Academic literature on the topic 'Ux design'

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Journal articles on the topic "Ux design"

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Karr, Ashley. "UX research vs. UX design." Interactions 22, no. 6 (October 28, 2015): 7. http://dx.doi.org/10.1145/2834964.

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Dabouis, Benoît, Vincent Boccara, and Bernard Yannou. "RETROSPECTIVE CODING OF THE UX DESIGN PROCESS FOR UX DESIGN ENHANCEMENT IN DESIGN AGENCIES." Proceedings of the Design Society 3 (June 19, 2023): 3105–14. http://dx.doi.org/10.1017/pds.2023.311.

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AbstractUser Experience is becoming an increasing centre of interest both in the academic and industrial worlds. Design agencies are no strangers to this phenomenon and are willing to shift from product-oriented design toward user experience design. However, their design process is often loose which may explain a lack of final UX quality or proof of quality, and does not allow to diagnose misuses and improvement opportunities due to a lack of UX formulation and traceability. We propose in this paper to retrospectively represent a design project and its specified, designed and validated UX, in the perspective to conduct a posterior collective diagnosis of UX design in a design agency. The proposed representation model is used to analyse one design project. Results show that only a few UX traces are found in the presented project, and that many dimensions are not considered (like perceptions or affects). Finally, we discuss the next steps of this tool's deployment to create a shared mental model of the design process among the design players.
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Knemeyer, Dirk. "Design thinking and UX." Interactions 22, no. 5 (August 28, 2015): 66–68. http://dx.doi.org/10.1145/2802679.

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Lewis, Bridget A., James Parker, Lara W. S. Cheng, and Marc Resnick. "UX Day Design Challenge." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 59, no. 1 (September 2015): 304–6. http://dx.doi.org/10.1177/1541931215591063.

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Jura, Kelly. "UX Your Design Team." Design Management Review 33, no. 4 (October 27, 2022): 4–11. http://dx.doi.org/10.1111/drev.12317.

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Kutelmakh, Roman. "UX-PYRAMID METHOD FOR UX-DESIGN OF MOBILE APPS." SWorld-Ger Conference proceedings, gec27-01 (June 30, 2023): 19–23. http://dx.doi.org/10.30890/2709-1783.2023-27-01-011.

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The UX-pyramid method is proposed for the development of mobile app UX-design. According to the proposed method, the UX design of a mobile app begins with the development of a pyramid consisting of 5 levels. Each level differs in detailing the specific co
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Hendrawan, Deden Sukma, Mochzen Gito Resmi, and Uus Muhammad Husni Tamyiz. "Perancangan UI/UX Design Aplikasi Jasa Fotografi Dengan Design Science Research Methodology." Jurnal Bangkit Indonesia 11, no. 2 (October 31, 2022): 7–12. http://dx.doi.org/10.52771/bangkitindonesia.v11i2.200.

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Industri kreatif seperti dunia fotografi memiliki warna tersendiri dalam lika-liku teknis yang mempengaruhi berkembangnya dunia fotografi. Banyak unsur pendukung dari sisi alat dan sumber daya manusia yang ikut berperan dalam dunia fotografi, alat-alat yang dibutuhkan seperti kamera, lensa, tripod, lampu, dll. Berdasarkan subjek yang ditampilkan, karya fotografi memiliki bentuk yang berbeda dan terklasifikasi dalam tiga subdisiplin, yaitu genre fotografi komersial, jurnalistik, dan fotografi seni/ekspresi. User Interface (UI) adalah cara program dan pengguna untuk berinteraksi. Istilah user interface terkadang digunakan sebagai pengganti istilah Human Computer Interaction (HCI) dimana semua aspek dari interaksi pengguna dan komputer. User Experience (UX) merupakan persepsi seseorang dan responnya dari penggunaan sebuah produk, sistem, atau jasa. User Experiece (UX) menilai seberapa kepuasan dan kenyamanan seseorang terhadap sebuah produk, sistem, dan jasa. Metode yang digunakan oleh penulis untuk merancang UI/UX Design Aplikasi Reservasi Fotografi adalah Design Science Research Methodology dengan menggunakan uji Heuristic Evaluation. Tujuan penelitian ini untuk merancang UI/UX Design pada sebuah aplikasi reservasi jasa fotografi yang terintegrasi dengan aplikasi mobile untuk memudahkan proses tersebut yang dapat dipesan atau reservasi terlebih dahulu bagi pelanggan terhadap jasa fotografi. Perangkat lunak yang digunakan untuk merancang UI/UX Design ini adalah aplikasi Figma.
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Fox, Robert. "UX gardens." OCLC Systems & Services 30, no. 1 (February 4, 2014): 5–10. http://dx.doi.org/10.1108/oclc-10-2013-0035.

