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Journal articles on the topic "UX evaluation method"

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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 UX through using online product reviews. A pilot study is conducted to define the key elements of a review. Then, a systematic method of product UX evaluation based on reviews is proposed. The method includes three parts: extraction of key elements, integration of key elements, and quantitative evaluation based on rough number. The effectiveness of the proposed method is demonstrated by a case study using reviews of a wireless vacuum cleaner. Based on the proposed method, designers can objectively evaluate the UX quality of existing products and obtain detailed suggestions for product improvement.
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Doi, Toshihisa, and Aoi Nagata. "An Analysis Method of Anticipated UX Evoked by Packaging Design Using the Evaluation Grid Method: A Case of the Analysis of Packages of Boxed Flour Confections and Sunscreen." Applied Sciences 15, no. 3 (2025): 1339. https://doi.org/10.3390/app15031339.

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When considering the chronological order of product use, package design is mainly related to forming the anticipated UX, which predicts and imagines the experience gained from interacting with the product. However, in previous research, no method has been established for specifically evaluating the anticipated UX, and there is little knowledge about the relationship between packaging design and anticipated UX. This research aimed to examine a method to investigate the anticipated UX that users gain from packaging design in an exploratory and qualitative manner. We adopted the evaluation grid method, an interview and analysis technique that can clarify the evaluation structure that people have for the target of evaluation, and examined the structure of the design elements of the packaging and the appeal and sense of expectation that can be gained from them. We selected 20 products from each of two product groups for evaluation as examples: boxed flour confections and sunscreen. Ten people participated in the grid evaluation method survey for each product, and an evaluation structure diagram was created to summarize the results for each group of products. For flour confections packaging, the focus was on whether people could imagine what the taste would be like, and for sunscreen packaging, the focus was on concepts related to the performance and effectiveness of the sunscreen. These results show that it is possible to grasp the anticipated UX based on the user’s words using the evaluation grid method. The results of this research will contribute to establishing a method for examining anticipated UX and will be useful for achieving packaging design that enhances UX. In addition, the findings of the analysis cases presented in this research can be used to improve UX in the packaging of sweets and sunscreen.
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Gu, Bonwoo, and Yunsick Sung. "UX Framework including Imbalanced UX Dataset Reduction Method for Analyzing Interaction Trends of Agent Systems." Sensors 23, no. 3 (2023): 1651. http://dx.doi.org/10.3390/s23031651.

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The performance of game AI can significantly impact the purchase decisions of users. User experience (UX) technology can evaluate user satisfaction with game AI by analyzing user interaction input through a user interface (UI). Although traditional UX-based game agent systems use a UX evaluation to identify the common interaction trends of multiple users, there is a limit to evaluating UX data, i.e., creating a UX evaluation and identifying the interaction trend for each individual user. The loss of UX data features for each user should be minimized and reflected to provide a personalized game agent system for each user. This paper proposes a UX framework for game agent systems in which a UX data reduction method is applied to improve the interaction for each user. The proposed UX framework maintains non-trend data features in the UX dataset where overfitting occurs to provide a personalized game agent system for each user, achieved by minimizing the loss of UX data features for each user. The proposed UX framework is applied to a game called “Freestyle” to verify its performance. By using the proposed UX framework, the imbalanced UX dataset of the Freestyle game minimizes overfitting and becomes a UX dataset that reflects the interaction trend of each user. The UX dataset generated from the proposed UX framework is used to provide customized game agents of each user to enhanced interaction. Furthermore, the proposed UX framework is expected to contribute to the research on UX-based personalized services.
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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 verify the feasibility of MAX, which showed that the method is useful for evaluating the UX of finished/prototyped applications from the point of view of users and software engineers.
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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 (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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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 (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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Maulidya, Icha, Cynthia Octavania Putri Salma, Glorian Hilarius Kiantin Beda, Irma Rasita Gloria Barus, and Amata Fami. "Analyzing User Experience in KAI Access Application using the UEQ Method." JISA(Jurnal Informatika dan Sains) 7, no. 1 (2024): 48–52. http://dx.doi.org/10.31326/jisa.v7i1.2007.

