Academic literature on the topic 'UX designer'

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Journal articles on the topic "UX designer"

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Nurpalah, A., M. S. Pasha, D. D. Rhamdhan, Hanhan Maulana, and Agis Abhi Rafdhi. "Effect of UI/UX Designer on Front End." International Journal of Research and Applied Technology 1, no. 2 (2021): 335–41. http://dx.doi.org/10.34010/injuratech.v1i2.6759.

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In this digital era, product quality cannot be separated from aesthetics, those who are responsible for the beauty of product appearance are UI/UX Design and FrontEnd. Therefore, this study aims to find out what distinguishes UI/UX from FrontEnd and the correlation between UI/UX to FrontEnd. The method that this research uses is descriptive by presenting a complete picture of a particular situation based on facts, theories, and accurate reference sources with previous research. The results show that the presence of a UI/UX Designer can affect FrontEnd in the design/development of information s
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Munggana, Wira. "Menakar Resiko Pembangunan Prototipe User Experience Dengan Weighted Risk Check List." Jurnal ULTIMA InfoSys 6, no. 1 (2015): 71–75. http://dx.doi.org/10.31937/si.v6i1.282.

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Development of User Experience (UX) artifacts such as annotated wireframes, immersive prototypes, and detailed documentation should be done by a UX designer specialist, however most of them are not programmers. It can be done by using UX designer tools widely available today. Aside from what tools they used, this paper higlights forecasting the risk of an UX prototype project using weighted risk check list.
 Index Terms - Heuristic, User Interface Design, User Experience Prototype, Weighted Risk Check List, Wireframe.
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Massaro, Alessandro, Daniele Giannone, Vitangelo Birardi, and Angelo Maurizio Galiano. "An Innovative Approach for the Evaluation of the Web Page Impact Combining User Experience and Neural Network Score." Future Internet 13, no. 6 (2021): 145. http://dx.doi.org/10.3390/fi13060145.

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The proposed paper introduces an innovative methodology useful to assign intelligent scores to web pages. The approach is based on the simultaneous use of User eXperience (UX), Artificial Neural Network (ANN), and Long Short-Term Memory (LSTM) algorithms, providing the web page scoring and taking into account outlier conditions to construct the training dataset. Specifically, the UX tool analyses different parameters addressing the score, such as navigation time, number of clicks, and mouse movements for page, finding possible outliers, the ANN are able to predict outliers, and the LSTM proces
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Börjesson, Peter, Wolmet Barendregt, Eva Eriksson, Olof Torgersson, Liza Arvidsson, and Linda Persson. "The Merits of Situated Evaluation as an Alternative UX Evaluation Method to Understand Appropriation." Interaction Design and Architecture(s), no. 37 (June 10, 2018): 78–98. http://dx.doi.org/10.55612/s-5002-037-004.

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Oftentimes, technologies are not used in the ways designers had initially envisioned. Instead, people adapt technologies to their own needs, a phenomenon called ‘appropriation’. Appropriation is an important aspect of User Experience design, related to the situatedness and dynamics of the design, recognizing not only that initial needs and requirements may change over time, but also that a design may change the environment that it was designed for. Appropriation can also contribute to a sense of ownership as people use a design in their own way, sometimes in ways the designer did not intend. H
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Liu, Wei, Kun-Pyo Lee, Colin M. Gray, Austin L. Toombs, Kuo-Hsiang Chen, and Larry Leifer. "Transdisciplinary Teaching and Learning in UX Design: A Program Review and AR Case Studies." Applied Sciences 11, no. 22 (2021): 10648. http://dx.doi.org/10.3390/app112210648.

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Today’s user experience (UX) educators and designers can no longer just focus on creating more usable systems, but must also rise to the level of strategists, using design thinking and human–computer interaction (HCI) solutions to improve academic and business outcomes. Both psychological, designer, and engineering approaches are adopted in this study. An invited program review committee met to review progress of the UX program at the Beijing Normal University (BNUX). They considered issues and challenges facing the program today, and the steps that it could make to develop further. During a r
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Fessore, Rodrigo, and Daniela Gibertoni. "ANÁLISE DA CONTRATAÇÃO DOS PROFISSIONAIS UX PELAS EMPRESAS BRASILEIRAS." Revista Interface Tecnológica 18, no. 1 (2021): 141–52. http://dx.doi.org/10.31510/infa.v18i1.1159.