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Purpose – This column aims to explore the important role of user experience analysis in the design of web based digital library services and tools. Design/methodology/approach – Three key areas of UX are talked about. Findings – Three key areas of UX are applied to digital librarianship. Originality/value – The needs of the patron populations served by individual libraries are unique, but certain design principles can be followed that will significantly enhance the user experience. This column contributes to the discussion regarding those principles.
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Kim, Ji Young, and Hyuk Jae Choi. "A Study on Robot UX Design for Human-Robot Interaction." Korea Institute of Design Research Society 9, no. 3 (September 30, 2024): 475–85. http://dx.doi.org/10.46248/kidrs.2024.3.475.

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The purpose of this paper is to conduct an in-depth review of robot user experience (UX) design to optimize the interaction between humans and robots. As a research method, the existing literature on robot UX design was reviewed, related theories and concepts were summarized, and various types of human-robot interaction were analyzed. By analyzing various robot UX design cases in various fields such as service, healthcare, and education, and suggesting the direction of future robot UX design with User Experience Design, the importance and possibility of robot UX design in the future society are presented. This study provides useful guidelines for scholars and developers interested in robot UX design and will provide important implications for future research and actual design process.
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Kim, Kyeong Hey, and Won Suk Nam. "A study of a UX/UI design class using the design thinking process model." Korea Institute of Design Research Society 8, no. 2 (June 30, 2023): 149–61. http://dx.doi.org/10.46248/kidrs.2023.2.149.

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In the era of the Fourth Industrial Revolution, which has brought about major changes in the technological environment, UX/UI design has become important not only for its design expression capabilities, which have always been important, but also for its creative ability to observe various information in the modern world and discover new perspectives. In line with this trend, the curriculum of the Ministry of Education is also devising various teaching methods to grow into a leading person with observation, inclusiveness, and creativity based on basic skills. In line with this, we aimed to develop a UX/UI design class model that applies the design thinking process model to foster basic knowledge education and human-centered creativity while conducting UX/UI design education at a specialized high school. By analyzing the theory of design thinking, previous research, and the current status of UX/UI design education in specialized high schools, we organized a UX/UI design class using the design thinking process model, wrote a teaching plan, and conducted the class. In the post-lesson survey of the students, the effect of improving inclusion and creativity was 4.64 on average, and the satisfaction level was 4.68 on average, and the results of the practitioner's feasibility review based on the lesson model and the survey were 4.70 on average, showing high feasibility, confirming that this study contributed to improving knowledge acquisition, inclusion, and creativity of UX/UI design.
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Dissertations / Theses on the topic "Ux design"

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Ситник, Анастасія Леонідівна. "Mobile design (UX)." Thesis, Київський національний університет технологій та дизайну, 2020. https://er.knutd.edu.ua/handle/123456789/15361.

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Lavrell, Mikaela, and Robin Lundqvist. "UX-Design for Automated Restroom Door." Thesis, KTH, Maskinkonstruktion (Avd.), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-277896.

