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1

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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4

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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5

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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6

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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7

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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Ander, Veronika, Petr Cihelka, Jan Tyrychtr, and David Novák. "Towards Compromise User Experience Design in Ambient Intelligent Environment." Agris on-line Papers in Economics and Informatics 14, no. 2 (June 30, 2022): 3–13. http://dx.doi.org/10.7160/aol.2022.140201.

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Building, testing and evaluating UX for applications for Agricultural Ambient Intelligence Environments can be a difficult and time-consuming job. It can be an even longer and more challenging process due to their complexity and area of scope for complex intelligent systems. Many studies address the issue of UX design and evaluation of website user interface, mobiles, tangible equipment, wearable equipment and other, but it is necessary to look for UX deficiencies in all possible functions, every possible task. Depending on the structure of expert teams, experts’ opinions can vary broadly vary or may even contradict. This paper presents possibilities of use the Best-Compromise-Mean (BeCoMe) method for evaluation UX design. BeCoMe was not used for UX evaluation yet. Verification of whether the BeCoMe method is suitable for UX evaluation is carried out on a tablet using two prototypes of control panels of an intelligent environment.
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Nugraha, Isnan, and Agung Fatwanto. "User Experience Design Practices in Industry (Case Study from Indonesian Information Technology Companies)." Elinvo (Electronics, Informatics, and Vocational Education) 6, no. 1 (September 13, 2021): 49–60. http://dx.doi.org/10.21831/elinvo.v6i1.40958.

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User Experience (UX) is a term that has received a lot of attention in the last decade. The number of industries whose consider the importance of implementing the UX design process within their development cycle has increased. Therefore, we think it is important to investigate how UX design processes are implemented in the industries. In this research, we take a qualitative approach with descriptive methods by investigating six information technology companies in Indonesia. As a result, we found that most of these information technology companies implement the UX design process as part of their operation and consider that the UX design process is an important part of software development. Each company has its order and priorities in regard to the UX design processes and only follows their established UX design process framework in order to meet their product development requirements. We also found that there are different UX design process approaches from these six companies.
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13

Hartawan, Muhammad Syarif. "PENERAPAN USER CENTERED DESIGN (UCD) PADA WIREFRAME DESAIN USER INTERFACE DAN USER EXPERIENCE APLIKASI SINOPSIS FILM." JEIS: JURNAL ELEKTRO DAN INFORMATIKA SWADHARMA 2, no. 1 (January 28, 2022): 43–47. http://dx.doi.org/10.56486/jeis.vol2no1.161.

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The purpose of this research is as a prototype for the application of User Centered Design in the development of User Interface Design and User Experience on the Film Synopsis android application. In developing android applications, the design of the User Interface (UI) and User Experience (UX) is a very important initial stage in using the application. This UI/UX will provide a user experience in using and interacting with this android application. In this article, we explain how UI/UX is designed in Film Synopsis using a User Centered Design (UCD) approach. At UCD there are 4 (four) stages in the UI/UX approach, namely analysis, design, evaluation, and implementation. Users will be involved in evaluating the designs that are made, so that the designs that are formed (made) can be improved for the convenience of users or android application users
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14

TAKEBE, Yoji. "UX Design in EdTech SaaS." Journal of Japan Society for Fuzzy Theory and Intelligent Informatics 33, no. 4 (November 15, 2021): 126–36. http://dx.doi.org/10.3156/jsoft.33.4_126.

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15

NAZAROV, Y. V. "UX-design - designing for people." Декоративное искусство и предметно-пространственная среда. Вестник МГХПА, no. 3-2 (2021): 53–66. http://dx.doi.org/10.37485/1997-4663-2021-3-2-53-66.

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16

Gajendar, Uday. "Our hidden UX design abilities." Interactions 25, no. 6 (October 25, 2018): 22–24. http://dx.doi.org/10.1145/3274580.

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17

Mara, Andrew. "Framework negotiation and UX design." Communication Design Quarterly 5, no. 3 (February 16, 2018): 48–54. http://dx.doi.org/10.1145/3188173.3188178.

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18

Churchill, Elizabeth F. "Scaling UX with design systems." Interactions 26, no. 5 (August 22, 2019): 22–23. http://dx.doi.org/10.1145/3352681.

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19

Prabowo, Dwi Puji, Abi Senoprabowo, Muslih Muslih, Khamadi Khamadi, and Alya Tsabitah Rismansa. "DESAIN INFOGRAFIS TENTANG PEKERJAAN TERKAIT UI DAN UX." JADECS (Journal of Art, Design, Art Education & Cultural Studies) 8, no. 1 (April 18, 2023): 88. http://dx.doi.org/10.17977/um037v8i12023p88-96.