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This research aims to provide a comprehensive analysis of the User Experience (UX) components within the KAI Access platform framework, with a particular focus on the need to evaluate the platform's UX. This evaluation is very important because of the emergence of user complaints and usability problems in the KAI Access application rating on the Appstore and Playstore which can affect user satisfaction and overall user engagement. This study leverages insights from previous research in UX analysis, particularly in transportation applications, it identifies key areas for improvement. It implements best practices to ensure a smooth and intuitive user experience. Leveraging frameworks and theories from the field of UX design, the methodological approach revolves around conducting UEQ surveys to comprehensively understand user behavior and interactions. Through systematic evaluation, this research assesses the UX dynamics of the KAI Access system, by carefully examining the strengths, weaknesses, and areas that require improvement to increase user satisfaction and system usability. This research succeeded in showing that the KAI Access platform has good performance in terms of efficiency and reliability. However, from the evaluation there are deficiencies in various areas such as user interface design and interactive responsiveness which are shown in the discussion results indicating the potential for increasing user satisfaction and system usability through pragmatic improvements. Additionally, this paves the way for future research to explore the impact of these improvements on user satisfaction and consider the integration of new technologies for a richer user experience.
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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. However, commonly used User Experience evaluation methods often do not focus on the appropriation process of a technology. Situated Evaluation is an approach that does focus on appropriation, although it has not yet been used extensively in the UX field. In this paper, we therefore present and critically discuss our use of the Situated Evaluation approach for the evaluation of a specific tool that aims to enhance the communication between children, parents, and teaching staff in special education. By presenting this case, we hope to inform other UX researchers and designer about the potential of the approach to understand appropriation is an important factor in UX design.
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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 (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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Majrashi, Khalid. "Inter-Platform Consistency Inspection Method." International Journal of Technology and Human Interaction 19, no. 1 (2023): 1–20. http://dx.doi.org/10.4018/ijthi.326058.

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Inter-platform consistency is a central inter-usability attribute in cross-platform service design. However, limited studies have investigated the importance of the different characteristics of inter-platform consistency for user experience (UX) of cross-platform services. A discounted, easy, fast inter-platform inspection method for cross-platform service design is still unavailable. In this paper, the authors present the results of a study on inter-platform service consistency using a new inspection method. Three UX experts evaluated three cross-platform services using predefined inter-platform consistency heuristics (perceptual, lexical, operational, and compositional). The evaluation yielded 287 inter-platform consistency findings (194 negative and 93 positive). The results indicated that all predefined consistency heuristics that represent inter-platform consistency characteristics are important and should be considered when designing the UX of cross-platform services. The evaluators assessed our inspection method and found it appropriate and effective.
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Dissertations / Theses on the topic "UX evaluation method"

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Ahmad, Sheikh Sleiman Shirin. "Aueis en ny UX-utvärderingsmetod för engagemang vid interaktion med sociala robotar." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19836.