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Public restrooms are used by most people but for some, these visits are inconvenient, filled with worry or fears. In 2016, a comprehensive survey was conducted in which more than half of the responded believed that they could get a disease from public restrooms, more than a quarter avoided touching the door handles and 45% avoided visiting a public toilet due to lock issues (Toalettrapporten, 2016). In 2002, requirements regarding public restrooms were introduced in Sweden to promote accessibility for people with reduced mobility. These requirements include, among other things, wide doors, low thresholds, placement of actuators (Boverket, 2018). Despite these adjustments, the door is still an obstacle for some people, even if they are automated (Skoller, 2010). This master project examines the user experience for automated doors for accessible public restrooms in collaboration with ASSA ABLOY in Landskrona. The project aims to investigate how the user experience is influenced by the interface for automated doors and to develop a visionary concept based on the research results. As a starting point for the project, a prototype of an interface developed by ASSA ABLOY was investigated. To examine the user experience, a combination of methods was used: UX design, Humancentered design, inclusive design and design thinking process. The results of the research showed that the user experience was affected by three key factors: Hygiene, safety, accessibility. Regarding hygiene, it was found that the user wanted to avoid physical contact with both door handles and locks. Regarding security, it was important for the user to feel confident in the lock and that it could be used in the event of a power failure. With regard to accessibility, it was important that door and lock could be used regardless of functional impairment where range, precision and strength were some of the factors. Based on this research, a concept was developed for an interface that consists of door openers with touchless technology, indications with clear symbols, alarm function and an automatic lock that could be used manually.
Offentliga toaletter används av de flesta personer men för en del är dessa besök besvärliga, fyllda med oro eller rädslor. 2016 gjordes en omfattande enkätundersökning där mer än hälften svarade att de trodde att de kunde bli smittade under ett toalettbesök, över en fjärdedel undvek att ta i dörrhandtagen och 45% undvek att besöka en offentlig toalett på grund av låsrelaterade problem (Toalettrapporten, 2016). År 2002 infördes krav i Sverige för hygienrum i publika lokaler så att dessa ska vara användbara för personer med nedsatt rörelseförmåga. Dessa krav inkluderar bland annat breda dörrar, låga trösklar, placering av manöverdon (Boverket, 2018). Trots dessa anpassningar är dörröppningen ett hinder för en del personer, även om dessa är automatiserade (Skoller, 2010). Detta masterprojekt undersöker användarupplevelsen för automatiserade dörrar till handikappanpassade offentliga toaletter i samarbete med ASSA ABLOY i Landskrona. Projektet har till uppgift att undersöka hur användarupplevelsen påverkas av gränssnittet för automatiserade dörrar och ta fram ett visionärt koncept baserat på resultaten. Som utgångspunkt för projektet undersöktes en prototyp av ett gränssnitt framtaget av ASSA ABLOY. För att undersöka användarupplevelsen användes en kombination av metoder: UX-design, Human-centered design, inclusive design samt design thinking process. Resultatet av researchen visade på att användarupplevelsen påverkades utav tre huvudfaktorer: Hygien, säkerhet, tillgänglighet. Gällande hygien kunde det konstateras att användaren ville undvika fysisk kontakt med både dörrhandtag och lås. Angående säkerhet var det viktigt för användaren att kunna känna tillit till låset och att låset skulle gå att använda vid strömavbrott. Gällande tillgänglighet var det viktigt att dörr och lås kunde användas oavsett funktionsnedsättning där räckvidd, precision och styrka var några av faktorerna. Baserat på denna research togs ett koncept till ett gränssnitt fram som omfattas av dörröppnare med beröringsfri teknik, indikationer med tydliga symboler, alarmfunktion samt ett automatiskt lås som även kan användas manuellt.
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Runsten, Jacqline. "UX-MOGNAD : Jämförelse mellan UX-mognadsmodeller inom spelindustrin." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15829.

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UX-mognad inom företag kan enklast beskrivas som mätningen av användarfokus under utvecklingen av en produkt och inom ett företag. Syftet med denna rapport är att jämföra två UX-mognadsmodeller i praktisk tillämning inom ett spelföretag utifrån aspekterna lätthanterlighet, modellprecision samt tillgänglighet. Nielsens UX-mognadsmodell som kom ut 2006 är utformad för organisationer, medan McAllisters UX-mognadsmodell är specifikt utformad för spelföretag och släpptes 2018. Den praktiska tillämpningen av modellerna bestod av en fältstudie där anställda på spelföretaget intervjuades. Analysen gjordes sedan i två delar. Den första delen var att fastställa spelföretagets UX-mognadsnivå genom användning av modellerna, under denna analys separerades modellerna. Andra analysen var den jämförande analysen mellan de två modellerna ur de tre aspekterna, även under denna analys separerades de två modellerna. Studiens resultat påvisar att McAllister UX- mognadsmodell är bättre på att fastställa spelföretags UX-mognadsnivå ur aspekterna lätthanterlighet och modellprecision, men Nielsens modell är mer tillgänglig. De hinder som stöttes på i studien pekar på att båda modellerna innehåller svagheter som bör förändras för enklare tillämpning i praktiken. Ihop med studiens resultat uppenbarades det även att finns behov för områdesspecificera UX-mognadsmodeller, och att detta skulle leda till enklare tillämpning för företag, organisationer och konsulter.
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Wigelius, Viktor. "Utveckling av on-demandbaserad biltvättsbokning utifrån ett UX-perspektiv." Thesis, Högskolan i Gävle, Avdelningen för industriell ekonomi, industridesign och maskinteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-29676.

