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Journal articles on the topic 'UX designer'

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1

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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Kumalasari, Latifah Diah, and Ajib Susanto. "Recommendation System of Information Technology Jobs using Collaborative Filtering Method Based on LinkedIn Skills Endorsement." SISFORMA 6, no. 2 (2020): 63. http://dx.doi.org/10.24167/sisforma.v6i2.2240.

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Students who are graduated from Informatics Engineering have wide employment opportunities in the information technology work field, such as database administrator, data scientist, UI designer, IT project manager, network engineer, system analyst, software engineer and UX designer. Each job in Information Technology field has different skill requirement for the interest of work field. Therefore, IT skill classification is needed to find out the suitable career recommendation for Informatics Engineering students. Data from IT professionals which are obtained from LinkedIn account of IT professi
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Sufandi, Unggul Utan, Dwi Astuti Aprijani, and Paken Pandiangan. "Evaluasi dan Hasil Review Desain User Interface Prototype Aplikasi Mobile Sitta Universitas Terbuka." Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) 10, no. 3 (2021): 147. http://dx.doi.org/10.23887/janapati.v10i3.40281.

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Sistem Informasi Tiras dan Transaksi Bahan Ajar (SITTA) merupakan sistem yang dimiliki Universitas Terbuka (UT) untuk mengelola layanan dan distribusi bahan ajar ke mahasiswa. Saat ini, sistem tersebut sedang dikembangkan dalam versi mobile berbasis platform Android. Aplikasi mobile SITTA dikembangkan dengan langkah awal berupa pembuatan desain prototype aplikasi. Suatu desain aplikasi perlu dilakukan evaluasi agar aspek-aspek usability dapat sesuai dengan prinsip desain User Interface dan User Experience yang baik dan benar untuk memenuhi kebutuhan user secara tepat. Penelitian ini menghasilk
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Marsan, Anne L., Yifan Chen, and Paul J. Stewart. "Surface Feature Parametrization Analogous to Conductive Heat Flow." Journal of Computing and Information Science in Engineering 2, no. 2 (2002): 77–85. http://dx.doi.org/10.1115/1.1510860.

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Direct Surface Manipulation (DSM) allows a designer to add a raised or indented feature to an existing surface. The user bounds the feature with a closed curve, and defines an influence center that indicates the point or curve of maximum displacement from the original surface. As we move radially outward from the influence center to the boundary curve, the magnitude of displacement is scaled gradually by a one-dimensional polynomial basis function whose values range from 0 to 1. In this paper we present a new technique for assigning parameter values in the radial direction, i.e., u, to points
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Reyes Fabela, Ana María, and René Pedroza Flores. "Retos de la formación profesional del diseñador industrial en la Cuarta Revolución Industrial (4RI) / Challenges of the professional training of the industrial designer in the Fourth Industrial Revolution (4RI)." RIDE Revista Iberoamericana para la Investigación y el Desarrollo Educativo 8, no. 16 (2018): 1–22. http://dx.doi.org/10.23913/ride.v8i16.330.

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En este artículo se abordaron los retos que tiene la formación profesional del diseñador industrial ante el desarrollo de la Cuarta Revolución Industrial (4RI). Esta idea surgió luego de que se identificara que el diseñador industrial requiere renovación profesional para orientarse en el manejo y desarrollo de nuevas tecnologías y de nuevos materiales, para dar soluciones a necesidades sociales e industriales en la era de la transición entre humanismo y posthumanismo.Se aportó el supuesto de la conformación del diseñador 4.0, holista e integrativo, como constructor de híbridos humanos y humano
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Ranscombe, Charlie, Jacob Rodda, and Mark Johnson. "Visualising User Experiences: Analysing Embodiment of UX in Autonomous Vehicle Concepts." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (2019): 4039–48. http://dx.doi.org/10.1017/dsi.2019.411.

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AbstractThe prospect of autonomous vehicles and associated technologies has disrupted traditional modes of vehicle operation and ownership. This requires automotive designers to shift their focus from designing vehicle form to consider the design of transport experiences. As such, there is a need to explore how best to support automotive designers in communicating user experiences (UX) alongside the physical design of vehicles. This paper presents an industry case study conducted with Ford Design Asia Pacific to assess the embodiment of UX in early concepts. Attributes of generalised model for
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Getto, Guiseppe, and Fred Beecher. "Toward a Model of UX Education: Training UX Designers Within the Academy." IEEE Transactions on Professional Communication 59, no. 2 (2016): 153–64. http://dx.doi.org/10.1109/tpc.2016.2561139.