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UX-designperspektivet är väsentlig vid utvärdering av interaktion med alla typer av robotar, men särskilt sociala robotar. Då dessa utvecklas för att utföra viktiga uppgifter i samhället såsom att vara sällskapsrobotar inom äldrevården, skolor med mera. User Experience Design-området har en bred samling av utvärderingsmetoder som människa-robotinteraktion-området kan dra nytta av. Denna studie syftar till att förbättra upplevelse vid interaktion med en social robot. För detta syfte har bland annat litteraturstudier genomförts där identifierades UX-aspekter som är relevanta att fokusera på vid utvärdering av förutsättningarna för engagemang i interaktionen mellan människa och social robot samt att det identifierades en kunskapslucka av tillgängliga analytiska utvärderingsmetoder inom människa-robotinteraktion (MRI). För att ta fram en ny analytisk utvärderingsmetod för att främja engagemang med en social robot användes en metodansats som är etablerad för att utveckla just utvärderingsmetoder. Designprocessen av den nya metoden bestod av fem iterativa faser som resulterade Analytisk utvärderingsmetod av engagemang vid interaktion med social sällskapsrobotar (AUEIS). AEUIS är designad för att utvärdera förutsättningarna för att uppnå engagemang vid interaktion med en social robot. Stort fokus lades på den femte fasen där versioner av AUEIS testades av flera UX-designers utifrån kriterierna att AUEIS ska ha hög validitet, vara användbar och ha bra lärbarhet. Testningen genomfördes med fyra UX-designer med olika erfarenheter inom MRI. Resultatet av testningen visade att en UX-designer utan tidigare erfarenhet av att utvärdera MRI kan använda AUEIS utan större problematik. Samtidigt, de framtagna aspekterna för att genomföra utvärderingen med var omfattande för att identifiera problem vid interaktion med en social robot. Det slutliga resultatet av detta är arbete är en komplett analytisk utvärderingsmetod. AUEIS består av sju aspekter som studerar föreutsättningarna för engagemang med en social robot. För att genomföra utvärdering med AUEIS finns det tre faser: Förberedelse, utvärdering och analys. Varje fas har några aktiviteter som följas för att få fram ett resultat om förutsättningarna av engagemang vid interaktionen med en social robot. Resultatet av utvärderingen med AUEIS kommer att bestå av kvalitativa och kvantitativa data. Den kvalitativa data som resulteras kan analyseras för att få en lista med vilka aspekter av engagemang som ej uppfylls av den sociala roboten. Den kvantitativa data kan ge en snabb överblick över vilka aspekter som har flest problem och vilka problem är mest allvarliga. AUEIS utvärderar förutsättningar för engagemang vid interaktion med en social robot och är begränsad till detta på grund av att den utvärderar om den sociala roboten uppfyller de förutsättningarna för engagemang. Därför användarensupplevelse av engagemang utvärderas enbart på ett mindre sätt utifrån hur mycket den sociala roboten uppfyller de förutsättningarna för engagemang. En framtida forskning och utveckling av AUEIS hade varit intressant och behövs för att AEUIS ska kunna utvärdera om användaren är engagerad och i vilken omfattning är hen engagerad. En annan aspekt som kan studeras är användarens engagemang under lång tidsinteraktion, korttidsinteraktion eller olika faser av engagemang. Exempelvis hur utvärderas att användaren påbörjar engagemang med en social robot och hur ska det utvärderas att engagemanget hålls och fortsätter eller om den avbryter och varför utifrån användarensperspektiv. I kapitel 5 (Slutresultat AUEIS-metoden) presenteras metoden samt detaljerade instruktioner över genomförandet presenters i Bilaga 7.<br>The user experience design (UX) perspective is essential when evaluating interaction with all types of robots, but especially social robots. As these are developed to perform important tasks in society such as being companion robots in geriatric care, schools and more. The User Experience Design area has a wide collection of evaluation methods that the human-robot interaction area can benefit from. This study aims to improve the experience of interacting with a social robot. For this purpose, literature studies have been conducted where UX aspects were identified that are relevant to focus on when evaluating the conditions for engagement in the interaction between human and social robot. A knowledge gap was identified of limited available analytical evaluation methods in human-robot interaction (HRI). In order to develop a new analytical evaluation method to promote engagement with a social robot, a methodological approach was used to develop evaluation methods. The design process of the new method consisted of five iterative phases that resulted in an Analytical evaluation method of engagement in interaction with social companion robots (AUEIS). AEUIS is designed to evaluate the conditions for achieving engagement when interacting with a social robot. Great focus was placed on the fifth phase where versions of AUEIS were tested by several UX designers based on the criteria that AUEIS should have high validity, be useful and have good learnability. The testing was performed with four UX designers with different experiences in HRI. The results of the testing showed that a UX designer without previous experience in evaluating HRI can use AUEIS without problems. At the same time, the aspects developed to carry out the evaluation were comprehensive to identify problems when interacting with a social robot. The result of this is work is a complete analytical evaluation method. AUEIS consists of seven aspects that study the conditions for engagement with a social robot. To evaluate with AUEIS, there are three phases: Preparation, evaluation, and analysis. Each phase has some activities that are followed to obtain a result about the conditions of engagement in the interaction with a social robot. The result of the evaluation with AUEIS will consist of qualitative and quantitative data. The qualitative data that is obtained can be analyzed to get a list of which aspects of engagement are not fulfilled by the social robot. The quantitative data can provide a quick overview of which aspects have the most problems and which problems are most serious. AUEIS evaluates the conditions for engagement when interacting with a social robot and is limited to this because it evaluates whether the social robot meets those conditions for engagement. Therefore, the user experience of engagement is evaluated only in a minor way based on how much the social robot meets the conditions for engagement. Future research and development of AUEIS would have been interesting and needed for AEUIS to be able to evaluate whether the user is engaged and to what extent is. Another interesting aspect to study can be the user experience of engagement whether it is during long-term interaction, short-term interaction, or different phases of an engagement. For example, how to evaluate that the user begins engagement with a social robot and how should it be evaluated that the engagement is maintained and continues or if it interrupts and why from a user perspective? Chapter 5 (End result the AUEIS method) presents the method and detailed instructions on implementation are presented in Appendix 7.
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Shawon, Dewan Shahriar. "A Comparative Study on Evaluation of methods in Capturing Emotion : What do we learn in capturing emotion with different methods?" Thesis, Umeå universitet, Institutionen för informatik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-48978.