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Beregovyi, Oleksandr. "The difference between UI and UX design." Thesis, Київський національний університет технологій та дизайну, 2019. https://er.knutd.edu.ua/handle/123456789/13036.

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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 huvudsakligen metoderna litteraturstudie, semi-strukturerade intervjuer där deltagarna alla är aktiva utövare inom UX och en enkät om upplevd UX-mognad. UX kommer från användbarhet, då användbarhet anses för snävt för att täcka alla områden man jobbar med vid utvecklingen av en produkt eller tjänst. I teorin beskrivs UX till större del som ett användarfokuserat arbetssätt där användaren ses som experten istället för designern. Eftersom det idag finns en uppsjö av digitala produkter och tjänster har UX blivit viktigt för att kunna uppnå ökad konkurrenskraft på marknaden. Därav har allt fler organisationer börjat intressera sig för UX. För att veta vart en organisation befinner sig i UX-mognaden finns en mängd olika UXmognadsmodeller som kan vara användbara för att fastställa detta samt guida hur en organisation kan avancera. Om UX-mognaden är låg innebär det att ingen eller få jobbar med UX i en organisation. Är det få som jobbar med UX innebär det att de får ta på sig en väldigt bred roll, det blir ett väldigt stort ansvar. Är det verkligen rimligt att en person ska behöva bära det ansvaret? Är däremot UX-mognaden är hög så jobbar hela team eller hela organisationen med UX på något sätt. Det underlättar för designer och bidrar till att skapa ett bättre samarbete inom organisationen. Men om allt fler använder sig av UX och det blir en del av flertalet olika yrken, vad kommer då hända med rollen?
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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 late, however organizations that lack knowledge, strategies or personnel can often feel powerless. Therefore, we set out to explore what an in-house IT-department without UX practitioners perceived as challenges when integrating UX work and practices. We conducted interviews with developers and project managers within an IT-department to get their opinions. In our study, we identified factors that seem to play a part when integrating UX – such as communication, UX maturity, prioritization and attitudes. Based on these findings, we visualized these factors in what we call a maturity map.
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Bahtiri, Blerand. "UX and Service Design for Zbee Based Corporate Carsharing." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-147251.

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What transportation means corporations choose for satisfying their mobility needs may have an essential impact on the environment. Choosing environmental friendly, alternatives such as battery driven light electric vehicles, would mean drastically contributing to a more sustainable environment. Meanwhile as carsharing solutions, continuously rise in popularity together with other sharing economy business models so do their possibilities to satisfy the mobility needs for corporations either by them implementing their own carsharing service or by investing on external services offered by established carsharing operators. This thesis has investigated and designed for a Zbee based corporate carsharing service, to be used between the affiliates of Vinngroup in Gothenburg. A Zbee is a light electric three-wheeled vehicle. Based on user-centred service design methods, methods suggested for sharing economy solutions, as well as user experience design methods, this thesis identified that users have different individualistic needs in a workplace and prior experiences that affects how they will use the service.In order to satisfy these different needs, it was found, the system needs to provide real-time vehicle and scheduling information for ensuring the users vehicle availability and service reliability, being one of the first requirement from the users. Further the service should provide users with functions that help users through the different use phases that were identified during this work. The findings found were then presented visually by designing mobile application prototypes and testing them on participants iteratively. The final set of prototypes was further evaluated by using the System Usability Scale, an effective and popular tool for measuring the usability of products and services. This evaluation gave the scores 77.5, 92.5, 90, 87.5 and 72.5, thus this giving a mean-value of 84 and a median of 87.5. All these scores suggests the prototype has high usability.
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Rask, Jim, and Sebastian Pierre. "Utveckling med JavaScript-ramverk och UX/UI." Thesis, Högskolan i Jönköping, Tekniska Högskolan, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-29651.

