction of ICT-based services aimed at facilitating socio-economic development of marginalized communities. The use of ICTs has always solicited the concept of Human Computer Interaction (HCI), which involves the methods which humans interact with technology. The types of User Interfaces (UIs) and interaction techniques that people use to interact with ICTs affects the way t
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Bang, Gihoon. "UX Gap : Analysis of User Experience Awareness in practitioners’ perspective." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-122519.

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Many within the industry, including designers, recognize the need to consider UX as the key to designing new products and services. As a consequence of this, the territory of UX has extended into many different industries and different disciplines. However, some practitioners still claim a UX project does not pay off even if they have improved UX. This way of thinking is induced from an old issue of UX. The term itself does not have a clear theoretical definition and it even makes a contradiction of itself. This phenomenon further aggravates the issue. The rapid expansion of UX territory made
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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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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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Ercoli, Pierpaolo. "Wearable device e User Experience." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10383/.

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La tesi tratta in modo approfondito il concetto di wearable device, i suoi utilizzi e l'esperienza d'uso da parte dell'utente soffermando l'attenzione sui principali dispositivi presenti in commercio e non. Nello specifico vengono trattati smart watch, smart glass e visori per la realta virtuale. Nella sezione conclusiva vengono trattati gli standard ISO relativi all'ergonomia degli utenti con i computer, descrivendo nel dettaglio le direttive che sono presentate nello standard ISO 9241:210-2010.
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Englund, Lars. "Donor UX, applied guidelines : Donors user experience and user journey guidelines for charity organizations." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-131329.

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Those living in cities in the age group of 20-30 years contribute the least to charity. This, in combination with decreasing use of physical cash, calls for a revision of charity organizations’ approaches on raising funds. How should charitable organizations’ update their current procedures? This thesis explores user experience by observing and analyzing the entirety of the user journey, resulting in guidelines dedicated to those trying to make the world a better place.
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Sassi, Roberto. "Scrum per la progettazione della User Experience: un case study." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018.

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La User Experience (UX) sta acquisendo sempre più importanza all'interno delle aziende informatiche. L'attuale sfida è quella di riuscire ad integrarla con i processi di sviluppo Agili. In questo documento presento una serie di possibili approcci all'integrazione della UX con il framework Agile Scrum. Inoltre, racconto una mia esperienza all'interno di una azienda alle prese con il suo primo tentativo di integrazione dei due approcci, nel contesto di un progetto dedito alla riprogettazione della UX di un sistema documentale utilizzato nella Pubblica Amministrazione. Analizzo due Sprint e f
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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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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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Vincenzi, Leonardo. "eXplainable Artificial Intelligence User Experience: contesto e stato dell’arte." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/23338/.

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Il grande sviluppo del mondo dell’Intelligenza Artificiale unito alla sua vastissima applicazione in molteplici ambiti degli ultimi anni, ha portato a una sempre maggior richiesta di spiegabilità dei sistemi di Machine Learning. A seguito di questa necessità il campo dell’eXplainable Artificial Intelligence ha compiuto passi importanti verso la creazione di sistemi e metodi per rendere i sistemi intelligenti sempre più trasparenti e in un futuro prossimo, per garantire sempre più equità e sicurezza nelle decisioni prese dall’AI, si prevede una sempre più rigida regolamentazione verso la sua sp
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Books on the topic "User Experience (UX) in Cybersecurity"

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

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

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

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

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

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Caddick, Richard. Communicating the user experience: A practical guide for creating useful UX documentation. Wiley, 2011.

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S, Pyla Pardha, ed. The UX Book: Process and guidelines for ensuring a quality user experience. Morgan Kaufmann/Elsevier, 2012.

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

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

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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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Book chapters on the topic "User Experience (UX) in Cybersecurity"

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Felix, Daniel. "User Experience (UX)." In Angewandte Psychologie für die Wirtschaft. Springer Berlin Heidelberg, 2024. http://dx.doi.org/10.1007/978-3-662-68559-4_14.

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Lull, Dave. "Hiring UX." In Discussions in User Experience. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3267-5_11.

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Lull, Dave. "UX Tips." In Discussions in User Experience. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3267-5_13.