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A experiência do usuário (UX) é um termo utilizado há duas décadas e é definida como a experiência que o produto cria para as pessoas que o usam. O objetivo deste estudo é realizar um mapeamento sobre os anúncios de vagas com o tema UX no mercado brasileiro, analisando se as empresas utilizam o termo com a sua definição legítima ou se aproveitam de um modismo acerca do tema. Para tanto, foi realizado um levantamento sistemático por amostragem das vagas de emprego oferecidas para profissionais UX disponíveis nos dois principais canais de ofertas de emprego do país utilizando as palavras-chave “
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Rully Pramudita, Rita Wahyuni Arifin, Ari Nurul Alfian, Nadya Safitri, and Shilka Dina Anwariya. "PENGGUNAAN APLIKASI FIGMA DALAM MEMBANGUN UI/UX YANG INTERAKTIF PADA PROGRAM STUDI TEKNIK INFORMATIKA STMIK TASIKMALAYA." JURNAL BUANA PENGABDIAN 3, no. 1 (2021): 149–54. http://dx.doi.org/10.36805/jurnalbuanapengabdian.v3i1.1542.

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Keberadaan UserInterface (UI) dan User Experience (UX) Designer semakin dibutuhkan beberapa waktu belakangan. Salah satu alasannya karena banyak perusahaan yang mulai menggunakan platform mobile dan situs untuk perkembangan bisnis. Dalam menjawab tantangan ini maka pengetahuan mengenai UI/ UX diperlukan dalam hal melakukan perancangan program, hal ini pun sejalan dengan salah satu tujuan dari profil Prodi S1 Teknik Informatika STMIK Tasikmalaya yaitu; Menghasilkan tenaga ahli di bidang Teknik Informatika yang unggul, terampil menggunakan TIK serta memiliki pengetahuan pendukung yang relevan de
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Sel Franco, Marisa, Felipe Raposo, João Vitor Vale, Flávia Carvalho, and André Demaison. "SOUND DESIGN EM GAMES E UX: ESTUDO DE CASO DA RELAÇÃO ENTRE EFEITOS SONOROS E AÇÕES DE JOGO NO SUPER MARIO BROS." Ergodesign & HCI 8, no. 2 (2020): 1. http://dx.doi.org/10.22570/ergodesignhci.v8i2.1460.

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Considerados como mídias interativas, os jogos eletrônicos têm suas características sonoras como fortes auxiliadoras para se obter uma UX (experiência de usuário) expandida: quer como feedback de ações dos jogadores ou como elemento construtor da atmosfera imersiva. As interfaces auditivas são pontes de comunicação designer-usuário que extrapolam os elementos visuais das telas. Os efeitos sonoros e trilhas têm ainda um papel importante para construção identitária do jogo, possibilitando ao jogador ter pleno conhecimento das ações. O presente trabalho buscou avaliar a capacidade do usuário de i
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Pietroni, Eva, Alfonsina Pagano, and Bruno Fanini. "UX Designer and Software Developer at the Mirror: Assessing Sensory Immersion and Emotional Involvement in Virtual Museums." Studies in Digital Heritage 2, no. 1 (2018): 13–41. http://dx.doi.org/10.14434/sdh.v2i1.24634.

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 Virtual Museums (VMs) and their audiences have always been studied as separated worlds. Recently the importance of cross-methodological studies has been accepted by the academic sector for their usefulness in the process of assessing the impact of such VMs. Hedonic aspects, such as emotions, senses, perception, and environmental atmosphere rather than technicalities, like usability and affordance, have indeed played a precise and crucial role in the meaning-making of the world around us. This contribution will highlight the need for a collaborative sharing of ideas among designers and d
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McDaniel, Rudy, and Joseph R. Fanfarelli. "Rhythm and Cues." International Journal of Sociotechnology and Knowledge Development 7, no. 3 (2015): 20–37. http://dx.doi.org/10.4018/ijskd.2015070102.

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This essay situates game design and development within the domain of sociotechnical research and reviews the results of a case focusing on the design and development of an original video game level with platformer mechanics. Using a case history methodology with autoethnographic methods, the work studies the context in which small game components are authored and methods by which knowledge is exchanged and applied within rapidly developed software systems. It argues that the designer experience is a critical phenomenon to understand within the study of user experience in video games given the
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Dissertations / Theses on the topic "UX designer"

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Jacobsson, Linda, and Jessica Ivarsson. "UX-rollen : Om vikten av ett användarcentrerat förhållningssätt och en organisatorisk UX-mognad." Thesis, Högskolan Väst, Avd för medier och design, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-8127.

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In this study, we focus primarily on the importance of organisation and UX-maturity for applying user experience (UX). What does this mean for designers when maturity is low or high? The study shows that the user is an expert based on his/her personal experience of a product, allowing the user to select and influence solutions that best meet his/her needs. UX maturity is a highlighted concept in this UX study. If UX maturity of an organisation is low then UX is likely only applied by few or no one within the design team. If the maturity on the other hand is high, the organisation and its desig
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Seeger, Ida. "User eXperience : Design, teknik, business – men vad innebär det egentligen?" Thesis, Högskolan i Gävle, Industridesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-30764.