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Zimmerman, John, Changhoon Oh, Nur Yildirim, Alex Kass, Teresa Tung, and Jodi Forlizzi. "UX designers pushing AI in the enterprise." Interactions 28, no. 1 (2021): 72–77. http://dx.doi.org/10.1145/3436954.

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Sosa-Tzec, Omar. "User experience delight from the designer’s perspective." Avances en Interacción Humano-Computadora, no. 1 (October 31, 2018): 22. http://dx.doi.org/10.47756/aihc.y3i1.37.

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UX designers acknowledge delight as a relevant element of the user experience. This paper investigates how these professionals talk about delight and demonstrates the existence of two viewpoints of delight used in professional practice. The paper introduces a third, unified perspective to serve as the basis of an HCI research agenda that can support UX design practice concerning the notion of delight.
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Zaharias, Panagiotis, Christos Gatzoulis, and Yiorgos Chrysanthou. "Exploring User Experience While Playing Educational Games." International Journal of Gaming and Computer-Mediated Simulations 4, no. 4 (2012): 19–32. http://dx.doi.org/10.4018/jgcms.2012100102.

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The concept and methods of user experience (UX) are gaining momentum in the game industry. Designers and educational practitioners aim to provide rich and effective user experience through serious educational games. Nevertheless several phenomena that delineate the complex issue of UX in serious gaming remain unexplored. This empirical study sheds light on temporality of UX and attractiveness of serious games. More specifically it explores a) how pragmatic and hedonic UX quality affects attractiveness in a serious game and b) investigates differences between anticipated and episodic UX so as t
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Hou, Guanhua, Hua Dong, Weining Ning, and Lianghao Han. "Larger Chinese text spacing and size: effects on older users’ experience." Ageing and Society 40, no. 2 (2018): 389–411. http://dx.doi.org/10.1017/s0144686x18001022.

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AbstractWith declining vision ability, character spacing and size on smartphones designed for the general population are not accessible for older adults. This study aimed to explore how larger Chinese character spacing and size affect older adults’ user experience (UX). An orthogonal experiment was conducted. The optimal range of font size (FS), word spacing (WS) and line spacing (LS) were proposed utilising subjective evaluations to investigate the correlation of eye movement data with participants perceived UX. The results showed that improvement in different aspects of UX varied when FS, WS
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Fan, Mingming, Xianyou Yang, TszTung Yu, Q. Vera Liao, and Jian Zhao. "Human-AI Collaboration for UX Evaluation: Effects of Explanation and Synchronization." Proceedings of the ACM on Human-Computer Interaction 6, CSCW1 (2022): 1–32. http://dx.doi.org/10.1145/3512943.

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Analyzing usability test videos is arduous. Although recent research showed the promise of AI in assisting with such tasks, it remains largely unknown how AI should be designed to facilitate effective collaboration between user experience (UX) evaluators and AI. Inspired by the concepts of agency and work context in human and AI collaboration literature, we studied two corresponding design factors for AI-assisted UX evaluation: explanations and synchronization. Explanations allow AI to further inform humans how it identifies UX problems from a usability test session; synchronization refers to
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Valencia, Katherine, Cristian Rusu, and Federico Botella. "User Experience Factors for People with Autism Spectrum Disorder." Applied Sciences 11, no. 21 (2021): 10469. http://dx.doi.org/10.3390/app112110469.

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Autism Spectrum Disorder (ASD) is a condition characterized by difficulties with social interaction and communication. Studies show that people with ASD tend to enjoy using technology, as it provides them with a safe and trustworthy environment. Evaluating User eXperience (UX) in people with disabilities has been a challenge that studies have addressed in recent times. Several studies have evaluated the usability and UX of systems designed for people with ASD using evaluation methods focused on end users without disabilities. In reviewing studies that evaluate systems designed for people with
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Rose, Emma J., and Josh Tenenberg. "UX as Disruption." International Journal of Sociotechnology and Knowledge Development 7, no. 3 (2015): 1–19. http://dx.doi.org/10.4018/ijskd.2015070101.