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Abstract: Online marketing carried out by various companies has increased due to the Covid 19 pandemic. Companies create mobile platforms and websites to develop their business online. Thus, the need for work in the field of mobile applications and websites is increasing, especially in the fields of User Interface (UI) and User Experience (UX). A large salary makes people interested in pursuing work in this field. However, jobs in the UI and UX fields are still not well understood by the public, especially regarding career opportunities and what competencies are needed. So, there is a need for socialization media to the public regarding types of work in the UI and UX fields through infographics. Through data collection using documentation and literature study techniques, qualitative data about work related to UI UX is analyzed and becomes an infographic design concept. The infographic design was made using Keleher's (2020) stages, namely ideation, research, copywriting, and design. The result is an infographic design that contains types of work other than UI UX designer, namely UX researcher, UX strategist, UX writer, information architect, visual designer, and interaction designer. Visualization of infographics with character designs with fields of work and accompanied by explanations through copywriting makes it easier for readers to understand the message conveyed. Keywords: Infographics, user interface, user experience, work Abstrak: Kebutuhan perusahaan untuk melakukan pemasaran secara online meningkat akibat pandemi Covid 19. Perusahaan membuat platform mobile dan situs untuk mengembangkan bisnisnya secara online. Sehingga kebutuhan pekerjaan di bidang aplikasi mobile dan situs meningkat khususnya di bidang User Interface (UI) dan User Experience (UX). Gaji yang cukup besar membuat masyarakat tertarik menekuni pekerjaan di bidang ini. Namun, pekerjaan di bidang UI dan UX masih kurang dipahami masyarakat khususnya peluang karir dan kompetensi apa saja yang dibutuhkan. Sehingga perlu adanya media sosialisasi ke masyarakat terkait jenis pekerjaan di bidang UI dan UX melalui infografis. Melalui pengumpulan data dengan teknik dokumentasi dan studi pustaka, maka data kualitatif tentang pekerjaan terkait UI UX dianalisis dan menjadi konsep perancangan infografis. Selanjutnya perancangan infografis menggunakan tahapan Keleher (2020) yaitu ideation, research, copywiting, dan design. Hasilnya adalah perancangan infografis yang berisi jenis pekerjaan selain desainer UI UX yaitu UX researcher, UX strategist, UX writer, information architect, visual designer, dan interaction designer. Visualisasi infografis dengan desain karakter dan interaksinya sesuai bidang pekerjaan serta penjelasan melalui copywriting memudahkan pembaca memahami pesan yang disampaikan. Kata Kunci: infografis, pekerjaan, user interface, user experience
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Berni, Aurora, and Yuri Borgianni. "FROM THE DEFINITION OF USER EXPERIENCE TO A FRAMEWORK TO CLASSIFY ITS APPLICATIONS IN DESIGN." Proceedings of the Design Society 1 (July 27, 2021): 1627–36. http://dx.doi.org/10.1017/pds.2021.424.

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AbstractThe concept of User Experience (UX) dates back to the 1990s, but a shared definition of UX is not available. As design integrates UX, different interpretations thereof can complicate the possibility to build upon previous literature and develop the field autonomously. Indeed, by analysing the literature, UX emerges as a cauldron of related and closely linked concepts. However, it is possible to find recurring attributes that emerge from those definitions, which are ascribable to two foci: the fundamental elements of the interaction (user, system, context) and typologies of experience (ergonomic, cognitive, and emotional). Those are used to build a framework. We have preliminarily investigated how UX is dealt with in design by mapping a sample of UX-related experimental articles published in design journals. We classified UX case studies based on the framework to individuate the UXs that emerge most frequently and the most studied ones in the design field. The two-focus framework allows the mapping of experiments involving UX in design, without highlighting specific favorable combinations. However, comprehensive studies dealing with all elements and UX typologies have not been found.
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Jang, Soonkyu. "Case Study of the Development of UX Design Program Based on Activity of the Federation Club of Regional Universities : The Area of Daegu and Gyeongbuk." Sookmyung institute of Global Governance 3, no. 1 (June 30, 2024): 1–17. http://dx.doi.org/10.56485/jous.2024.3.1.1.

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Recently, the UX design expert training program is founded around Seoul metropolitan area, where firms growing in the online platform industry and global companies are concentrated. Accordingly, there are certain limitations in the environment in which students majoring in UX design at non-metropolitan universities can grow into experts. This research confirmed the possibility of after-school activities ‘clubs' through a pre-test that assessed the positive effects on major learning from club participation among students at non-metropolitan universities. As mentioned above, this research founded the local united club for studying UX design. The local united club recruited students who wanted to study a project-based major. For club activities, which was the UX design program based on content from pre-research, was constructed following the stages of UX design education confirmed in previous studies. After experiencing the 15- week course twice, cross-verification was conducted through students participating in the club to see whether the UX design education program presented in the previous study was a universal education program or a situation of improving local infrastructure of UX design. As a result of the experiment, it was confirmed that the UX design education program, operated in the form of a regional association club, could improve the UX design education infrastructure. The program of after-school club activities based in non-metropolitan areas, which will help students grow into UX design experts in IT firms, will be an alternative to improving the disappointing environment for students in Daegu and Gyungbuk area.
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22

Varosian, K. K. "Strategy to attract customers and increase conversions in internet trading through UX/UI design development." Entrepreneur’s Guide 16, no. 4 (November 28, 2023): 77–86. http://dx.doi.org/10.24182/2073-9885-2023-16-4-77-86.

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The article is devoted to the characteristics of the current state and prospective strategy for the development of clients. The basics of UX / UI design are clarified, a comparative analysis of UX / UI design with web design is carried out. It turns out that UX / UI design is the next step after the development of web design. UX/UI is based on a customer–oriented implementation system, which is the basis of the application and includes the structure of the software product. UX/UI design is focused on collecting data about the client’s preferences, their main transitions, specific actions on the pages, adapting to them and meeting the needs of full coverage. It is emphasized that UX / UI design is not more focused on attracting customers, but on retention and increasing the likelihood of repeated attraction to the load. Research findings include that UX/UI design is not essential to customer acquisition; However, UX / UI design has a significant impact on increasing the conversion rate in e–commerce by combining the product distribution version of the e–shop, consistent with the external handling of the appearance, the clear structure of the structure, and the consequence of increasing the concentration of the audiovisual and graphic effect.
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Koswara, Robby, and Fakhri Ikhwanul Alifin. "A User-oriented UI/UX Application Design Using The Integration of Quality Function Deployment (QFD) and Design Thinking Methods." MOTIVECTION : Journal of Mechanical, Electrical and Industrial Engineering 6, no. 1 (March 25, 2024): 85–100. http://dx.doi.org/10.46574/motivection.v6i1.308.