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Chapman, Chris, and Kerry Rodden. "UX Research." In Quantitative User Experience Research. Apress, 2023. http://dx.doi.org/10.1007/978-1-4842-9268-6_4.

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Chapman, Chris, and Kerry Rodden. "UX Organizations." In Quantitative User Experience Research. Apress, 2023. http://dx.doi.org/10.1007/978-1-4842-9268-6_11.

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Knight, Westley. "What Is User Experience?" In UX for Developers. Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-4227-8_1.

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Lull, Dave. "UX and Society." In Discussions in User Experience. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3267-5_2.

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Lull, Dave. "UX Psychology Basics." In Discussions in User Experience. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3267-5_4.

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Lull, Dave. "UX Psychology Tools." In Discussions in User Experience. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3267-5_5.

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Lull, Dave. "Various UX Specifics." In Discussions in User Experience. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3267-5_6.

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Conference papers on the topic "User Experience (UX) in Cybersecurity"

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Rajarathnam, Shreenandan, and Vandana Singh. "Systematic Literature Review of Cybersecurity and User Experience." In 2024 Cyber Awareness and Research Symposium (CARS). IEEE, 2024. https://doi.org/10.1109/cars61786.2024.10778869.

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B, Andi Iken Alifia, Meilina Eka Ayunningtyas, Rafiq Alfansa, and Cornelius Sarungu. "Evaluation of User Experience (UX) of PT. Bio Farma's SMDV Application Using the User Experience Questionnaire Method." In 2024 International Conference on Intelligent Cybernetics Technology & Applications (ICICyTA). IEEE, 2024. https://doi.org/10.1109/icicyta64807.2024.10912892.

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Andy, Ahmad Razaq, Erwin, and Desi Maya Kristin. "User Interface and User Experience Optimization in E-commerce: Exploring Factors to Increase Purchase Intention." In 2024 10th International HCI and UX Conference in Indonesia (CHIuXiD). IEEE, 2024. https://doi.org/10.1109/chiuxid64022.2024.10860382.

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

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Susanto, Helmi Yusuf, and Yulyani Arifin. "The Learning Outcomes Achievement and User Experience Analysis of a Cryptography Education Web Game." In 2024 10th International HCI and UX Conference in Indonesia (CHIuXiD). IEEE, 2024. https://doi.org/10.1109/chiuxid64022.2024.10860402.

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Muninggar, Dania Ayu, Jevon Octavian Putra, Mei Lisa Arista Kusumawardani, Riyan Leandros, and Sunardi. "User Experience Evaluation on Siakadcloud’s Computer Based Test Front (CBTFRONT) Application Using Evaluation of Heuristic Method." In 2024 10th International HCI and UX Conference in Indonesia (CHIuXiD). IEEE, 2024. https://doi.org/10.1109/chiuxid64022.2024.10860730.

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Nursafika, Nursafika, Muhammad Luthfi Hamzah, Idria Maita, Megawati Megawati, and Salmiyati Salmiyati. "Psychology Point Of View: Game Addiction Based On User Experience Using The GEQ (UX) Method." In 2024 International Conference on Circuit, Systems and Communication (ICCSC). IEEE, 2024. http://dx.doi.org/10.1109/iccsc62074.2024.10616868.

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Singh, Vinai K., R. S. Sengar, and Navneet Pandey. "Analyzing Performance Patterns and user Experience in Online Cybersecurity Challenges: Insights from SKRCTF." In 2025 International Conference on Intelligent Control, Computing and Communications (IC3). IEEE, 2025. https://doi.org/10.1109/ic363308.2025.10956321.

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Hassenzahl, Marc. "User experience (UX)." In the 20th International Conference of the Association Francophone d'Interaction Homme-Machine. ACM Press, 2008. http://dx.doi.org/10.1145/1512714.1512717.

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MacDonald, Craig M. "User Experience (UX) Capacity-Building." In DIS '19: Designing Interactive Systems Conference 2019. ACM, 2019. http://dx.doi.org/10.1145/3322276.3322346.

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Reports on the topic "User Experience (UX) in Cybersecurity"

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

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

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

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