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Over the past 30 years, there has been an ongoing shift in software from a system-centered to user-centered approach. When user-centered approaches are introduced to teams and organizations, conflict often emerges. Conflict could be dismissed as idiosyncratic differences among team members. In this paper, the authors account for conflicts as a clash of worldview between occupational communities: engineers and UX designers. They define the engineering worldview as the application of science and mathematics to structure sociotechnical processes to solve concrete, pre-specified problems, from an
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Cheng, Fangmin, Suihuai Yu, Shengfeng Qin, Jianjie Chu, and Jian Chen. "User experience evaluation method based on online product reviews." Journal of Intelligent & Fuzzy Systems 41, no. 1 (2021): 1791–805. http://dx.doi.org/10.3233/jifs-210564.

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Evaluating the quality of the user experience (UX) of existing products is important for new product development. Conventional UX evaluation methods, such as questionnaire, have the disadvantages of the great subjective influence of investigators and limited number of participants. Meanwhile, online product reviews on e-commerce platforms express user evaluations of product UX. Because the reviews objectively reflect the user opinions and contain a large amount of data, they have potential as an information source for UX evaluation. In this context, this study explores how to evaluate product
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Oyibo, Kiemute, and Julita Vassileva. "Relationship between Perceived UX Design Attributes and Persuasive Features: A Case Study of Fitness App." Information 12, no. 9 (2021): 365. http://dx.doi.org/10.3390/info12090365.

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Research shows that a well-designed user interface is more likely to be persuasive than a poorly designed one. However, there is a limited understanding of the relationship between user-experience (UX) design attributes and users’ receptiveness to the persuasive features of a persuasive technology aimed at motivating behavior change. To bridge this gap, we carried out an online case study among 228 participants from Canada and the United States to investigate the relationship between perceived UX design attributes and users’ receptiveness to persuasive features. The study serves as exploratory
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Sánchez-Adame, Luis Martín, José Fidel Urquiza-Yllescas, and Sonia Mendoza. "Measuring Anticipated and Episodic UX of Tasks in Social Networks." Applied Sciences 10, no. 22 (2020): 8199. http://dx.doi.org/10.3390/app10228199.

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Today, social networks are crucial commodities that allow people to share different contents and opinions. In addition to participation, the information shared within social networks makes them attractive, but success is also accompanied by a positive User eXperience (UX). Social networks must offer useful and well-designed user-tools, i.e., sets of widgets that allow interaction among users. To satisfy this requirement, Episodic User eXperience (EUX) yields reactions of users after having interacted with an artifact. Anticipated User eXperience (AUX) grants the designers the capacity to recol
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Alexander, Delainey A. "UX Fundamentals for Non-UX Professionals: User Experience Principles for Managers, Writers, Designers, and Developers: Edward Stull [Book Review]." IEEE Transactions on Professional Communication 63, no. 2 (2020): 203–4. http://dx.doi.org/10.1109/tpc.2020.2989601.

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Cavalcante, Emanuelle, Luis Rivero, and Tayana Conte. "Evaluating the Feasibility of MAX: A Method Using Cards and a Board for Assessing the Post-Use UX." International Journal of Software Engineering and Knowledge Engineering 25, no. 09n10 (2015): 1759–64. http://dx.doi.org/10.1142/s0218194015710138.

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User Experience (UX) is an important attribute for the success and quality of a software application. UX explores how an application is used and the emotional and behavioral consequences of such use. Although several UX evaluation methods allow understanding the reasons for a poor UX, some of them are tedious or too intrusive, making the evaluation unpleasant. This paper presents the Method for the Assessment of eXperience (MAX), which through cards and a board assists software engineers in gathering UX data while motivating users to report their experience. We conducted two pilot studies to v
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Alenljung, Beatrice, Jessica Lindblom, Rebecca Andreasson, and Tom Ziemke. "User Experience in Social Human-Robot Interaction." International Journal of Ambient Computing and Intelligence 8, no. 2 (2017): 12–31. http://dx.doi.org/10.4018/ijaci.2017040102.

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Socially interactive robots are expected to have an increasing importance in human society. For social robots to provide long-term added value to people's lives, it is of major importance to stress the need for positive user experience (UX) of such robots. The human-centered view emphasizes various aspects that emerge in the interaction between humans and robots. However, a positive UX does not appear by itself but has to be designed for and evaluated systematically. In this paper, the focus is on the role and relevance of UX in human-robot interaction (HRI) and four trends concerning the role
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Lim, Yoo Kyoung, and Ji Sung Song. "A Study on the Multisystem Based on Ubiquitous Environmental Communication Design - UX(User Experience)Design -." JOURNAL OF THE KOREAN SOCIETY DESIGN CULTURE 23, no. 3 (2017): 629–37. http://dx.doi.org/10.18208/ksdc.2017.23.3.629.