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UI / UX is essential in designing an application or website due to its impact on the user. With a decent and user-oriented UI/UX, users will experience high conformance and interact easily with the application or website, hence increasing the intensity of product usage and providing a better experience for users. However, the users' requirements are often neglected, making it difficult for the applications or websites to obtain a constant user number. Furthermore, this research aims to create a novel method to design UI/UX for CRM, which aligns with the needs and specifications of users. The data are collected using primary data through direct observation and questionnaires at an IT company called Numazu and its users. These data aim to measure and determine user needs and expectations by the integration of the Design Thinking and Quality Function Deployment (QFD) method. This research contributes to creating innovative and user-relevant UI/UX design methods, especially for CRM systems. The findings of this research also show an improvement in user experience through a user-oriented UI/UX design.
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Wu, Christofer Veronica, Hasniati, and Izmy Alwiah Musdar. "Implementation of User Centered Design Approach in User Interface Design and User Experience Website Worker's." KHARISMA Tech 17, no. 2 (September 14, 2022): 71–84. http://dx.doi.org/10.55645/kharismatech.v17i2.246.

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Abstract: The system quality can be affected by user involvement. It is necessary to implement User Centered Design (UCD) in the UI/UX Design of the Worker's Website. This study aims to evaluate and redesign the UI/UX of Worker's Websites with the UCD and SUS (System Usability Scale) methods in order to make it easier for prospective workers or the public to use website profiling. Data was collected via interview with 30 responds where the results of the interviews are used as a reference for making new designs and then evaluating the new designs with a closed questionnaire to the same respondents. The result of SUS method questionnaire revealed that new design by using UCD was in the excellent category with score 84. It can be concluded that UI/UX design with a UCD allows easy to use worker's website.
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Adams Gbolahan Adeleke, Temitope Oluwafunmike Sanyaolu, Christianah Pelumi Efunniyi, Lucy Anthony Akwawa, and Chidimma Francisca Azubuko. "Leveraging UX design and prototyping in agile development: A business analyst’s perspective." Engineering Science & Technology Journal 5, no. 8 (August 31, 2024): 2670–93. http://dx.doi.org/10.51594/estj.v5i8.1518.

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In Agile development, leveraging UX design and prototyping is crucial for delivering user-centered solutions that meet business goals and user needs. This review explores the integration of UX design and prototyping within Agile frameworks from a business analyst’s perspective, highlighting how these practices enhance project outcomes and ensure alignment with both user expectations and business objectives. User Experience (UX) design and prototyping are essential in Agile development for creating intuitive and effective user interfaces. UX design focuses on understanding user needs, behaviors, and pain points through user research, personas, and journey mapping. Prototyping involves creating early versions of the product to visualize and test design concepts. Integrating these practices within Agile methodologies helps in iterating designs quickly, gathering user feedback, and refining features based on real-world use. From a business analyst’s perspective, UX design and prototyping offer several benefits. Firstly, they facilitate clearer communication between stakeholders, designers, and developers by providing tangible representations of ideas and requirements. This reduces misunderstandings and ensures that all parties have a shared vision of the project outcomes. Secondly, early and continuous prototyping allows for rapid validation of design assumptions, reducing the risk of costly changes later in the development process. The review also discusses how business analysts can leverage UX design and prototyping to prioritize features, manage stakeholder expectations, and drive decision-making. By incorporating user feedback into iterative cycles, business analysts can ensure that the final product not only meets user needs but also aligns with business goals and delivers value. Additionally, the use of UX design principles and prototyping tools enhances the agility of the development process, enabling teams to adapt to changing requirements and market conditions effectively. In conclusion, integrating UX design and prototyping within Agile development provides a strategic advantage by aligning user experience with business objectives. For business analysts, this approach ensures that products are user-centered, functional, and responsive to evolving needs, ultimately contributing to the success of Agile projects. Keywords: UX Design, Prototyping, Agile Development, Business Analyst, User Experience, Iterative Design, Stakeholder Communication, Feature Prioritization, User Feedback, Development Process.
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Berni, Aurora, and Yuri Borgianni. "Making Order in User Experience Research to Support Its Application in Design and Beyond." Applied Sciences 11, no. 15 (July 29, 2021): 6981. http://dx.doi.org/10.3390/app11156981.

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The term User Experience (UX) was introduced to define the dynamics of the human-product interaction, and it was thought that design would have been a main recipient of UX research. However, it can be claimed that the outcomes of UX studies were not seamlessly transferred into design research and practice. Among the possible reasons, this paper addresses the fragmentary knowledge ascribable to the field of UX. The authors reviewed the literature analyzing the conceptual contributions that interpret UX, proposing definitions and/or a theoretical framework. This allowed the authors to provide an overview of recurring elements of UX, highlighting their relationships and affecting factors. This research aims to clarify the overall understanding of UX, along with its key components (the user, interaction, the system, and context) and dimensions (ergonomic, affective, and the cognitive experiences). The authors built a semantic construction inspired by the structure of a grammatical sentence to highlight the relationship between those components. Therefore, UX is defined by a subject/user who performs an action-interaction towards an object-system. A complement-context better defines the condition(s) where the action-interaction takes place. This work is expected to lay the foundations for the understanding of approaches and methods employed in UX studies, especially in design.
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Niemann, Emily. "FUTURE OF SECURITY THROUGH UX DESIGN: A CASE STUDY OF MySOS." Journal of Intelligence, Conflict, and Warfare 5, no. 3 (January 31, 2023): 271–74. http://dx.doi.org/10.21810/jicw.v5i3.5148.

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On November 25, 2022, Ms. Emily Niemann, a User Experience (UX) Designer at Esri presented on the Future of Security Through UX Design: A Case Study of MySOS. The presentation was followed by a question-and-answer period with questions from the audience and CASIS-Vancouver executives. The key points of discussion were the UX design process, human and user-centric focuses on UX design, a case study of the MySOS app in Japan, and the impact of old processes and norms in Japanese society.
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ZANNAT, NAHREEN, and MURNI MAHMUD. "MINDFUL UX DESIGN IN INDUSTRY 4.0: MITIGATING ADDICTION AND ENHANCING USER WELL-BEING INSOCIAL MEDIA AND AI ENVIRONMENTS." Journal of Information Systems and Digital Technologies 5, no. 2 (November 29, 2023): 321–44. http://dx.doi.org/10.31436/jisdt.v5i2.428.