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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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Books on the topic "Ux design"

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Green, Tom, and Kevin Brandon. UX Design with Figma. Berkeley, CA: Apress, 2024. http://dx.doi.org/10.1007/979-8-8688-0324-6.

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Moore, Robert J., Margaret H. Szymanski, Raphael Arar, and Guang-Jie Ren, eds. Studies in Conversational UX Design. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95579-7.

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1975-, Etches Amanda, ed. User experience (UX) design for libraries. Chicago: 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. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78221-4.

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Green, Tom, and Joseph Labrecque. A Guide to UX Design and Development. Berkeley, CA: Apress, 2023. http://dx.doi.org/10.1007/978-1-4842-9576-2.

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Long, John. Guide to Framing Design Practice for UX. Cham: Springer Nature Switzerland, 2025. http://dx.doi.org/10.1007/978-3-031-68981-9.

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

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Xia, Jiajia. UI/UX Design. Artpower International Publish Company, Limited, 2016.

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Multiscreen UX Design. Elsevier, 2016. http://dx.doi.org/10.1016/c2014-0-01078-7.

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Universal UX Design. Elsevier, 2017. http://dx.doi.org/10.1016/c2014-0-01974-0.

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Book chapters on the topic "Ux design"

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Poels, Rob. "UX-design." In Digitale transformatie bij een zorginstelling, 81–89. Houten: BSL Media & Learning, 2024. http://dx.doi.org/10.1007/978-90-368-3067-6_6.

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Martelaro, Nikolas, and Brad A. Myers. "UX Design Tools." In User Experience Methods and Tools in Human-Computer Interaction, 350–72. Boca Raton: CRC Press, 2024. http://dx.doi.org/10.1201/9781003495161-15.

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Serpa, Yvens R. "UI and UX." In The Cores of Game Design, 256–68. Boca Raton: CRC Press, 2024. http://dx.doi.org/10.1201/9781003351191-16.

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Knight, Westley. "The Importance of Visual Design." In UX for Developers, 103–26. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-4227-8_8.

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Austin, Michael L. "Sound and UX Design." In Foundations in Sound Design for Embedded Media, 318–34. New York : Routledge, [2019] | Series: Sound design ; volume 3: Routledge, 2019. http://dx.doi.org/10.4324/9781315106359-13.

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Green, Tom, and Joseph Labrecque. "The UX Design Process." In A Guide to UX Design and Development, 107–30. Berkeley, CA: Apress, 2023. http://dx.doi.org/10.1007/978-1-4842-9576-2_6.

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Green, Tom, and Kevin Brandon. "Creating UX Design Documentation." In UX Design with Figma, 155–204. Berkeley, CA: Apress, 2024. http://dx.doi.org/10.1007/979-8-8688-0324-6_4.

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Mara, Andrew. "Design with Users." In UX on the Go, 101–10. New York, NY: Routledge, 2020.: Routledge, 2020. http://dx.doi.org/10.4324/9780429277238-7.

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Lebson, Cory. "Design-Related Pathways." In The UX Careers Handbook, 181–209. 2nd ed. Boca Raton: CRC Press, 2021. http://dx.doi.org/10.1201/9781003201489-17.

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Green, Tom, and Kevin Brandon. "Design System Fundamentals." In UX Design with Figma, 417–51. Berkeley, CA: Apress, 2024. http://dx.doi.org/10.1007/979-8-8688-0324-6_9.

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Conference papers on the topic "Ux design"

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Purnomo, Dedi, Muhammad Lutfhi Hamzah, Rice Novita, and Muhammad Afdal. "UI / UX Design of Traveling Application "Traveliv" Using Design Thinking Method." In 2024 4th International Conference on Emerging Smart Technologies and Applications (eSmarTA), 1–6. IEEE, 2024. http://dx.doi.org/10.1109/esmarta62850.2024.10638913.

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Christensen, Seth Y., Joan Dickinson, Kristin Machac, and Holly Cline. "Define UX Design." In 2020 Intermountain Engineering, Technology and Computing (IETC). IEEE, 2020. http://dx.doi.org/10.1109/ietc47856.2020.9249146.

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Dove, Graham, Kim Halskov, Jodi Forlizzi, and John Zimmerman. "UX Design Innovation." In CHI '17: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3025453.3025739.