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Nakamura, Walter Takashi, Leonardo Carneiro Marques, Luis Rivero, Elaine H. T. De Oliveira, and Tayana Conte. "Are scale-based techniques enough for learners to convey their UX when using a Learning Management System?" Revista Brasileira de Informática na Educação 27, no. 01 (2019): 104. http://dx.doi.org/10.5753/rbie.2019.27.01.104.

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As technology evolves, learning institutions have sought to invest in new learning technologies. Many universities have been adopting platforms designed to support the learning process, called Learning Management Systems (LMSs), to complement face-to-face learning, as well as to support distance learning. This widespread adoption of LMSs raises the need for evaluating them regarding aspects related to quality in use, such as User eXperience (UX). UX is very important in e-learning context, given that it may influence learner’s attitude towards the use of the LMS. Despite its importance, few st
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Konstantakis, Markos, and George Caridakis. "Adding Culture to UX." Journal on Computing and Cultural Heritage 13, no. 1 (2020): 1–17. http://dx.doi.org/10.1145/3354002.

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Green, Daniel, Charlie Hargood, and Fred Charles. "Use of Tools." Journal on Computing and Cultural Heritage 14, no. 3 (2021): 1–25. http://dx.doi.org/10.1145/3458769.

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The technology supporting Interactive Digital Narrative (IDN) is of particular significance to cultural heritage research. IDN technology provides a means of engagement in cultural heritage sites, a medium for culturally significant stories, and culturally significant story-centric games. While previous work in this space has numerous examples of user experience (UX) evaluations of the interactive narrative works themselves, there is significantly less in terms of evaluation of technology for authoring IDN, creating a UX research space in this area that is focused on the audience and not autho
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Milosevic, Zorana, Ramon A. Suarez Fernandez, Sergio Dominguez, and Claudio Rossi. "Guidance for Autonomous Underwater Vehicles in Confined Semistructured Environments." Sensors 20, no. 24 (2020): 7237. http://dx.doi.org/10.3390/s20247237.

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In this work, we present the design, implementation, and testing of a guidance system for the UX-1 robot, a novel spherical underwater vehicle designed to explore and map flooded underground mines. For this purpose, it needs to navigate completely autonomously, as no communications are possible, in the 3D networks of tunnels of semistructured but unknown environments and gather various geoscientific data. First, the overall design concepts of the robot are presented. Then, the guidance system and its subsystems are explained. Finally, the system’s validation and integration with the rest of th
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Wi, Jang Hoon, and Yeo Kyung Yoon. "Analysis of APP UX/UI Design through Designer’s Creative Style based on Cognitive Psychology." KOREA SCIENCE & ART FORUM 35 (September 30, 2018): 293–301. http://dx.doi.org/10.17548/ksaf.2018.09.30.293.

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Arbel, Ifah, Bing Ye, and Alex Mihailidis. "Stroke Patients’ Experiences in an Adaptive Healing Room in a Stroke Rehabilitation Unit." HERD: Health Environments Research & Design Journal 13, no. 2 (2019): 170–85. http://dx.doi.org/10.1177/1937586719879060.

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Objectives: This study evaluated the user experiences (UX) of stroke patients residing in the adaptive healing room (AHR) and compared them to the UX of patients residing in standard private rooms (SPRs). Background: Healing environments in healthcare settings can promote patients’ healing processes, outcomes, and psychological well-being. The AHR was designed as a healing environment for stroke patients and has been previously evaluated in laboratory settings. This study was the first to evaluate it in its intended context—a stroke rehabilitation unit. Methods: The UX of 10 patients residing
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Vilardaga, Roger, Javier Rizo, Richard K. Ries, et al. "Formative, multimethod case studies of learn to quit, an acceptance and commitment therapy smoking cessation app designed for people with serious mental illness." Translational Behavioral Medicine 9, no. 6 (2018): 1076–86. http://dx.doi.org/10.1093/tbm/iby097.