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The rapid advancements in technology under Industry 4.0 bring forth both opportunities and challenges, particularly in User Experience (UX) design in social media and Artificial Intelligence (AI) environments. This research paper explores these dichotomies, focusing primarily on the role of UX design in mitigating addiction and enhancing user well-being. In this paper, authors begin by exploring the historical evolution of UX design and its increasing importance in the context of technological progression. We then discuss the psychological impacts of UX design on users, drawing a parallel between addictive characteristics of social media platforms and AI-based systems, and the deterioration of user well-being. Recognizing the gravity of the situation, we delve into the concept of 'Responsible UX Design,' a design philosophy that focuses on developing interfaces and systems that foster positive user behaviour while minimizing the risk of digital addiction. Authors present a comprehensive analysis of current strategies, practices, and policies related to responsible UX design in Industry 4.0 and discuss how these could be evolved for future. Drawing on a wide range of case studies, user interviews, and psychological research, the paper provides actionable recommendations for businesses, policymakers, and UX designers. These recommendations promote responsible design practices, discourage addictive design patterns, and encourage user-centric design approaches that improve digital well-being. Additionally, this paper provides a critical review of the challenges and potential ethical considerations in implementing responsible UX design. It introduces the concept of 'Digital Ethics,' which requires organizations and designers to uphold user well-being as a primary consideration during the design process. In conclusion, this research emphasizes the need for a paradigm shift towards responsible UX design, both as a moral obligation and as a competitive advantage in Industries 4.0. It advocates for an approach that balances user engagement with user well-being, and ensures that technological innovations enhance, rather than compromise, human lives. Unprecedented technical developments, including the fusion of social media platforms and artificial intelligence (AI), have been made possible by industry 4.0. User experience (UX) design now faces ethical and societal repercussions as a result of these developments. This paper provides a thorough examination of responsible UX design in Industry 4.0, with a particular emphasis on the growing usage of social media and AI tools. The research emphasizes the significance of ethical issues while examining recent information, trends, and best practices in UX design. Unprecedented technical developments, including the fusion of social media platforms and artificial intelligence (AI), have been made possible by industry 4.0. User experience (UX) design now faces ethical and societal repercussions as a result of these developments. This article provides a thorough examination of responsible UX design in Industry 4.0, with a particular emphasis on the growing usage of social media and AI tools. The research emphasizes the significance of ethical issues while examining recent information, trends, and best practices in UX design.
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Koesten, Laura, and Elena Simperl. "UX of data." Interactions 28, no. 2 (March 2021): 97–99. http://dx.doi.org/10.1145/3448888.

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This forum provides a space to engage with the challenges of designing for intelligent algorithmic experiences. We invite articles that tackle the tensions between research and practice when integrating AI and UX design. We welcome interdisciplinary debate, artful critique, forward-looking research, case studies of AI in practice, and speculative design explorations. --- Juho Kim and Henriette Cramer, Editors
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Agnestisia, Amelliandha Evifania, Michael Bezaleel Wenas, and Peni Pratiwi. "Perancangan UI/UX pada website Arttrash menggunakan metode Design Thinking." AITI 21, no. 1 (March 21, 2024): 14–28. http://dx.doi.org/10.24246/aiti.v21i1.14-28.

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Munculnya covid-19 memiliki pengaruh bagi Arttrash, salah satu UMKM Salatiga yang bergerak dalam bidang penjualan miniatur daur ulang limbah sampah, karena menyebabkan Arttrash mengurangi kapasitas produksi sehingga khawatir Arttrash dilupakan masyarakat. Penelitian ini membahas perancangan UI/UX berbasis website sebagai media promosi Arttrash dalam memperluas pangsa usahanya. UI/UX dirancang menggunakan metode design thinking yang merealisasikan nilai pelestarian lingkungan yang didasari dari penggunanaan bahan baku dari limbah sampah. Pendekatan kualitatif digunakan untuk mendapatkan permasalahan yang dihadapi. Rancangan UI/UX dievaluasi menggunakan metode usability testing dan didapatkan hasil bahwa design thinking memaksimalkan perancangan UI/UX website Arttrash karena membantu dalam memahami target user sehingga user merasa nyaman dan mudah dalam menjelajahi website Arttrash.
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Putri, Masyita Insyra, Erna Piantari, and Enjun Junaeti. "Development of UI / UX Design in Web-Based Artificial Intelligence Learning on Student Learning Motivation with a User-centered Design Approach." Jurnal Guru Komputer 4, no. 1 (November 18, 2023): 11–20. http://dx.doi.org/10.17509/jgrkom.v4i1.64140.

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Artificial Intelligence (AI) is a study of intelligent machines. Starting from elementary school, children should have the opportunity to learn computer science, both from computational thinking and programming. Based on that case, an e-learning platform that discusses AI with block-based programming was created, namely eCraft2Learn. Based on the results of field studies, the measurement of user experience and user interface shows the "bad" category on each scale. Whereas in e-learning, UI/UX is the point of interaction as the key in achieving educational goals. It is necessary to develop UI/UX both in terms of structure and content presentation, collaboration, and interaction so that it can influence student learning and motivation. Thus, the UI/UX development is carried out by applying the four stages of the user-centered design method. After all stages of the method are carried out, it produces a UI/UX design whose value can be measured based on the measurement of user experience and the development of student learning motivation is also measured through four indicators, namely intrinsic motivation, identified regulation, external regulation, and amotivation. From these results, it can be concluded that the UI/UX design that has been developed produces an increased value and has a positive effect on the intrinsic motivation scale and identified regulation. However, the results of this UI/UX design have no influence on the scale of external regulation and motivation
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Anshari, Muhammad Rifqi, Adam Prayogo Kuncoro, and Pungkas Subarkah. "DESIGNING UI/UX FOR ELEMENTARY SCHOOL E-LEARNING USING DESIGN THINKING METHOD." JURTEKSI (Jurnal Teknologi dan Sistem Informasi) 10, no. 3 (June 30, 2024): 575–82. http://dx.doi.org/10.33330/jurteksi.v10i3.3177.