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Lagasse, Marine. "Explorations de méthodes pour la connaissance et la caractérisation de l’expérience personnelle des visiteurs non guidés au musée : Vers le développement de nouveaux outils d’analyse." Electronic Thesis or Diss., Valenciennes, Université Polytechnique Hauts-de-France, 2024. http://www.theses.fr/2024UPHF0012.

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Les études de réception des expositions se situent au cœur des préoccupations muséales relatives à la mission de diffusion des savoirs. Aujourd’hui, le concept d’expérience de visite concentre une série de questions centrales à ce sujet : Que font les visiteurs pendant leur parcours de visite libre ? Par quels moyens se mettent-ils en lien avec le contenu d’exposition ? Capturer l’expérience au plus près de ce que vivent les visiteurs in situ présente cependant des défis méthodologiques importants.Cette recherche s’appuie sur des méthodes d’enquête innovantes développées au cours des dernières décennies et plus particulièrement sur REMIND qui a fait converger leurs acquis méthodologiques. Cette méthode d’entretien utilise le rappel stimulé pour aider les visiteurs à produire des descriptions fines de leur activité in situ. Néanmoins, comme son cadre d’analyse s’attache à saisir avec profondeur et précision l’expérience de chacun des enquêtés, il rend compliqué le traitement et le recoupement d’une quantité importante de ces données verbatims. La présente recherche a pour objectif d’aider au dépassement de ce frein méthodologique. Elle propose d’explorer différentes méthodes d’enquête et d’analyse pour faciliter le recueil et l’examen systématique d’un grand volume de données portant sur l’expérience de visite. À termes, ces outils méthodologiques ont pour visée de servir à des analyses comparatives permettant de repérer, dans l’activité des visiteurs, des tendances communes et des spécificités dues à certains environnements d’exposition ou contextes de visite.La thèse comprend deux voies de recherche structurées autour de quatre études portant sur l’expérience des visiteurs dans des musées belges et français. La première voie explore les moyens de caractériser l’expérience de visite à partir des construits personnels des visiteurs. L’étude n°1 aborde la formalisation d’une méthode d’entretien hybride, REMIND-Contrast, pour faire émerger les construits personnels relatifs à une visite. Les études n°2 et n°3 proposent d’utiliser ces construits comme items de questionnaire et testent une première échelle VX (Visitor eXperience) pour mesurer l’expérience. La seconde voie concerne l’étude n°4 qui met en œuvre une méthode d’analyse alternative au cadre de REMIND pour examiner un corpus étendu d’entretiens. Cette étude interroge l’activité des visiteurs pour identifier des formes d’engagements typiques envers le contenu expositionnel.Cette recherche déploie une démarche interdisciplinaire pour l’exploration de méthodes d’enquête de terrain et l’essai d’outils d’analyse, tant qualitatifs que quantitatifs, qui permettent finalement de caractériser l’expérience personnelle de visite et d’en expliciter les phénomènes liés. Elle propose entre autres de premiers indicateurs quantitatifs pour mesurer l’expérience de visite en fonction d’aspects déterminants pour les visiteurs. Ainsi, à travers les perspectives offertes pour la connaissance de l’expérience de visite, les résultats de cette recherche peuvent également servir à nourrir les réflexions sur l’évaluation et la conception d’expositions et des dispositifs de médiation<br>Exhibition reception studies are at the heart of the museum's knowledge-sharing mission. Today, the concept of the visitor experience brings together a series of central questions on this subject: what do visitors do during their self-guided visit? How do they connect with the exhibition content? Capturing the experience as closely as possible to what visitors live in situ presents however major methodological challenges.This research is based on innovative survey methods developed over the last decades, and more particularly on REMIND, which brings together their methodological assets. REMIND is an interview method that uses the stimulated recall technique to help visitors to produce detailed descriptions of their activity in situ. Nevertheless, as the REMIND analytical framework is designed to capture the experience of each of the visitors interviewed in depth and detail, this makes it difficult to process and cross-check a large number of verbatim data. The aim of this research is to help overcome this methodological obstacle. It proposes to explore different survey and analysis methods to facilitate the systematic collection and examination of a high volume of data relating to the visiting experience. Ultimately, these methodological tools are intended to be used for comparative analyses to identify common trends in visitor activity, as well as specificities due to certain exhibition environments or visit contexts.The thesis comprises two lines of research structured around four studies focusing on the visitor experience in Belgian and French museums. The first line explores means of characterising the visitor experience based on visitors' personal constructs. Study 1 deals with the formalisation of a hybrid interview method, REMIND-Contrast, to bring out the personal constructs relating to an exhibition visit. Studies 2 and 3 propose to use these constructs as questionnaire items and test an early VX scale (Visitor eXperience) to measure the experience. The second line concerns Study 4, which uses an alternative analysis method to the REMIND framework to examine an extended corpus of interviews. This study examines visitors' activities in order to identify typical forms of engagement with exhibits.This research deploys an interdisciplinary approach to exploring field survey methods and testing analytical tools, both qualitative and quantitative, which ultimately serve to characterise the visitor experience and clarify the related phenomena. Among other things, it proposes some initial quantitative indicators to measure the visit experience in terms of key aspects for visitors. Therefore, through the perspectives offered for understanding the visitor experience, the results of this research can also nourish reflections on the evaluation and design of exhibitions and mediation devices
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Book chapters on the topic "UX evaluation method"