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Abstract Despite public health efforts, individuals with serious mental illness (SMI) still have very high rates of tobacco smoking. Innovative approaches to reach this population are needed. These series of case studies aimed to descriptively evaluate the usability, user experience (UX), and user engagement (UE) of Learn to Quit (LTQ), an acceptance and commitment therapy smoking cessation app designed for people with SMI, and to compare it with an app designed for the general population, NCI (National Cancer Institute) QuitGuide (QG). Both apps were combined with nicotine replacement therapy
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Wildner, Raimund, Christine Kittinger-Rosanelli, and Tim Bosenik. "How Good is Your User Experience? Measuring and Designing Interactions." GfK Marketing Intelligence Review 7, no. 2 (2015): 52–57. http://dx.doi.org/10.1515/gfkmir-2015-0019.

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Abstract Form and function are important dimensions of consumer choice, but there is more in our increasingly digital world. It is not only products per se that need to be designed but the whole interaction between consumers and brands. The whole UX or user experience is more important than ever before. Digitalism nowadays is everywhere, and even mundane products are becoming more digital (e.g. ovens), while others evolve that are purely digital (e.g. PayPal). The question is: How can we effectively measure and design interactions in this highly digital and complex environment? For quite a lon
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Gagnon-Roy, Mireille, Stéphanie Pinard, Carolina Bottari, et al. "Smart Assistive Technology for Cooking for People With Cognitive Impairments Following a Traumatic Brain Injury: User Experience Study." JMIR Rehabilitation and Assistive Technologies 9, no. 1 (2022): e28701. http://dx.doi.org/10.2196/28701.

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Background User experience (UX), including usability, should be formally assessed multiple times throughout the development process to optimize the acceptability and integration of a new technology before implementing it within the home environment of people living with cognitive impairments. Objective The aim of this study is to identify UX issues, notably usability issues, and factors to consider for the future implementation of the COOK (Cognitive Orthosis for Cooking) within the home of individuals with traumatic brain injury (TBI) to identify modifications to improve the technology. Metho
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Tasoudis, Stavros, and Mark Perry. "Participatory Prototyping to Inform the Development of a Remote UX Design System in the Automotive Domain." Multimodal Technologies and Interaction 2, no. 4 (2018): 74. http://dx.doi.org/10.3390/mti2040074.

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This study reports on the empirical findings of participatory design workshops for the development of a supportive automotive user experience design system. Identifying and addressing this area with traditional research methods is problematic due to the different user experience (UX) design perspectives that might conflict and the related limitations of the automotive domain. To help resolve this problem, we conducted research with 12 user experience (UX) designers through individual participatory prototyping activities to gain insights into their explicit, observable, tacit and latent needs.
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Touloum, Karim, Djilali Idoughi, and Ahmed Seffah. "Adding UX in the Service Design Loop: The Case of Crisis Management Services." Interaction Design and Architecture(s), no. 37 (June 10, 2018): 47–77. http://dx.doi.org/10.55612/s-5002-037-003.

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Focus on user experience (UX) has been a growing trend in service design (SD), as it has various benefits. As it will be demonstrated in this paper, developing an efficient, yet usable crisis management service requires a deep understanding of the experience of all stakeholders involved in the crisis. While many SD studies have proposed different principles, practices and tools, there is a lack of a practical comprehensive design framework that empowers designers to integrate effectively UX in the SD lifecycle. In this paper we propose a methodological framework called UXD-IS (User eXperience
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Feng, Lin, and Wei Wei. "An Empirical Study on User Experience Evaluation and Identification of Critical UX Issues." Sustainability 11, no. 8 (2019): 2432. http://dx.doi.org/10.3390/su11082432.

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We introduce an approach that supports researchers and practitioners to determine the quality of first-time user experience (FTUX) and long-term user experience (LTUX), as well as to identify critical issues with these two types of UX. The product we chose to study is a mobile fitness application. Mobile apps tend to have a much shorter service life than most other products; thus, the developers/designers need to pay great attention to both first-time and long-term user experience. This study is based on a multi-method approach. We employed the AttrakDiff questionnaire to assess users’ first i
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Coursaris, Constantinos K., and Konstantinos Kripintris. "Web Aesthetics and Usability." International Journal of E-Business Research 8, no. 1 (2012): 35–53. http://dx.doi.org/10.4018/jebr.2012010103.

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Usability has been an essential component of the Web User Experience (UX) and a focal research topic. In recent years, the penetration of interactive technologies in all aspects of everyday life challenges the way UX is understood and designed. The past decade, Human-Computer Interaction (HCI) scholars have been continuously attempting to introduce and explore new and non-traditional factors in the UX arena, such as aesthetics, emotions, affect, and trust. This study contributes to the field by exploring the relationship between aesthetics and UX; specifically the impact of the classical desig
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Hermosa Perrino, Cristina, and Michael Burmester. "Designing for Temporal Harmony: Exploring the Well-Being Concept for Designing the Temporal Dimension of User Experience." Multimodal Technologies and Interaction 4, no. 3 (2020): 66. http://dx.doi.org/10.3390/mti4030066.