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Abstract: Advances in technology and the internet have an impact on various daily activities, including the teaching and learning process. E-learning facilitates flexible learning without being constrained by space and time constraints. With e-learning, subject matter can be delivered consistently and more standardly than conventional learning which depends on the conditions of the teacher or instructor. One school in Banjarnegara Regency faced problems with students who had difficulty in learning, especially English. The learning media owned is limited to package books only. Therefore, schools need to have media that can support the learning process to be more optimal. This study aims to design and test UI/UX e-learning designs that suit the needs of the school using the design thinking method. This UI/UX design is expected to be an effective solution to overcome the limitations of learning media and improve the quality of student learning. Before the UI/UX design is implemented into the system, this study also conducts testing of the UI/UX design to assess its feasibility. Testing using the SUS (System Usability Scale) method resulted in a value of 82 with grade B, so it can be concluded that the design developed in this study is feasible to be deployed into the system and further developed. Keywords: E-learning; design thinking; system usability scale; UI/UX Abstrak: Kemajuan teknologi dan internet berdampak pada berbagai aktivitas sehari-hari, termasuk proses belajar-mengajar. E-learning memfasilitasi pembelajaran yang fleksibel tanpa terkendala oleh batasan ruang dan waktu. Dengan e-learning, materi pelajaran dapat disampaikan secara konsisten dan lebih standar dibandingkan pembelajaran konvensional yang bergantung pada kondisi guru atau instruktur. Salah satu sekolah di Kabupaten Banjarnegara menghadapi permasalahan dengan peserta didik yang kesulitan dalam pembelajaran, khususnya bahasa Inggris. Media pembelajaran yang dimiliki terbatas hanya pada buku paket saja. Oleh karena itu, sekolah perlu memiliki media yang dapat menunjang proses pembelajaran agar lebih optimal. Penelitian ini bertujuan untuk merancang dan menguji desain UI/UX e-learning yang sesuai dengan kebutuhan sekolah tersebut menggunakan metode design thinking. Desain UI/UX ini diharapkan dapat menjadi solusi efektif untuk mengatasi keterbatasan media pembelajaran dan meningkatkan kualitas belajar siswa. Sebelum desain UI/UX diterapkan ke dalam sistem, penelitian ini juga melakukan pengujian terhadap desain UI/UX untuk menilai kelayakannya. Pengujian menggunakan metode SUS (System Usability Scale) menghasilkan nilai 82 dengan grade B, sehingga dapat disimpulkan bahwa desain yang dikembangkan dalam penelitian ini layak untuk dideploy ke dalam sistem dan dikembangkan lebih lanjut. Kata kunci: E-learning; design thinking; system usability scale; UI/UX
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Bisset Delgado, Claudia. "User experience (UX) in metaverse: realities and challenges." Metaverse Basic and Applied Research 1 (December 28, 2022): 9. http://dx.doi.org/10.56294/mr20229.

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User experience (UX) design is an interdisciplinary field that combines elements of psychology, computer science, and design. It is concerned with how a product or service is perceived by its users and how it meets their needs. UX designers work to ensure that a product or service is easy to use, efficient, and satisfying for the person using it. The purpose of this article is to describe some implications of User Experience (UX) in the metaverse. UX is relevant in the metaverse because it determines how people interact with and perceive virtual environments. This will involve working with a variety of stakeholders, including developers, designers, and users, to understand the goals and needs of the virtual environment and to create user experiences that are intuitive, engaging, and satisfying. The role of the UX professional in the metaverse will involve applying traditional UX design principles and techniques to the unique challenges and opportunities presented by virtual environments. There are several ways in which UX professionals can insert themselves into working in the metaverse. First of all, work with virtual reality (VR) and augmented reality (AR) companies, VR and AR companies are at the forefront of developing metaverse technologies, and they often hire UX professionals to help design and improve their products. UX professionals in the metaverse must be able to design for immersive and interactive environments that can be difficult to predict and control.
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Yim, Jin-Ho, and Sang-Hee Lee. "UX Design for Digital TV Platform." Journal of the Ergonomics Society of Korea 29, no. 4 (August 31, 2010): 563–68. http://dx.doi.org/10.5143/jesk.2010.29.4.563.

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Suadamara, Rein. "Opportunity and Challenges in UX Design for E-Commerce Website." Engineering, MAthematics and Computer Science Journal (EMACS) 6, no. 2 (May 31, 2024): 157–62. http://dx.doi.org/10.21512/emacsjournal.v6i2.11555.