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Spallazzo, Davide, Martina Sciannamè, and Mauro Ceconello. "Unpacking AI-Infused Systems Qualities. Building a UX Evaluation Method." In SpringerBriefs in Applied Sciences and Technology. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-77521-5_4.

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Abstract The chapter illustrates the results of an enquiry aiming to systematize the qualities of AI-infused devices and to propose a specific method to assess the UX they entail. For the purpose, advanced users were involved in a semi structured questionnaire aimed to understand their perception of AI-infused products and the related UX qualities they care the most. Pragmatic, aesthetic, hedonic, affective, intelligence, trustworthiness, conversational, and meaningfulness dimensions have been proposed as a starting point and the less traditional have garnered particular consensus.
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Spallazzo, Davide, Martina Sciannamè, and Mauro Ceconello. "AIXE. A Method to Evaluate the UX of Systems Integrating AI." In SpringerBriefs in Applied Sciences and Technology. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-77521-5_5.

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Abstract The chapter frames the AIXE (AI user eXperience Evaluation) scale, a statistically validated questionnaire to assess the UX of AI-infused products, describing its development process as well as its validation. AIXE is composed by 33 questions with 4 ordinal Likert-scale answers, organized around 12 descriptors related to the UX of the target systems. The questionnaire is meant to be proposed to the intended users of AI-infused products to quantitatively analyse the user experience they convey. The chapter further illustrates how the scale can be applied, its limitations and future opportunities.
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Filippi, Stefano, and Daniela Barattin. "Exploiting the meCUE Questionnaire to Enhance an Existing UX Evaluation Method Based on Mental Models." In Design, User Experience, and Usability. Practice and Case Studies. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-23535-2_8.

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Filippi, Stefano, and Daniela Barattin. "Considering Users’ Different Knowledge About Products to Improve a UX Evaluation Method Based on Mental Models." In Design, User Experience, and Usability: Theory and Practice. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91797-9_26.