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Moore, Robert J., Raphael Arar, Guang-Jie Ren, and Margaret H. Szymanski. "Conversational UX Design." In CHI '17: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3027063.3027077.

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Kovatcheva, Eugenia, and Elena Shoikova. "UX DESIGN STUDIO." In 12th International Technology, Education and Development Conference. IATED, 2018. http://dx.doi.org/10.21125/inted.2018.1714.

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Getto, Guiseppe. "Doing UX." In SIGDOC '14: The 32nd ACM International Conference on the Design of Communication. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2666216.2666232.

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Vasantham, Vijaykumar, Kalle Preetham, G. Pavan Kumar, Leela Krishna, and K. Sandeep. "Combination of Scrum Lean-UX-based AI UX Design." In 2023 4th International Conference on Electronics and Sustainable Communication Systems (ICESC). IEEE, 2023. http://dx.doi.org/10.1109/icesc57686.2023.10193361.

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Todorov, Todor, and Juliana Dochkova-Todorova. "Accessible UX/UI Design." In 2023 International Conference Automatics and Informatics (ICAI). IEEE, 2023. http://dx.doi.org/10.1109/icai58806.2023.10339066.

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Roundtree, Aimee. "Facial Recognition UX*." In SIGDOC '21: The 39th ACM International Conference on Design of Communication. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3472714.3473647.

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Sim, Gavin, Janet Read, and Dan Fitton. "Introducing the CCI UX Playbook." In IDC '21: Interaction Design and Children. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3459990.3464486.

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Reports on the topic "Ux design"

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bin Ahsan, Wahid. The EDIT UX Framework: A User-Centered Approach to Effective Product Redesign. Userhub, April 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 insights, fostering innovative solutions; (3) Iteration, a phase dedicated to refining designs through iterative user feedback and rigorous testing, with an unwavering focus on inclusivity and accessibility; and (4) Transformation, which transitions the refined product into the market, emphasizing continuous evaluation and iterative enhancements post-launch. By integrating principles of user-centered design, data-driven decision-making, and comprehensive accessibility, the EDIT UX Framework empowers design teams to create digital experiences that not only meet but exceed user expectations, ensuring a product's resilience and adaptability in an ever-evolving digital landscape.
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Seybold, Patricia. A Best Practice Example of Applying UX Principles to Product Design and Development. Boston, MA: Patricia Seybold Group, June 2011. http://dx.doi.org/10.1571/cs06-16-11cc.

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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. Ames (Iowa): Iowa State University, May 2024. http://dx.doi.org/10.31274/cc-20240624-834.

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Canto, Patricia, ed. The role of vocational training knowledge intensive business services. (Main conclusions). Universidad de Deusto, 2020. http://dx.doi.org/10.18543/vyqr9353.

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In the global economic model, the service sector continues to gain ground on the manufacturing sector and trends such as the integration of new technologies into production processes are advancing inexorably. Advanced economies are pushed to specialise, supported by their regional innovation systems, and cities are emerging as key and strategic centres of activity. In this context, Knowledge Intensive Business Services (KIBS) are presented as critical due to their capacity to promote innovation within the regional productive fabric and smart specialisation strategies, the promotion of advanced manufacturing, the generation of quality employment and the stimulation of economic growth, especially in urban environments. This is why many cities, prioritizing KIBS to stimulate their economy, need to create and retain talent for this sort of industry. Likewise, vocational and education training (VET) systems, such as the Basque VET system, have so far developed their greatest strengths in the field of manufacturing knowledge. Due to this, VET seems to be obliged to adapt to this new scenario, in which KIBS and cities stand out, in order to continue to maintain their level of excellence. KIBS have been extensively examined, but until now no one had posed the following questions: What is the role of vocational training in KIBS? To what extent are VET profiles (and will VET profiles be) relevant in KIBS? This study will show an emerging trend in the labour market. This is the growing relevance of technology profiles with VET background in KIBS, especially in technology-based KIBS. VET technology profiles can be consolidated as one of the main implementing agents of the digital transformation (cybersecurity, blockchain, cloud computing, UX design, artificial intelligence, scientific computing...). To this end, hybridisation with other fields of knowledge but also with studies of other kinds such as university studies may be essential.
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