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The study of this research focuses on a review approach based on the information collected on the opportunities and challenges in user experience (UX) design for e-commerce websites. The foundation of the study is based on the global expansion of e-commerce which demonstrated the people’s acceptance of e-commerce. Recognizing where there is room for improvements in the UX design is therefore critical. Overcoming the challenges is also important to create the best UX design that answers the user’s need for an e-commerce website. Understanding what users need through the user experience may determine the success of the companies’ e-commerce website, as UX and e-commerce reviews have a very strong correlation. Understanding the main reason that brings customers to make their purchases in an online market is important. Experiencing a good user experience may lead to customer satisfaction and loyalty, which motivates them to return and make more purchases, as well as to recommend the website to other customers. Companies should make sufficient investments in UX noting that a successful e-commerce website highly depends on a positive UX. Examining earlier well-known research studies of UX design for e-commerce websites is the aim of this study, which will serve as a basis for further extensive research into this topic. Using the review approach, the study determined and evaluated the opportunities and challenges of UX design to improve user satisfaction to increase sales on e-commerce websites. Improving the user experience and user satisfaction will lead the customer to be more motivated in making orders and purchases. Having awareness on the website’s aspects that could have a negative impact to customers may improve the companies’ business process. Hence, research to improve the e-commerce website is key to providing users with a better online purchasing experience. The practical implication of this research is expected to serve as a guide for the development of e-commerce strategies. The findings are expected to enhance the efficacy of the e-commerce website as well as user satisfaction.
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Ratna Nur Fadilah and Dhian Sweetania. "PERANCANGAN DESIGN PROTOTYPE UI/UX APLIKASI RESERVASI RESTORAN DENGAN MENGGUNAKAN METODE DESIGN THINKING." Jurnal Ilmiah Teknik 2, no. 2 (May 30, 2023): 132–46. http://dx.doi.org/10.56127/juit.v2i2.826.

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Many people use restaurants as a choice of place to hold events such as family meals, social gathering, birthdays, etc. Because there are many restaurants in several cities, if you want to hold an event, you must reserve a place in advance. Therefore an application is needed to reserve a restaurant. The design process uses the Design Thinking method which is carried out in 5 stages, namely empathize, define, ideate, prototype, and testing. This Design Thinking method starts from problem analysis and problem solving to testing using the usability testing method to evaluate the UX (User Experience) of the design. Current technological developments make all things not escape from technology. Reserving a restaurant can be made easier by an application. That way, to help understand the use of a restaurant reservation application, it is necessary to design a UI/UX prototype design for a restaurant reservation application. UI/UX design for restaurant reservation applications requires an attractive and interactive design.
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Xinghai, Wang. "Reimagining Website Usability: A Conceptual Exploration of SEO and UX Design Integration." Journal of Digitainability, Realism & Mastery (DREAM) 2, no. 03 (March 31, 2023): 60–66. http://dx.doi.org/10.56982/dream.v2i03.99.

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This conceptual research paper aims to explore the integration of Search Engine Optimization (SEO) and User Experience (UX) design in the context of website usability. With the increasing importance of websites in attracting and engaging users, understanding the relationship between SEO practices and UX design principles becomes crucial. This paper examines the potential benefits and challenges associated with integrating SEO and UX design, proposing a framework for optimizing website usability while enhancing search engine visibility. The conceptual exploration emphasizes the need to strike a balance between SEO and UX design to create user-centered websites that achieve high rankings in search engine results pages (SERPs).
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Putra, Wahyu Rahmana, and Nurul Adha Oktarini Saputri. "Desain UI/UX Aplikasi E-Commerce Berbasis Mobile pada DK Tou Variasi Memanfaatkan Figma." Jurnal Indonesia : Manajemen Informatika dan Komunikasi 5, no. 1 (January 10, 2024): 221–28. http://dx.doi.org/10.35870/jimik.v5i1.455.

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DK TOU Variasi is a business that offers and serves maintenance services and sells car variation tools. DK TOU Variation wants to develop its business in the era of information technology. Therefore, as a solution, the first step is to create a UI/UX design. In designing a mobile application, UI / UX is one of the main factors so that users are comfortable when using the application. One of the tools that can be used in the UI/UX design process is Figma. Figma itself is an online prototyping platform that can be used to design UI/UX for a web or mobile application. User centered design is a suitable method in making UI/UX, this method will interact directly with the user so that it can find out the wishes of the user.
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Muktamar B, Ahmad, Cindy Sandra Lumingkewas, and Agus Rofi'i. "The Implementation of User Centered Design Method in Developing UI/UX." Journal of Information System, Technology and Engineering 1, no. 2 (June 15, 2023): 26–31. http://dx.doi.org/10.61487/jiste.v1i2.13.

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The university has an academic information system called AIS, of which students are one of the main users. Based on the results of the questionnaire from previous research, it has been proven that the AIS display still needs development. This research develops the UI/UX of AIS to better suit the needs of users with the UCD method. Starting from planning agreements with parties related to research, determining the context by interviewing parties who agreed in the first stage, determining needs with questionnaires to users, using the System Usability Scale (SUS) method to determine the results, designing a prototype based on the results of the third step, and UI/UX evaluation, which is carried out using the same method when evaluating the UI/UX AIS running in the third stage to prove whether there has been a significant improvement or not. The evaluation results show that there is an increase in UI/UX, and based on statistical tests, there is a significant difference between the current UI/UX AIS and the UI/UX AIS being developed. In the process of evaluation and statistical tests, even though the SUS calculation results were still marginal, the two AIS questionnaire results proved to have significant differences. So that the results of this study can be accepted, improvements can be made in the future.
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Sun, Xue Tong, and Jung Ho Jung. "Analyzing UX design evaluation factors for a metaverse-based experiential exhibition." Korea Institute of Design Research Society 8, no. 4 (December 31, 2023): 335–44. http://dx.doi.org/10.46248/kidrs.2023.4.335.

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With the rapid growth of virtual reality technology along with the Fourth Industrial Revolution, various experience contents based on metaverse are emerging. At the same time, metaverse online exhibitions are growing. However, there is a lack of evaluation studies related to user experience in metaverse experiential exhibitions. Therefore, it is necessary to explore new UX design evaluation factors based on metaverse. The purpose of this study is to establish metaverse-based experiential exhibition UX design evaluation factors and find directions for design improvement. The method of this study is, first, to derive metaverse-based experiential UX design evaluation factors through prior research, and second, to derive the importance of each evaluation factor using AHP techniques. Finally, IPA techniques are combined to measure user satisfaction and compare the importance derived from AHP techniques to suggest the direction of improvement of metaverse experiential exhibition UX design. The experimental results showed that the overall importance ranking for each element was reality, reliability, accessibility, usefulness, immersion, value, aesthetics, attractiveness, adaptability, and searchability. By synthesizing the experimental results of this study, we propose metaverse-based experiential exhibition UX design evaluation factors and present a more systematic and convergent evaluation method than existing studies. This study is expected to help provide theoretical support and practical grounds for future research related to metaverse experiential exhibition UX design.
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Laimay, Carole. "À quoi sert le design UX ?" I2D - Information, données & documents 54, no. 1 (2017): 34. http://dx.doi.org/10.3917/i2d.171.0034.