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Spallazzo, Davide, Martina Sciannamè, and Mauro Ceconello. "UX Dimensions for AI. Past and Future Perspectives." In SpringerBriefs in Applied Sciences and Technology. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-77521-5_3.

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Abstract This chapter offers a comprehensive overview and systematic analysis of current UX evaluation methods with the objective to identify relevant dimensions to describe the qualities of AI-infused products and possible gaps. The state of the art is grounded on an umbrella review of previous consistent studies, a scoping review of about 130 UX evaluation methods, and a systematic literature review on the assessment of AI-based systems. This preliminary investigation substantiated the need of new, specific qualities to properly assess the UX of AI-infused products, and eight primary UX dimensions have been identified as a starting point for more experimental studies.
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Ball, Linden J., and Beth H. Richardson. "Eye-Tracking and Physiological Measurements for UX Evaluation." In User Experience Methods and Tools in Human-Computer Interaction. CRC Press, 2024. http://dx.doi.org/10.1201/9781003495161-9.

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Ferreira, Bruna Moraes, Luís Rivero, Natasha M. Costa Valentim, Renata Zilse, Andrew Koster, and Tayana Conte. "Evaluation of UX Methods: Lessons Learned When Evaluating a Multi-user Mobile Application." In Lecture Notes in Computer Science. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39510-4_26.

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de Souza Veriscimo, Erico, João Luiz Bernardes Júnior, and Luciano Antonio Digiampietri. "Facial Emotion Recognition in UX Evaluation: A Systematic Review." In Human-Computer Interaction. Theory, Methods and Tools. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78462-1_40.

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Cirucci, Angela M., and Urszula M. Pruchniewska. "Heuristic Evaluations and Critical Analysis Walkthroughs." In UX Research Methods for Media and Communication Studies. Routledge, 2021. http://dx.doi.org/10.4324/9781003181750-21.

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Spallazzo, Davide, Martina Sciannamè, and Mauro Ceconello. "Making Sense of AI-Infused Systems. Framing Current Design Challenges." In SpringerBriefs in Applied Sciences and Technology. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-77521-5_2.

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Abstract The chapter portrays the state of the art of AI-infused products, that while offering exciting novelties in terms of user experience, offer present difficulties to exploit their full potential. The core and peculiar qualities of AI-infused products are primarily explored. The chapter further frames the current and unique challenges they present to their design and new interaction paradigms they introduce in the user experience. The chapter finally questions the necessity of a rethinking of traditional UX evaluation methods to accommodate these emerging design challenges.
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Conference papers on the topic "UX evaluation method"

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

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

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Daembana, Muhammad Azwar, Maulana Ikhsan Kamil, and Teguh Prasandy. "User Experience (UX) Evaluation of Application JMO BPJS Ketenagakerjaan at Pontianak Branch Office Using the PACMAD Method." In 2024 6th International Conference on Cybernetics and Intelligent System (ICORIS). IEEE, 2024. https://doi.org/10.1109/icoris63540.2024.10903885.

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Masruroh, Siti Ummi, Muhammad Aufa Atha Rizqullah, Dewi Khairani, Husni Teja Sukmana, Saepul Aripiyanto, and Rizka Amalia Putri. "UI/UX Application of Bus Rapid Transit (BRT) System using User-Centered Design Method and Think Aloud Evaluation." In 2024 3rd International Conference on Creative Communication and Innovative Technology (ICCIT). IEEE, 2024. http://dx.doi.org/10.1109/iccit62134.2024.10701192.

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Nizham, Arraghib Muwafiqun, Nurul Azizah, Andi Hendra Gunawan, Meta Amalya Dewi, and Haikal Andrean. "Evaluating UX on JayJay Digital Career School Learning Management System Website Using Design Thinking Method." In 2024 9th International Conference on Business and Industrial Research (ICBIR). IEEE, 2024. https://doi.org/10.1109/icbir61386.2024.10875957.

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Wu, Jian, Nan Jiang, Shuming Zhang, et al. "The construction method and application of a dynamic user experience evaluation system for smart home appliances." In 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1005440.