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User Experience (UX) is characterized by its temporal dimension, dynamic nature, and variability. Although descriptive models about the temporal dimension and related aspects exist, an understanding of the design possibilities and a design approach that ensures the design of the temporal dimension promoting a positive UX and well-being are still lacking. This paper addresses this research gap and builds on Zimbardo and Boyd’s Time Perspective Theory (TPT). TPT presents five time perspectives (TPs)—Past-Negative, Past-Positive, Present-Fatalistic, Present-Hedonistic, and Future—to reveal that p
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Branch, James, Christopher J. Parker, and Mark Evans. "Do User Experience (UX) Design Courses Meet Industry’s Needs? Analysing UX Degrees and Job Adverts." Design Journal 24, no. 4 (2021): 631–52. http://dx.doi.org/10.1080/14606925.2021.1930935.

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Rui, Zhepeng, and Zhenyu Gu. "A Review of EEG and fMRI Measuring Aesthetic Processing in Visual User Experience Research." Computational Intelligence and Neuroscience 2021 (December 16, 2021): 1–27. http://dx.doi.org/10.1155/2021/2070209.

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In human-computer interaction, the visual interaction of user experience (UX) and user interface (UI) plays an important role in enriching the quality of daily life. The purpose of our study analyzes the use of brain-computer interface (BCI), wearable technology, and functional magnetic resonance imaging (fMRI) to explore the aesthetic processing of visual neural response to UI and UX designs. Specifically, this review aims to understand neuroaesthetic processing knowledge, aesthetic appreciation models, and the ways in which visual brain studies can improve the quality of current and future U
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Jackson, France. "UX in Industry: An ‘Unconference’ w/ the Practitioners." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (2019): 838–40. http://dx.doi.org/10.1177/1071181319631507.

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UX roles in industry come in various flavors. From job titles, roles and responsibilities to organizational structure, companies define user experience practitioners in varying ways. The purpose of this alternative session is to give students a diverse look at UX in Industry. Seattle and the Pacific Northwest are home to several major technology companies such as Amazon, Microsoft, Google, and Intel. This alt session will utilize the unconference format. This will allow facilitators to lead small group discussions based on topics posed by the session attendees. The group of facilitators will c
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Jones, Alexander, and Volker Thoma. "Determinants for Successful Agile Collaboration between UX Designers and Software Developers in a Complex Organisation." International Journal of Human–Computer Interaction 35, no. 20 (2019): 1914–35. http://dx.doi.org/10.1080/10447318.2019.1587856.

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Buschek, Daniel, Charlotte Anlauff, and Florian Lachner. "Paper2Wire – A Case Study of User-Centred Development of Machine Learning Tools for UX Designers." i-com 20, no. 1 (2021): 19–32. http://dx.doi.org/10.1515/icom-2021-0002.

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Abstract This paper reflects on a case study of a user-centred concept development process for a Machine Learning (ML) based design tool, conducted at an industry partner. The resulting concept uses ML to match graphical user interface elements in sketches on paper to their digital counterparts to create consistent wireframes. A user study (N=20) with a working prototype shows that this concept is preferred by designers, compared to the previous manual procedure. Reflecting on our process and findings we discuss lessons learned for developing ML tools that respect practitioners’ needs and prac
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Li, Rui, Hong Zhang, Chenguang Liu, Zhenyu Cheryl Qian, and Linghao Zhang. "Bibliometric and Visualized Analysis of User Experience Design Research: From 1999 to 2019." SAGE Open 12, no. 1 (2022): 215824402210872. http://dx.doi.org/10.1177/21582440221087266.

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With increasing research attention to user experience (UX), UX design (UXD) has gained concomitant interest. This study systematically reviews UXD research using a bibliometrical knowledge map. We collected and reviewed 14,825 documents to analyze UXD research from five perspectives: keyword trends, reference co-citation, author co-citation, categories, and author institutes. (a) UXD, as a research term, broadens the boundaries of experience and design and brings them together. (b) Publications in UXD focus on user, business, and technology orientation. (c) Author co-citation analysis reveals
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