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Juárez-Varón, David, and Manuel Ángel Juárez-Varón. "SEO vs. UX in Web Design." International Journal of Software Science and Computational Intelligence 16, no. 1 (April 24, 2024): 1–26. http://dx.doi.org/10.4018/ijssci.342127.

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This work addresses a research gap in digital marketing by attempting to compare the effort in achieving the best organic search engine ranking with the effort in providing the best user experience in web navigation. The objective is to validate companies' efforts in the digital world, and the study is focused on the toy sector in Spain, specifically on the Google search engine, measuring the user experience in web browsing through neuromarketing biometrics. The top 30 results for each Google search were collected for the 638 keywords related to toys in Spain. Subsequently, the three best-positioned websites for the Google search results were determined, and their user experience was measured using neuromarketing biometrics, triangulated with qualitative research. This approach allows for contrasting brand authority in the digital world (visibility in a search) with the user experience in navigation (trust and ease of purchase decision-making). Results indicate that the best-positioned websites do not necessarily correspond to the best web navigation experiences.
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Goetz, Greta. "Building UX design for “cognitive democracy”." Networked Learning Conference 12 (August 16, 2024): 351. http://dx.doi.org/10.54337/nlc.v12.8691.

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We benefit so much from technology but technoscientific infrastructure can also be seen to threaten the complexity of mutual relations, interactions, etc. that are features of democratic society. It is common today to speak of the “tragedy of the commons”, the “unusable” internet – even finding a battery charger on Amazon requires a degree in investigative journalism (Gross), machines that compromise our ability to function without them or that replace us (ML, RBA), epistemic bubbles and echo chambers (Nguyen). Is our technoscientific information age a poison or a cure? It is up to us.
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Rasmila, Rasmila, and M. Hafizin Syahid Walillah. "Design Thinking's Role in Enhancing User Experience on Fashion Campus with Attractive UI/UX Design." PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic 11, no. 2 (September 26, 2023): 293–308. http://dx.doi.org/10.33558/piksel.v11i2.7115.

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Since the Covid pandemic, it has become popular to purchase used clothing. However, there are still obstacles to purchasing used apparel, such as limited selection, quality, and lack of product information. To address this issue, Fashion Campus, a platform for purchasing and selling used clothing with an attractive UI and excellent UX, was developed. UI/UX design is essential for ensuring a positive user experience, and Figma, a web-based vector design application, is being utilized for collaborative efforts. The Design Thinking method is used to increase the efficiency of collaboration and reduce development time. This iterative process permits researchers to gain a deeper understanding of users, to challenge presumptions, and to redefine existing problems in order to identify strategies and solutions. By focusing on the user experience, Design Thinking can lead to the creation of UI/UX Fashion Design by identifying new methods to enhance that experience.
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Novita Kurnia Ningrum, Ibnu Utomo Wahyu Mulyono, and Zahrotul Umami. "Rancang Bangun Design UI/ UX pada Aplikasi PANTAU menggunakan Pendekatan Design Thinking." Elkom : Jurnal Elektronika dan Komputer 15, no. 2 (December 4, 2022): 422–33. http://dx.doi.org/10.51903/elkom.v15i2.940.

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Perancangan aplikasi PANTAU ditujukan untuk petani yang mendapatkan bantuan hibah tanaman untuk penghijauan dan komersil. Dalam aplikasi pantau ini organisasi yang bekerja sama dengan petani dapat memantau perkembangan tanaman yang dihibahkan dan petani dapat mengirimkan informasi kondisi tanaman secara up to date melalui masing masing akun yang dimiliki. Dalam perancangan UI/UX aplikasi PANTAU digunakan design thinking method untuk mengetahui kebutuhan perancangan sesuai dengan yang dibutuhan user. Dan untuk testing menggunakan heuristic evaluation dan usability testing untuk mengetahui keefektifan dari rancangan UI/UX aplikasi PANTAU. Adapun testing ditujukan pada 22 user yang terdiri dari petani, organisasi dan pengelola sistem.
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Hananto, Brian Alvin. "Cardgame Design Project-Based Learning for a Graphic Design Course." International Journal of Designs for Learning 15, no. 2 (June 19, 2024): 54–64. http://dx.doi.org/10.14434/ijdl.v15i2.35895.

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Project-based learning is an effective method for students’ learning design. For the “Graphic Design for Interactive Entertainment” elective course, the author uses project-based learning to teach UI and UX design to Universitas Pelita Harapan’s Visual Communication Design Department students. For the project, the author designed a game mechanic. The students of the course later designed visuals for the game. One game that resulted from this project was “Pro Pickpockets”, a game about a group of pickpockets competing to collect valuable prizes for the best pickpockets. This paper elaborates on the design case of Pro Pickpockets as a design project and project-based learning for students in learning UI and UX.
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Alfarabi, Saifuddaulah, and Muhammad Muhammad. "Perancangan UI/UX Pada Aplikasi Berbasis Mobile TravelTrails Menggunakan Metode Design Thinking." Reputasi: Jurnal Rekayasa Perangkat Lunak 5, no. 1 (June 20, 2024): 69–76. http://dx.doi.org/10.31294/reputasi.v5i1.3439.