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User Experience, UX, som till en början främst användes inom IT-världen och sägs härstamma från HCI (Human Computer Interaction) används idag i allt större utsträckning. Den här studien syftar till att förtydliga vad UX innebär, hur definieras det samt hur ser yrkesrollerna ut inom UX. Denna studie är en jämförelse mellan teori och praktik för att se om praktiken matchar litteraturen. Ytterligare fokus ligger på organisationers UX-mognad samt vad det innebär för någon som är yrkesverksam inom UX. Vad innebär det för designers när mognaden är låg respektive hög? I den här studien användes huvud
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Varatharajah, Thujeepan. "Integrating UCD with Agile Methods : From the perspective of UX-Designers." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-262705.

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With the increasing popularity of Agile methods in software development projects, an emerging question is how Agile incorporates user needs to their process – which is the staple of User Centered Design (UCD). Existing reports indicate that integrating Agile and UCD has shown to improve the process and end product and that they are a natural fit. However, there is also a general lack of guidelines of how an effective integration may be done, and further research is requested. This study aims to provide that by portraying some aspects of how Agile and UCD may be integrated in practice, but also
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Eriksson-Lillevold, Helena, and Lisa Wessberg. "Bli en designer och se problem som möjligheter : Hur relaterar UX och design thinking till bibliotekens demokratiska uppdrag?" Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-80165.

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In this paper we describe UX and design thinking as a method for library development, and we describe the library as a democratic arena and its democratic mission. These ideas and methods are becoming more of common use among libraries. Since public libraries have a democratic mission we find it relevant to examine what view is presented within these new methods of libraries, users and democracy. Design thinking and UX have developed within the private sector, and since libraries in Sweden are financed by the public sector conflicts may arise between the two. The purpose of this paper is to pe
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Lien, Jane. "CreativeConnect: Bridging UX Designers & Startups." Research Showcase @ CMU, 2016. http://repository.cmu.edu/theses/107.

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Startups are an important entity to bring new ideas into the world. However, nine out of ten early stage startups fail. There are many factors contributing to the fate of a startup. Incorporating user experience (UX) design into an early stage startup can increase its chances of success. UX designers have the capability to generate and evaluate ideas, as well as conduct user research, visualize concepts for communication, and create prototypes for user testing. Despite the valuable skills a UX designer might bring to a startup, many startups lack in-depth knowledge about design and access to t
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Šolín, Petr. "Návrh metodiky UIX designu pro mobilní aplikace." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-150209.

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This thesis describes the design methodology for User Experience Design and its use in the creation of mobile applications. The theoretical part focuses on defining the field of User Experience Design (UXD) in conjunction with the definition of user experience. It then focuses on the role of UX Designer and his knowledge especially in the field of design of cognitive and memory operations. The main goal of the theoretical part of the thesis is to make up a comprehensive procedure for creating mobile UX applications serving as company's manual or guidance in creating a user-friendly application
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Gasperini, Andrea. "Style Guide per lo sviluppo di servizi mobili per gli studenti." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/13065/.

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In questo lavoro di progetto di tesi è stata realizzata la Living Style Guide StudentiOnLine, contenente gli elementi, le molecole e le linee guida fondamentali per la futura realizzazione e sviluppo dell'applicazione per dispositivi mobili SOL dell'Università di Bologna. Per la realizzazione della Living Style Guide SOL si è reso opportuno l’utilizzo del template associato al moderno framework HTML5-CSS3 Bootstrap in modo tale da garantire lo sviluppo futuro dell'applicazione Web Mobile StudentiOnLine con uno stile uniforme e ottenere, quindi, un layout usabile e un UX design. Si è reso nece
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Pedersen, Line. "Dark pattern design inom e-handel : Från UX-designers perspektiv." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20083.

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Dark Pattern Design är ett paraplybegrepp för design vars syfte är att förvirra, vilseleda eller utnyttja användaren. Detta görs genom att man konstruerar gränssnittet på ett sådant sätt att det döljer, försvårar eller omöjliggör en viss handling för användaren – dessa sätt att designa ett gränssnitt på går att identifiera genom olika mönster. Brignull (2010) och Gray m.fl. (2018) har gjort skapat olika kategorier och definitioner för dessa mönster, men det existerar även andra standarder upprättade av andra forskare och branschexperter. Näthandeln är ett av de vanligaste ställena där man kan
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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 i
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Lindén, Edward. "Designing an e-learning approach for UX designers about AI : A workplace e-learning perspective." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-279425.