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The term UX is usually applied in the software field, but it is also used in the hardware product, space and service at present. Apart from the relatively mature UX evaluation methods in the automotive field, the construction of the UX evaluation system in the smart home appliance field is not perfect enough, and there is no exclusive, flexible, and universal evaluation system.One is that smart home appliances are different from traditional products, such as beds and office chairs, and do not require much brain thinking. Smart home appliances still have interfaces to interact with, but they are different from software products, such as mobile phones and computers, which require long-term interaction; Secondly, different household appliances also have their own characteristics, such as washing machines placing more emphasis on interface interaction, refrigerators placing more emphasis on space capacity, and water heaters placing more emphasis on installation; Thirdly, the usage tasks of existing household appliances are constantly changing according to lifestyle trends, and the emergence of new scenarios leads to changes in the task of evaluating smart household appliances. In addition, many evaluation systems have not been effective in improving the R&amp;D process of household appliance in practice. Due to a lack of understanding of the product development process, the R&amp;D design is unable to address the identified issues and truly assist in improving the product experience.In these cases, an evaluation system and application process mechanism for smart household appliances were built. This paper mainly studies four directions: (1) Combining industry analysis and home appliance attributes, define exclusive UX index specifically for home appliances. (2) Expanding UX index into a dynamic evaluation system, which can be reflected in: ① being applicable to different categories of household appliances, assigning index weights based on user, R&amp;D personnel, and market feedback; ② It can be applied to users with different physical states, such as the elderly and ordinary people, to adjust the difficulty of passing the index; ③ It can be applied in different scenarios and tasks, analyzing lifestyle trends and market feedback, predicting the occurrence of new usage scenarios and tasks, and adjusting evaluation system testing tasks. (3) Integrate the UX evaluation system into the development process of new products, form a complete design and testing process, and help products achieve experience optimization continuously. (4) Based on three successful cases, point out the feasibility of the UX evaluation system for improving the home appliance experience and its positive impact on the market.
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Verhofstadt, Arno, Louise Hallström, Wendy Van den Broeck, Carolin Reichherzer, and Aljosa Smolic. "Exploring user feedback in VR: the added value of qualitative evaluation methods." In Proceedings of the ACM International Conference on Interactive Media Experiences Workshops. Sociedade Brasileira de Computação, 2025. https://doi.org/10.5753/imxw.2025.4030.

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Evaluating immersive experiences, such as Virtual Reality (VR), is often done through User Experience (UX) and Quality of Experience (QoE) evaluations. Here, methodologies such as conducting experiments, the use of questionnaires or data logging can provide valuable insights into implicit user behaviour in their interactions with interactive media experiences (IMX). These quantitative methods can be combined with qualitative methods for user evaluation purposes, making it a mixed methods approach. Consulting literature, extensive research has been done to discover the various benefits and pitfalls of incorporating a mixed methods approach in evaluation studies. However, there is limited research on the added value of a qualitative research methodology in VR user evaluation studies and how these qualitative findings can provide novel insights. This paper presents a mixed-method user evaluation study of VR Planica, a novel VR experience developed by HSLU together with AFP, RTVSLO, Sparknews and VUB as part of the EU project TRANSMIXR. We begin by outlining the conceptual differences between QoE and UX, as well as the conceptual outline of mixed method approaches for user evaluation. Next, we describe our evaluation set-up, and our mixed methods approach applied in the VR Planica user evaluation study involving 33 participants. Drawing on the qualitative data, we reveal insights into how participants experienced and interpreted the experience, which helped deepen the interpretation of the quantitative results. We conclude by emphasizing the added value of a qualitative methodology in VR user evaluation studies and advocate for the use of mixed method approaches to better capture user perspectives.
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Pratiwi, Dani Novita, and Tuga Mauritsius. "Mobile Marketplace Evaluation Using UTAUT Method: A Case of Market Place Company." In 2021 7th International HCI and UX Conference in Indonesia (CHIuXiD). IEEE, 2021. http://dx.doi.org/10.1109/chiuxid54398.2021.9650680.