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Di era digital, aplikasi mobile menjadi semakin populer dalam pariwisata, membantu wisatawan merencanakan dan menikmati perjalanan mereka. Namun, perancangan User Interface (UI) dan User Experience (UX) yang baik masih menjadi tantangan untuk memenuhi kebutuhan dan preferensi pengguna. Penelitian ini bertujuan untuk merancang UI yang menarik dan intuitif serta UX yang meningkatkan kepuasan pengguna aplikasi TravelTrails. Selain itu, penelitian ini juga mengaplikasikan metode Design Thinking dalam merancang UI/UX aplikasi mobile untuk merumuskan solusi yang inovatif dan memenuhi kebutuhan pengguna. Metode Design Thinking diterapkan dengan melibatkan pengguna sejak awal untuk memahami kebutuhan dan preferensi mereka. Proses ini mencakup tahapan empathize, define ideation, prototyping, dan testing, memungkinkan tim desain untuk berpikir kreatif, iteratif, dan berpusat pada pengguna. Penerapan Design Thinking dalam merancang UI dan UX aplikasi TravelTrails terbukti meningkatkan keterlibatan dan kepuasan pengguna. Pada pengujian, aplikasi mendapat skor 80,75 dengan grade A- dan adjektif "Good", menunjukkan aplikasi dapat diterima dengan baik oleh pengguna. Namun, masih terdapat kekurangan dalam aspek UI dan UX yang perlu ditingkatkan untuk meningkatkan kepuasan pengalaman pengguna secara keseluruhan.
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Krisnanik, Erly, and Tri Rahayu. "UI/UX integrated holistic monitoring of PAUD using the TCSD method." Bulletin of Electrical Engineering and Informatics 10, no. 4 (August 1, 2021): 2273–84. http://dx.doi.org/10.11591/eei.v10i4.3108.

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User interface (UI)/user experience (UX) is one part of the stages in the development of the system to produce interactive and attractive web-based application layouts so that it is easy to understand and use by users. In this research, a case study was conducted on early childhood in PAUD Kuntum Mekar. The design of the UI/UX model for holistic integrative PAUD monitoring becomes one of the solutions to help parents and teachers. The method used to design UI/UX is the task centered system design (TCSD) approach starting from the stages; 1) identification scope of use, 2) user centered requirement analysis, 3) design and scenario, and 4) walkthrough evaluate, the method used for system testing is user satisfaction, and heuristic usability. The purpose of this study is the UI/UX design with TCSD can provide valid data needs of each actor based on the assignment and design of the story board of the developed system. The results of this research are UI/UX model design for integrative holistic PAUD monitoring application.
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Nur Rifa, Nahwatul, and Darso. "PERANCANGAN ULANG UI/UX DESIGN FACEBOOK LITE APP MENGGUNAKAN METODE DESIGN THINKING." STORAGE: Jurnal Ilmiah Teknik dan Ilmu Komputer 3, no. 1 (February 10, 2024): 11–17. http://dx.doi.org/10.55123/storage.v3i1.3111.

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Pada penelitian ini, desain user interface atau UX pada aplikasi mobile berbasis media sosial Facebook lite didesain ulang untuk memahami kebutuhan dan permasalahan pengguna berdasarkan hasil penelitian yang dilakukan oleh pengguna pengguna aplikasi Facebook lite. Dalam proses transformasi desain, Facebook lite mengalami perubahan signifikan dengan penerapan pendekatan Design Thinking. Metode ini melibatkan empati, pendefinisian, idealisasi, pembuatan prototipe, dan pengujian. Pada proses ini alat perancangan yang digunakan adalah Figma dan tahap pengujian atau pengujian menggunakan maze. Fitur desain UI/UX yang diperbarui mencakup halaman login, beranda, perpesanan, dan pasar. Pada tahap akhir pengujian atau tahap pengujian agar Desain UI/UX update aplikasi Facebook lite dapat berjalan dengan baik dan desain aplikasi yang diperbarui dapat dipahami dengan baik oleh pengguna. Penilaian tingkat kesulitan penggunaan pada hasil desain produk dimana untuk hasil tugas 1 tentang logging dan posting mendapat skor rata-rata 6,2 menunjukkan responden menganggap tugas tersebut sedikit lebih mudah. Tugas 2 tentang Download konten mendapatkan rata-rata 6,8 yang menunjukkan sebagian besar responden menganggap tugas tersebut merupakan tugas yang cukup mudah. Tugas 3 tentang pemesanan marketplace mendapatkan rata-rata 6,4 yang menunjukkan tugas yang cukup mudah.
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Rojas, Luis Felipe, Daniela Quiñones, and Claudio Cubillos. "FRAMUX-EV: A Framework for Evaluating User Experience in Agile Software Development." Applied Sciences 14, no. 19 (October 6, 2024): 8991. http://dx.doi.org/10.3390/app14198991.

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Abstract:
Agile software development prioritizes customer satisfaction through the continuous delivery of valuable software. However, integrating user experience (UX) evaluations into agile projects remains a significant challenge. Existing proposals address specific stages that apply UX evaluation methods but do not fully consider UX artifacts or UX events for integrating user experience into agile processes. To address this gap and support teams, we propose FRAMUX-EV, a framework for evaluating UX in agile software development using Scrum. FRAMUX-EV introduces seven UX artifacts: (1) UX evaluation methods, (2) UX design system, (3) UX personas, (4) UX responsibilities and roles, (5) UX evaluation repository, (6) UX backlog, and (7) UX sprint backlog; and four UX events: (1) pre-planning UX meeting, (2) pre-review UX meeting, (3) weekly UX meeting, and (4) weekly user meeting. The first version of the framework was developed using a seven-step methodology with a qualitative approach. A survey of 34 practitioners validated the usefulness and ease of integration of FRAMUX-EV components, yielding positive results. These findings suggest the potential of FRAMUX-EV as an interesting proposal for integrating UX into agile software development.
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