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Organizations need to stay on edge by taking advantage of the opportunities offered by emerging technologies such as Artificial Intelligence (AI). Modern software with AI-features is efficient when the user experience (UX) is not omitted. To generate better user-centered AI-features in software, UX designers need to be more knowledgeable about relevant AI-techniques and take advantage of their affordances. Currently, many UX designers lack such knowledge, and this thesis aims to fill this gap by suggesting a novel e-learning approach focusing on developing UX designers’ knowledge about human-c
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Books on the topic "UX designer"

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

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Designing search: UX strategies for ecommerce success. Wiley Pub., 2011.

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King, Peter. 1,000 greetings: Creative correspondences designed for all occasions. Rockport Publishers, 2004.

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Quesenbery, Whitney. Global UX: Design and research in a connected world. Morgan Kaufmann, 2012.

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

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

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

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Designing for emerging technologies: UX for Genomics, Robotics, and the Internet of Things. O'Reilly, 2014.

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IOS wow factor: Apps and UX design techniques for iPhone and iPad. Apress, 2011.

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Da zao cheng gong UI/UX de 50 ge guan jian: Yong mo gui de xi jie chuang zao ji zhi shi yong zhe ti yan : Shi yong UI/UX she ji fa ze de bi du shu. Bo shuo wen hua gu fen you xian gong si, 2016.

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Book chapters on the topic "UX designer"

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Isbister, Katherine, and Celia Hodent. "Interview: With Laura Taylor, Senior UX Designer, Unity Technologies." In Game Usability, 2nd ed. CRC Press, 2022. http://dx.doi.org/10.1201/9781003109389-6.

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Isbister, Katherine, and Celia Hodent. "Interview: With Mike Mariano, Senior UX/UI Designer at Roblox." In Game Usability, 2nd ed. CRC Press, 2022. http://dx.doi.org/10.1201/9781003109389-5.

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Isbister, Katherine, and Celia Hodent. "Interview: With Anouk Ben-Tchavtchavadze, Senior UX Designer at Riot Games." In Game Usability, 2nd ed. CRC Press, 2022. http://dx.doi.org/10.1201/9781003109389-4.

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Knight, Westley. "The Importance of Visual Design." In UX for Developers. 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. Routledge, 2019. http://dx.doi.org/10.4324/9781315106359-13.

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

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

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

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

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

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Conference papers on the topic "UX designer"

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Souza, Bárbara, and Manuela Quaresma. "O perfil do UX designer: um panorama da visão do mercado de trabalho." In 13º Congresso Pesquisa e Desenvolvimento em Design. Editora Blucher, 2019. http://dx.doi.org/10.5151/ped2018-7.1_aic_03.

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Butiurca, Ana Dalila, and Massimo Zancanaro. "What is it like to be a UX designer in Italy? An initial analysis of job advertisements to improve training and education in HCI." In CHItaly '21: 14th Biannual Conference of the Italian SIGCHI Chapter. ACM, 2021. http://dx.doi.org/10.1145/3464385.3464714.

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Tong, Yanzhang, Yan Liang, Ying Liu, Yulia Hicks, and Irena Spasic. "Integrating Hedonic Quality for User Experience Modelling." In ASME 2021 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2021. http://dx.doi.org/10.1115/detc2021-69781.

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Abstract Research on user experience (UX) has attracted much attention from designers. Additionally, hedonic quality can help designers understand user interaction (such as attractive, original and innovative) when they experience a product. Realising the user’s interaction state is a significant step for designers to optimise product design and service. Previous UX modelling lacks exploration in user interaction state. Also, the lack of user interaction state factor will reduce the accuracy of the UX modelling. In this paper, we explore the interaction value of online customer review and intr
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Roto, Virpi, Val Mitchell, Stuart Cockbill, Jodi Forlizzi, Jung-Joo Lee, and Effie L-C Law. "Introduction to Service Design for UX Designers." In NordiCHI '20: Shaping Experiences, Shaping Society. ACM, 2020. http://dx.doi.org/10.1145/3419249.3420074.

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Roto, Virpi, Val Mitchell, Stuart Cockbill, Jung-Joo Lee, Effie Lai-Chong Law, and John Zimmerman. "Introduction to Service Design for UX Designers." In CHI '21: CHI Conference on Human Factors in Computing Systems. ACM, 2021. http://dx.doi.org/10.1145/3411763.3444999.

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

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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. 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. ACM, 2017. http://dx.doi.org/10.1145/3027063.3027077.

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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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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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Reports on the topic "UX designer"

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Seybold, Patricia. A Best Practice Example of Applying UX Principles to Product Design and Development. Patricia Seybold Group, 2011. http://dx.doi.org/10.1571/cs06-16-11cc.

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