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Zoo, Heeen, Changsub Kim, and Keun-Ryang Park. "A Study on the Evaluation of UX of Mid SUV." In WCX SAE World Congress Experience. SAE International, 2024. http://dx.doi.org/10.4271/2024-01-2460.

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&lt;div class="section abstract"&gt;&lt;div class="htmlview paragraph"&gt;In recent years, with the advent of the Fourth Industrial Revolution and the COVID-19 pandemic, people's lives worldwide have undergone significant changes. Additionally, the emergence of a new generation of consumers known as the millennial generation has led to a high demand for multipurpose family cars. The perspective is shifting towards choosing premium products that enhance the quality of life and pursue their own happiness and comfort through technology, rather than simply selecting a midsize SUV based on the increase in family size. We aim to meet the needs of these global customers by conducting research and developing various new features that were not previously available in midsize SUVs. In this study, we defined the actual target users for midsize SUVs and established UX concepts by analyzing their characteristics. Based on this, we employed an optimal design approach by analyzing the evaluation results by country for the various features implemented within the vehicle. This allowed us to understand the background behind commonalities and differences and integrate them into the actual design process. In addition, during this process, we qualitatively collected the Voice of the Customer (VOC) from actual customers, allowing us to establish the foundation for optimal design. We primarily used In-Depth Interviews (IDI) as our evaluation method, but in order to achieve optimal design, we also incorporated quantitative methods to ensure the quality of the evaluation results. Utilizing 16 categories of UX values, which allow for a more systematic and clear quantitative evaluation of UX, can be extended to evaluations across various vehicle grades and types.&lt;/div&gt;&lt;/div&gt;
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Fujii, Yuki, Keiichi Watanuki, Kazunori Kaede, and Yusuke Osawa. "Evaluation of UX using Biometric Emotion and Intensity Estimation Machine Learning Models." In 16th International Conference on Applied Human Factors and Ergonomics (AHFE 2025). AHFE International, 2025. https://doi.org/10.54941/ahfe1006063.

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In recent years, user experience (UX) has become an important evaluation criterion in the development of products and services, in addition to the traditional emphasis on functionality and price competitiveness. In addition to practical aspects such as usability and convenience, “emotional value,” which affects the user’s emotions and senses, is also considered an element of UX. Emotional value is the positive feeling that a product or service elicits in the user, resulting in increased satisfaction and purchasing behavior. Thus, emotion is an important component of UX, and based on the “emotional information function theory” of psychology, emotion has been shown to act as the basis for decision-making in situations where judgment cues are scarce. Therefore, accurately understanding emotions and reflecting them in the UX design process is critical for increasing the value of products and services.However, measuring user emotions during UX evaluation remains a significant challenge. Conventional emotion evaluation methods, such as questionnaires and interviews, are primarily subjective; however, they have several limitations. For example, they may not accurately reflect actual emotional states because they are based on respondents’ memories and biases. Furthermore, it is difficult to obtain real-time emotion data because work must be interrupted during the evaluation process. Therefore, using biometric information to evaluate emotions has attracted considerable attention. Biometric information (e.g., heart rate variability, skin electrical response, and EEG ) may be related to users’ emotional responses, reducing subjective bias and allowing real-time evaluation.Furthermore, recent advancements in machine learning technology have stimulated research into emotion estimation using biometric information. In these studies, models have been developed to estimate psychological characteristics such as pleasantness–unpleasantness and arousal–non-arousal of emotions using biometric information, with efforts focusing on Russell’s emotional circle model. Thus, machine learning has shown the ability to connect biometric information with a psychological framework and quantitatively assess the emotional components of UX.This study aimed to build a machine learning model using biometric information, develop a mechanism for estimating user emotions based on Russell’s emotion circle model , and examine whether the model can be applied to UX evaluation. Specifically, we developed a model that uses biological information such as heart rate variability, skin electrical response, and cerebral blood flow as explanatory variables to estimate the emotional position (pleasant–unpleasant, arousal–non-arousal). The accuracy and reliability of the model were evaluated , and the effectiveness of objective UX evaluation using biometric information was determined by comparison with conventional subjective evaluation methods. Through this study , we aim to develop a new evaluation method that can identify emotional factors in UX evaluation in real time and objectively, thereby improving the product and service design process.
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